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  • #31
    Originally posted by 11twiggins View Post

    How are you activating Time after you die? I swear the reason you need Spirit, Mind and Life to do the "undo your death" thing is because those are mandatory components to reverse time without your body (Spirit), and bring your Mind back to your earlier body (Mind and Life).
    This effect is made to be always on. You dont "do it after dying"; it just activate upon what would be death. Thats why Entropy 2. The moment you would die, is the moment you return. Its not ressurection.

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    • #32
      In the "Elder Scrolls: New York", Paradox backlashes are glitches in the game... Like that glitch of the immortal guard, or the Quest you can't complete, making you stuck in the story, or that one that makes you enter a wall, but you can never leave, and end up stuck in a blackness portion of unmade algorithm... (Ejected to the Deep Umbra?)

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      • #33
        Originally posted by AgentSmith View Post

        This effect is made to be always on. You dont "do it after dying"; it just activate upon what would be death. Thats why Entropy 2. The moment you would die, is the moment you return. Its not ressurection.
        Specifically, Time 4 + Entropy 2/3 allows the caster to "hang" the spell, which will go off if a designated event transpires. In this case, when the caster dies. Time 4 doesn't care about the state of the mage who cast it; some place, objects, or family lines have enchantments hung on them from centuries ago, waiting for the moment when their trigger occurs.


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        • #34
          Originally posted by Bluecho View Post
          Specifically, Time 4 + Entropy 2/3 allows the caster to "hang" the spell, which will go off if a designated event transpires. In this case, when the caster dies. Time 4 doesn't care about the state of the mage who cast it; some place, objects, or family lines have enchantments hung on them from centuries ago, waiting for the moment when their trigger occurs.
          You're right, it would be Time 4. This would be a "reset to last auto save". (Meaning: in case you die for whatever reason, the "game will load" a few turns back... The *gamer* must be careful thou, because "resetting the game" too often can cause severe "game glitches" - that can bug the NPCs or the Player - you really dont wanna screw with your auto save do you?)

          Time 5 can let you set a save point manually, wich you can use at any moment to "load your game" to; the *gamer* must be warned however, that he will lose all his progress at the game after that point. Using too many save points can also induce glitches

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          • #35
            Time 2 - Watch quests scripts.
            As a beta tester of the game, you can look into the games code sources to get a glimpse of the next step required to any of your active quests in the game, or to see all the avaiable quests at the moment.

            Mind 1 - Game Map
            You better have a Game Map for your travels inside the game. You open the Map menu with this command.

            Correspondence 3 - Fast Travel
            No need to walk all that map all the time. With this you can fast travel to any location that you have already unlocked in your map.
            Be careful thou, Fast Travel is still prone to glitches in the beta version

            Pinpoint Active Quest - Correspondence 1, Entropy 1
            Gets an arrow pointing you the direction of your next quest objective; very, very useful.

            Update Map - Correpondence 1
            From time to time, NPCs may talk about important places of interest; some times they'll talk to you, sometimes they'll talk amongst themselves. Whenever you get one of those precious informations, use this to mark the location on your game map

            Development experimental area - Spirit 3
            Allows you to enter the Developers section, which have a LOT of debbuged areas, not programmed sections, as long as the many algorithms used in the game. Be careful when dealing with the core codes!

            Primal Decription - Prime 1
            Sometimes, you just gotta use some Primal Coding against the nastier NPCs out there. This is the basics of it - it allows you to see any Primal Codes in the area; this will help you decripting their sources, and you can even trace each Boss (Awakened) towards their signature code

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            • #36
              Oh man. This discussion turned into awesome MMORG-Marauder rotes

              Actually, it reminds me of Team 23.
              Team 23 is a bunch of (assumed VA) Marauders described in the Book of Madness Revised. They essentially were playing their Digital Web version of DooM co-op....when suddenly a massive paradox whiteout hit.

              And they have been playing ever since, except they're not in the Digital Web anymore.
              As in, they warp into your favorite office building, in full gamey scifi gear, and see all employees as monsters that need to be "fragged". And then do so. And then leave on finishing the level. Yeeeah.
              Funnily enough, they don't attack Mages, and see them as other players they can have a chat with...even if it's just "lol n00b!"
              ( If you read up about them in Book of Madness Revised, also make sure to read the entry for "Roy Baker" )


              ---


              Why do I bring this up? Because I'm imagining Mr. RPG/MORPG trying to get a party together...
              M20 and the book of Madness Revised both describe how merely being in the presence of a Marauder for prolonged time can pull you into their Quiet, and if said Marauder manages to get a few unawakened (generic NPC party mooks) and a couple of awakened (unique plot party characters if singleplayer RPG / other players if MMORPG) with them, things could get quite interesting..



              .
              Last edited by Ambrosia; 03-06-2017, 06:55 AM.


              >> cWoD Dice Probability Chart | | >> cWoD Dice Statistics Calculator | | >> cWoD Alternative Armor System
              >> cWoD Alternative Damage Roll System | | >> My explanation of cWoD Damage Levels | | >> 'Intersting' Strength Attribute Stuff

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              • #37
                Marauder rotes are awesome. For example, for the "Movie Star" Marauder (who believes it is constantly in a movie set)

                CUT! TAKE 2!!! - Time 4
                On many occasions, The Director (the avatar of the crazy Mage) will want to make interruptions on a scene, to garantee it is perfect. The rest of the cast knows that they must remain absolutely still, as to not spoil the scene. After talking to you and making all the needed adjustments, the scene will resume as normal. Just be careful that taking too many scenes is tiresome, which can lead to mistakes from the cast (Paradox).

                Effects, Less Blood please! - Life 2/3
                You dont wanna have to make the movie only for 18+ years old right? Luckly, special effects can deal with it. Be careful thou, this is an hard effect, and the guys are know for mistakes from time to time (Paradox).

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                • #38
                  For the Marauder Prophet, that actually isn't such a deeper quiet. I would place it as 3 or 4 (the MMORPG and the Movie Star Marauders are both 5). This guy is much more straight foward in his madness and rotes of course unless if his temporary Quiet goes up to 5+, in which case he would start believing he is actually an angel of the Lord, and would start "hunting the demons", which could be... Anyone... Sorta like the Ghost Rider from Marvel. Well, I actually had a Marauder like this in a game of mine as one major antagonistic villain, he believed himself to be an angel, and he were actually very effective at hunting nefandic forces... But it also let a pile of corpses of "innocents" (well, nobody is perfect, and while a few deserved that, many didnt... Cheating is terrible, but I dont think it should be dealt with death penalty. But... The Lord is mysterious after all)

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