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  • It explicitly says that it doesn't generate backlashes until full. Ofcourse then it warns about how horrible and destructive a 20+ paradox backlash would be. But that's so unlikely to happen as to be not worth mentioning.
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  • Part of the issue is the high sphere levels we're talking about. It requires Prime 4 just to make something like this. That's very close to MASTERY. Widespread Adoption of this as a method means that they have access to that, having some of their artifacts requiring even higher spheres only emphasizes the fact that they have higher.

    Meaning they have access to the many many means to nullify paradox that are available with wonder creation and prime 5. Periapts/Matrices present the issue in that Vulgar or not, the paradox is going to get stuck into a bottle, then shipped off to some...
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  • I mean, my way of handling that has always been to say that any variable effect was determined by roll (damage, duration, distance). But any flat effect (flight, shielding, teleportation). Simply happens with any successes, though modified by the variables of the roll.
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  • Or perhaps it seems my collection of books, purchased second hand, is from a number of different editions without my knowledge because such is unlabeled.
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  • Devices are actually mechanically distinct from Talismans, Rather than just another name. The rules are found in Technomancers Toybox.

    The key points are that Devices simply DON'T require will power, but neither are they connected to their maker, or able to perform magic on their own without operators. And despite possessing it's own enlightenment score, use counts as your magical action for the round.
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  • Except in most cases, they actually don't. Most mages are Arete 3 on the upper end. There are masters around, but few and far between. However, with Technomancy, one master can grant the versatility of 4th and 5th level sphere effects to anyone. Meaning that essentially, while yes, they only have what they bring to any particular mission. That's all they need to bring so long as their Intel is good.



    I guess? That makes the statement an utter nonsequitur then. Because I'm talking about Devices. Not inventions....
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  • Anyone with the appropriate skill can use a Techno wonder. That's worlds apart from anyone with an Arete score.
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  • Except usually those underdogs are fighting for an oppressed majority, and all they need to do is shake the organized evil empires grasp a bit so the people can rise up.

    In this case, the Technocracy, for all it's issues, dutifully gives the public what they want.

    The very nature of Paradox confirms that the people aren't waiting for the Traditions to free them....
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  • I don't think I am, if anything I'm understating the sheer damage the idea of mass produced magick can do to the setting.

    Think of all the times a player has broken a plot with an inventive use of spheres. Now imagine that, mass produced. Shipped out to every agent the Technocracy deems in sufficient need of it. Their only effective limit is the amount of quintessence they need to burn through to perform the feat.

    Which, between Syndicate shenanigans, controlling the most powerful nodes on the planet, and possessing abundant material resources which can be burned via...
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  • Except, Guerilla warfare simply doesn't WORK under the conditions the Traditions are in. Guerilla warfare requires the populace to either support the Guerillas, or at least be incapable of mounting an effective Offense against them. This simply isn't true.

    So much of 'How the Technocracy works' is due to the supposed lack of enlightened field agents. But because of Technomancy, you simply don't NEED enlightened field agents. In fact sending Enlightened agents into the field is an outright DETRIMENT to the union....
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  • Enginseer-42
    started a topic The Trouble with Technomancers.

    The Trouble with Technomancers.

    So I've alluded to the issues with the portrayal of Technomancers in fluff, as set up opposed to Traditional Mages. But frequently I've held up the most broken possible aspects of these issues, leading to a muddying of the waters of conversation.

    So I'm going to leave aside the infinite numbers of dice and such for now. And simply point to the basic and, somewhat obvious issues with Technomancers.

    Wonders are powerful. Wonders are a game changer in the ascension war, as they allow a single mage to become MANY mages. And Technomancers, in the form of Devices, have an easier...
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  • Sorry for the long wait between replies. For Paradigm, it gets a bit complicated. Part of the focus on this was that the players are besieged in an old Chantry, that contains multiple libraries. The libraries would contain a number of books that are actually some manner of Primer. Each could be used to conduct rituals (Acting as an Artifact, with a few basic rotes.) But each books real purpose would be to have training excercises, my intention is to right up a little blurb on each training exercise, and why/how it works. Rather than just rolling dice and seeing if it's pass or fail, the idea is...
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  • Alternate Advancement scheme for a High Risk, High Reward one shot.

    So, I'm currently contemplating a fairly... brief chronicle covering the events of a single week, where the players will be thrown into play as mortals and only even become mages should they pass the first hurdles.

    On the one hand, this leaves certain things out, I really want to avoid the usual 'prelude' solution of building the character twice. So instead part of what I'm going to do is include rituals and experimental excercises that allows advancement of Arete and Spheres..... At the cost of time. And only if the player can pass the tests necessary to do so.

    One thing...
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Enginseer-42
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"Sticking to Revised rules because that's what I've got."
Last Activity: 08-18-2018, 02:42 PM
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