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  • falco1029
    replied to Revenant Mage
    The stuff actually built into the merit originally, with Seekings being a little harder and such, makes sense. But being slowly gilgul'd by drinking a form of Tass always seemed weird to me.
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  • Yeah, could work.
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  • This is really cool. My only comment mechanically is that the blessing seems a bit potent, doing multiple things at once and both are pretty nice on their own, especially with rote on that clash.
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  • falco1029
    replied to Revenant Mage
    Oh I totally agree. I hate when a book says "It can happen but no you're not allowed to try, screw the golden rule"...
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  • falco1029
    replied to Revenant Mage
    The hermes/tremere crossover book or one of the st guides, i forget which, has a sidebar that basically mathematically proves theres likely only about 1 healthy, sane revenant mage at a given time and you dont get to play them.

    That said, do what fits the table. If allowing it id agree to make them take the ghoul merit
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  • Where'd you read that? I don't see anything like that in the section on Time magic in the book (It just talks about there not being temporal paradoxes because of undoing your reason for traveling, etc), and what I recall from the Developers is that archmastery is the 'safe' way to make changes to the past as it's the only way to account for all of the potential changes and oddities.


    EDIT: Found the quote I was thinking of...
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    Last edited by falco1029; 04-14-2018, 04:20 PM. Reason: Dave quotes

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  • Safely erasing it without unintended side effects and not changing anything else in the process is Archmastery. Or if the other mage is older than you, you'd need Archmastery as time 5 can only go back as far as your own (the subject's) lifetime (though you could instead send someone else even older back to do it for you)....
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  • Yes, unless that Mage has Constant Presence active (which would give them a Clash to survive, but people would still act as if they don't know them since they don't exist in the timeline anymore)...
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  • Per hurt locker:
    "Creatures with superhuman healing abilities, like werewolves or vampires, are not so easily laid low. They may heal the Arm/Leg Wrack Tilts in place of healing lethal damage, over time or in an instant (fueled by Essence or Vitae) if they choose. Arm Wrack counts as one point of damage for healing purposes, while Leg Wrack counts as two. If the Tilt is caused by aggravated damage, the character may heal the damaged limb, or regrow a new one entirely, when she heals the associated damage."...
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  • Creating dead dominions specifically with all related mechanics sounds like dominions. Creating a little pocket in the underworld that either uses autch depths rules or just resides in another domain and uses their rules would be Making, imo.
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  • An exception, of course, might be unique bloodline disciplines if not embraced into that bloodline.
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  • If I recall, when you embrace a ghoul they gain 1 extra free discipline dot, keeping their existing ones, so if the only had their 2 free dots, they have the normal starting 3, but if they'd accumulated, say, 10 dots of disciplines as a ghoul, they'd then have 11 total....
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  • I default to a single Attribute for mortals (since not all supernatural merits scale).
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  • I have my own take on Tremere from the vamp side in my homebrew thread (in signature). On the less template mutation side i have an update of dead wolves for a bloodline, and two mage legacies, one mage/hedge focused and one beast focused.

    On the ideas of mixing half templates, both are mostly conceptual but I've been pondering a ghoul/lost boy hybrid that's basically "what if the ordo made lost boys", and a dhampir/proximi hybrid that takes both the vamp and mage definition for Dynasty to make something descended from both.

    Basic idea for the former is they...
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  • I believe various books say that integrity-equivalents can generally stand in for systems except where noted. I tend to assume that means Humanity, Harmony, etc all work for Abjurism. It makes sense enough, even odd ones like Satiety and Harmony always mean "more human" at higher levels, so they'd be better at human-based means of dealing with such entities.
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  • "dot — The incremental measurement of a permanent
    trait. Most traits range from 1 to 5 dots, but some (such as
    Willpower) range from 1 to 10, and others (Health) can go
    higher."

    From the core glossary. It also talks about Ephemeral entities,a t least, having a maximum of 10 Willpower later in the book. I think it's hidden a few other places too, just never in the actual Willpower sections......
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  • Here's what I did from my mechanical updates doc:

    Icarian

    Book: Lancea Sanctum
    Bloodline Disciplines: Animalism, Constance, Dominate, Resilience
    Bloodline Weakness: The long game played by the Dynasts’ desire for power means that they derive much less satisfaction from those small victories and reaffirmations of self that so many Kindred rely on. When they’d normally receive their full Willpower back from protecting, reinforcing, or acting on their Mask, Dirge, or Touchstone, they instead only receive half of the amount they would have gotten (round up)....
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    Last edited by falco1029; 04-12-2018, 02:23 PM.

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falco1029
falco1029
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