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Rotes of Life 1-3

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  • #31
    Yeah, a zombie cow asks you what part of it you prefer.
    Matter 3, Prime 2, Forces 2
    Add Mind 5 or Spirit 3 if you don't want to bother with the dialogue yourself.

    I think for the different types of steaks (medium, well done and rare) Matter 3 would be needed. Forces for the sound manipulation to give the cow a proper voice.
    Last edited by Nonsense; 04-20-2017, 01:49 AM.


    So, this Zen Master walks up to a hot dog stand and says: "Make me one with everything!"

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    • #32
      Can you think about more combat use of Life 2-3?

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      • #33
        Life 3) Popcorn hornets, turn an ear of corn into a swarm of stinging hornets. Big success get you the thumb sized ones from Japan.

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        • #34
          Life 3, to change size of animal. Make your attack dog the size of a horse.

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          • #35
            In terms of combat, using Life 2 to make a swarm of super poisonous/venomous, flying, amphibious, fast healing, regenerating, aggressive bugs with bullet shrimp claws, tardigrade level resilience, and camouflage should be fun.

            Then you could emit phermones so that you can direct the creatures as their queen.

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            • #36
              Hmmm, I suspect that Spacecat is having a little too much fun with this one...

              How to stop your players getting away with wacky shit 101:

              - Any attempt to control a living being like a puppet should also require Mind 4
              - Any attempt to increase size should require Prime 2 (and possibly some quintessence) to create the additional flesh out of thin air
              - Multiple simultaneous effects should get a difficulty penalty - at least +1 for each two effects/spheres
              - Any 'clever' ideas should require a degree of skill (equal to sphere rating) in a suitable subject for the paradigm
              e.g.
              - - Anything to do with poisons should require the Poison skill (or Chemistry at a penalty)
              - - Anything to do with modifying plants should require Science (Botany)
              - - Anything to do with modifying animals should require Science (Zoology or Vetinarian)
              - - Any healing should require some medical skill - or something appropriate to the healing paradigm such as Esoterica (Reiki Healing)

              Creating an effect is not just about having the right spheres, the mage also needs the knowledge to encompass the effect they are creating!
              Last edited by Dogstar; 04-20-2017, 02:31 PM.

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              • #37
                Originally posted by Dogstar View Post
                Hmmm, I suspect that Spacecat is having a little too much fun with this one...

                How to stop your players getting away with wacky shit 101:

                - Any attempt to control a living being like a puppet should also require Mind 4
                - Any attempt to increase size should require Prime 2 (and possibly some quintessence) to create the additional flesh out of thin air
                - Multiple simultaneous effects should get a difficulty penalty - at least +1 for each two effects/spheres
                - Any 'clever' ideas should require a degree of skill (equal to sphere rating) in a suitable subject for the paradigm
                e.g.
                - - Anything to do with poisons should require the Poison skill (or Chemistry at a penalty)
                - - Anything to do with modifying plants should require Science (Botany)
                - - Anything to do with modifying animals should require Science (Zoology or Vetinarian)
                - - Any healing should require some medical skill - or something appropriate to the healing paradigm such as Esoterica (Reiki Healing)

                Creating an effect is not just about having the right spheres, the mage also needs the knowledge to encompass the effect they are creating!
                Lets still have fun with it:

                -No need to micromanage. Just make sure they don't eat me and kinda use me as home base. Phermones should do the trick
                -No change in size. I don't want them to be big targets
                -So let's see, a giant wasp already flies and is aggressive (or phermones could do that later), let's just make it super poisonous, fast healing, regenerating, with bullet shrimp claws, with tardigrade level resilience, and camouflage for a +3 and spend 3 quintessence to lower the difficulty per roll (You get what you pay for). Then do a long long ritual. Make sure you pump your stamina first. Or if that's still unmanageable, just leave the super poisonous and add one more quality, like camouflage or regeneration... or the claws. Maybe you don't actually get a swarm but just a bunch of these should do the trick.
                -Make sure you are a biologist or a nature mage


                Also: You can direct these stupid things with Mind 3 by using the equivalent of mental illusions on them. It's not puppet control, but it should suffice for general combat directions of designating enemies, things to avoid, and waypoints.
                Last edited by Spacecat; 04-20-2017, 03:34 PM.

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                • #38
                  On that note

                  Originally posted by Dogstar View Post
                  How to stop your players getting away with wacky shit 101:
                  You don't want your mage players to do weird stuff?

                  Originally posted by Dogstar View Post
                  - Any attempt to increase size should require Prime 2 (and possibly some quintessence) to create the additional flesh out of thin air
                  Couldn't you use something other than prime if you want to make the mass out of something else and not create it from nothing? Say making it out of matter or forces?
                  It is Life 5/ Forces 3 to change people into electricity after all (page 516 M20) so changing electricity into bug mass should just be Forces 3 Life 2

                  Originally posted by Dogstar View Post
                  - Any 'clever' ideas should require a degree of skill (equal to sphere rating) in a suitable subject for the paradigm
                  Okay, but....

                  Originally posted by Dogstar View Post
                  - - Anything to do with poisons should require the Poison skill (or Chemistry at a penalty)
                  There's a poison skill? What if your paradigm doesn't deal with chemistry? What if you just know all the most poisonous creatures in your land and use sympathetic magic?

                  Originally posted by Dogstar View Post
                  - - Anything to do with modifying plants should require Science (Botany)
                  So your nature shaman who is one with the forest should know science?

                  Originally posted by Dogstar View Post
                  - - Anything to do with modifying animals should require Science (Zoology or Vetinarian)
                  So making a dog impossibly gain mass should use science? I somehow doubt that.

                  Originally posted by Dogstar View Post
                  - - Any healing should require some medical skill - or something appropriate to the healing paradigm such as Esoterica (Reiki Healing)
                  So your religious mage who simply heals with the power of god should know medicine? This seems against the theme of that sort of character.

                  Originally posted by Dogstar View Post
                  Creating an effect is not just about having the right spheres, the mage also needs the knowledge to encompass the effect they are creating!

                  So while I agree that there is more to Magick than spheres, I wouldn't peg it down to just knowledge or numeric ability ratings for that matter. I wouldn't be so quick to judge what you'd need for a certain effect and look at things on a case to case basis.

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                  • #39
                    The only time you really need the skill to create something with magic is if the skill itself, or the process there in, is your focus for the effect.

                    Of course you do need rudimentary knowledege of how things work and if you were to make a complex device that anyone can use you would then need the appropriate skills.

                    Making giant bugs that spit poison and regenerate the swarm as they die off is si-fi enough that your imagination should suffice. Its not like you are introducing a new species that will continue on after you are done with them. Then all the knowledge skills would certainly be required.

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                    • #40
                      Originally posted by Spacecat View Post
                      You don't want your mage players to do weird stuff?
                      There is a difference between weird and silly

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                      • #41
                        - Any 'clever' ideas should require a degree of skill (equal to sphere rating) in a suitable subject for the paradigm
                        e.g.
                        - - Anything to do with poisons should require the Poison skill (or Chemistry at a penalty)
                        - - Anything to do with modifying plants should require Science (Botany)
                        - - Anything to do with modifying animals should require Science (Zoology or Vetinarian)
                        - - Any healing should require some medical skill - or something appropriate to the healing paradigm such as Esoterica (Reiki Healing
                        Why?
                        Why should a Chorister asking The One for a miracle require any of that at all? Why would a Verbena require classic sciences?

                        With the Exception of some mystical paradigms indeed requiring appropriate Esoterica for things like healing, as you mentioned, all those other things are mostly subject for technomagickal and technocratic paradigms.

                        No Verbena would require Progenitor sciences for their healing and transmutations.
                        Herbalism? Sure, that would fit quite well. But that again would depend on if the Verbena individual in question actually uses classic Herbalism for their poisons,or does it through curses and praying to the Old Gods.
                        No Chorister would read up on Zoology before asking the The One for a deed. No Hermetic would consult Veterinarian sciences before drawing their sigils.

                        The lack of need for those sciences is *exactly* the major difference between Magick and Science(!) in the first place, be it from a Technomagickal or Technocratic viewpoint. It's what the Technocracy is so up in arms about. That no proper, rational sciences are involved.


                        One thing I fully agree on though is, that enforcing a sane and coherent paradigm in a player's Mage RP is the one thing to be used to prevent:
                        Originally posted by Dogstar View Post
                        How to stop your players getting away with wacky shit 101:
                        That.


                        A properly RPed paradigm is what prevents a Chorister or Verbena from putting out flying, poisonous hybrid monstrosities - at first. Most would regard it as a travesty on creation and nature. I don't even see how a Dreamspeaker or Akashic could do it in the first place with their usual paradigms, and a Cultist of Ecstasy would probably have to take in enough LSD to come up with those images and make them real, that it would leave the Cultist useless for anything else in that scene.

                        Now, on the flipside, the insane Etherite might be ready to pump out the stuff - heck, it's their cliche spiel - but *they*, as you said, would need to be careful and 'scientific' - in the way that the Etherites do their whacko sciences.
                        Last edited by Ambrosia; 04-21-2017, 06:12 AM.


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                        • #42
                          Originally posted by BurritoMage View Post

                          There is a difference between weird and silly
                          That's kinda relative. I consider a lot of classical magickal practice hopelessly silly.

                          Like the supposed "mounting" of a hallucinogen laden "flying broomstick" or Nostradamus' love potion.
                          Last edited by Spacecat; 04-21-2017, 12:17 PM.

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