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  • Is is possible for a mage to have more than the 3 rote skills granted by his/her order? Like through a merit, or something?

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    • Originally posted by Emerus View Post
      Is is possible for a mage to have more than the 3 rote skills granted by his/her order? Like through a merit, or something?
      Not without homebrew.


      Bloodline: The Stygians
      Ordo Dracul Mysteries: Mystery of Smoke, Revised Mystery of Živa
      Mage The Awakening: Spell Quick Reference (single page and landscape for computer screens)

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      • Originally posted by Emerus View Post
        Is is possible for a mage to have more than the 3 rote skills granted by his/her order? Like through a merit, or something?
        I ve read a past thread with a comment from dave, he said that it s possibile to have only a set of three

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        • Psychic Genesis lets you, with a Reach, create a goetia that counts as a Sleepwalker for ritual casting purposes. If you just wanted to add that property to an existing one, how could it be done ? With a Reach option on the Ritual Focus Spell ? With a Weaving ? Pattering perhaps ? I think either of the furst two, but I am not sure.


          New experiences are the font of creativity, when seeking inspiration, break your routine.

          The Agathos Kai Sophos, an Acanthus Legacy of strategists
          The Szary Strażnik, an Obrimos Legacy of Scholars of the Glyphs of Fate

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          • Originally posted by KaiserAfini View Post
            Psychic Genesis lets you, with a Reach, create a goetia that counts as a Sleepwalker for ritual casting purposes. If you just wanted to add that property to an existing one, how could it be done ? With a Reach option on the Ritual Focus Spell ? With a Weaving ? Pattering perhaps ? I think either of the furst two, but I am not sure.

            I don't see why not.

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            • Cool, thank you. One more question, Sleepwalkers count as a +1 environment yantra, independent of number, correct ? Or is it dependent on the number of Sleepwalkers ?

              In essence, I am wondering if a Thrice Great lodge could try to get enough allies to cast a Spirit conjunctional variation of ir to empower a big spell.


              New experiences are the font of creativity, when seeking inspiration, break your routine.

              The Agathos Kai Sophos, an Acanthus Legacy of strategists
              The Szary Strażnik, an Obrimos Legacy of Scholars of the Glyphs of Fate

              Comment


              • Originally posted by KaiserAfini View Post
                Cool, thank you. One more question, Sleepwalkers count as a +1 environment yantra, independent of number, correct ? Or is it dependent on the number of Sleepwalkers ?

                In essence, I am wondering if a Thrice Great lodge could try to get enough allies to cast a Spirit conjunctional variation of ir to empower a big spell.
                All Sleepwalkers together counts as the environment, and the environment Yantra grants a +1 bonus.


                Bloodline: The Stygians
                Ordo Dracul Mysteries: Mystery of Smoke, Revised Mystery of Živa
                Mage The Awakening: Spell Quick Reference (single page and landscape for computer screens)

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                • Ok, makes sense, thanks.


                  New experiences are the font of creativity, when seeking inspiration, break your routine.

                  The Agathos Kai Sophos, an Acanthus Legacy of strategists
                  The Szary Strażnik, an Obrimos Legacy of Scholars of the Glyphs of Fate

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                  • Does the life spell Animal minion give you access to the subject senses?
                    Because if you are unaware of your surroundings it can be hard to direct the puppet without other arcana

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                    • Originally posted by Neos01 View Post
                      Does the life spell Animal minion give you access to the subject senses?
                      Because if you are unaware of your surroundings it can be hard to direct the puppet without other arcana
                      It’s basically Life based Possession, so yes.

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                      • Hello, I have a some questions regarding Cold and the Arcanum of Death:
                        - With Death 3, Cold Snap, you can freeze an area enough to impose the ice tilt and with 1 reach you inflict the Extreme cold condition. Does this translate in any way to an extreme environment rating?
                        - If it does, with a potency of 4 should the spell create a level 4 hazard? Or a Patterning would be better suited?
                        - Could Cold Snap work as a dorect attack? Having your body instantly turn from warm to frozen is surely excruciating. And paralyzing too.

                        In general, I'm unsure on how cold works with the arcanum of Death, from a mechanical point of view.


                        Moreover, but about acceleration (Time 3):
                        - If a mage accelerates himself with a potency of 6, for example, if an hour elapses for those around him not under the spell shouldn't he feel the effect of 6 hours of being awake, standing still etc. etc.? Or the spell shields the caster from this possible effect?
                        - The spell seems to me similar to Vampiric Celerity. If this is true, the caster shouldn't be seeing everything at normal speed and "just" react way way faster to things he is aware of?


                        Finally, about Fools Rush In (Fate 2):
                        - "Little or no knowledge about a situation" is a bit unclear to me. One of my players translated it more or less in "every time something unexpected happens I can use the bonus", but I'm not much convinced. Can somenone give me an example or two to understand the boundaries of this spell?

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                        • Originally posted by Khalendas View Post
                          Hello, I have a some questions regarding Cold and the Arcanum of Death:
                          - With Death 3, Cold Snap, you can freeze an area enough to impose the ice tilt and with 1 reach you inflict the Extreme cold condition. Does this translate in any way to an extreme environment rating?
                          No, it does not directly correlate to a specific Extreme Environment rating. Extreme Environment is meant to model large area effects of nature such as weather or earthquakes.


                          - If it does, with a potency of 4 should the spell create a level 4 hazard? Or a Patterning would be better suited?
                          See above.

                          - Could Cold Snap work as a dorect attack? Having your body instantly turn from warm to frozen is surely excruciating. And paralyzing too.
                          A direct attack just deals direct damage. You could certainly have a cold-based direct attack spell with Death, its base effects would be identical to Rotting Flesh, but its reach option could be to inflict the Extreme Cold tilt.

                          In general, I'm unsure on how cold works with the arcanum of Death, from a mechanical point of view.
                          "Cold" is "produced" by slowing down molecular motion, basically you're "killing" energy.


                          Moreover, but about acceleration (Time 3):
                          - If a mage accelerates himself with a potency of 6, for example, if an hour elapses for those around him not under the spell shouldn't he feel the effect of 6 hours of being awake, standing still etc. etc.? Or the spell shields the caster from this possible effect?
                          I'd say it's up to the Mage casting the spell, but by default there would be no deleterious effects from the spell as they'd normally be mentioned (and probably have reach option to ignore them).

                          - The spell seems to me similar to Vampiric Celerity. If this is true, the caster shouldn't be seeing everything at normal speed and "just" react way way faster to things he is aware of?
                          Similar to, but different from. The Mage is actually controlling Time itself, which means the particulars will be different than merely fast reaction times.


                          Finally, about Fools Rush In (Fate 2):
                          - "Little or no knowledge about a situation" is a bit unclear to me. One of my players translated it more or less in "every time something unexpected happens I can use the bonus", but I'm not much convinced. Can somenone give me an example or two to understand the boundaries of this spell?
                          "A turn or two of studying the scene before acting is acceptable, but extensive reconnaissance or a detailed briefing does not permit the necessary degree of randomness this spell requires."

                          Any time the subject of the spell does something without having more than a round or two of preparation the bonus applies.

                          Spend hours poring over plans for breaking into the secure compound? No bonus. Eyeball for a few seconds before Leeroy Jenkinsing the gate? Bonus.


                          Mentats - a 2e Free Council Obrimos Legacy (Mind/Forces) built around being a human computer; Thaumatech Engineers - a 2e Free Council Obrimos Legacy (Matter/Prime) focusing on the creation of Imbued items and the enhancement of Sleeper technology

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                          • Thanks for the answers, i'd have some other doubts tho:
                            - Death's Cold produces tilts and condition, at least with Cold Snap. Would it be possibile for other death spells of higher level to create Extreme Environment level or it only worsen condition and tilts?
                            - About the mechanic of cold I meant game mechanic, my bad ^_^'
                            - About Fools Rush In, a couple of turns after leeroy jenkinsing in a fight, for example, the spell would no more work because the caster is already in "too deep" in a situation or if something else unexpected happens he can use again the bonus (like another enemy popping out of nowhere or an attack from somewhere unseen)?

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                            • Originally posted by Khalendas View Post
                              Thanks for the answers, i'd have some other doubts tho:
                              - Death's Cold produces tilts and condition, at least with Cold Snap. Would it be possibile for other death spells of higher level to create Extreme Environment level or it only worsen condition and tilts?
                              Death doesn't really lend itself to causing Extreme Environment as it can't really affect weather patterns the same way Forces can; Forces can cause cascade effects in weather systems, Death would be limited to whatever the scale of the spell is.

                              - About the mechanic of cold I meant game mechanic, my bad ^_^'
                              Same answer. Death has cold because of how "cold" is "made."

                              - About Fools Rush In, a couple of turns after leeroy jenkinsing in a fight, for example, the spell would no more work because the caster is already in "too deep" in a situation or if something else unexpected happens he can use again the bonus (like another enemy popping out of nowhere or an attack from somewhere unseen)?
                              The bonus applies so long as the character is winging it, there's nothing that says or implies the bonus should stop working at any point barring in depth preparation.


                              Mentats - a 2e Free Council Obrimos Legacy (Mind/Forces) built around being a human computer; Thaumatech Engineers - a 2e Free Council Obrimos Legacy (Matter/Prime) focusing on the creation of Imbued items and the enhancement of Sleeper technology

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                              • What type of Mind spell would let you enter an unwilling Mage’s Oneiros and what would be the advantage of that over using Mind spells to get information or change things?

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