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Will we see journeyman and master level Arcanoi?

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  • Herbert_West
    started a topic Will we see journeyman and master level Arcanoi?

    Will we see journeyman and master level Arcanoi?

    Iirc (on holidays, no access to Wr20), the Arcanoi are now split into common and guild member specific powers for each dot.

    Likewise, the guild power is called initiate. To me that implies the existence of powers above initiate level, those wielded by long-time guild members (journeyman), and perhaps higher still (guild master).

    Perhaps the maligned lack of punch for higher dot Arcanoi could be solved this way?

    Any ideas?

  • DeadMan
    replied
    http://forum.theonyxpath.com/forum/m...wraith-options

    check out a similar post

    Leave a comment:


  • Eldagusto
    replied
    I feel there should be a way to represent the truly mighty Wraiths, so we need potent alloyed Arcanoi and possibly a 6th level for mastery, making lower levels easier/more powerful, or just dark miracles.

    Leave a comment:


  • Callishka
    replied
    Two cents: initiate is an excellent term. You have to be initiated to learn them... presto )

    Leave a comment:


  • adambeyoncelowe
    replied
    They could've just called them 'Guild arts', but then that implies that the other arts aren't used by the Guilds, so 'initiate' is a better choice.

    Leave a comment:


  • glamourweaver
    replied
    Initiate means “one who has been initiated”. In some contexts it means “one who has JUST been initiated”, but it als generally means anyone who has entered. So it’s a catchall term in this context for “Guilld-members-only” Arts.

    Leave a comment:


  • Tegyrius
    replied
    Originally posted by Herbert_West View Post
    Not the ideal choice of words, then, as initiate, both in terms used to describe guilds, and in terms used to describe cults/mystery faiths is meant as the first level of those in the know.
    You should have seen some of the stuff we iterated through before settling on that. :/

    At any rate, I too am hoping for a companion book. Lore of the Guilds and Lore of the Legions, perhaps?
    Not my call to make, but I suspect several of the writers would be rather excited about working on such projects.

    - C.

    Leave a comment:


  • Herbert_West
    replied
    Originally posted by Tegyrius View Post
    The term "initiate" denotes the arts that are only handed out to a Guild's trusted members and allies (as opposed to those that any wraith off the street can learn). It's not meant to be read as an indicator of rank.

    - C.

    Not the ideal choice of words, then, as initiate, both in terms used to describe guilds, and in terms used to describe cults/mystery faiths is meant as the first level of those in the know.

    At any rate, I too am hoping for a companion book. Lore of the Guilds and Lore of the Legions, perhaps?

    Leave a comment:


  • Tegyrius
    replied
    Originally posted by No One of Consequence View Post
    That's the impression I had. I had always found it a little odd that the Guilds didn't have a bunch of Super-Secret Extra Special powers that they didn't keep to themselves. I figured it was a hold over from the first edition when the guilds (and legions) were there but not really a thing.
    That's implied to varying degrees in some of the alternate arts that appear in the original Guildbooks, but yeah.

    I'm hoping for a companion/book of secrets follow up that includes a bunch of additional arts, including maybe alloyed combinations built from two or more Arcanoi.
    That would be pretty sweet.

    - C.

    Leave a comment:


  • No One of Consequence
    replied
    Originally posted by Tegyrius View Post
    The term "initiate" denotes the arts that are only handed out to a Guild's trusted members and allies (as opposed to those that any wraith off the street can learn). It's not meant to be read as an indicator of rank.

    - C.
    That's the impression I had. I had always found it a little odd that the Guilds didn't have a bunch of Super-Secret Extra Special powers that they didn't keep to themselves. I figured it was a hold over from the first edition when the guilds (and legions) were there but not really a thing. I'm hoping for a companion/book of secrets follow up that includes a bunch of additional arts, including maybe alloyed combinations built from two or more Arcanoi.

    Leave a comment:


  • Tegyrius
    replied
    The term "initiate" denotes the arts that are only handed out to a Guild's trusted members and allies (as opposed to those that any wraith off the street can learn). It's not meant to be read as an indicator of rank.

    - C.

    Leave a comment:


  • adambeyoncelowe
    replied
    Originally posted by Herbert_West View Post
    Iirc (on holidays, no access to Wr20), the Arcanoi are now split into common and guild member specific powers for each dot.

    Likewise, the guild power is called initiate. To me that implies the existence of powers above initiate level, those wielded by long-time guild members (journeyman), and perhaps higher still (guild master).

    Perhaps the maligned lack of punch for higher dot Arcanoi could be solved this way?

    Any ideas?
    Level five is level five, so I'm not sure that works too well. I'm keeping the levels from 2e, mostly, with some mechanical tweaks.

    Leave a comment:

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