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  • Make the STs head explode

    As a joke, I want to show my new upcoming ST all the "powers" i can come up with to derail his narrative. I'm not gonna do it. But mostly its for laughs and also to show him as a new ST what to look out for. Would you mind sharing your ideas or experiences?

  • #2
    Any form of investigation:Time+Entropy

    correspondence 3 to time an object to yourself... and send out Drones then you are casting and sensing from a drone.

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    • #3
      Lure the ST to make a clear Time 2 reading of the future. Do everything in your power to change that future. Do something important. Only to rewind time with Time 3 and do other thing.

      Time it's a great "make your ST head explode" Sphere because using it by the book your ST it's going to face philosophical questions about the linearity of time and temporal paradoxes that aren't clearly answered in the material. We have multiple threads about those. It's also why ST's are encouraged to blow your mage with inordinate amounts of Paradox

      Correspondence it's also great, as the current scenery it's basically where you want it to be. You can change location at any time and "be everywhere" with rotes like the one suggested by Lian. Also, you can find literally anything with Corr 2+ and the right spheres.

      Speaking about Correspondence: See the Correspondence table. You will notice that distance isn't a factor, familiarity is. You can abuse that a lot by being familiar with odd places. For instance, be familiar with the bottom of the sea or the Sahara desert and you can send enemies there (bonus points if you have an arcane connection).

      Spirit isn't depicted as an "ST heavy" sphere for no reason: Buy Spirit 2, grab a book about the Umbra (preferable a Mage book, so it's 100% canon). Start asking your ST to summon this and that spirit showing him the beastie in the books. Solve everything with Spirits.

      Any Pattern Sphere it's a beast in the hands of someone with scientific knowledge. I'm not one of those so I can't provide ideas but I have seen people abusing real life knowledge a lot with them.

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      • #4
        Spirit and Prime spheres can get Really out there. Summon a spirit with spirit and make deals with it/feed it quint to get it loyal to you. You now have a spirit that can do Paradox free magic for you.

        With prime magic you can create temporary magic items and pre-prepared spells as soon as prime 3. Combine that with a source of quint/resource to turn into quint(like say, electricity) and you can build you can build a factory production line of powerful equipment(a favorite tactic of techno-mages like the the sons of ether and technocracy).

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        • #5
          I find the X20 games hiliorusly underbalanced. (By the way I hate when people try to balance a game where Incarnas fly, greatgranddady vampires watch Muffy the Zombie Slayer while their thousand slaves do the dirty jobs and Ratkins live in the severs.)

          In the V20 Dark Ages there are Spirits, who mimic Demons. Some of them can permanently give you 5 points of Background or Merits to 5 points.

          Summon one and ordet it to hit you with all the juice.


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          • #6
            When encountering a massively powerful enemy, use Matter to transform the air in a 6x6 foot cube into thermite.

            Proceed to ignite it in whatever manner is available to you.

            Laugh triumphantly as the Story Teller's epic boss battle was just obliterated from the face of the planet.

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            • #7
              For when the cabal is having trouble with an antagonist:

              1) Obtain the antagonist's fingerprints somehow

              2) Use Life 2/3 to shapeshift into that character, right down to the fingerprints you now know

              3) Commit an obvious crime, leaving witnesses and fingerprints all over the crime scene

              4) Watch the antagonist get in hot water with law enforcement (aka "Profit")


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              • #8
                Originally posted by Prometheas View Post
                With prime magic you can create temporary magic items and pre-prepared spells as soon as prime 3. Combine that with a source of quint/resource to turn into quint(like say, electricity) and you can build you can build a factory production line of powerful equipment(a favorite tactic of techno-mages like the the sons of ether and technocracy).
                Talking about Prime. Let's remember that Wonder creation rules state that you don't need to roll to activate a Charm and one succes to activate Artifacts. However, this doesn't reflect the power of the effect that has been casted within the artifact, that power it's dependant on the ritual that you cast as the last stage of item creation. That much has been clarified in Book of Secrets.

                Using a little ritual abuse it's fairly easy to craft massively powerful items and weapons. Artifacts carrying 20+ successes worth of effect that still should (in theory) be activated with 1 success in the field and grant you just 1 dot of 'dox if Vulgar per use (and remember that Artifacts reduce vulgarity)

                Now: Take a big Sanctum, that not only makes Crafting coincident but also provides a bonus for Ritual casting. Take Cult background at 5. Now you can craft 20 or so successes Artifacts with ease (the cult alone provides 5 per check, if you succeed). You just need a Quintessence source, which can be theoretically granted by Propmetheas method using Forces 3 or by burning trash with Prime 3 alone...Your ST will probably want to define the Quintessence convertion ratio afterwards, to ensure this exploit can't happen.
                Last edited by Aleph; 07-18-2018, 10:27 AM.

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                • #9
                  I kind of like it that this "abuse" is encouraged.
                  This create content for stories :
                  -Hungry spirit attracted by the quintessence light pillar the artefacts are doing in the umbra.
                  -Garou attacking the "stasis smelling science thingy" device that you just built.
                  -Rival mage stealing it, using it as a correspondance link to harm you.
                  - Paradox getting to you just because some vulgar effect happened near you, and looked like something your artifact could do.
                  - Rival faction had a mole in your cult, and put a hidden effect in your artefact ...

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                  • #10
                    Well, the whole purpose of this thread it's to search things that ST have to watch out so things don't get out of control. Massive ritual thingy doesn't need to attract any of those nasty side effects per se, but that's where a saavy ST has to step in and remember that rules aren't supposed to cover everything and that the Storytelling system it's supposed to be controled trough events.

                    Still a cautionary reminder should be made here: Don't punish your players for being smart. A story isn't an excuse to punish powergamers, rather it should work to make the game more fun by escalating the situation.

                    At the same time the ST must be aware that while mages can and do get immense powers this way, they tend to be very weak when they don't use these kind of exploits. Some players will not want their characters to be ritual machines or to use every exploit, and these have every right to have fun too. Hence the rules that limit and control rituals in M20 (like, say, each roll taking 5 hours if your really want power - which gives time for these stuff you mention to happen) are very welcomed.

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                    • #11
                      Originally posted by Nyrufa View Post
                      When encountering a massively powerful enemy, use Matter to transform the air in a 6x6 foot cube into thermite.

                      Proceed to ignite it in whatever manner is available to you.

                      Laugh triumphantly as the Story Teller's epic boss battle was just obliterated from the face of the planet.
                      Okay, so how are you justifying turning a bunch of air into thermite, in a step-by-step way that makes sense to your Mage? Besides, Matter alone isn't enough here; the air in that cuboid space doesn't hold enough energy/matter to account for a big cube of thermite. You need to use Prime and quite a bit of Quintessence.

                      Now, teleporting the ritually prepared explosives in your basement onto the floor around your enemy, that's a lot more achievable.

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                      • #12
                        Originally posted by 11twiggins View Post

                        Okay, so how are you justifying turning a bunch of air into thermite, in a step-by-step way that makes sense to your Mage? Besides, Matter alone isn't enough here; the air in that cuboid space doesn't hold enough energy/matter to account for a big cube of thermite. You need to use Prime and quite a bit of Quintessence.

                        Now, teleporting the ritually prepared explosives in your basement onto the floor around your enemy, that's a lot more achievable.


                        Clapping Transmutation?

                        That, or you could also use materials from the surrounding environment such as the ground, walls or ceiling.

                        Thermite is made from aluminum powder, iron oxide and magnesium, which if I'm not mistaken are pretty easy to get your hands on even without magic.

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                        • #13
                          There's a _lot_ of bad sphere use in this thread, far too easy for any ST worth their salt to throw a spanner in the works, even before paradox dumps you into a different, _quieter_, dimension!

                          If you're going to do this at least make some effort!

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                          • #14
                            Originally posted by Nyrufa View Post



                            Clapping Transmutation?

                            That, or you could also use materials from the surrounding environment such as the ground, walls or ceiling.

                            Thermite is made from aluminum powder, iron oxide and magnesium, which if I'm not mistaken are pretty easy to get your hands on even without magic.
                            I think they meant justifications in terms of Focus/Paradigm/etc? This trick looks hard for someone like a Chorister, Akashic, or NWO agent to pull off, but easier for someone like a Hermetic, Etherite, Iteration X member, or a Hollower/Orphan who learned his spells from Full Metal Alchemist... and now I want to play the last one.
                            Last edited by 21C Hermit; 07-21-2018, 06:43 AM.


                            MtAw Homebrew: Even more Legacies, updated to 2E

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                            • #15
                              Originally posted by 21C Hermit View Post
                              ...or a Hollower/Orphan who learned his spells from Full Metal Alchemist... and now I want to play the last one.
                              Or, you know, one of the Solificati/Children of Knowledge. You could totally claim that an alchemist can use complex designs as a "transmutation circle". FMA doesn't have to be a thing in the game world unless you want it to be; maybe alchemists in the setting were ALWAYS capable of doing it like that.


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