The Adventures of the Eternal Party

The Transformation

 

Each Eternal character is a slightly different incarnation of the all characters that an individual player has had, except that the characters had not known it, until now. A transformation occured as the players left the influence of the homeworld of Teth aboard the Transport Relic Death-Star (now dubbed "The Top"). The best attributes of each character merged into one super character. Each character has most of the memories of his previous lives. There is an inherent fuzziness of the character's memory, just as there is imperfection in the memories of the respective players.


While aboard the Top, leaving the very last of the gravitational and magnetic influences of Teth, it begins.

The distant voices, the scraps of conversation, the images of past (and future) places, waves of transitory emotions washing upon the soul are dreams and at the same time reality.

You hang for eternity in limbo. Alive, dead?

You have had many names. They fly away in ghostly rivers of memory.

You have no way of knowing ... who you are ...

Swirling disorientation and non-identity.

Remember the mind-traces of laughter, sadness, pride ...

Timeless Void.

A random solidification of pieces and parts was to be expected and so you waited. You really had no choice. Yet it ALL is about Choice, isn't it?

Your body, mind and soul reforms into something strangely familiar.

Your character has changed. Even before you can feel the full extent of those changes you see that some of the people around you have also changed. You know of your transformation, but can only guess at what combinations of Chance and Design that make your companions what they are.

You remember your past lives (PCs that you have played) with some clarity, and others (characters that you have not) with even less remembrance.

The other NPCs have not undergone this Transformation (the exception being your buddy Abrac) - this is what they have seen ...

Each character that was the Transformed was suddenly covered in an aura of incandescent blue light. Frozen in their tracks, they started to behave as if they were human clay, shaped and molded through different sizes and shapes by some god-like artist. The variations of each portrait increased, flickering with great speed, a blending of differences into one final figure. The effect last only minutes.

Harry and Frank's characters phased in. Missing player's PCs phased out. Mike's character was "un-stoned."

You had no idea what to call each other. Several names came to mind. All were adequate, but indecision made you falter.


When an Eternal Character Dies

There is evidently a link among Eternal Characters, so that if one dies, the others sense it. Here is one example of such a link in action.


Anti-Eternals and Such

A conversation of sorts on diverse topics.


Spell Meld

One special ability that all members of the Eternal Party possess is the ability to offer aid, raising levels of spell casting members.

Casters and other aiding members must be within 20 feet of each other and may not be separated by barriers of a magical sort.

There are three ways of melding a spell:

 

1. Casting the same spell in concert

When both (or more) spell casters of the same class have the same spell memorized, they many elect to cast the spell together. They must each roll separate initiatives - the later roll dictates when both begin casting. There is then a choice of whether to cast it through one caster or multiple casters;

1A. One effect through one caster

If cast through one spell caster, he shall cast that spell at a level equal to:

level = (sum of casters' levels) x 1.20, round down

1B. Multiple effects through multiple casters

If cast through a number of spell casters present in the concerted effort, they each cast the spell at a level equal to:

level = (sum of casters' levels)/(number of casters) x 1.20, round down

Note: All casters forget the spell after a concerted casting.

For example: Take 3 spell casters of appropriate class: They are of effective levels 5, 7, & 8. The effective spell level of casting is (5+7+8)x1.2 = 24 when one casts the spell and (5+7+8)x1.2/3 = 8 when the three make seperate castings. But only when they are all casting the same spell.

 

2. Contribution from a fellow spell caster

A fellow spell caster (of the same type) may lend some of his manna/concentration force/faith by being in proximity and by linking thoughts. He does not have to have the same spell memorized or have the ability to cast it. His aid adds two levels to the level of the main caster. That is the extent of the charcter's action for the round (with the possible exception of movement).

 

3. Contribution from a fellow Eternal

A fellow member of the Eternal Party (not a spell caster of the same type, or not even a spell caster) may also lend aid (concentration force) to someone casting a spell. Each member adds one level to the level of spell caster. That is the extent of the charcter's action for the round (with the possible exception of movement).

 

Concerning all three ways of spell melding; As long as neither the spell caster's (or other aiding member's) concentration is broken the meld will be successful. This must be maintained during the casting time of the spell and during the spell if it is of the type of spell that requires constant concentration (e.g. Phantasmal Force). If an aiding member's concentration is broken or the distance is exceeded/blocked during the casting of the spell, then the added levels of his contribution are not gained. In the case of the operation of a spell of continual mental control, at the moment contribution is lost the level of control is reduced.


Site Map | 5 April 99

copyright © 2001 by Michael Moran Alterio, Michael Babriecki, Harry Ching, Stephen Martin, and Donald R. Parrish III (all rights reserved)