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  • Notable distinctions:

    1. A cult's Fidelity has the same number of free boxes before Attributes as a krewe's Congregation, and more than a conspiracy's Association; it does not have to put dots into a separate Attribute to both raise its Fidelity and become better at tasks concerning external affairs.

    2. A cult pays the same amount of Experience as a krewe for Attributes, but has fewer of them to pay for. A cult begins with four dots of Attributes for free and pays one Experience for each of the next four, while a krewe starts with nine dots of Attributes for free but...
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  • A Lineage is a line of descent from vampires of a single clan, which give rise to bloodlines (which might eventually become clans themselves, if certain bloodlines' claims are to be believed). Vampirism is mostly only a single thing through the Kindred's shared roots in Humanity — short of banking on vampirism suddenly working in the exact opposite way of how it usually does re: power-at-a-price at the very unknown zenith of combined curses, there's not much to go on, especially given that at "set your curses against each other to lessen them" is at least one description of how the...
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  • Yeah, this is… not what Coils are for. You could lean into the old Chrysalis rites and tie a cost break on a certain Discipline to a thematically-resonant Wyrm's Nest, leverage an Unnatural Affinity to get at a clan Discipline sideways, or otherwise twist the vampiric state to let you develop new powers quicker, but if your goal is not to just make a Make All My Disciplines Better Coil then you need to actually not do that.

    What universal aspect of the Kindred Condition is this Mystery supposed to be changing? Does it interact with the usual stipulations of learning an uncommon...
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  • Satchel
    replied to Mummy: the Curse 2e Kickstarter
    A Descent is generally the span of a story and it is notionally fairly difficult to go through the Trials of Duat and not get at least one benefit from the list that includes "you get a dot of Memory."

    It's "permanently losing" dots in the same way that Integrity, Humanity, Wisdom, and Cover do. As there, the point is to emphasize that many characters belonging to that template won't bother to regain lost dots, or approach that recovery in a sideways manner that leans into their being monsters. Much as most demons dealing with the Cipher aren't likely to try to...
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  • Satchel
    replied to Deviant Kickstarter
    It's still there. Page 173....
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  • There's not really much point to making a Sanctum that does that, given most potential threats are not going to be able to reach it, and you won't be going there bodily, and the Astral is rather thin on sources of Paradox that aren't nigh-omnipresent anyway. The Begotten have their Lairs, but there's no Wending-equivalent state for the soul-world of a dead Beast to get around the problem of tenancy and/or host management.

    Putting it in the Anima Mundi is a bad idea for many reasons, most prominently the Ecstatic Wind, and putting it in someone's Oneiros is a recipe for mental problems...
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  • Satchel
    replied to Talismans
    An Astra is a tool or implement of a Supernal God — they do things perfectly within the scope of their defined powers. Their masters exercise some control over them and they also cast spells as other Artifacts do, but "this does one thing perfectly at the cost of scraping away at your soul" is a fundamental difference.

    A Talisman is just ("just") an Artifact that is also a subsoul with its own will. Like an Astra, it's connected to a powerful Supernal being (or an archmaster on the Road to becoming one), but unlike an Astra, a Talisman is an independent actor....
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  • One important thing that distinguishes Scorpion Cults from krewes and conspiracies: Fidelity doesn't measure whether the cult holds together the way Congregation and Association do -- a cult that runs out of faith is still an organization, but out of the characters' control.

    That doesn't help much for modeling them as NPC groups once they go rogue, but it does somewhat mitigate the need for Resistance as a separate stat when Reach works as Power and Grasp fills in for Finesse -- like their masters, the cults of the Arisen are made to last....
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  • Satchel
    replied to Mummy: the Curse 2e Kickstarter
    Gift of Years no longer exists (though I've submitted an erratum for the leftover references in statblocks floating around); it's not a prerequisite for Endless Potency or Supernatural Resistance, and Endless don't need it to buy other Supernatural Merits, either. There's not really much left for it to do at this point aside from be a pool of more-limited versions of existing Merits at the same price....
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  • Satchel
    replied to Seeking Clarity on VTR2 Rules
    It's a psychometry power, not clairvoyance. Questions about the object concern it and its history....
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  • Unless a mage sections off the part of her identity that interacts with the Mysteries from the rest of her life with a Shadow Name, her Long-Term Nimbus will draw Path-relevant phenomena into contact with her sympathetic connections. Maintaining that part of her identity means, to some degree, exercising her magical insight so that all those spiritual diseases and Mana-storms and undead dirt-poppets are grounded toward the part of her life that isn't going to be alienated by regularly associating with Things Mortals Don't Talk About.

    The consequences of Wisdom are such that the Awakened...
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    Last edited by Satchel; 02-17-2021, 01:13 PM. Reason: Forgot the asterisk.

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  • It's from a different game, so I'm not sure why it would be, barring STV products or the Translation Guide....
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  • None yet in Second Edition....
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  • It's one of the potential culminations of the Boston story in Promethean's ongoing "Water of Life" chronicle in Strange Alchemies. A mass gathering of Prometheans is present while race riots spread throughout the rest of the city and the probable outcome following "the bomb doesn't go off" is that the poor sap who tried to blow everyone up is promptly torn apart by a lot of angry Prometheans gathered to bid on a guide to their Pilgrimages at an auction held by a group specifically seeking to reduce the number of Prometheans in the world.

    The other options are "the
    ...
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    Last edited by Satchel; 02-10-2021, 11:47 AM.

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  • It is a specifically-addressed possible outcome of the one published scenario I know of in this franchise that involves a small nuclear device.

    Which is especially relevant because I have a sneaking suspicion Oleg is the same Oleg who is an example character in the same gameline as that scenario comes from. Call it a hunch.

    Ibeaumanior, out of curiosity, is your game set in a real-world city like Detroit or Boston or New Orleans, by any chance?...
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  • Satchel
    replied to What is a Shade?
    Understand, that there is no point in living! Cry, that there is no answer! Where there is darkness, there are shadows! I, myself, am all of you humans!

    The modern Underworld is made of ghosts. This is, in fact, kind of the problem — to available evidence, the Ocean of Fragments at its nadir, which dissolves identity after countless Corpus-dissolving Rivers drawn from tributaries carrying the ghosts of all things downstream, is not receding so much as the "land" has pushed the top and bottom further apart. Where once there was a vast drowning pool that could convey ghosts...
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  • Fortunately, this discussion has been had before multiple times. The Future is Unwritten. Postcognition can't trigger a mage's Periphery because the spell hasn't been cast yet. If it could trigger the Periphery, then that would be introducing a form of meddling with the past that doesn't interact with the mechanics we have for time travel, for which the claim that it triggers the Periphery would need to point to mechanics for time travel that don't exist. Temporal Sympathy is the mitigating factor for finding information from the past with Time magic.

    To draw a simple analogy to a...
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  • "Whatever poison killed them" is the first thing that comes to mind. Classics include arsenic, cyanide, and strychnine, but the list of substances that will make a human body stop working is quite long....
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  • No, per the description of Temporal Sympathy and the existence of Corridors of Time. If you want to troubleshoot your short-term time travel, you extend the Duration to keep the spell going until you reach the present again....
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  • Satchel
    replied to What NOT To Do In Changeling?
    Basically, in almost any given ChroD line so far there's a sort of tightrope to walk between societal obligations versus individual needs and societal trust versus individual power — a lot of the games' social structures exist to mitigate the parts of their monsters' conditions that make them look and act entirely like the classic horror monsters they're based on, usually by giving them a safety net to distribute the weight of their hungers/drives/ambitions while simultaneously giving them a partitioned space to be a monster separate from whatever mortal life they're trying to maintain.
    ...
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Satchel
Satchel
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