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Any chances for a 20 years of Hunter The Reckoning?

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  • Crowley
    started a topic Any chances for a 20 years of Hunter The Reckoning?

    Any chances for a 20 years of Hunter The Reckoning?

    and yes, my math might be bad xD , but i wanted to know if thats possible or it hasnt even been concidered

  • garhkal
    replied
    Originally posted by Saur Ops Specialist View Post

    The crossover note probably wouldn't fly. Also, it may just be better to charge a flat XP cost for getting rid of the derangement if you're going that way, since the player is liable to just devote xp that way to begin with.
    It might be, but its how i decided to go..

    Originally posted by Saur Ops Specialist View Post
    That crossover note definitely wouldn't fly.
    In the HR write up, it does "In bold face say right after" This is in direct contradiction of the core rules. BUT it is how i do feel they should have gone. Why would a human who once was used as a ghoul, be immune to getting imbued? Why should a long lost kinfolk, who's never even HEARD of Gaia's warriors other than what every other joe schmoe on the street knows, not be able to be a warrior for humanity??
    Just never made sense to me..

    Originally posted by Saur Ops Specialist View Post
    Restricting Conviction is going to make Imbued last even less longer than they presently do, which is a pretty short period of time. Also, Rank doesn't work that way, and has no real bearing on the internal power of Garou or Fera; it's a clearance level akin to Armory, not a power stat. It also only goes up to 6, and there's no guarantee that it or Renown will see a raise in play, especially not to Rank 6, since the title for that is literally "Legend" and it requires ten dots of Renown in each category..
    which is why it was listed that way, i don't KNOW how the crossover rules for garou work in relation to their 'powr level'..

    Originally posted by Saur Ops Specialist View Post
    The Dream Realm/Zone isn't in the Deep Umbra, though. In fact, most things aren't; all the bizarre Realms in the Umbra book, for example, are Near Realms, other than Malfeas, which isn't a place even Garou or Fera journey to lightly, and would probably be akin to sending rookie adventurers down into the Darkest Dungeon even for imbued..
    Strange, i thought the dream realm was a deep umbral area..

    Originally posted by Saur Ops Specialist View Post
    Just give experienced people more bonus points. As of The Hunter's Hunted 2, normal mortals already get 13/9/5 for Abilities, anyway.
    It was more to reward people wanting to start older, but knowing eventually they would suffer the losses from age..

    Originally posted by Saur Ops Specialist View Post
    That;s not how head-on collisions work. It's also worded confusingly; did you mean to have it work out vaguely like Clash attacks in Exalted Third Edition, where you compare attack rolls?
    Maybe not. BUT a lot of players like that combat HR i added in...

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  • Saur Ops Specialist
    replied
    Originally posted by garhkal View Post
    Some of the HR's i made up for Hunter would help show my mindset..
    A) By the rules, if an Imbued gets to 7 perma dots in his primary virtue, he gains a derangement. This can be cured by spending 2 permanent willpower AND spending 1 full month in the care of either a Child of Gaia or Gurhal (Since those are the most healing of the shifters), or 3 months in the care of a Redeemer.
    The crossover note probably wouldn't fly. Also, it may just be better to charge a flat XP cost for getting rid of the derangement if you're going that way, since the player is liable to just devote xp that way to begin with.

    B) Imbued can't have started with an association for Primary supernatural such as vampires, mages, shifters and the like. However someone who was say a former ghoul, or is a unknown Kinfolk, or has psychic numina can.

    C) the 'messengers' are a variant of the weaver of Garou lore, but is NO way tied to them. And the reason its given powers to imbued, is cause it wants them to get rid of the Rest of the supernatural kind as a means to make it easier for IT to control humanity.
    That crossover note definitely wouldn't fly.

    D) using conviction to resist "Domination like powers", protects up to only L4 powers (for vampire side. Still have not figured out how to tie that in to shifters ranks since they can't GET the higher levels without being that rank) for powers at 5th through 7th dot rank, it can work but still gains a higher difficulty. +4/+3/+2 difficulty respectively to the roll needed to activate the power on the Imbued.
    Also Conviction can ONLY be 'retroactively activated' if the hunter has Tied initiative, or HAS the initiative but has not yet acted.
    Restricting Conviction is going to make Imbued last even less longer than they presently do, which is a pretty short period of time. Also, Rank doesn't work that way, and has no real bearing on the internal power of Garou or Fera; it's a clearance level akin to Armory, not a power stat. It also only goes up to 6, and there's no guarantee that it or Renown will see a raise in play, especially not to Rank 6, since the title for that is literally "Legend" and it requires ten dots of Renown in each category..

    E) Hunters can be taken into the Penumbra by shifters (other than Gurhal) however any attempt to do so gives the shifter a penalty of +3 to any rolls to sidestep. Gurahl rending the gauntlet, create an actual opening, and so can be tossed in normally like with any other mortal. Once in the penumbra, they can ONLY enter one 'deep umbral realm, and that's the dream realm.
    The Dream Realm/Zone isn't in the Deep Umbra, though. In fact, most things aren't; all the bizarre Realms in the Umbra book, for example, are Near Realms, other than Malfeas, which isn't a place even Garou or Fera journey to lightly, and would probably be akin to sending rookie adventurers down into the Darkest Dungeon even for imbued..

    F) When a shifter uses any healing like gift on an Imbued, the difficulty to successfully use it is 8 Minus the Imbued's permanent Mercy rating. If they have mixed type of damage, it heals aggravated first, then lethal, then bashing.

    G) if a vampire has already activated Obfuscate of L4 or lower, activating "second sight" will find him. L5 and L6, can only be located with Edges if the obfuscation is already active. However if an Imbued has second sight UP before the vampire kicks in a L5 or 6 Obfuscation power, it doesn't fully work. Any obfuscation power of L7 or higher can't be seen even by edges.

    Now this is more for mortals Period, not just Imbued..
    H) Mortals normally start around age 25 (inc kinfolk/ghouls). For each Full decade over 25 they decide to start at they gain +2 to skills and knowledges, however once they hit ages 60-70, they lose One dot of a randomly picked physical skill.. 70 to 75, they lose a second dot in physical, and one in mental. 76-80, they lose a third dot in physical, and a 2nd in mental. From 80+ they lose a 4th/3rd respectively..
    Just give experienced people more bonus points. As of The Hunter's Hunted 2, normal mortals already get 13/9/5 for Abilities, anyway.

    I) In combat, if someone rolls initiative, they roll off on the to hit vs dodge. IF its still tied, then both hit each other but for Half damage (melee or brawl only), as their hits knock each other back, so cause less damage..
    That;s not how head-on collisions work. It's also worded confusingly; did you mean to have it work out vaguely like Clash attacks in Exalted Third Edition, where you compare attack rolls?

    (Also, X20 games folded Dodge into Athletics).

    Leave a comment:


  • garhkal
    replied
    Some of the HR's i made up for Hunter would help show my mindset..
    A) By the rules, if an Imbued gets to 7 perma dots in his primary virtue, he gains a derangement. This can be cured by spending 2 permanent willpower AND spending 1 full month in the care of either a Child of Gaia or Gurhal (Since those are the most healing of the shifters), or 3 months in the care of a Redeemer.

    B) Imbued can't have started with an association for Primary supernatural such as vampires, mages, shifters and the like. However someone who was say a former ghoul, or is a unknown Kinfolk, or has psychic numina can.

    C) the 'messengers' are a variant of the weaver of Garou lore, but is NO way tied to them. And the reason its given powers to imbued, is cause it wants them to get rid of the Rest of the supernatural kind as a means to make it easier for IT to control humanity.

    D) using conviction to resist "Domination like powers", protects up to only L4 powers (for vampire side. Still have not figured out how to tie that in to shifters ranks since they can't GET the higher levels without being that rank) for powers at 5th through 7th dot rank, it can work but still gains a higher difficulty. +4/+3/+2 difficulty respectively to the roll needed to activate the power on the Imbued.
    Also Conviction can ONLY be 'retroactively activated' if the hunter has Tied initiative, or HAS the initiative but has not yet acted.

    E) Hunters can be taken into the Penumbra by shifters (other than Gurhal) however any attempt to do so gives the shifter a penalty of +3 to any rolls to sidestep. Gurahl rending the gauntlet, create an actual opening, and so can be tossed in normally like with any other mortal. Once in the penumbra, they can ONLY enter one 'deep umbral realm, and that's the dream realm.

    F) When a shifter uses any healing like gift on an Imbued, the difficulty to successfully use it is 8 Minus the Imbued's permanent Mercy rating. If they have mixed type of damage, it heals aggravated first, then lethal, then bashing.

    G) if a vampire has already activated Obfuscate of L4 or lower, activating "second sight" will find him. L5 and L6, can only be located with Edges if the obfuscation is already active. However if an Imbued has second sight UP before the vampire kicks in a L5 or 6 Obfuscation power, it doesn't fully work. Any obfuscation power of L7 or higher can't be seen even by edges.

    Now this is more for mortals Period, not just Imbued..
    H) Mortals normally start around age 25 (inc kinfolk/ghouls). For each Full decade over 25 they decide to start at they gain +2 to skills and knowledges, however once they hit ages 60-70, they lose One dot of a randomly picked physical skill.. 70 to 75, they lose a second dot in physical, and one in mental. 76-80, they lose a third dot in physical, and a 2nd in mental. From 80+ they lose a 4th/3rd respectively..

    I) In combat, if someone rolls initiative, they roll off on the to hit vs dodge. IF its still tied, then both hit each other but for Half damage (melee or brawl only), as their hits knock each other back, so cause less damage..

    Leave a comment:


  • Caitiff Primogen
    replied
    Originally posted by garhkal View Post
    Maybe its how we see things differently, but to me that is more a flaw rather than a feature..
    Must be. For the sake of argument and curiosity, what would you change about Reckoning if you were house ruling it to your liking?

    Leave a comment:


  • garhkal
    replied
    Maybe its how we see things differently, but to me that is more a flaw rather than a feature..

    Leave a comment:


  • Caitiff Primogen
    replied
    Originally posted by garhkal View Post

    From some of the older boards where we discussed white wolf (and other gaming system products) i was on, it was that whole binaryness of them that was one of the bigger turn offs about it to new players. And yes there are some of those creeds who can see it in a questioning light, but the mechanics to tend to lend itself to a 'follow the powers rules if you want to get ahead" mantra (well from my pov).
    To me that was always a feature rather than a bug. Reckoning has an outward appearance of black and white morality that steadily chips away in flecks of gray the deeper you get into the game.

    I wouldn't say the mechanics really enforce one view over another except in the respect that they often have exclusion clauses regarding supernaturals. That exclusion doesn't carry with it any moral judgement unless you bring one into it. Also since one of the main ways to gain Conviction is to act in accordance with your Creed, and as mentioned at least four of the Creeds tend towards a more nuanced view of the supernatural, you can absolutely take such a position and be rewarded for it mechanically.

    Leave a comment:


  • garhkal
    replied
    Originally posted by Caitiff Primogen View Post
    That's just part of Hunter's deal. It's meant to be incredibly binary and dogmatic. That being said, its only the beginning. Innocents, Redeemers, Judges, and Visionaries (over half the playable Creeds) all tend to approach that thesis from a questioning position.
    From some of the older boards where we discussed white wolf (and other gaming system products) i was on, it was that whole binaryness of them that was one of the bigger turn offs about it to new players. And yes there are some of those creeds who can see it in a questioning light, but the mechanics to tend to lend itself to a 'follow the powers rules if you want to get ahead" mantra (well from my pov).

    Leave a comment:


  • Saur Ops Specialist
    replied
    Originally posted by Prince of the Night View Post


    Say a mortal hunter whos killed several monsters in the last few months, but the tables have turned, and say a mighty garou warrior commands him to kneel, and he might be granted a quick and painless death.
    Probably not without a worse thing than the hunter's own death hanging over the situation.

    Leave a comment:


  • Prince of the Night
    replied
    Originally posted by Caitiff Primogen View Post
    Entirely depends on context. Who is involved? What is the situation?

    Say a mortal hunter whos killed several monsters in the last few months, but the tables have turned, and say a mighty garou warrior commands him to kneel, and he might be granted a quick and painless death.

    Leave a comment:


  • Caitiff Primogen
    replied
    Originally posted by Prince of the Night View Post
    speaking of the whole "Putting someone in their place" thing.

    Should a manipulation + intimidate roll be enough to get an NPC to kneel and abase themselves to their 'betters'
    Entirely depends on context. Who is involved? What is the situation?

    Leave a comment:


  • Prince of the Night
    replied
    Originally posted by Caitiff Primogen View Post
    Were I to hazard a guess its because they're more relevant to Hunter game play. Hunter is about living a double life more so even than the other games. Nothing says you can't port the economic merits and flaws over to another game.


    fair enough, and I remember a "Struggling" Merit from the 2nd Bone Gnawer tribe book, that takes the place of resources 1.

    speaking of the whole "Putting someone in their place" thing.

    Should a manipulation + intimidate roll be enough to get an NPC to kneel and abase themselves to their 'betters'
    Last edited by Prince of the Night; 07-04-2016, 01:18 PM.

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  • Saur Ops Specialist
    replied
    Hunter isn't so dogmatic as it is what a bunch of people who have been tossed into the deep end and are trying to make sense of things that often end up killing them would end up doing due to fear. Waywards are a notable exception to dogma (though there are also exceptions to said exceptions, even if they get stressed out all of the time because they're not killing monsters), and Hermits are more knowledgable, but given the same kind of bias that a lot of monsters have due to their source of information (the Ebon Dragon and Scarlet Queen).

    Originally posted by garhkal View Post

    IIRC it also doesn't work on anything rank 6+ for disciplines.
    Nope. If the ST thinks that the monster is really powerful, they can call for a Virtue roll, which has a rather low difficulty. Given that the crossover section of the Werewolf ST Handbook has imbued resisting illusions, mind control, etc. from Incarnae at a mere difficulty 8, I'd say fuck level 6+ Disciplines, spending Conviction no-sells them.

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  • Caitiff Primogen
    replied
    Originally posted by garhkal View Post

    My bigger gripe is how ANYONE else even remotely linked to supers (such as kinfolk, or those with numina) even if they don't know what they are, seen to get regarded by several of the hunter types as 'tainted'''...
    That's just part of Hunter's deal. It's meant to be incredibly binary and dogmatic. That being said, its only the beginning. Innocents, Redeemers, Judges, and Visionaries (over half the playable Creeds) all tend to approach that thesis from a questioning position.

    Leave a comment:


  • Heavy Arms
    replied
    Originally posted by Caitiff Primogen View Post
    Were I to hazard a guess its because they're more relevant to Hunter game play. Hunter is about living a double life more so even than the other games. Nothing says you can't port the economic merits and flaws over to another game.
    Very much this.

    HtR and DtF have a lot of overlap here actually, because they both focus a lot more than the other game-lines on the PCs trying to juggle two worlds.

    They also don't have the same level of "support" NPCs that most of the other game-lines assume. Vampires have ghouls and blood-dolls to handle money issues that being stuck as nocturnal only cause. Werewolves have kinfolk to handle not having Rage. Mages have consors/etc. as well as some mages that just do it as their thing to focus on practical issues over magical ideological ones. Etc. Imbued have Bystanders sure, but they're not exactly common, and not something hunter can reliably generate/find.

    Vampires don't hold normal jobs for multiple obvious reasons. So Merits/Flaws that do things like modify the nature of their job and how it reflects on Resources don't really matter. A hunter that has Resources 3 from being a trust fund kid has a big advantage over a college professor with Resources 3, and a huge advantage over a lawyer pulling 80 hour weeks to get a better spot in the firm than their current Resources 3. Hence HtR does Merit/Normal/Flaw there. Vampires pretty much have to be what's a Merit for Hunters by necessity.

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