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Medals: Joined: 5/2/2008 Posts: 1,060 Location: NH
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I am, by no means, in charge of anything in this game and what I have to say carries absolutely no authority.
But let's you and I take a look at this situation, shall we?
The Enchantment version:The Isles Rules wrote:Inspiration of the Muses (Bag of Holding) [Spiritual/Enchantment 2]: With an enchantment procedure, you can produce a pouch that can hold items in an extra-dimensional space. This pouch may be given to others willingly, but can only be removed unwillingly from an unconscious person during a search. It will allow the bearer to carry tags without a phys-rep. The pouch used must be a specific and identifiable phys rep that will be provided by staff at check in for anyone who purchases this skill. Using this skill costs 3 Spiritual Stamina, with a minimum of 1 from your personal Spiritual Stamina pool. Basically, this is the same as the spell with one difference: it is localized into a specific container that can be taken/handed off by/to other characters. It cannot be dropped or accidentally lost.
Duration is a key factor in this Enchantment because that tells us when the container can no longer hold anything. It is my opinion that since this thing’s duration is based on a number of events it cannot end during an event so the point is moot. However, on the off chance that something out there will be able to ‘Dispel Magic’ or something similar, we need to know what will happen to the stuff within the Enchanted container when such a thing happens.
Chris has ruled on that:Chris wrote:... the items will be dumped out on Asylum, or where ever you are when the Bag ends. Okay, so they just spew forth from the container and there you go: lots of stuff. Not difficult there.
I don’t think anyone has a problem with this.
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But when it comes to Whimsy of the Muses, I think there are a couple of misunderstandings. Here is what I have discovered, and I hope Kendra (our resident Accelerant Rules Maven) will back me up/correct me. These are the relevant passages in the Accelerant Rules:Accelerant Rules wrote:Metabolic Traits These include Aging, Air, Cold, Disease, Poison, Radiation, and Sleep. The effect is caused by a Metabolic reaction. Abilities that work against Metabolic effects will work against effects with any of these traits. You may role play a Metabolic effect by crying out or stepping backwards as the effect is inflicted.
Stun You are knocked unconscious. Stun will last until you rest for five minutes. You are rest-ing while you are stunned. Another character may take a full minute of role play to revive you and end this effect. “Stun” is an effect while “Sleep” is a Delivery Trait, as in “Stun by Sleep.” This is very consistent with Accelerant Rules and makes sense. To equate it to some of the other games people may be familiar with, “Sleep” is a ‘carrier’ in these rules as opposed to the actual effect itself. To use some of the other Metabolic traits as examples, you could conceivably hear such calls as “Weakness by Aging,” “Slam by Air,” “Slow by Cold,” “Frenzy by Poison” or “Drain by Radiation.” It is always “Effect by Trait.”
Alright, with that bit of review out of the way, lets look at the skill in question.The Isles Rules wrote:Whimsy of the Muses (Pocket Space) [Spiritual/Wizardry 2]: With a magical ritual, you may gain the ability to carry extra tags without phys-reps. This spell lasts until you sleep. Using this skill costs 2 Spiritual Stamina, with a minimum of 1 from your personal Spiritual Stamina pool. “This spell lasts until you sleep.” That is, indeed, what it says. So when you sleep it will go away. The question is, what will happen to the tagless things when the spell ends? Chris has ruled that if the things being carried by virtue of the spell remain on you when the spell ends then they go away.Chris wrote:...while items cannot be taken by search, they could be lost by unplanned "sleep."
“Lost.” Does that mean ‘forever?’ I, personally find that harsh, but I do not believe that that is what was meant. I believe that “lost” means “until found” and that the items “lost” by an unintended ending of the spell can be found again. I suggest that by simply recasting the spell, these ‘lost’ items can, once again, be found.
The issue of forcing someone to ‘Sleep’ is important as Chris pointed out that one of the Villains (and possibly others) in this game can do so.
As Kendra pointed out, the only way to do such a thing in the current published Accelerant Rules would seem to be a call of “Stun by Sleep.”
In my opinion, this call would be very powerful because there is nothing that defends vs Stun or Sleep. If you hit someone with “Stun by Will,” they could negate it with the skill ‘Strong Mind’ or if you hit them with “Stun by Poison,” they could negate it with ‘Resist Poison.’
The Psionic skill ‘Sleep’ is an example of “Stun by Will:”Quote:Sleep [Mental/Psionic 9]: You may throw a packet for ‘Stun by Will.’ Using this skill costs 10 Mental Stamina. Requires an attuned True Psi Focus. (The naming of this skill is unfortunate as it causes a bit of confusion.)
I, personally, do not have a problem with the possibility of “Stun by Sleep” as I believe that the staff are even handed enough to not abuse it. The fact that none of us can defend against it makes it very powerful. I am sure that Chris et al, are well aware of this and will behave accordingly.
Now we can address the idea that items carried by virtue of Whimsy of the Muses cannot be stolen. This, in my opinion, makes the skill ‘Hide item’ spectacularly useless.The Isles Rules wrote: Hide Item [Spiritual/Thief 4]: You may expend a use of this skill to prevent yourself from having to give up one item or small container that is on your person when you are searched. The item or container must not be readily visible on your body. This effect lasts for five minutes. Using this skill costs 6 Spiritual Stamina. Why on Earth would anyone learn this skill? The Whimsy of the Muses spell is way easier to learn and way easier to use. Not to mention that the Crafted item “Hidden Pocket” would also be useless.
No, I don’t think that items stored in a Whimsy of the Muses were intended to be unstealable. I believe the spirit of the skill/spell was to make it convenient for players to carry the vast multitude of things this game requires without requiring a shopping cart.
I think that the solution to all of this is quite obvious. Once again, I am, by no means, in charge of anything in this game and what I have to say carries absolutely no authority. But here is how I think this should go:
(My additions in blue)The Isles Rules wrote:Inspiration of the Muses (Bag of Holding) [Spiritual/Enchantment 2]: With an enchantment procedure, you can produce a pouch that can hold items in an extra-dimensional space. This pouch may be given to others willingly, but can only be removed unwillingly from an unconscious person during a search. It will allow the bearer to carry tags without a phys-rep. If the container should stop working for any reason, the items will be dumped out where ever it is when that happens. The pouch used must be a specific and identifiable phys rep that may be provided by staff at check in for anyone who purchases this skill. Using this skill costs 3 Spiritual Stamina, with a minimum of 1 from your personal Spiritual Stamina pool. The Isles Rules wrote:Whimsy of the Muses (Pocket Space) [Spiritual/Wizardry 2]: With a magical ritual, you may gain the ability to carry extra tags without phys-reps. This spell lasts until you sleep naturally, are affected by anything "~by Sleep" or die. If this spell should stop working for any reason, the items will be inaccessible until this spell is cast again. Using this skill costs 2 Spiritual Stamina, with a minimum of 1 from your personal Spiritual Stamina pool. I believe that this covers everything; gives Chris the situations he originally wanted, satisfies the players, doesn’t nerf other skills, and fits the Accelerant Rules.
If I have missed something, please help me out and make it known.
Just trying to help.
DwayneAssume no malice. Assume no altruism.
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