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  • Werewolves aside, there's a genuine argument that can be made that any shapeshifting to forms that comes innately to the subject could be considered part of their true form.
    Like, a mage casting Transform Life definitely imposes a shape that is not from the subject, but a vampire using Protean brings forth specific traits from inside themself. Growing long claws does require some supernatural effort on the part of the vampire, but they are already supernatural beings so that doesn't say much. Additionally, Protean specifically requires the vampire to integrate the specific traits inside...
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  • The thing is, Mudras aren't mnemonic techniques that allow the Rote to be cast from memory.

    "When casting a Rote from memory, using an Order’s recall techniques, the character may use dots in the associated Skill as a Yantra. The character must be free to make the mnemonic gestures to recall the Rote in order to benefit from the Skill bonus."

    The Mudra is a mnemonic technique that makes it easier to cast Rotes from memory, but having learnt the Rote is enough to just cast it.
    Having Mudras both be a requirement and add a bonus would be a weird case of...
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  • This is not true. You may use the Mudra as a Yantra when casting a Rote from memory, but you are not required to do so. Additionally, you're unable to use Mudras for Rotes you cast from Grimoires instead of from memory, since you haven't learned the mnemonics....
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  • The runes themselves are the Yantra. The rules for creating them are just listed so that there are rules for how long preparations would take. Once the runes are there, using them as a Yantra just requires a reflexive action, or an instant action if they're not the first Yantra you add to your casting.
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  • The spell gives you two choices:
    A.) You steal [Potency] Willpower points
    OR
    B.) You Pattern Scour the subject which has the following effects: you deal one resistant lethal damage AND gain one Mana

    Since the second choice is a Pattern Scouring, it's also subject to your personal Gnosis derived limits for how often you can Pattern Scour. Unless the Reach option is used.
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  • The rules do not allow for changing how ritual intervals work like that. Direct damage dealing spells are not meant to cause damage over time, or they would do so as part of their base effect.

    If the point isn't to inflict any actual damage and only cause pain, then that would be much better handled by a Condition.
    If you do want to cause damage but at a steady pace not dictated by your Gnosis, then a Tilt would be the best fit.
    In both cases the spell would be Withstood by the subject.
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  • You could just cast Soul Jar on someone who's about to die. When they do, the soul remains stuck in the corpse rather than moving on.
    While it's certainly more ethical than taking a soul from someone who's using it, or worse, killing someone for their soul, Wisdom is not a measurement of ethics or morality. It's probably still an Act of Hubris due to the character hindering the soul from moving on without knowing what would've happened, and probably for whatever they want to use the soul for anyway.
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  • Within the limits of what's physically possible to achieve when using purely biological materials.
    The most relevant published spell, Transform Life, is exclusively concerned with traits that exist in other creatures, but there's really nothing that says you can't freely reshape a living subject. As long as it's a singular trait it should still be Weaving, but unlike Transform Life, a single spell should not be able to grant multiple different "weapon" traits that aren't based on a common base effect. I.e. a spell could have bone spikes for melee combat and a Reach option to make...
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  • This is a common interpretation, but the text says nothing about hiding things specifically from supernatural senses. Other Veiling spells of the same kind tend to hide the subject (which is under the purview of the Arcanum) from any sort of detection, both magical and mundane. Nothing about Supernal Veil indicates it would work any different from its literal wording.
    Personally, I do favour that it merely hides the supernatural parts of the subject (even though that's technically not stated in the spell, but it's how it should work given the description for Veiling spells). So no casting...
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  • Rolling Gnosis+Prime is weird to do in second edition. Your proficiency with magic is generally not used at all once you are done casting the spell. Also, it's weird to me that you end up losing more Mana the higher your spellcasting traits are.

    Since the base effect is paying Mana to relinquish spells, I think the spell should start out with costing Mana equal to the dot rating of the spells targeted which is paid during casting.
    Payment over time could be a Reach option and/or require adding Time to the spell. When using this effect, I'd use Potency to determine how many ritual...
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  • The book isn't exactly clear about what it means by "different interpretations of the same tool" so I can't say that your interpretation of gaining different bonuses counts as different uses is definitely wrong. However, I think it's much more reasonable to assume that it's the symbolism you draw from that can't be the same for multiple uses as a Yantra. Regardless of whether you use a Sympathy Yantra to gain bonus dice or to use the Sympathetic Range Attainment, the symbolism is the connection between the object and the subject, meaning you'd interpret the same symbolism from the object...
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  • The thing is, you always have to focus on the target (except for Sympathetic Casting). The "bonus" you get for that is that you're able to cast a spell on them in the first place.
    Touching the target directly also grants you a "bonus": The spell uses one less Reach than if you had cast at Sensory Range. As such, casting on yourself is already advantageous compared to casting on others.

    As for the +2 bonus; in my experience that's not unbalanced at all. If you prepare for a spell, you'll almost always be able to fill all your Yantra slots with Yantras that...
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    Last edited by Tessie; 01-05-2022, 04:46 AM.

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  • Only if the weapon engulfs the strix so that it can't escape, so maybe from the flamethrower, but other weapons would just push them back. Note that it takes a minute of exposure to damage the strix, so you'd need a syncronised squad of people with flamethrowers to keep it up.

    At least, that's how it works by the book. Personally, I think that weaponised banes should be damaging on the level of attacks that normally deals aggravated damage (i.e. successes+mod damage that is downgraded to bashing)....
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  • Tessie
    replied to Quick question about willpower
    Brodir, the Wronged is from a GtSE era in Dark Eras. Dark Eras predates GtSE second edition so it's a first edition ghost (also evident from having Morality and no Manifestations). In first edition, ghosts had Willpower = Power + Resistance (which makes more sense than Finesse + Resistance, imo) which is 6+7=13.

    As for breaking the form for antagonists, second edition advices NPCs to have a reduced amount of Willpower points to spend since they don't have to manage it the same way as PCs do. I suppose the cap for 10 WP for ephemeral entities is there precisely to make sure they don't...
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  • I really like the spell, but I've got three nitpicks:
    Patterning is a four dot Practice. There's really no reason for dividing Sleepers and Sleepwalkers by default; if anything, only affecting either group should require a Reach (and/or adding Prime). Rather than doubling the Duration for the last Reach option (thus effectivelt increasing a spell factor beyond steps taken during casting), I'd just divide the chosen Duration into two parts.
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    Last edited by Tessie; 12-26-2021, 04:51 AM.

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  • Tessie
    replied to Quick question about willpower
    In the lexicon in the Chronicles of Darkness book it says Willpower is capped at 10.
    In Shunned by the Moon (for Werewolf) there's a Gift (or Merit, can't remember) that uncaps Willpower.
    Ephemeral entities (and others that use those rules) universally have their Willpower capped at 10.

    As far as I know, these are the only mentions of capped Willpower in the entirety of the revised Storytelling System (aka Second Edition). I suspect it's near universal to play with Willpower uncapped since the cap isn't actually stated in an actual rule for playable characters, and is...
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    Last edited by Tessie; 12-24-2021, 10:50 AM.

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  • The Duel Arcane in the core book is 100% a vessel for the Negotiate action, which is why the Attack and Defend actions are so simplistic you could figure out the optimal strategy before you even start. Using it to actually duel (i.e. compare magical mastery and might in a way that's fun and involving for the players) is beyond the scope of the system, but now that we know that we can see what's needed for it to work as a duelling system.
    For an antagonistic back-and-forth system to feel good, there needs to be enough complexity and potential for variety that it's not as predictable and gives...
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Tessie
Tessie
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Last Activity: Today, 01:52 PM
Joined: 05-27-2016
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