[13:34] <+PeterHollinghurst> Hi everyone – I am (as you can see) Peter Hollinghurst – creator of the Fortunes Wheel game currently on kickstarter. It is a Tarot based game with a dark mystery horror setting
[13:35] <+PeterHollinghurst> (Link: https://www.kickstarter.com/projects/1613337354/fortunes-wheel)https://www.kickstarter.com/projects/1613337354/fortunes-wheel if you need to take a look
[13:35] <+PeterHollinghurst> (done)
[13:35] <~Dan> Thanks, PeterHollinghurst!
[13:35] <~Dan> The floor is open to questions!
[13:36] <~Dan> Now, ordinarily, I’d be curious about the setting first, but in this case, it sounds like the system is particularly noteworthy.
[13:36] <~Dan> Can you link us to a character sheet and describe the core mechanice?
[13:37] <+PeterHollinghurst> (Link: http://www.fortuneswheel.co.uk/FW-charcter-sheet-for-print.pdf)http://www.fortuneswheel.co.uk/FW-charcter-sheet-for-print.pdf
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[13:37] <~Dan> (Howdy, Geek2theRight!)
[13:38] <+PeterHollinghurst> Core mechanic is based on a mix of four elements and drawn tarot cards – the numerical value of the cards and the meaning are both used to interpret results and for character creation
[13:39] <+PeterHollinghurst> you get the attributes (the 4 elements) from minor arcana cards, so 1-10 scores, and these are used to resolve actions along with a card drawn or played from a hand and against the same for an opponent – highest wins, excess is damage to element
[13:39] <+PeterHollinghurst> (done)
[13:40] <~Dan> What do the elements signify?
[13:41] <+PeterHollinghurst> Fire=will/creativity/ego Earth= physical body/material well being Water = emotional intelligence/id and air = intellect and mental perceptiveness
[13:42] <+PeterHollinghurst> though they are fairly ‘loose’ in that various things that also correspond to them logically – things you would associate with the element can also be used for them – also meyer-briggs personality types, seasons, etc
[13:42] <+PeterHollinghurst> (done)
[13:44] <~Dan> (Oh, just a quick note that I may be re-asking questions that you already answered pre-Q&A for the sake of the audience/readers. For example…)
[13:44] <~Dan> Can the system distinguish between variances within these elements, such as between strength and agility?
[13:46] <+PeterHollinghurst> the basic system lumps them all together though you can push scores when creating a character for parts of an element at the cost of another (say strength +1 and agility -1 in earth) – the actual full system you create four aspects for each element and these then give you your core attributes
[13:46] <+PeterHollinghurst> (done)
[13:47] <~Dan> Are there skills as well?
[13:49] <+PeterHollinghurst> yes – the elements give you a pool of points you can divide up between skill categories – these then allow you a number of cards you can play from a hand instead of drawing when doing something you are skilled at. You have up to 4 cards and 4 points in a skill category and each point allows you to use a card from the left,
[13:50] <+PeterHollinghurst> so a skill of 3 allows you to use the first 3 cards but not the last one. When you play a card you can choose the one you want to use and discard, ten replace to the right in the hand, moving all the cards on left
[13:50] <+PeterHollinghurst> so skill is really all about being aware of what you can do and how well you can do, it while being unskilled you fall back more on chance
[13:50] <+PeterHollinghurst> (done)
[13:50] <~Dan> So 4 cards are always on the table?
[13:51] <+PeterHollinghurst> or held in your hand – either shared/seen or hidden, depending on how you want to play.
[13:51] <+PeterHollinghurst> (done)
[13:52] <~Dan> How does interpretation of the cards come into play?
[13:54] <+PeterHollinghurst> this is the bit that really makes the game come alive – every time you draw or play a card it not only has its numerical value but also an interpretive meaning – this adds extra detail to everything – so when creating characters, settings and so on it can add a lot of back story and flavour
[13:54] <+PeterHollinghurst> it also adds to task/combat resolution – one example would be that you can get a good numerical hit result, but have a card meaning implying you loose something and thus perhaps drop the weapon
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[13:55] <+PeterHollinghurst> its based on the convential card meanings, but you can also read the cards pretty freely by association with the images and the card name
[13:55] <+PeterHollinghurst> (done)
[13:56] <~Dan> So how well do you have to know the Tarot by heart to make the game work properly?
[13:56] <+Geek2theRight> You hit the eldritch horror, but you lose your mind. 😉
[13:57] <+PeterHollinghurst> lol…thankfully not at all. Most of the people I have been playing with just look things up in the little booklets that come with decks of cards or use online/app decks that give you one automatically – there is a table of them at the back of the game.
[13:57] <~Dan> (Howdy, Monochrome_Tide!)
[13:58] <+PeterHollinghurst> You can interpret very freely though – some of our best games have been when people just go with an association they form with the card and the context/situation.
[13:58] <~Dan> Just based upon the image, you mean?
[13:58] <+PeterHollinghurst> we have also had some great things happen when people have totally misread a card – its not a test to se how well people know them, just a creative push to find extra depth in everything you do
[13:58] <+PeterHollinghurst> (done)
[13:59] <+PeterHollinghurst> yes – just based on the image
[13:59] <~Dan> Cool.
[13:59] <~Dan> Sounds a bit like Everyway in that respect, but with more of an underlying structure.
[13:59] <+Geek2theRight> Do you only use the major arcana, or the whole deck?
[14:00] <+PeterHollinghurst> we had a whole game setting created on the fly based on one payer thinking some nails in the pocket of a guy in the card image were mushrooms – h,,, yes – I think we should talk about everyway
[14:01] <+PeterHollinghurst> you use the whole deck – when creating characters you draw a card for each element and if its a court of major you keep it for reading/adding flavour and draw until you get a minor one for the 1-10 score – but you can use them all in play
[14:02] <+PeterHollinghurst> Everyway…well I came across it after I had my system pretty much done and thought ah…four elements and interpreting cards – have I reinvented the wheel?
[14:03] <+PeterHollinghurst> But in Everyway 1) the elements don’t seem to tie into the cards much where in Fortunes Wheel they tie in directly and the two (elemenst and cards) are in a dynamic relationship as part of the system
[14:04] <+Geek2theRight> Which tarot thingie ties into which element? Swords, wands, cups, and I think rings.
[14:04] <+PeterHollinghurst> 2) the cards used in Everway don’t relate like the Tarot do to centuries of cultural concepts and archetypes – people have written books on how the tarot can be linked to the ‘journey of the hero’ used by many writers for example, so it ties directly to popular ways of creating narratives and plots
[14:05] <+PeterHollinghurst> fire=wands, earth=coins water=cups air=swords
[14:06] <+PeterHollinghurst> and anything else you can associate them with – so cups can lead you on to taverns and drunks if you want
[14:06] <+PeterHollinghurst> (done)
[14:06] <~Dan> You mentioned that the major arcana are used somehow for the elements?
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[14:07] <+PeterHollinghurst> you can tie them into the elements, but to be honest its normally easier not to – generally the majors act as extra powered cards – dramatic events and characters in the game -especially if you are playing GMless and improvised (you can play traditional GM style, or solo as well)
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[14:08] <+Geek2theRight> I have this desire to play the Lovers card during an intense duel just to see what happens.
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[14:08] <+PeterHollinghurst> lol – that would be vey interesting Geek2theright – it could mean lost of things as well as an amorous liaison…
[14:09] <+PeterHollinghurst> it can mean conflict of choices for example (I just got that from my little book btw…)
[14:09] <+PeterHollinghurst> (done)
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[14:10] <~Dan> Speaking of playing GMless and solo, how do those work?
[14:11] <+PeterHollinghurst> good question Dan – it really comes down to the way you get an interpretation as well as a score. That’s starts the moment you create characters – one I recently created had a card in air suggesting a corrupt mentor and that immediately began to suggest a plot.
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[14:12] <~Dan> (Welcome to #rpgnet, Guest17! You can set your name with the /nick command; e.g., /nick Dan 🙂 )
[14:12] <+PeterHollinghurst> you can then build on something like that by asking the cards yes/no questions (upside down cards = no) or open questions and reading into the meaning whatever fits best
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[14:13] <~Dan> Do the players take turns doing that?
[14:14] <+PeterHollinghurst> essentially you follow a chain of these, building as you go and things start to unfold fairly naturally – I have been creating a mini adventure, setting, characters and an adversary/monster that way on my blog.
[14:14] <+PeterHollinghurst> you can take turns if you want, but it actually works best as a sort of collaborative endeavour – players contribute their readings freely and you take the ones people feel fit best
[14:15] <~Dan> So how do you create the NPCs?
[14:15] <+Geek2theRight> Is this game already available, or are you still working on it?
[14:15] <+PeterHollinghurst> everything in the game (and I do mean everything) can be created just like you create a players character – so npcs, monsters, items, settings, worlds, plots – the lot.
[14:16] <+PeterHollinghurst> There is a sampler online with a fully playable step-by-step guide (free) – but the full game is still a wip – hence the kickstarter, we are trying to raise funds so we can work on it full time to complete it asap
[14:17] <+PeterHollinghurst> (Link: http://www.fortuneswheel.co.uk/FORTUNES_WHEEL_Step_by_Step.pdf)http://www.fortuneswheel.co.uk/FORTUNES_WHEEL_Step_by_Step.pdf should you want to have a go!
[14:17] <~Dan> Nice. 🙂
[14:18] <+Geek2theRight> (I have to go for now, and I’m on my phone, so I’ll grab the link from Dan’s blog later. Thanks!)
[14:18] <~Dan> What (if any) special powers are available to the PCs?
[14:18] <+PeterHollinghurst> take care
[14:18] <~Dan> (ttyl, Geek2theRight!)
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[14:19] <+PeterHollinghurst> ah…special powers… well, you can use magic if you want – the setting we have for the game does, but its not essential if people want a mundane world of their own to play in – you create spells pretty much the same way you would create a character…
[14:20] <+PeterHollinghurst> plus you can ‘enchant the narrative’ – use magic to alter card results and put things in the game you need but which would not logically be in the setting
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[14:20] <~Dan> (Howdy, JohnK!)
[14:20] <+JohnK> Howdy
[14:21] <+PeterHollinghurst> players have a pool of fortune points they can spend for that – they are also used to heal and to improve characters though, so spending them too casually can be risky
[14:21] <+PeterHollinghurst> (done)
[14:21] <~Dan> (Peter, JohnK is one of your fellow authors and a past Q&A guest himself. 🙂 )
[14:21] <+PeterHollinghurst> hi JohnK
[14:21] <~Dan> So anyone can use magic?
[14:22] <+PeterHollinghurst> technically yes… but building spells is hard and can fail, especially in world with low magic (all worlds have a sort of variable dampening effect) so in some cases it can be rare and people depend on being taught it
[14:22] <+PeterHollinghurst> so without a mentor and knowing how to make the magic work, unless you are in a vey magic rich seeting it can be very hard to do
[14:22] <+PeterHollinghurst> (done)
[14:23] <~Dan> How flashy and powerful are spells, potentially?
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[14:24] <+PeterHollinghurst> the flashy ones are in some the less powerful ones… the sort of power you can invest in them caps normally at the same sort of level as anything else (10 normally) so non-magical ways can be as powerful – its what you can do that counts
[14:24] <~Dan> (Howdy, Eloy-3EG!)
[14:24] <~Dan> (Peter, Eloy-3EG was our guest last night, and on many previous occasions. 🙂 )
[14:24] <+Eloy-3EG> hello. 🙂
[14:25] <+Eloy-3EG> I’m just poking my head in.
[14:25] <+PeterHollinghurst> hi Eloy-3EG
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[14:25] <+Eloy-3EG> :-)hello
[14:25] <~Dan> Howdy, SockandBuskin!
[14:25] <+SockandBuskin> Hi Dan!
[14:26] <~Dan> (Yet another game author/Q&A guest. 🙂 )
[14:26] <~Dan> So are we talking fireballs and lightning bolts?
[14:26] <+PeterHollinghurst> its also worth taking into account that the meaning of cards used with spells can amplify and direct or weaken their power – interpretation affects spells as well as anything else.
[14:27] <+PeterHollinghurst> yes, you can do those if you want – and enchant tem into items as well
[14:27] <+PeterHollinghurst> hi socksandbuskin
[14:27] <+SockandBuskin> Hello, Peter
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[14:28] <~Dan> (Welcome to #rpgnet, Guest33!)
[14:28] <+PeterHollinghurst> in theory you can have lighting bolt throwing parties if you want…the problem with magic is that it drains your characters elemental energy when you use it though, so you are effectively hurting yourself by using it lol
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[14:29] <~Dan> So let’s see… Do you think this might be a good point at which to pivot to the setting for a bit, or are there any key factors about the system that we haven’t covered? Maybe combat?
[14:29] <+PeterHollinghurst> usually you cast a spell, loose energy, then use fortune to shrug the loss off – which mean it gets expensive in fortune and that can inhibit your characters development because you also use it to improve your character
[14:30] <+PeterHollinghurst> we should take a quick look at combat
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[14:31] <+PeterHollinghurst> its essentially your element+card draw +/- modifiers (weapons used, distractions etc) against the same for an opponent – highest wins, excess is damage – and you can interpret results as well
[14:31] <+PeterHollinghurst> the really interesting bit though is that it doesn’t have to be physical
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[14:31] <+PeterHollinghurst> you can have a battle of wits, of will power, emotional jibes…
[14:32] <~Dan> Howdy, Fitz!
[14:32] <~Dan> Hmm. So weapons add to the chance to hit rather than to damage?
[14:32] <+PeterHollinghurst> fighting to hurt your opponents social standing or feelings for instance – to get them to loose their temper or disgrace themselves
[14:32] <+PeterHollinghurst> by adding to the chance to hit they also add to damage
[14:33] <~Dan> Right, but how would you simulate a powerful-but-clumsy attack, given that rule?
[14:33] <~Dan> Or an accurate-but-weak attack, come to that?
[14:33] <+PeterHollinghurst> things like powerful but clumsy tend to be more interpretative and contextual.
[14:34] <+PeterHollinghurst> the cards normally suggest if its a cunning blow, or one that’s powerful but unskileld
[14:34] <+PeterHollinghurst> the system is more geared to the dramatic potential than real world simulation
[14:34] * ~Dan nods
[14:35] <~Dan> On a semi-related note, is the 1-10 scale a hard universal scale, or just the human scale?
[14:35] <+PeterHollinghurst> real world simulation is handled by something called common sense and agreement
[14:37] <+PeterHollinghurst> good question dan – the 1-10 is a scale rising to an ideal level, a sort of pure exemplar, for that being. Really powerful entities can go higher though – for instance major powers can have up to 21
[14:37] <~Dan> Good to know. I prefer that kind of flexibility.
[14:38] <+PeterHollinghurst> big creatures can also be split into parts – so a dragon could function as a head, legs, body and tail…
[14:38] <~Dan> That’s a nice touch.
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[14:39] <~Dan> (Howdy, consilium!)
[14:39] <~Dan> So! Can you describe the setting for us?
[14:39] <+PeterHollinghurst> there is also an aspect of needing to resist comparing apples and oranges – an army might have an earth 10, but would Cleary beat a single person with an earth 10
[14:39] <+PeterHollinghurst> yes…. Witching tales!
[14:39] * +consilium wave
[14:40] <~Dan> (consilium: Discussing this: (Link: https://www.kickstarter.com/projects/1613337354/fortunes-wheel)https://www.kickstarter.com/projects/1613337354/fortunes-wheel )
[14:40] <+consilium> (so noted!)
[14:40] <+PeterHollinghurst> Ok – everything is based around a core idea – a place called the erebus. the erebus is a sort of fifth element – the creative soup everything that is has formed from. It picks up on active intelligence (conscious and subconscious) and spontaneously creates things
[14:41] <+PeterHollinghurst> waves to consilium
[14:41] <+PeterHollinghurst> our world is one of the things it has created – and people living in our world if they know how can also create things in it – whole worlds if they want
[14:42] <+PeterHollinghurst> the erebus touches our world in only a few places, generally very weakly – but a massive hole was punched into our world to it long long ago in a part of England called witching
[14:43] <+PeterHollinghurst> because the erebus was tapping into peoples subconsvious fears and desires and creating monsters (a sort of age of magic) some people sealed it off in a magical fold in time and space – hiding witching
[14:44] <+PeterHollinghurst> the fold has kept us safe for centuries while those in he know exploit it to make themselves like gods in the world they have been creating in the erebus – but the fold is breaking down and some suspect a traitor working with a dark power called nemesis is trying to break it opwn and see our world sucked into the erebus
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[14:45] <+PeterHollinghurst> so the players are (hopefully) trying to stop that and find out who the traitor is
[14:45] <~Dan> (Howdy, Almaz!)
[14:45] <+Almaz> ( AHOY! )
[14:45] <+PeterHollinghurst> (done for now)
[14:45] <+PeterHollinghurst> ahoy almaz
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[14:45] <~Dan> So does the action take place within the fold?
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[14:45] <~Dan> (Welcome to #rpgnet, Guest97!)
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[14:46] <+PeterHollinghurst> initially yes… its a seemingly idyllic bity of England that everyone who passes through either misses or forgets… and it hides a lot of ghosts and secrets
[14:47] <~Dan> (Welcome to #rpgnet, Guest87!)
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[14:47] <+PeterHollinghurst> but players can also use it as a stepping stome into infinet worlds – places from legend and fiction, ones they create themselves and other world we ant to create
[14:47] <+PeterHollinghurst> excuse my typing lol
[14:47] <~Dan> No problem. 🙂
[14:48] <~Dan> You mentioned previously that the level of magic fluctuates from realm to realm?
[14:49] <+PeterHollinghurst> yes…and in our world its normally so low magic hardly ever works – which is why people who claim special powers rarely perform them to order…but in witching its very high indeed because they are sitting right on top of this doorway to the erebus
[14:49] <+PeterHollinghurst> they have their fingers in the power socket so to speak
[14:51] <~Dan> Does the level of scientific advancement vary as well, and to an inverse ratio? Or are the laws of physics fixed and science reliable everywhere?
[14:51] <+PeterHollinghurst> witching is a place where ghosts are almost everyday (and most people have them), monsters lurk all over the place, and you might find Arthurian legends coming to life, fallen angels hiding in plain sight and fairies folk down the end of your road.
[14:52] <+PeterHollinghurst> well, witching is troubled by a bit of distortion from the erebus – some say the erebus is also the land of the fey where time runs differently and it does cause some issues in witching – near the centre of the fold its actually stuck in the 1970s at the moment, and the outer edges are roughly in the late 80s
[14:53] <+PeterHollinghurst> so no cell phones and internet for a lot of the inhabitants, and even radio signals are old ones – there is a very real timewarp
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[14:54] <~Dan> (Howdy, Frankto!)
[14:54] <~Dan> Are there high-tech realms as well, though?
[14:54] <+PeterHollinghurst> the people in the know various secret orders formed around the descendants of the four knights who created the fold, can come and go freely from the fold and use and know about modern tech
[14:55] <+PeterHollinghurst> yes – any you care to imagine…one of the settings in the erebus I have bene creating is one with a lot of advanced biotech
[14:55] <+PeterHollinghurst> though ironically its also the fantasy setting, a bit like gene wolfes urth
[14:56] <~Dan> So it doesn’t sound like there’s a conflict between magic and science.
[14:56] <+PeterHollinghurst> all fictional places exist somewhere in the rebus though, because it creates them when we do from our imagination.
[14:56] <+PeterHollinghurst> no – no conflict, they generally are just alternate ways of doing things… but if yo wanted a world where there was it could exist
[14:57] * ~Dan nods
[14:57] <+PeterHollinghurst> generally worlds with a high dampening effect will be more tech savy though
[14:57] <+PeterHollinghurst> like ours
[14:57] <~Dan> Given the multiversal setting, can the game handle powers beyond magic, like psionics, superpowers, or mutations?
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[14:59] <+PeterHollinghurst> those things mostly end up as ways of seeing something – in essence moving the abilitiy around different elements – a mutation would be an earth aspect, psionics an air one
[14:59] <+PeterHollinghurst> its not something we are looking at directly in he core book, maybe a supplement if things go well and we get that far!
[15:00] <+PeterHollinghurst> (done)
[15:01] <~Dan> How morally objective is the setting? Is this a world of Good vs. Evil?
[15:02] <+PeterHollinghurst> ooo… now that’s interesting. Having a moral system is something I’m looking at for the core book. its the one bit I am still tweaking.
[15:03] <~Dan> As things stand, how intrinsically heroic do you see the heroes being?
[15:03] <+PeterHollinghurst> I like a degree of ambiguity though, so its not going to be strictly black and white – one of he key charactrs in the gae is the hanged man, or the being that it represents, who could be either wonderfully good or an ultimate evil, its hard to tell
[15:04] <+PeterHollinghurst> I would love for players to be bold heroes, but realistically? Some of them will be terrible at that. I fully expect some to decide to help the bad guys or just exploit things for their own benefit
[15:04] <+PeterHollinghurst> there are lost of plots and secrets and conspiracies in the game, and players may not always end up on the same side if they see things differently
[15:05] <+PeterHollinghurst> knowing my own players they will spend a lot of time working against each other lol
[15:05] <+PeterHollinghurst> (done)
[15:05] <~Dan> Speaking of the bad guys, can you give some examples of the sorts of antagonists the PCs may face?
[15:06] <+PeterHollinghurst> I want to get a forum going so people playing in different groups can swap theories and secrets and form their own factions btw.
[15:08] <+PeterHollinghurst> well, I just put one up online today – a vampiric ghost of a lion tamer in a circus – he is on my blog (Link: http://hybridartifacts.tumblr.com)http://hybridartifacts.tumblr.com
[15:08] <+PeterHollinghurst> I have bene building a small Halloween mini-adventure around him entirely from card draws
[15:09] <~Dan> Whoops… I have to run, Peter. Please feel free to continue!
[15:09] <~Dan> (Sorry — boss needs a ride.)
[15:09] <+PeterHollinghurst> but there are soe very powerful beings in the game – the major arcana all have some sort of ‘real’ form for instance, and as I mentioned, there are things like fallen angels. there is also a very powerful wizard
[15:09] <+PeterHollinghurst> k
[15:10] <+PeterHollinghurst> anyone else got some questions?
[15:10] <~Dan> Back in a few!