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  • Enginseer-42
    replied to Homebrew & Headcanons
    In essence yeah. I tend to play Mage one of two ways.

    1.) Low level mage where I try to emulate the feel of the Pact serial. Very much try to make it so it's freeform, but focus on the learning. Focus on low level mages, most high power groups are old families who are mainly powerful by virtue of numbers rather than raw power. Arete 3 is a big deal etc etc.

    2.) A fairly straightforward Tippyfying of the base setting, where the game basically becomes an empire building game where your goal is to expand the influence of YOUR reality zone while interfering with the opposing...
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  • Enginseer-42
    replied to Homebrew & Headcanons
    I thought this was how it worked, but apparently a Houserule.

    When conducting ritual magic against a target with inherent countermagick, you roll the first ritual Arete Roll, then Countermagick against that first roll. Which can cause it to fail as normal. If the Countermagick doesn't cause the ritual to fail, continue on with the ritual as normal.

    Secondly, For the most part it's my head Canon that the Technocracy and Traditions simply don't have all that many low Arete members and are more or less the boogeymen in the background of the setting.

    Most mages...
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    Last edited by Enginseer-42; 01-13-2020, 11:22 AM.

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  • Not really. Not by Mrev standards anyway....
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  • But yeah. About the only one I bothered with was the Neutron Blaster. Or whatever the one was that was basically a radioactive shotgun beam. And even that was just something I mounted on a Geosynchronous stealth sat over the city we operated in as a convenient means of assassination. Though it had its limits. (Couldn't use in the bottom floor of a building for example, not without mass casualties on the upper floors.)

    But yeah. By and large the sample void weapons were terrible.
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  • You can just mount normal guns on there. The Hardpoint Option. Personally I just went for Antimatter missiles.
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  • Honestly that's the issue. At least personally I tend to play Higher Conditioning Technocrats as *less* banal.

    They know magic exists. They're not in denial. That's why they need a leash.

    Super High Conditioning Technocrats are weird. Everyone has a little bit, but for the most part it's just a mild push towards the Technocrats side of things. It's like regular brainwashing for a bit.

    At higher levels, Control tells you who God is and you listen and believe, even if that changes from day to day....
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  • I mean it's not all that hard except at exceptionally high levels of conditioning at which point it effectively becomes impossible to break without outright magical intervention. At which point the answer is 'Magic their brain.'

    But for the lower levels, you present them with information that they both A.) Know is true. And B.) Conflicts with their conditioning, while preventing them from 'topping up' on new conditioning that will explain that conflict away.
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  • Basically it's not some big battle. That would be dumb.

    Could the Technocracy beat Malfeas? Yes. Do they want to or even know that it exists? Nope. It's in the Umbra. 90% of the Technocracy believes that the Umbra doesn't matter as long as you wall it off. Which they have done.
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Enginseer-42
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"Sticking to Revised rules because that's what I've got."
Last Activity: 01-15-2020, 10:21 AM
Joined: 05-05-2016
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