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  • Satchel
    replied to Deviant Kickstarter
    Literally one of the things a conspiracy is going to conceivably be spending its rolled conspiracy actions on is interfering with the cohort in response to the cohort attacking the conspiracy.

    Even under the assumption that five or six dice is an adequate amount for a large conspiracy and that such a conspiracy is unlikely to be dealing with penalties to its rolls, exceptional success opens new vectors of assault beyond the cohort and their known allies and accomplices, and the threshold where that starts to become a likely outcome is at ten or eleven dice, where the chances of exceptional...
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  • Satchel
    replied to Deviant Kickstarter
    If only there were some sort of pool from which Projects needed to draw their Effort, some sort of set quantity of actions the conspiracy could take. If only that pool of actions was directly reduced by having to deal with attacks from external threats in addition to potentially not having the ability to choose how the culmination of those attacks effected the conspiracy's holdings. It would certainly be preferable if such enemies had a strong incentive to press forward regularly with such an assault on a chapter-by-chapter basis, like, say, gaining Beats and Willpower and holding off further...
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  • Satchel
    replied to Deviant Kickstarter
    I made no assertion to the contrary. Using Structural Nodes, though, is what Resistance is for, and the value of putting dots into the Attribute for using logistical Nodes is comparatively low if you don't actually have at least a few high-utility Structural Nodes to lean on.

    A conspiracy extends its reach by taking conspiracy actions and completing Projects. Conspiracy actions specifically must include things like recruiting, blackmailing, killing, or otherwise meddling with the extended social circle of a Remade and her cohort; it's a viable narrative space to draw Linchpins from,...
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  • Satchel
    replied to Are the Strix still a focus
    There is no problem here. They're vampires. My point is that they're not unkillable just because they occupy a similar niche to ghosts and spirits without the safety net ephemeral beings naturally possess.

    A Strix is insidious and corruptive. It does not sustain itself on disaster just because it is an opportunistic predator that particularly benefits from making the dying die slightly faster or rendering the helpless that much more helpless — it's hard to kill because it's made of shadows and smoke and it drinks the breath from things that can't fight it off, not because as long...
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  • Satchel
    replied to Deviant Kickstarter
    A conspiracy that buys Resistance heavily is going to be that much less effective at using Nodes that actually do anything outside the conspiracy itself, and trying to use Structural Nodes to do the work of Temporal or Exploitative Nodes is inherently less effective in a way that risks the conspiracy as a whole taking more damage (which in turn forces constant reorganization). Resistance contributes to Association, but it's the least useful for actually extending the conspiracy's reach.

    On the larger scale, a conspiracy that turns itself into a big brick of Resistance and Structural...
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  • Satchel
    replied to Are the Strix still a focus
    If they're Materialized, yes. Please take note that the only way Materialized Strix are distinguished in this fashion is that they lose Vitae from lethal damage — which their Material Banes still do — instead of just aggravated damage, and also that they don't have access to Manifestations that render them less vulnerable than Materialization short of taking a host.

    Again, they don't heal naturally and they need to spend Willpower to heal like Kindred do at the same rate. The cost of healing one point of aggravated damage isn't a week of safe living or five Vitae and a day of...
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    Last edited by Satchel; Yesterday, 10:03 AM.

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  • Satchel
    replied to Are the Strix still a focus
    Please compare this to how capable vampires are of harming ghosts or spirits, and then remember that the Strix do not have the benefit of naturally recovering their Corpus and need to spend Willpower to heal themselves....
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  • So it's been two weeks and we now have the Conspiracy mechanics.

    Here's the big problem: You're leaning on unspecified pre-Divergence psychic powers that far outstrip the limits of available Variations for this setup. The character no longer has that degree or type of power, and to the extent that they can manage it at all now, it's starkly metered by (as a Cephalist) their ability to spend Willpower; they inherently cannot keep watch over every member of their conspiracy, which means they have to delegate and let the problems that "benign" conspiracies deal with creep in...
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  • Satchel
    replied to Death Spirits
    A death spirit is a Shadow entity that resonates with death. It may or may not be able to interact with ghosts and Underworld phenomena, depending on the particular spirit, but it is not itself native to the Underworld.
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  • Satchel
    replied to Is The Unholy Claimed?
    It's an extended Resolve + Occult + Blood Potency roll that theoretically any vampire with Blood Potency 2+ and access to the appropriate resources for their target creation can attempt....
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  • Satchel
    replied to Fire-Touched and Subterfuge
    Subterfuge doubles with Empathy as the Skill for spotting lies.
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  • Satchel
    replied to Combat Rules
    This is what Willpower and all-out attacks are for, as well as leveraging surprise, uneven numbers, and weapons.

    Also, 4-5 dice is not a small pool — it's literally the standard size for an average Attribute and professional-baseline Skill without extra equipment.

    (Also-also, Skill dots are not the only means by which characters qualify as the things that they are — note that in 2e there's a core Merit that literally makes it so that you can get a Specialty worth two dice for the same cost in Experiences as one dot in a Skill.)
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  • Satchel
    replied to God-Machine
    Third result.

    This line of inquiry was questionably sincere when people were doing it five years ago and it has not gotten more endearing with time.

    Basic exercise of critical thinking and a look at the book listings on Wikipedia and/or DTRPG is all you need to be able to figure out that the universal setting of a horror RPG franchise is not going to settle on a big unified answer that applies equally to every gameline past its use as a narrative widget for the edition-shift document preceding the introduction of the gameline where you play the rogue servitors of that...
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  • Satchel
    replied to Is The Unholy Claimed?
    The Children of the Stones are part blood sorcery, part inanimate ghoul. They're most commonly made to defend their creator's haven, but more specialized creations might be made as messengers, spies, distractions, hunters, and so on.

    You essentially gather a bunch of Vitae and materials appropriate to the thing you're making, conduct an extended ritual in complete solitude, and cause the components to form into an unliving automaton that reflects its purpose and master. More powerful gargoyles take longer to make, require more Vitae in upkeep, and require a higher Blood Potency and...
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  • Satchel
    replied to Deviant Kickstarter
    I'm not Eric, but my guess would be whenever the effects actually come into play — for Otherworldly Connection 4 (no Wild Variation), that'd be any time you perceive, communicate with, touch, or banish something from the world the Variation represents; in cases like Immunity, that'd be whenever something would ordinarily impose the Tilt, damage, or other effect you're immune to; for Aquatic, it'd be whenever you were immersed in enough water to be able to normally move around in it and/or risk drowning without the Variation.


    Another thing for the list of corrections: Cooldown...
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    Last edited by Satchel; 10-09-2019, 07:21 PM.

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  • Satchel
    replied to Deviant Kickstarter
    Minimum is equal to the number of unentangled Scars the new one would bring the total to, to a maximum of 5 (you can have more than five unentangled Scars, but every new one after the fourth has to be Magnitude 5)....
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  • Satchel
    replied to Deviant Kickstarter
    Probably the part where all of these things are set up as stakes established before the confrontation (which may not even be with the cohort themselves) and happen without the cohort needing to roll for their benefits.

    All of these things come up before the scene is even introduced. It's a collaborative story-direction tool....
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  • Satchel
    replied to Deviant Kickstarter
    And you can only raise it once per chapter, as well, and in the best of circumstances a character has about a fifty-fifty chance of healing minor Instability if they're rolling an unresisted Scar Finesse roll with a full set of five-dot components, which means a lot of the initial desperate push is going to necessitate burning through Experiences so you can pick up new Scars that aren't Persistent (which you can also only do once per chapter).

    It's also dramatically harder if you have a higher-Magnitude Variation and no head start on buying Acclimation, because taking new Scars when...
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  • Also, they're often necessary for summoning methods to be able to actually work....
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  • Satchel
    replied to Deviant Kickstarter
    Belated realization, but: It's fun to note that becoming Feral is less a Game Over screen and more a switch over to Hard Mode; you get no benefit from Stubborn Resolve, you can't become a Nemesis or a Guardian, and you can't heal Instability just by moving for or against the Touchstones you no longer have, but the way Stability works means you still have purely supernatural means of recovering that put the stakes a little higher.

    Ferals are locked out of healing any Instability worse than the minor sort without developing new Scars, and they don't have any means of holding back the...
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Satchel
Satchel
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