The Powers That Be (
powersthatbe) wrote2019-01-12 06:24 pm
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Market of the Vanities: Plot Role Info.
If you are not a plot infiltrator or someone with IC reasons to share knowledge available to plot infiltrators, please do not read the comments of this post.
If you ARE a plot infiltrator, please comment under your toplevel to let us know you've read it; please also pop over here to announce your plotroleishness to the game at large. We prefer that you do any confidential plotting with other plot-important folks in the comments here, rather than on plurk, and please comment no later than January 23rd, January 31st, February 8th, February 16th, & February 24th with a brief (as brief as 1 sentence; as long as you like) summary of your activity during the week & plans for next week. These comments will help the mods shape mingles and plot events to keep the story dynamic and player actions important to the outcome. Likewise, comment at any time with any questions you may have, and a mod will get back to you within 36 hours at the outside.
-Links to folklore are included not to pigeonhole you into using those names or background details, but only to share our inspirations for the roles and allow you to draw from them as much or little as you like.
-All your characters may be safely assumed to have access to monetary resources and minor magic items to sell or trade; doing so will constitute skill proof for the character receiving the item. Such magic items should convey a minor advantage, a cantrip or trick - an endless torch, a self-mending piece of clothing, a sword that draws itself in times of danger - but not an item that conveys a major advantage or wholly new ability, such as a sword that fights on its own, a torch that can light endless fires, or clothing that can alter itself into other outfits. If you're not sure of an item or want to sell or trade something more powerful, contact the mods under your toplevel and ask - the Market is meant to be a place of wonders and you're the biggest suppliers in it.
-Obviously the skills listed below are exceptional even by Traveler standards. If you have concerns about a skill, yours or someone else's, potentially unbalancing the game, please let us know ASAP so we can address that concern & work out a fix if necessary. Your characters are under no obligation to sell, trade, or give away these skills, but are able to do so, and we've worked to give many or most of you some possible motivation to justify the skill trades. If you cannot imagine a circumstance where your character would make any trades, let us know so we can clarify and explain.
If you ARE a plot infiltrator, please comment under your toplevel to let us know you've read it; please also pop over here to announce your plotroleishness to the game at large. We prefer that you do any confidential plotting with other plot-important folks in the comments here, rather than on plurk, and please comment no later than January 23rd, January 31st, February 8th, February 16th, & February 24th with a brief (as brief as 1 sentence; as long as you like) summary of your activity during the week & plans for next week. These comments will help the mods shape mingles and plot events to keep the story dynamic and player actions important to the outcome. Likewise, comment at any time with any questions you may have, and a mod will get back to you within 36 hours at the outside.
-Links to folklore are included not to pigeonhole you into using those names or background details, but only to share our inspirations for the roles and allow you to draw from them as much or little as you like.
-All your characters may be safely assumed to have access to monetary resources and minor magic items to sell or trade; doing so will constitute skill proof for the character receiving the item. Such magic items should convey a minor advantage, a cantrip or trick - an endless torch, a self-mending piece of clothing, a sword that draws itself in times of danger - but not an item that conveys a major advantage or wholly new ability, such as a sword that fights on its own, a torch that can light endless fires, or clothing that can alter itself into other outfits. If you're not sure of an item or want to sell or trade something more powerful, contact the mods under your toplevel and ask - the Market is meant to be a place of wonders and you're the biggest suppliers in it.
-Obviously the skills listed below are exceptional even by Traveler standards. If you have concerns about a skill, yours or someone else's, potentially unbalancing the game, please let us know ASAP so we can address that concern & work out a fix if necessary. Your characters are under no obligation to sell, trade, or give away these skills, but are able to do so, and we've worked to give many or most of you some possible motivation to justify the skill trades. If you cannot imagine a circumstance where your character would make any trades, let us know so we can clarify and explain.
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On another note, given that one of his Dignities involves manipulating magical bonds, would he notice, say, his own Bonds with Gil and Thorne, or are those still invisible to him while he's Infiltrating?
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Yes.
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Also, would examining the QC-style Bond between himself and Gil tell him anything about it, beyond the fact of its existence?
And getting away from bonds or a bit: for The Gap Between Descriptions, would a transformation last beyond the Jaunt if the skill were used in-Jaunt, or would it end when the Jaunt did? I know it's permanent otherwise.
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If he had a chance to examine it long enough, he could discover it extended into him but not exactly to him. Something he represents or is congruent with.
Transformations of willing beings would remain so long as they were willing; unwilling transformations would lapse unless specific magical action of another kind were taken to make them permanent.
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Okay, thanks. That makes it easier to offer them OOCly as a plot opportunity. :) On a semi-related note, do they have much in the way of interesting flora or fauna in Hell? Or Purgatory or Heaven, for that matter.
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Speaking of, can he in turn use those bonds to track down Gil et al, the way they can use them to find him? I've been assuming that's the case, but just to make sure. Also, he won't be able to detect any bonds Raidou has with Infiltrators, e.g. Sabetha, will he? Or will he? Also, will it allow people who are bonded to Raidou to track him down if he's using The Gap Between Images?
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-He would not be able to detect any bonds Raidou has with Infiltrators, as those would be invisible on both ends; the same way he can't use his perceptions to detect Raidou inside himself
-The Gap Between Images only displaces visual sensing, so anyone whose bond lets them track someone while Infiltrating could track him
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-Tantalian grapes! taste better than anything, but always leave you wanting more
-of course, the ever-present asphodel
-moly, a rare herb which protects one from all direct magical attacks until digested
-apples of knowledge! what knowledge depends on the tree
-wood of despair, which has the effect one would think when burned & the smoke inhaled
There is very little in the way of natural native fauna; only such animals as were created or summoned by angels & devils to serve a purpose, or escaped elemental & familiar spirits such as those used by Immortali sorcerers.
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Tantalian grapes are from Hell, but some gave made it into Purgatory. Wood of despair, Hell Applies of knowledge, Heaven, but some are in Purgatory. Moly's in Hell, Heaven, & Purgatory, but very rare in all three.
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