This is a place to record locks on things which don't have another good place in which to do so. GMs should check here before running a game in case it steps on another GM's toes. See also NonPlayerCharacters
Concept |
Lock |
Expires after |
Comments |
Devon Lane's basement |
Effectively unlocked |
Feel free to use the HistoryMachine, if wished. Just don't destroy it. |
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Hoboes |
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Great War Millitary Intelligence |
Most things won't be a problem, but check. |
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Ku Klux Klan |
May use them, may not |
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Northern Egypt, pre-Egyptian civilisation |
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Swedish cuisine |
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Vikings in the US |
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Tunnels under the ChurchOfTheHolyCross |
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Contemporary American art |
Nearly nothing will be a problem -- but it'd be nice to avoid overlap. |
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Lycanthropy |
|
Probably finished with, but check with me please! |
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Cats |
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Miaou! |
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The Shangdong province in China |
Won't expire |
|
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The ThreePetalsTriad |
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Almost entirely concerned with Asian affairs in Unity. Has no wish to challenge the Mob. |
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<<<When a lock has expired (or actually altered...) should we make the relevent modifications... for example 122 is no longer locked (we are post Anathema Device), but I think we all agree that Alden has almost as strong lock on the basement as the one our characters put there, at least for the foreseeable future -- BenChalmers >>>