Originally posted by Dataweaver
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Should Heroes have a supplement?
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To be fair, I wasn't bringing up the Slashers thing as a way to explain why they're killers; as you say, that's already pretty well covered. I was bringing it up as a suggestion of how they could potentially be buffed: they already fit the Slasher model, such as there is one; so why not give them access to the Slasher powers?
That said, it wasn't really a serious proposal; just an off the top of my head musing.Last edited by Dataweaver; 04-15-2020, 08:04 PM.
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Originally posted by Dataweaver View PostTo be fair, I want bringing up the Slashers thing as a way to explain why they're killers; as you say, that's already pretty well covered. I was bringing it up as a suggestion of how they could potentially be buffed: they already fit the Slasher model, such as there is one; so why not give them access to the Slasher powers?
That said, it wasn't really a serious proposal; just an off the top of my head musing.
But I do appreciate it. Things like the Brute ability would work for some Heroes
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Well, you don't need a low Integrity to be a Hero; but unless I'm misremembering something, the ones that serve as nemeses for Beasts do have low Integrity. Though you're right that they don't have an impulse to kill, per se. (They do seem to have something of a compulsion to hunt down and kill Beasts; but that's not quite the same thing.)
Still, even though I wasn't entirely serious with the idea, I'm glad you found something useful in it.
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Originally posted by Dataweaver View PostWell, you don't need a low Integrity to be a Hero; but unless I'm misremembering something, the ones that serve as nemeses for Beasts do have low Integrity. Though you're right that they don't have an impulse to kill, per se. (They do seem to have something of a compulsion to hunt down and kill Beasts; but that's not quite the same thing.)
Still, even though I wasn't entirely serious with the idea, I'm glad you found something useful in it.
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Originally posted by Dataweaver View PostWell, you don't need a low Integrity to be a Hero; but unless I'm misremembering something, the ones that serve as nemeses for Beasts do have low Integrity. Though you're right that they don't have an impulse to kill, per se. (They do seem to have something of a compulsion to hunt down and kill Beasts; but that's not quite the same thing.)
Still, even though I wasn't entirely serious with the idea, I'm glad you found something useful in it.
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Originally posted by DreadQueen View Post
In actual play though the players spend exactly 0.5 seconds in Sated condition before they spend their way down to Starving, there's no mechanic to prevent that, in fact the game encourages that by gaining an extra Beat for doing it.
The only realistic way for a Beast to spend time in Sated condition enough for a Hero to inflict Anathema on them is if they spend too much time at 3 Satiety and the Horror inflicts a successful nightmare on someone while the Beast is sleeping, but even that can be easily prevented by regularly doing a minor feeding then spending one Satiety point.
This hasn't been my experience in actual play in the many, many years and many, many chronicles i've played in. I've seen and played plenty that prefer to stay at various satiety levels - Nightmare specialists and supernatural chameleons who like to be stay high satiety and Atavism-slanted ones who stay around 4 or 5 Satiety to pump up their Atavisms and go ham if need be, plus some in the middle who hover around Sated to have decent Nightmare dicepools and still have some juice to empower Atavisms if they need to. Not to mention circumstances where the Beast unexpectedly has to spend Satiety or finds an opportunity to feed they weren't looking for.
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Originally posted by Eternal Darkness View Post
This hasn't been my experience in actual play in the many, many years and many, many chronicles i've played in. I've seen and played plenty that prefer to stay at various satiety levels - Nightmare specialists and supernatural chameleons who like to be stay high satiety and Atavism-slanted ones who stay around 4 or 5 Satiety to pump up their Atavisms and go ham if need be, plus some in the middle who hover around Sated to have decent Nightmare dicepools and still have some juice to empower Atavisms if they need to. Not to mention circumstances where the Beast unexpectedly has to spend Satiety or finds an opportunity to feed they weren't looking for.
I find it very useful to emphasize the qualities of Starving and Gorged that can impact character behavior. For example, emphasizing how the character is feeling sluggish and tired, and when the player is attempting a roll to be proactive with something, asking them if they'd prefer to have a Beat by automatically failing the roll instead? All of the Satiety Conditions have factors to them that encourage gaining Beats for making the Beast's circumstances more difficult.
I kind of notice that players tend to take a Beat or two, before they want to move on to another Condition to deal with different circumstances. And I enjoy encouraging that. Kind of helps to have Beasts feel like they're continuously shifting along their Satiety Conditions.
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Originally posted by Paradim View Post
I find it very useful to emphasize the qualities of Starving and Gorged that can impact character behavior. For example, emphasizing how the character is feeling sluggish and tired, and when the player is attempting a roll to be proactive with something, asking them if they'd prefer to have a Beat by automatically failing the roll instead? All of the Satiety Conditions have factors to them that encourage gaining Beats for making the Beast's circumstances more difficult.
I kind of notice that players tend to take a Beat or two, before they want to move on to another Condition to deal with different circumstances. And I enjoy encouraging that. Kind of helps to have Beasts feel like they're continuously shifting along their Satiety Conditions.
I do this with my Beast characters and NPC's. It adds a lot of fun extra layers and roleplay variety with even one character and i always remind people to consider how their current Satiety level affects their character's attitudes and outlook. I also love that Beast encourages players to keep it moving; in theory Beasts don't have a lot to do, but in practice they can be very self-motivated by feeding alone which easily leads into other things.
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