pyrephox: (Lilith and the Lightbringer)
( Dec. 20th, 2003 12:37 am)
All horror fans! Go see Gothika. It rocks my socks. Very fun movie, very /scary/, and without being gory. Not that I don't like gore, too, but there's very little gross-out, and a hell of a lot of atmosphere-freaky-stuff going on.

*cuddles it* Wanna see it again!

As you may guess from the above posting, there was no game. Alas, three of our characters were out for the night, so we won't be able to destroy the world until the new year.
Alternate Malakite of Trade Attunement:

Virtues of Trade can, at a glance, determine if a person has broken a fair contract or cheated on an otherwise fair deal in the last week. Causing this person to sincerely repent of their breach of contract and willingly make restitution gains the Malakite 2 Essence.
I also run and play Unknown Armies. Unknown Armies is a very cool system, and one of the neat things about it is that you are encouraged to make up your own skills. Not just stuff like 'Pistols' or 'Seduction', but really freaky, fun skills. Here are a couple I've made for various characters.

Rationalize (Mind) -- A character with the Rationalize skill is able to determine that everything in a given situation makes perfect sense, even when the walls are bleeding. If a character fails a Sanity Check, they may make a Rationalize roll. If they suceed, the Failed mark does not go on the appropriate Sanity meter, but rather gets marked off to the side of the sheet. They suffer no penalities from this, and can continue on as normal, having convinced themselves that Everything Is Cool. However, if they ever /fail/ a Rationalize check, every failed mark accumulated this way is added to the Sanity meter of the current check, as the character's construction of reality breaks down. Marks 'stored' by Rationalize can be removed through psychoanalysis, as per the normal rules.

Doubletake (Speed) -- A character with the 'Doubletake' skill can make a roll on this skill at the beginning of a combat round. If it succeeds, he can make two combat actions, at no penalities, during his turn. However, if either action is unsucessful, they both are, as the character loses the rhythm of his attack.
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