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Kender

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About Kender

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  • Birthday 04/24/1984

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    Kenderific
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    http://www.mvgc.net/
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    Rome, NY
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  1. 2018 Junebilee FF Auction Items

    Rapier: Yes you gotta go Bracers: also yes say Panacea Good instincts!
  2. 2018 Junebilee FF Auction Items

    These items will be auctioned in AN order, not necessarily this order. I can't say until it's auction time
  3. 2018 Junebilee FF Auction Items

    Ryan: 1. Spells of the Well Some kind of refillable journal, refillable every junebilee 2. Piscean Extradition Step 1: owner puts the big item in a place, and carries the small item Step 2: Owner throws a spacket for "BANISH SPECIAL" Step 3: normal protections work Step 4: if success, caster explains to the target where to go Step 5: target goes to the other item and boops back into existence next to an unmoveable feb feast item Step 6: ??? Step 7: Profit 3. Peacekeeper's Fetters The effect is always on if you are wearing the shackles Likewise, when you take the shackles off the effects turn off 4. Alchemist's Phial Dump a bottle of potion/alchemy in at Sign-in, it refills every convergence No you can not pour it into another bottle The original thing is gone forever 6. Scepter of Spellblast If you hold the stick, you can throw like spellburst. Period 10. Gambler's Blade You roll a die, look up on the table. get a benefit You roll a second die, look that up on the table, get a benefit If you roll the same bonus twice, you only get one benefit, stop all dice rolls All benefits from this will stack, so you could get 2 immunities, but you could also have a magic/elvenSteel sword that doesn't do much of anything but let you downcall 11. Moldable Mace Are you just trying to be difficult? 1 spellstore on the weapon means you can use it to store 1 spell at a time, but after you cast the stored spell, you can store another spell. One spell at a time, you can't stack spellstores. Think sequential not parallel 13. Pendent of Independence Stacks means you can have two immunities. Banish is movement impairing, but leylines/dissipate are not, and someone else's Sanctuary is also not movement impairing 15. Necklace of the Six Reap Spirit is necromancy Only magic has schools, so creeping rot/ruin *damage* are not necromancy Dissipate is a nature spell Dispel is an enchantment spell This effect is non-dispellable but expires at convergence. 16. Reckless Necklace Spell effects don't end just because your character dies. If you're wearing this and get final rested, you're still not lootable. (But you're kinda screwed anyway) If you loan this to another character and they don't give it back to you by the end of the event, it is as though it was stolen. (See above RE: Reaping) If you aren't wearing the necklace, you are lootable If you loan this out and they aren't wearing it, it can be stolen 17. Wraithlord's Rapier There are no exceptions, only ever 1 pierce. 18. Boots of the Minotaur Even if the damage call is something otherwise impossible like "4 magic pierce slay strike disease curse minivan" you can wave your horns at that and take 1 point of normal body damage instead 19. Ring of Luck Literally anything short of a GM punishment 20. Book of Rituals Book is a single "item". Rituals are non-removable and repeatable with some limits 21. Unity All three items have the Feb Feast quality, but there is a single "Owner" All buffs means all buffs, including Magic, Alchemy, Rituals, etc. 23. Ring of Wizardy Choose a school at Traditional Feb Feast reset time. (This Auction)
  4. 2018 Junebilee in July aka NNY Feb Feast Auction 2018 It's not the last minute yet! Behold the items we'll be auctioning off at the Junebilee! If you aren't familiar here's some history and info: These items are subject to change. There's often some hiccups/clarifications that need to get ironed out. ...Without further ado... 1. Spells of the Well Case a spell into the book, it's spellstored for up to 1 year. Write the incant, spell, and date on the page and tear it out when you use it. 2. Piscean Extradition Two objects, one small and one large. 1/gd you can throw a spacket for Teleport: Target is Banished, and then leylines to the other you emplaced earlier. 3. Peacekeeper's Fetters Shackles of Grounding but the wearer is silenced too 4. Alchemist's Phial Put one potion in, it refills every convergence 5. Master's Wand 50 power, pick a single spell and it refills every Junebilele 6. Rod of Spellblast While the owner is holding the rod, they have Spellburst 7. Certificate of $200 to (shop of choice, Props Marshal will assist) and 40 craft points 8. Private Picnic 1/gd casts an Undispellable Sanctuary, everyone inside gains Antimagic Aura while inside, lasts until Convergence or the owner leaves/turns it off 9. Ritual Dagger When used as part of a ritual, can replace 1 of the the coin/candle/gem requirements 5/gd: use the Ritual Dagger to cut an ephemeral ritual component from a living thing (or a monster). This ritual component counts as any type, disappears at convergence, and is obviously temporary 10. Gambler's Blade At Convergence, Roll 1d6. If you roll a 6, roll again and add, If you roll another 6, roll again and add. Then repeat this process so you end up with TWO benefits. (This item may not make it to the auction, as it's a gamble {ha-ha!} on our part since it's not policeable) * 1 - Magic Damage * 2 - Silver Damage * 3 - Goblin Iron * 4 - Nature Damage * 5 - Elven Steel * 6 - Roll Again * 7 - Casts Synchronize * 8 - Casts Mind Blank on you * 9 - Casts Primal Form on you * 10 - Casts Poison Immunity on you * 11 - Casts Aura of Reflection on you * 12 - Roll Again * 13 - Casts Second Breath on you * 14 - +2 Natural Armor * 15 - +4 Power (Breaks Cap) * 16 - You can cast Leylines 2/gd (Go set your location in the next 10 minutes) * 17 - +2 Monstrous Natural Armor * 18 - +4 Body (Breaks Cap) 11. Moldable Mace Martial, Magic, Mageblade, acts as Wand of Banish (10 charges) Effects placed upon this weapon last the duration of the event 12. Blue Bag 13. Pendent of Independence Wearer is Mindblanked (stacks) Immune to movement impairing effects (stun, pin, fear, dominate, pit traps, nonmagical bonds, move full speed when diseased 14. Gloves of the Hollow Ogre (We'll buy gloves for the winner) Wearer gets all the benefits of Monstrous EXCEPT the damage reduction: Immune to Pin and Pit Traps Immune to nonmagical restraints Can swing for full damage when dual wielding (including shields) 15. Necklace of the Six 1/gd Choose a school of magic, wearer is immune to that school of magic for the game day 16. Reckless Necklace Doesn't take up a neck slot Wearer is not lootable 17. Wraithlord's Rapier This weapon ONLY EVER hits for 1 pierce Bearer can not enter "Sanctified" structures Bearer does not answer "Detect Life" calls 18. Boots of the Minotaur $200 gift certificate for fancy boots 4/gd when hit with a weapon, spacket, or stopped by a spell, the wearer can instead take 1 point of body damage and ignore that effect (Call is "No Effect" though you still take the 1 body damage) 19. Ring of Luck (We'll buy a ring prop for the winner) 1/gd you may ignore any one effect 20. Book of Rituals Book packed full of neat rituals with varying repeatabilities Includes RITUAL OF CURE LYCANTHROPY 21. Unity (We'll buy 3 rings for the winner) 3 rings: All buffs placed on one wearer are replicated to the other two if they are touching when the spell is cast 22. Clockwork Bracers Casts Panacea on wearer every 10 minutes (12:00, 12:10, 12:20, 12:30, 12:40, 12:50, 1:00...) 23. Ring of Wizardy (We'll buy a ring for the winner) Counts as a master's staff, stacks with another master's staff
  5. Poof you’re gone

    I like this
  6. Puzzle Boxes

    Hi there, I'm Dan, the KoN Rules Marshal. We don't currently have a rule expressly forbidding them, but since they basically break the game's rules right now, I would suggest you not bring one in. Our "locks" are either fairly easy to lockpick "luggage locks", or a spell called "magic lock". The idea of a box you can't get into, and also can't steal, since it's not worth anything to game (no item number, no coin value, not currency, not consumable) sounds like it's breaking the spirit of the game. If there's enough interest, we can totally include rules about puzzle boxes, but it's not going to be an easy way to protect your things. respectfully, -Dan
  7. Feb Feast 2018 Chinese Auction Items! This year we're doing a "small" fundraiser auction in February, and the big honkin "holy hell how much are they paying for that magic sword?" one at the 2018 JUNEBILEE If you're not familiar with a chinese auction: We sell you a ticket You put the ticket in the designated bag for the item you're after We draw a ticket, somebody is a winner! If you're not familiar with Feb Feast: We operate the game most of the time on a shoestring budget. We have a fundraiser every year to help allay any fears we have. We sell magic items for dollars and make them super cool: http://www.kingdomsofnovitas.net/wiki/pmwiki.php?n=Rules.Novitasnewyear If you don't know what we mean by "20 points", here's some info about our crafting system! http://www.kingdomsofnovitas.net/wiki/pmwiki.php?n=Rules.Craftingpointstat For this one, we're selling TWO TIERS OF TICKETS. The "normal" price ones: $1 each $10 for "an arm's length" (number varies, but is a better deal than individually) and the "5 dollar tickets" $5 each no discount for buying in bulk $1 ticket items: Leather Belt - Casts 1x 5th level spell 1/gd Gift Certificate to Suzie for a 24 point Item of your choice! Wand - you pick a spell and it'll have between 10 and 50 charges depending on the level: recharges every "Feb Feast" Ring - Automatically casts Heal Body on you 1/gd if you hit 0 body from damage. Mantle - Casts Antimagic Aura 1/gd Hat - Mind Blank 1/gd Necklace - Command Nature 1/gd Necklace - No Inchant Charm 1/gd Necklace - Immune to Lycanthropy, casts Silvershine 1/gd Loot Box - Magic Lockbox casts Magic Lock on itself 10/gd Scroll - Turn any magic item into a Feb Feast Item Amalgamate Scroll - Take any two magic items of the same type (martial sword, hat, etc) - combine into one item with all the powers of both plus the Feb Feast abilities! Blue Trim - Any item this trim is added to gains 20 points of Ornamenting Lantern - Casts Sanctuary 3/gd Sept Necklace - Permanent Garlic Paste Mystery bag - Full of Consumables! $5 ticket items: Wildrunner's Tackle - (Bow, 12 Arrows, Quiver) - The bow shoots for +1 damage, breaks cap, is a Mageblade, and casts Dispel 1/gd The Transcendent Tomes (2 Inscribed metal books) - These translate to and from anything written in the Immortal language (That's the language of High Fae and [REDACTED]!) Scarlet Messenger's Regalia (brooch) - +2 armor for anything it's pinned to, breaks cap Enchanter's Intrigue (Scroll of Transmute) - Change any single weapon to another single material type HACK THE PLANET (Scroll of 50 point item) - Make your own awesome! Great Reverberate Plates (Encampment item) - Casts Aura of Reflection on you and up to 5 people 1/gd each Items will be on display in Logistics, Tickets will be sold all weekend Tickets will be drawn towards the end of the In Character Feast! So that's 4th shift this weekend!
  8. Hi folks! Every year we have a fundraising auction that involves special magic items going out to you players. Some of those items "recharge every february" or "every NNY" or whatever: Yearly. This year we're moving the big auction from winter to the June event: Junebilee. So, because one of our standing rules is "don't screw the players if you can help it", in 2018 anyone with an item like that will get a standard recharge at the February game, and another one at the June event. From then on resets/recharges/whatever will happen in June. Thank you! -Rules Marshal
  9. Hi KoN Players! I'm going to tell you a story, and then I'm going to give you homework. <3 Once upon a time, there were a dozen of us playing this game. Everyone took turns writing plots, playing the one ogre we had horns for, and PCing. As the game grew larger, it became possible to specialize a bit. Some of us focused on rules or plot and didn't have to put in so much effort to the other jobs. We started calling these divisions of labor "Working Groups" Plot, Rules, Operations, Logistics, etc were born! On the forums this was easy, because permissions. Some things we had to tell to everyone in a working group, so we created a "Staff" forum as the sum of all working groups. Fast forward to today, we've grown to nearly ten times our original numbers, but at some point there became this idea of "US vs THEM" as "Players vs Staff". I don't know when it happened, but it's apparent and it's not something we should keep on with. Every one of us comes to game, plays our two NPC shifts and two PC shifts. The game runs because we all make it run for each other. And so, I propose that everyone who's been at game more than a year should join a working group. We're all in this game together, they all need help, they all need new blood, and you have a good enough idea of how the game works to make a good contribution! Come get a look behind the curtain, because the curtain only needs to be there during your PC shift. Working groups have someone leading them, called a Marshal. They're the final say in their little domain. Under them are people who are learning to be a marshal one day, we call them Seconds. Anybody can be in those positions, you've just gotta be competent, trustworthy, and around long enough to get the ambition (and pain) of wanting to manage your friends. Once or twice a year the Marshals, Seconds, and one or two wildcards get together for something called a "Staff Retreat" where they talk about what worked, what didn't worked, and where they're going to steer their working group in the year ahead. Here's a list of the working groups, the person heading up those working groups, and how you can get involved. Plot & Continuity Marshal: Justin C. http://www.kingdomsofnovitas.net/forums/index.php?/profile/54-thunderstave Writing plots, checking backstories VS the world, running the NPCs of each shift, responding to lore requests, reading your PELs, and more. Props & Atmosphere Marshal: Dustan W. http://www.kingdomsofnovitas.net/forums/index.php?/profile/643-dustan/ Caring for our existing Props, ensuring that every player/monster/prop fits with the aesthetic we want at KoN, acquiring new props, painting all you nerds, and more. Rules & Balancing Marshal: Dan M. http://www.kingdomsofnovitas.net/forums/index.php?/profile/37-kender/ Making sure the rules are as simple as possible, making rules available to players & GMs who need them, carefully balancing rules while making changes as seldom as possible, and more. Logistics Marshal: Ryan S. http://www.kingdomsofnovitas.net/forums/index.php?/profile/597-ryan-staring/ Character sheets, Running Sign-in, Magical Loot, Paperwork, Numbers, Assisting the GM during the shift with loot, and more. Operations Marshal: Dave H. http://www.kingdomsofnovitas.net/forums/index.php?/profile/2-hivemind/ Care and feeding of the Ranger, Care and upkeep of the site, taxes, corporate business, finances, and more. Marketing & Player Outreach Marshal: Zach W. http://www.kingdomsofnovitas.net/forums/index.php?/profile/181-octavius/ Recruiting new players, discreetly handling OOG conflict between players, player retention, and more. In addition, there are two super-marshals: These two can (and have) stepped into any of the other Marshal positions, can do any job at KoN, and often do things that are outside the scope of what's reasonable to expect from volunteers. Dan M (Me) is the "Second Marshal", I'm your huckleberry Dave H. is "First Marshal", he's given so much of his time, blood, sweat, and life to this game that if KoN belonged to anyone it would be HIS game. But it doesn't, it belongs to you, so join a working group. :D PM any of the marshals above for how to get involved!
  10. NEW RULES WIKI

    http://www.kingdomsofnovitas.net/wiki/ Thanks to several hundred hours of work by Ryan Green and some of the other KoN staff, all the KoN rules are now in an updated wiki and hosted on our own site! Take a look, browse around. These are 98% accurate and since it's a wiki we'll be making fixes as we run into things! Yaaaaaaaay! -Rules Team
  11. Huge CK Work Day Thank You!

    It was good to meet you Rob! I'm glad we could help, I think we could probably manage that a couple times a year. -Dan
  12. Hi everyone! I'm Dan, the Rules Marshal. We're at a new site with new facilities so I need to cover some details. The lean-tos at Kingsley do not have doors or portals, they're missing a wall. You can not magic lock them as they are. It may be possible to use thick curtains which fasten to eachother and to the walls to create something which could be magic locked (like how we let tents be valid targets), but they'll need to be VERY SECURELY FASTENED like a CANVAS TENT DOOR IS TIED SHUT. I don't think it's feasible without considerable alterations to the structures (which we aren't doing), but I wanted to say that it's not impossible. Any questions or comments? -Dan
  13. Hi! I'm Dan, I'm the Rules Marshal. If there's a rule you don't like it's probably my fault! I'd like to talk today about physical contact at KoN. We've got a whole pile of new players and I thought it might be good to cover our rules about touching. (and we had a small break so it's a good refresher for vets anyway) I was looking for quotes and it seems we say the same thing several different ways depending on what resource you're looking at: The bottom line is that unless you're hitting someone with a foam weapon or a spacket, you need to get consent before touching another player. This also can be seen in our looting rules: And in our rules about moving bodies/corpses: If you don't want to be touched, you can opt for detailed searches and if someone says "i'm dragging your body" you can shuffle along with them. Assume every character is strong enough to move any other character (this is a fantasy game!) That's a WHOLE LOT of information, do you have any questions?
  14. Great Weapon Question

    Still weapon master only, and can't hold two weapons in one hand (think of two hand poking with spear while also holding sword with one of your hands, that's not allowed
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