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What We Know So Far: Deviant the Renegades

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  • nofather
    replied
    Cephalic: Of or relating to the head

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  • Primordial newcomer
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    Originally posted by Eric Zawadzki View Post

    Oh, they can have a superpowered meltdown if they let their Instability get far enough out of hand. But there's more to that than simply having a Mag 5 Variation or two. And while Magnitude 5 Scars are supposed to make a player think hard about whether that Magnitude 5 Variation is really worth it, they won't transform you into a giant, out-of-control blob made up of hand-shaped pseudopods in themselves.

    We're steering clear of crossover in the core, but we'll address Deviants made by other supernatural beings in a later supplement.
    understandable. if I may ask one more question, what sorta body horror are the cephalist likely to manifest?

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  • Eric Zawadzki
    replied
    Originally posted by Primordial newcomer View Post
    ahh, so deviants no longer have a way of super powered meltdown anymore? also, as of right now, does the book talk about deviants made by other supernaturals (like the ordo dracul)
    Oh, they can have a superpowered meltdown if they let their Instability get far enough out of hand. But there's more to that than simply having a Mag 5 Variation or two. And while Magnitude 5 Scars are supposed to make a player think hard about whether that Magnitude 5 Variation is really worth it, they won't transform you into a giant, out-of-control blob made up of hand-shaped pseudopods in themselves.

    We're steering clear of crossover in the core, but we'll address Deviants made by other supernatural beings in a later supplement.

    ETA: I just realized you were referring to my "no Going Loud" comment. I meant that in the sense that they can't just say "F it" and whip out a huge amount of power to deal with something completely unmanageable by any other means. Instability death isn't a carefully chosen moment to go down in a blaze of glory. It's the culmination of a number of bad choices and acts of desperation leading to inescapable and irreversible death. At best, it's the supernatural equivalent of strapping on a suicide vest and running toward your enemies, hoping you can get close enough to do some damage to them before they gun you down, or the homemade dynamite spontaneously explodes. *Your* demise is assured. Theirs? Not so much. So, kind of like the reverse of Going Loud (it's possible, if very difficult, to recover from it, but anyone who stands in your way when you shred your Cover is going to have a very bad day).
    Last edited by Eric Zawadzki; 02-23-2019, 01:39 AM.

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  • Primordial newcomer
    replied
    ahh, so deviants no longer have a way of super powered meltdown anymore? also, as of right now, does the book talk about deviants made by other supernaturals (like the ordo dracul)

    Leave a comment:


  • Eric Zawadzki
    replied
    Originally posted by marin View Post
    Some of the notes I took from [URL="https://onyxpathcast.podbean.com/e/episode-40-deviant-the-zawadski/"]Encephalic (?) (psychic)
    Cephalist is the name of the Clade.

    Invasive was the one I didn't have a chance to mention. They're the ones that are part, um, inanimate object. Cyborgs are the obvious example (whether classic or nanotech), but it can also be an artifact that was implanted in or grafted to your body. Their Clade Variations tend to emphasize versatility. Computer-Aided Processing grants Merit dots that you can reassign each chapter, and Omnicompetence does something similar with Skills.

    And a member of any Clade can have any Variation. There are just some that are more likely to be associated with one Clade than with the others. In game terms, your total Magnitude of other Clades' Variations cannot exceed the total Magnitude of your Universal Variations plus the Variations of your own Clade (at least as the rules stand now). So, if you have a total of 7 Magnitude of Variations, 4 of that must come from Universal Variations and/or Variations of your Clade, while the other 3 can come from the Variations of one or more other Clades.

    As to the 2-15 thing, it refers to a character's starting Magnitude worth of Variations (the starting Threat Level). A game with a Magnitude 2 is really low key - not much flashier than a blue book game with a handful of Supernatural Merits per character. 5-7 is enough for one big Variation or a few smaller ones (the Mid-Winter characters were built as 7s). At 10-15, well, you're supposed to have enough firepower to give Mafia!Amazon pause when it tries to subjugate you. (Each Threat Level has its own name, by the way, not just a number.)

    Even at the highest tiers, you're not going to rival the versatility of a moderately powerful mage. Nor do Deviants have an equivalent to a demon Going Loud. In fact, the Remade do not have a unifying list of "cool stuff everyone in this game can do" as in other CofD games (Mage Sight, Pledgecrafting, shapeshifting, etc.), and most of the universal qualities of the Broken are the downsides of their condition (Scars, Loyalty/Conviction, Instability, conspiracies, etc.). What Deviants have is access to a diverse range of capabilities that are broader then Supernatural Merits or Hunter powers, if still fairly narrow in scope (although high-Magnitude Variations can be quite potent within that scope). In my opinion, it is really easy to build a character concept just by picking a Scar or Variation that interests you and running with it.

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