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  • Worth noting that the peculiarities of that subset could well potentially be read to mean Spirit is still viable as an extra requirement — "Anchored to a concept" sounds a fair bit like Resonance — but if it is then it's definitely not because of any direct connection to the Shadow....
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  • Satchel
    replied to It's coming!
    Sleepwalkers didn't really have an innate burgeoning fascination with mages and a sixth sense for Supernal magic baked into their template....
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  • Satchel
    replied to Homebrew Beast Merits
    Merits generally have stable prerequisites that often factor into their continued usability — Area of Expertise becomes completely useless if you lose the Skill that makes it work, but it takes extraordinary circumstances to lose Skill dots in general — whereas Kinship Nightmares have a gateway circumstance that can be completely unintentional but serves to let the character grow their supernatural power in a sort of digestive manner — once you've internalized the fear of an implacable enemy that your Promethean sister represents by learning You Cannot Kill It, that Nightmare stays learned,...
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  • Satchel
    replied to Homebrew Beast Merits
    It raises the upper Satiety limit at which you can use the Low Satiety effect (e.g. at two dots you can use the effect at Satiety 5), but yeah, "treat your current Satiety as though it were [dots] lower for the purposes of Low Satiety Atavism effects" also tracks; as-written the Merit is kind of thrown together, but on a subsequent draft I'd probably be figuring out which particular framing to go with and tweaking the drawback to better suit that choice.

    My entire premise here is that the Kinship is just the temporary connection rather than the long-term change to your supernatural...
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    Last edited by Satchel; Yesterday, 08:16 PM.

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  • There's not a whole lot that the process benefits from by forcing you to triangulate and the existence of nonvisual Peripheries doesn't really obviate the fact that if you are seeing something, you can generally tell where it is. It's your magical nature acting as a filter on your normal perception of the world, and most perceptible magical phenomena are things that exist in the world — it would be kind of goofy if "perceiving magical occurrences through the lens of your Path and Nimbus" didn't actually let you perceive a magical occurrence without dropping into the specialized lenses...
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  • Well, no, the corebook says nothing about not being able to place the location of supernatural activity, only that existing in Twilight is usually concealment enough for a ghost to avoid pinging the Periphery without a more definite action....
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  • It's previewed material from Signs of Sorcery and, surprising nobody, it also doesn't work like that....
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  • Satchel
    replied to Alternative Familiar ideas
    I mean, yes, true, but Familiar is also specifically one of the Merits you can requisition for a story with at least two dots of Status and a bit of wait time. Story length being what it is and requisitions being what they are, you can almost certainly manage a kind of fostering system for an Adept with an interest in familiar-lending or other uses of the wider setting....
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  • In 1e, getting your Wyrd as high as it would go was a prerequisite to tripping a narrative flag that started your Clarity on a fairly rapid slide downhill that culminated in you haring off to Arcadia to shed the last of your humanity.

    Imperial Mysteries gave an example of weird Supernal entities in the form of the Old Gods of Thistle, who hit a lot of the same descriptive notes as the True Fae and are bizarrely persistent in not staying cast out from the Supernal despite the atemporal nature of the Exarchs' mythic war on the Heavens — they might or might not have been the Supernal...
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  • This is literally all covered in the corebook's section on the Astral.

    You meditate in a Hallow or a Demesne or — yes, they do exist — fulfill the Key of one of the Astral Irises known as Synesi, and from there you form an Astral Path and enter your Oneiros or the Iris's destination realm....
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  • Satchel
    replied to Mind magic and frenzy
    Other means of stealing souls are likely subject to the same sort of restrictions, because when your soul is a piece of the collective unconscious it tends to have inertia on its side....
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  • Satchel
    replied to Mind magic and frenzy
    The Horror explicitly can't be forced to leave the Lair outside the bounds of its hunting and takes the Beast with it if it's killed; the only normal circumstances in which a Beast is concretely separated from its Horror are the ones that lead to the Retreat, which sets a rather more brutal precedent than falling to soullessness typically entails....
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  • It really, really isn't in any more than the most superficial sense — people can act "unpredictably" without acting randomly.

    Look at "Add [Arcanum rating]" sections in published spells instead of the most basic application of cross-Arcanum Patterning.

    If your approach is not to stop them them when their direct response to not getting exactly what they wanted in a systems element representing a weird side-effect is overtly dismissive, ask them what kind of effects they'd want to see from such a system and take that under advisement, or do anything...
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    Last edited by Satchel; 08-16-2017, 04:24 AM.

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  • The word "random" does not appear anywhere in the text and your characterizing this as "cherry-picking" does your understanding no favors.

    They get positive effects because that is what conjunctional Arcana do.

    The solution to this is to not play with jackasses, whether you accomplish that through communication or choice of group composition.

    You might consider actually collaborating with your players to devise the additional effects and calibrate their expectations if you're so concerned about wasting your time on this kind of fruitless...
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    Last edited by Satchel; 08-16-2017, 03:34 AM.

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  • RBAWintrow did a neat little compilation post back in May....
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  • Satchel
    replied to Journey into the Past
    Because Shifting Sands doesn't actually work differently from Corridors of Time in terms of being A Time Travel Spell and therefore subject to all the same mechanical concerns, because not all of time is broken into a single-digit number of scenes, because a lot of ways to make a spell work better take extra time and are less effective if you shortcut past that, because not every preventable bad thing happened a single-digit number of scenes ago, because Time is one of ten Arcana and Adeptitude is the highest degree of insight four-fifths of magi can attain without specialist resources, because...
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  • Satchel
    replied to Mind magic and frenzy
    Crossover section. Dominic ought to be in his nineties, but doesn't look a day over forty and has been missing his aura for years; people around him tend to go missing, and if they turn up later they're shells of their former selves. He visited the piece's narrator's estate months ago and took a list of the vampire's associates; their childe has since disappeared from correspondence for weeks.

    There's other ways to read that, admittedly, but, knowing the conceptual overlap between diablerie and regular magical soul-eating, it's sufficiently up in the air to make a plot hook out of...
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  • Satchel
    replied to Homebrew 2e contracts!
    Six. There's one for each core Seeming....
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  • It's in the description of Scribe Palimpsest; they give extra Reach or weird additional effects to the newer still-legible rotes, as well as letting you use rotes that might not be common knowledge by studying the scraps....
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  • That depends on the method used to get it. Patchwork Covers are constructed wholesale from Cover Experiences gained from Pactbound mortals, Covers called in from a Soul Pact have a bare minimum rating of the demon's Primum plus their successes on a Wits + Manipulation roll made at the point of assumption, and angel-jacking a Cover gets you whatever rating would equate to what the angel would have gotten if you hadn't interfered....
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Satchel
Satchel
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