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  • Satchel
    replied to Twilight Spirits
    No, spirits still need to Manifest to avoid bleed; it's ghosts that get to hang out in Twilight at equilibrium without making themselves known thanks to the way Anchor works. Proximity to Resonant Conditions will keep spirits active in the Shadow, but in the material world they have to fight the current to break even....
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  • Satchel
    replied to Twilight Spirits
    Everything loses a point of Essence per day on basic upkeep, upgrading to a point of Essence per hour outside of suitable Conditions in the physical world, and running out of Essence puts everything in hibernation; spirits get pulled back into the Shadow when they begin to hibernate and don't have the same blanket immunity to Essence bleed conveyed by their baseline Condition, which means spirits outside the Shadow need to Manifest to stick around for any length of time. It's on page 184 under the section on Essence.

    In 1e Essence bleed scaled with Rank, but that's flattened out ...
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  • Satchel
    replied to Reaching
    At the top of the sidebar on page 112:...
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  • And those Legacies are not generic phenomena and their Attainments do not have the scalable advantages of spellcraft.

    The context in which one has given another mage reason to want to murder them, in the open or otherwise, is not one that lends a character to treat loading up on defensive spells as a casual activity, particularly when mage society regularly breaks itself into alliances that render the political fallout of a cabalmate's sudden disappearance more troublesome than most mages are prepared to deal with without substantial preparation.

    Which is not under contention....
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  • "It doesn't work if you have someone who has bent their magical identity toward the express purpose of ruining you" is not so much a counterargument as an admission of defeat — the vast majority of mages one is likely to encounter are not going to be magical assassins with a grudge against you in particular, and the vast majority of mages is what this chunk of the discussion is supposedly about, not mages who are the subject of a personal vendetta.

    And the same mechanical channel that makes your Persona tools more effective also makes it harder to affect you and find you...
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  • If only there were some obvious mitigating factor at play, like obvious magic being harder to control in front of the vast majority of humanity, casting being substantially easier to succeed at when accompanied by obvious props and activities, and maintaining a mortal identity separate from your magical one making it harder to track you down in the former based on similarity to the latter. Then there might be a reason for characters to go out in public under the assumption that they wouldn't have to worry about incoming spells any more than an average bystander has to worry about bullets — some...
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  • If it's possible at all, it's the stuff of legend — wholesale conversion to the Pure state involves a process not entirely unlike getting a Gift....
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  • The tagline of the edition is "Addicted to Mysteries," but mystery is not a substance — it's an activity. More specifically, it's gambling; playing card suites are the historical antecedent of the predominant mnemonic device for remembering Path tools, pushing your limits expressly works by lowering a spell's likelihood of success without actually negatively impacting what you can get away with, a Praxis literally allows you to wager the invested Mana for an n + 1 return with better-than-normal odds, among other things like how self-imposed Conditions are a relatively common practice...
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  • Satchel
    replied to Alternate rules for Wisdom
    A quick wiki-dive brings up the descriptive phrase "unspoiled, harmonious wilderness" — the place is essentially the canvas of a bunch of ur-escapists walled off from the borderland of pain and pathos that links it to the world of flesh and iron....
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  • I'd probably make that a Perfecting spell taking cues from Fate boons — get [Potency] bonuses split between dice tricks (Reach for 8-Again), extra dice (add Mana to bring the boost above +5), and beneficial Conditions (no Beats without an exceptional success)....
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  • In the case of the example, it's because three men froze to death in that alley and so the place is Cold and Painful until something happens to make it a different sort of place. If you were to set up space heaters, warm blankets, and a nice pot of stew a couple nights a week for a while, you might drown out the Resonance of Cold and Pain with competing Resonance of Warmth and Relief. After that point, the new crowd sets up shop until they can't keep their grift going in that location, like if the weekly comfort-camping setup dies down and people just start treating the alleyway as a regular alleyway...
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  • Werewolf, of course, has bits and pieces of it scattered throughout — the first page of the Ithaeur auspice writeup, the "Shapes and Shadows" section of the "Fangs at Your Throat" territory primer, and the eponymous section on Resonance in the overview of the Shadow (all found in Chapter Two of 2e except for the auspice writeup, which is in Chapter One) all include little tidbits and solid examples. The short version, though, is that Resonance defines a class of phenomenon that is appropriate to a person, place, or thing — it's found in concrete forms you can point to and...
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  • Been a couple months and this has been fairly low-priority back-burnering. Thinking over further tweaks to make the thing more elegant, a couple things are tentatively sitting here on my list of changes for V4:

    • Replace individual simulacra with a single statue or other feature per "freehold" that allows access to the Brim.
    • Wondering whether to switch the Subtle Arcanum of the Path to Spirit just on the basis of a stronger dependence on Essence and Resonance.
    • By a similar token, in the pursuit of a more structurally-agnostic setup, wondering whether...
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  • Satchel
    replied to How do guilds actually work?
    And even if you've completed your first purpose and can't get resets from anything short of vessel drainage anymore, you're still looking at at decent odds for a month or more of free time.

    Also — and I somehow missed this when I first read the book — if you have reason to pursue vengeance against a still-living individual, that grudge is enough to keep you active on the non-accelerated Descent timer even after you've done what you were called up to do....
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  • No, much like how Temporal Summoning doesn't alter something's past just because a past version of it is being made to exist in the future — Time spells that aren't time travel aren't subject to the complications of time travel. It's a reference copy, not an active window....
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  • Contrary to what the Simpsons may have told you, "technically correct" is not actually the best kind of correct. The nature of how these books are put together and the constraints under which errata are compiled mean some common sense needs to be exercised in interpreting the mechanics regardless of the presence or absence of explicit forbiddance against particular rules interactions.

    This conversation has been had before....
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    Last edited by Satchel; 03-17-2017, 11:15 AM.

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  • That this is a blatant exploit which obviously defeats the purpose of having the spellcasting system work the way it does and glides past the thing I just pointed out about what part of the boon breakdown specifies applicability to spellcasting rolls should tell you plenty about how much stock I put in this interpretation....
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  • Fate buffs are limited to the same effects as the Prime spell As Above, So Below and grimoire-based long-casting — the boon overview lists "add two Reach to apply the benefit to spellcasting rolls" bit is listed under the dice-trick effect specifically....
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  • Rotes are for pushing your limits, Praxes are for spells you cast often.

    The reduced exceptional threshold of a Praxis effectively turns its use into an extra Vice for the mage thanks to the universal Willpower recovery of an exceptional casting, whereas the ability to use grimoires (or, for Masters, personal mnemonics) to gain the rote quality effectively doubles a spell's baseline odds of success without relying on extra spells or Destiny dots.

    (Rotes do also have a somewhat higher chance of exceptional success than regular castings, which further helps with squeezing...
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  • Satchel
    replied to Homebrew Beast Merits
    Every extra Lair Trait gives you another Environmental Immunity, another circumstance in which you can use your Atavisms' Satiety Expenditure effects without spending Satiety, another potential bonus die on Pathway rolls, and another circumstance in which you can invoke your Lair Traits without a roll.

    Meanwhile, extra Chamber slots give you room for another type of environment to invoke Traits or open Pathways in, another potential buffer between your Heart and an entrance to the Lair, and at least one more story's worth of time before you run out of space.

    Lair Traits...
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Satchel
Satchel
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Last Activity: Today, 03:09 AM
Joined: 11-01-2013
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