Satchel Yeah, sorry for the wall of text. I guess I'm in the right direction then, was just slightly confused about the whole thing and how it might look. Thank you for the explanation. So death spirits are a thing then and not some kind of other big overarching entity?
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Originally posted by Dante[RU;n1422899]Satchel Yeah, sorry for the wall of text. I guess I'm in the right direction then, was just slightly confused about the whole thing and how it might look. Thank you for the explanation. So death spirits are a thing then and not some kind of other big overarching entity?
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Currently Consuming: Hunter: the Vigil 1e
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Originally posted by Dante[RU;n1423040]Another silly question: Are there any good sources of inspiration for what a spirit might want? For example, when bargaining with a werewolf. My brain only produces boring human-like politics, like "Spirit wants to eat me, help me", but I'd like something more otherworldly.
Most spirit would like a werewolf to create a permanent suitable Resonant source, protect one of such source or remove/convert a rival spirit ones.
For example a spirit of sickness could ask to kill a physician, a darkness spirit could ask to destroy all the street lamps of an alley, a spirit of sadness could ask you to change the script of a popular tv show, ecc...
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Originally posted by Dante[RU;n1423040]Another silly question: Are there any good sources of inspiration for what a spirit might want? For example, when bargaining with a werewolf. My brain only produces boring human-like politics, like "Spirit wants to eat me, help me", but I'd like something more otherworldly.
The spirit that guards the baptismal font in a local church might want a specific person's silver crucifix because it resonates with purity, because it needs that person to be slightly more vulnerable to werewolves (personally or on behalf of someone else), because it's the keystone of another powerful spirit's ban, or to invoke some roundabout clause in the laws of the Shadow that concerns purity, water, silver, churches, that person's family, crucifixes, or any number of other things.
As with spirits and the Shadow in general, this benefits from building out the background of the things you're dealing with.
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Currently Consuming: Hunter: the Vigil 1e
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Just to throw this out there, the best books to use as resources for a wide variety of spirits are probably first edition's Predators and Book of Spirits. Predators has something like 80 different spirits that fit a wide variety of common types, along with what they might look like, what they might want, how they might act, and possible bans. The Book of Spirits I think has less, but also goes into what the Shadow itself is like. While a good source of information, the Book of Spirits is written from a mortal standpoint, and so it sets the Shadow as a more dangerous and alien place where humans are prey and playthings. Werewolves are likely to have a better understanding of things (even if they find it alien at first) and not be considered as easy prey. Fortunately, mechanically, spirits don't need much work to convert across editions, most of the work being adding a bane (or turning a ban into a bane and adding a ban) and Manifestations.Last edited by nofather; 11-11-2020, 03:50 PM.
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Originally posted by Dante[RU;n1426057]A silly question again, but how does Werewolf regeneration interact with pre- and post change body modifications?
As for pre change, i suppose that father wolf would like his childrens to be at theirs physical peak after the first change, so i think that all previous scars and modifications could be healed as well
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Originally posted by Dante[RU;n1426057]A silly question again, but how does Werewolf regeneration interact with pre- and post change body modifications?
Writer. Developer. World of Darkness | Chronicles of Darkness | The Trinity Continuum
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Originally posted by Neos01 View Post
Pag 102 of core book states that only silver and aggravated (to werewolf) damage can do lasting scars on werewolf.
As for pre change, i suppose that father wolf would like his childrens to be at theirs physical peak after the first change, so i think that all previous scars and modifications could be healed as well
P.S. Now I'm suddenly reminded of Underworld 4 finale.
Bunyip That's probably the best way to do that.
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Originally posted by Dante[RU;n1426099]
Yeah, that's pretty much why I asked. I'm not sure where I read that or maybe I'm misremembering something, but for some reason I thought that during your First Change your body fixes itself into the peak condition, so if you were sick/had lasting chronic injuries/etc, it's gone now(unlike what happens if you're Embraced). And I got the body-horror feel from Werewolf regeneration afterwards. It's really potent, it doesn't really care what you want and it hurts(unless you spend Essence). So what happens if you have any piercings, earrings, tooth fillings, artificial hips before the change? What happens if you want a tat or a nose ring after the change? Was just curious if there are canonical answers to that.
P.S. Now I'm suddenly reminded of Underworld 4 finale.
Bunyip That's probably the best way to do that.
Probably in some packs they use those methods to mark membershipLast edited by Neos01; 11-25-2020, 08:13 AM.
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I was wondering...do werewolves have easy ways to increase combat dicepools? Vampires have physical intensity, potence and celerity, Mages can buff skills ad attributes and so on. It would seem strange that the most combat oriented of the splat Is the one with the smallest combat dicepools...
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