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  • This is going to take a bit of diagramming to explain despite its simplicity, so bear with me:

    Like most of the other gamelines, Geist offers a lot of ways to get its fuel source, with different methods having different costs and drawbacks, but the loophole in question is a bit of a slant on the intent behind Keys.

    Basically, if you have a Key innately or through a Memento, you can use it to get free Plasm in one of two ways: tapping it to Unlock a Haunt (making it more effective in the process), or directly drawing upon the Key for Plasm without using a power. At its...
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  • "Fae-Touched" doesn't just mean "can see through the Mask" and all the relevant mechanics of being Avowed that don't require personlike intelligence amount to a pair of one-die bonuses. Your dog is not going to become smart enough to use Contracts or navigate the Hedge or actually meaningfully interact with pledgecraft just because it loves you a lot!

    This is a very definite case of words meaning things! If your dog gains fae power from going into the Hedge to get you after faithfully guarding your home until your family moves away, it's not going to become a Fae-Touched...
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  • Considering the last step is "the character who kept the promise goes into the Hedge to look for the character they made the promise with, then made their way back out," and the promises in question are not small things? Nah. Your dog might recognize you when you get back and know that your fetch is a fake, but it's not going to gain the ability to seal statements of intent or participate in oaths just because it loves you a lot.

    Now, hobgoblins, on the other hand…...
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  • Not without some really weird shit happening, seeing as Fae-Touched are made when two people make a promise, one of them becomes a changeling, and the other one keeps their side of the promise....
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  • There's also the more prosaic "be a powerful necromancer and die," but there's a very basic assumption that merits addressing here:

    You can have Rank 3+ ghosts that aren't geists or Reaper-forms. They're often the result of aberrant circumstances and they still won't usually be able to increase their Rank without drinking from a River unless they're a specific exception, but nothing about "Doppelgangers can theoretically reach a Rank above 2 without drinking from the Rivers" implies "Doppelgangers who reach Rank 3 become geists" besides an overly narrow...
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  • Satchel
    replied to Reworking Mekhet Clan Bane
    Nope....
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  • I'm inclined to suspect a more thorough shift, either in terms of a time or use limit on the Free Plasm gained from Unlocking a Haunt or in terms of cutting out the buy-off option altogether, because as it stands the ability to completely circumvent the risks of two similar long-term gains processes for the price of a single point of Plasm kind of chops the legs out from under angling for resonant Haunt use or tapping a Key directly....
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  • "Barghest" is the name for a ghost of an animal. "[They] instinctively enter the Rivers and dissolve into their Plasmic waters" is described as the natural outcome of their entering the Underworld in the absence of a "handler" that can draw their attention away.

    Geists are ghosts that have drunk from a River and gained Rank and mobility in exchange for highly limiting their ability to communicate. The changes it wreaks on a geist do not specifically include gaining that Manifestation and the ability to offer the Bargain to a dying mortal is not the defining...
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  • It will be available through DTRPG at some point in the coming weeks, going from the fact that last week's Monday Meeting Notes have it firmly in the "At Press" stage of production....
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  • The whole "you can regenerate from complete bodily destruction" thing has its appeal to the extremely paranoid or the absurdly dedicated, particularly given the options available for receiving Vitae through other channels.

    It's a specific application of the vampiric nature through the use of occult processes to do something kind of weird for vampires, and it's a specific application based on knowledge of a fifth-dot Coil effect — "niche" is practically in the name....
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  • The Dependent Condition explicitly replicates all the effects of a second-stage blood bond, yes....
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  • There's not a lot of distinction between "ghost-dog possessing a living dog-body" and "resurrected dog with the mind of a different dog" outside of the niche application of Mind to copy the ghost-dog's memories into the live dog-body's brain. Death-savvy characters might be able to spot that this living dog is possessed by the ghost of another dog, but short of destroying one of the two components of this fusion to fuel a spell to make a more concrete combination there's not a lot of ways to accomplish this goal that don't fall short of the specific goal of taking two different...
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  • In the absence of specific adjustments, a Chamber is as big as the location it reflected....
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  • Satchel
    replied to Mortals and Clash of Wills
    It's worth remembering that Merits being inexpensive doesn't remove the hard cap on mortal Traits, as well as the fact that most mortal powers are not especially long-lasting or versatile, seldom have consolidated ratings for Clashes between separate abilities, and often leave their user with less Willpower to spend on bolstering Clashes due to using it to activate the powers themselves; "a powerful pyrokinetic has two or three more dice to use in a Clash of Wills with a starting changeling to steer the path of a raging inferno" is not exactly a substantial leg up in the first place...
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  • You may have gotten some wires crossed with the first step of combat as a whole being "declare what every participating character is trying to accomplish." I can't otherwise think of where it could've come from in the text itself....
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  • Satchel
    replied to Help me find a quote
    Is this the one?
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  • Satchel
    replied to The Ethics of the Wolf
    If you're at a point where you're checking for Kuruth in your day job, your Harmony and/or your day job are presenting far bigger problems....
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  • By the arguments presented, any starting player character will have at least six Attributes in which they are not above-average. It very definitely matters that not every character has stats that make any given Key equally viable for perpetuating a low-spend Unlock loop, because, again, those are most of the characters you'll encounter in the game, optimization be damned; a character with high Composure but no innate Stillness Key or a Grave-Dirt Key and low Strength is just as valid as the high-Stamina paragon of the Key of Disease or the high-Presence bearer of a Bloody Memento.

    ...
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  • It's not farcical for characters to treat engagement with supernatural powers that come with a cost as something to be interacted with carefully, and to make that argument is likewise not engaging with the point under discussion:

    "Characters who use a Key to Unlock a Haunt and don't put all the Plasm they got from doing so into the Haunt can produce a net gain in their Plasm reserves provided they still end the scene without more Plasm than they can normally hold," "spending an extra point of Plasm when using a Key to Unlock a Haunt allows them to do so without suffering...
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  • A character with Active Time Sight can act before another character with the means at their disposal. Of your examples, 1 is the closest, but "acting outside of regular Initiative" is within the scope of the Dodge action as well as the Counterspell Attainments provided the character hasn't already acted in a given run through the turn order....
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Satchel
Satchel
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