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  • Separately from Devouring the Slain?...
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  • They work as normally for rolls, giving you the set of options listed on page 213; specific rolls will say if there is something special that occurs when you exceed the target success number by five or more....
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  • To add onto Tessie's observation above:

    Three of the five games without a specifically-named magical widget (or two-and-a-half, depending) are built with characters working primarily with, against, and/or amidst explicitly conspiratorial groups who can supplement humanity's inclination to look the other way with temporal and magical coverup methods.

    The remaining two concern characters that work with traumatic actions and the byproducts thereof and have operated without entrenched global culture for most of human history, and the other half of Hunter likewise factors...
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  • My understanding is that getting Lasting effects out of Temporal Sympathy requires actually engaging with the mechanics for time travel, given that otherwise the exercise amounts to either "this is uncontestably completely broken" or "it is entirely up to the Storyteller what happened in the time between that point in history and the present" with no guidance presented for anything in-between.

    "Time spells that call for it" means "Time spells that say you can use Temporal Sympathy." You can do all sorts of stuff on a temporary basis with Rewrite...
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  • Satchel
    replied to Conspiracy Theory: Lucifuge
    *coughs nervously in Tremere*...
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  • Satchel
    replied to Vampire Otherworld
    The thing to know about Vampire is that it's kind of opposite Mage in terms of cosmological niche in a lot of ways; Deviant has presented a closer analogue, and Hunter's been adjacent to the line pretty much since 1.5e started rolling out the clanbooks and Ancient Mysteries with conspiracy cameos in them.

    Mages are the supernatural one-percent, and academics besides; the nature of their power and insight encourages them to delve into occult minutiae and retreat from mortal society, and they can spend their years exploring any of the myriad otherworlds present in the setting apart...
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  • If it's your own spell, you have Bodily Autonomy as an extra layer of protection, but also this is continuing to make my point for me: Regeneration is a non-Lasting spell to emphasize the trade-offs you make to work around the problems that necessitate its use, as well as the weight and value of the thing you are offering when you use it on somebody else.

    I would not look to Ansho as Things To Expect, on account of their being a Mystery specific to a sample setting, and the problems you encounter with them are not specific to limb-replacement spells in the first place.

    ...
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  • The gist of it is that mages are mortal, and in stark contrast to the likes of vampires and werewolves, have to rely on Mage Armor and specialized magic to ward off damage and heal it quickly for a Mana cost that isn't just Better Than Nothing.

    Mages who wade into direct confrontations suffer the consequences, and that doesn't work out too well if a missing arm is one fire-and-forget spell away from being a minor nuisance; instead, an Adept who has the ability to Clash away Personal Tilts as an innate power and still loses an eye has to make the choice between constantly being down...
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  • The gist of it is that until Potency 4, the spell translates to "You heal one point of bashing damage per turn, one point of lethal damage per fifteen minutes, one point of aggravated damage every four days, and heal Tilts inflicted by aggravated damage when they heal the associated damage (instead of being permanent)." Those last two don't scale with Potency at all, because they don't scale with Primal Urge at all; for the first two effects, every other level of Potency above 2 adds one to the number of boxes of that type of damage you're healing per interval.

    Considering...
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  • Yup. The spell's still there, Withstand just makes it not do anything....
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  • The Periphery has one note it can play aside from translating High Speech. Much like the Unchained can't differentiate sources of Aether through resonance alone, Peripheral Mage Sight is the Awakened's cue to investigate a supernatural event further.

    You might try doing some kind of Morse Code, but casting takes a sufficiently long time that that would seem an inefficient and annoying process to go through on both ends....
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  • My takeaway is that the Imbued Item Merit talking about not having indefinite duration is an error or miscommunication, because that restriction is mentioned literally nowhere else in 2e's discussion of Imbued Items, Signs of Sorcery's clarification negates the Merit's implicit limitation of one imbued spell per item, and Signs of Sorcery's treatment on Enhanced Items makes it pretty clear that Enhanced Items are still items with spells that affect their own qualities cast on them....
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  • Anything you could use a spell to do would be Withstood itself. This feels like one of those cases where mundane technology or agreed-upon points of communication serve the purpose better, if you're not dealing with somebody who'll let a spell hit their Withstand and then Scrutinize it before they drop their guard.

    Sympathetic Range is a subject-based targeting mechanism and its attached Withstand rating can't be withdrawn by the target, so I don't think targeting the environment around them is going to help much in getting around this....
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  • If Duration is not the primary spell factor, it takes a Reach to change that in addition to the normal Reach for Advanced Duration, which, without the free steps, requires a substantial penalty for a spell built on delaying other spells' effects to a point requiring a calendar to measure to do what it is set up to do, because the Advanced Duration chart requires at least two steps to have a spell last long enough to let another spell trigger at a time that is not within the day....
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  • Given that both the default and Reach-enhanced ways this spell is designed to work are nonsensical otherwise, the Primary Factor should probably be Duration, not Potency.

    It is more important for the spell to be able to have one spell trigger eleven months away without extra Reach than it is for the spell to require two Reach and a substantial penalty to trigger three spells a week away, and unlike spells like Shape Spirit, there is no secondary use of Clockwork Spellworks that justifies having Potency primary for an instantaneous use; its entire purpose is to contain other spells,...
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    Last edited by Satchel; 01-16-2022, 08:58 PM.

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  • Check that you've got the post-errata version of the book, because I remember reporting the same error for the Red Castellan....
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  • And it is a consistent element of Paradox that, unless you are a Scelestus of sufficient initiation, you can't control how it manifests or directly inflict it on other people — the entire point of the Abyss dangling power over Paradox in front of its servants is that it leads to them trapping themselves in a world where they can't affect anything outside of the corrupted Mage Sight-induced nightmares that have replaced their reality.

    Higher Gnosis doesn't give you root access to another mage's expression of enlightened Will, and spells are discrete objects that don't positively...
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  • Ostensibly the sense of touch is included in spirit senses' ability to perceive spirits in the state of Twilight, and spirits count the unarmed attacks of werewolves of sufficiently high honorary Rank as a bane, but otherwise you need rites, fetishes, or other means of forcing a spirit out of the state of Twilight or interacting with spiritual Twilight....
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  • Again: The contents of the Unleashed Condition specify that a full track of severe Corpus damage makes the pair of you lose all your Plasm. This is the tradeoff of being Bound: the geist is largely invulnerable to harm until it is Unleashed, at which point it is Materialized and therefore susceptible to harm.

    In the geist's case they don't have Anchors and are bound to their Sin-Eater until the Sin-Eater dies for good, per the Bound Geist Condition given to the geist by the Bargain.

    A Bound geist functionally does not exist as an accessible actor unless it is Unleashed....
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  • She's sufficiently old that all we have to go off of are stories, but yes, the latter appears to be the more likely reading.

    Becoming magath isn't necessarily a thing that happens in a singular event — hence, again, Relict Men and other spirits who become hybrids through their failure to cleanly adapt to their environment — but spirits are the sum of their parts, and there's a tipping point where they go from being a member of the umia with some questionable feeding habits to being a thing to be shunned.

    Umbrella term aside, magath are singular creatures, and most of...
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Satchel
Satchel
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