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  • The current problem is that you're putting too much mechanical emphasis on the exorcism part. Yes, it's just a Blessing and maybe some tools, but even that's too much.
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  • Beast just takes the romanticized aspects away from hurting people, by not letting you cover up what you are really doing.

    Blood dolls being like blood donors? I don't recall blood donors being addicted to the experience and the person drawing the blood. The varied methods of drinking someone's blood does not change the fact that you're still drinking blood. Feels good for everyone... well, drugs certainly feel good.
    Yes, hunts don't have to target humans as the prey, nor do hunts end in killing the prey... But collateral damage is a thing. Humans simply get in the way. Lunacy...
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  • Of course a cult can be a sisterhood at the same time. However, lodges are cults of the hunt foremost. Unless your definition of a sisterhood involves shadowy meetings hostile to outside inquiries, worship of a spirit and serving its inscrutable ends, odd rituals that make no rational sense to outsiders, and morally questionable practices, I'd say the cult aspect is lacking.

    Look at this draft of the Lodge of the Seven Venoms. Just looking at the mechanics, they're just master poisoners and alchemists. Strange, but nothing special. But look at the not-yet-revealed fluff part just...
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  • What Acrozatarim meant on the part you said didn't understand was that, basically, make these guys a cult and not a sorority.
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  • After reading Acrozatarim's posts, I suggest the Sacred prey be something that can include "Uratha with Renown 4+" and "humans and Wolf-Blooded who earn Renown, despite it now showing up as spirit-brands."

    How about tweaking the Rites you came up with as Acrozatarim said, and generalize them so that they're new homebrew Rites available to any Uratha should they come across it? Of course, the Valkyries would have them foremost, but this way other death-focused packs and lodges could learn them.
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  • 21C Hermit
    replied to How paranoid are your mages?
    Hugely varies, depending on how much enemies the mages made, and what kind of enemies they made. Powerful mages tend to be more paranoid, since their enemies are accordingly more powerful and resourceful, and they've lived just long enough to experience firsthand that the Fallen World has a myriad ways to screw someone's day.
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  • On Demon the Descent:

    Imagine that you are an angel of God. You do as your Creator says, confident in your place in the world and blissful in your communion with the Divine. You are the one working behind the scenes of the world, turning its wheels and lubricating its gears so that the providence of God play out in a universal harmony. Then doubts creep into your heart, as if it were clockwork creaking. Perhaps you found yourself in love with humans and their work, and loathed to see it perish. Perhaps you found yourself hollow and empty, as what you nurtured and cared for were sacrificed...
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    Last edited by 21C Hermit; Yesterday, 06:11 AM. Reason: typo

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  • More on Beast:

    Remember how people say you're the protagonist of your own story? You grow up, meet people, embark on a quest, slay the monster and win the prize. Even villains have their own stories, unorthodox as their idea of quest and prize may be. We sometimes star as the supporting cast or even side characters of someone else's story, but we still have our own to continue. We all live our own story.

    Except you.

    When you surrendered yourself to nightmares from Primordial times, knowingly or not, the nightmare became a Horror that Devoured your human soul....
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    Last edited by 21C Hermit; Yesterday, 05:41 AM. Reason: added some sentences

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  • Ah, so the exorcism is done to prevent desecration of the fallen warriors' bodies? That I understand well now.

    Dunno much about Geist's mechanics myself, either. So I instead suggest separating the two effects into two rites, instead of having two rites with broad effects. One rite, intended for use mid-battle, would banish malign ghosts and spirits from corpses they possess. And perhaps make the corpse 'sanctified' and unable to be possessed? The other rite, intended for use post-battle, would send off a fallen warrior's soul to Valhalla. When used on a mortal's remains, it prevents...
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  • 21C Hermit
    replied to Attainments and Legacies?
    Not sure which part you're referring to since I don't have my books with me, but there are indeed Attainments you can gain without Legacies. Those would be Arcanum Attainments. You get them automatically for free once you obtain a certain number of dots in an Arcanum. Is that what you are looking at?
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  • There are many, many things in the world that can claim themselves to be gods. Even if you don't go crossover, we have both the spirit lords of the Shadow and chthonic ghost-gods of the Underworld, both of which can claim divinity. Go a little sideways, and werewolves can dream themselves to the Dreaming Earth, which is a section of the Astral Realms where archetypical gods born out of the World's dreams dwell. (Mages call these spirits of the Astrals as Goetia, but werewolves probably don't care.) There are also hints that a werewolf who attains Primal Urge 10 may metamorphosize into something...
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    Last edited by 21C Hermit; 03-21-2017, 07:30 PM. Reason: typo

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  • I was more about spirits claiming themselves to be the source of human faiths, like how the Thunderer can claim himself to be Zeus, Indra, Thor and such. Rather than spirits really being that person/god, since then that'd make them closer to Goetia like you said. So in this case, the lodge's totem is "the" Valkyrie, who commands lesser 'valkyries', right?

    On the funeral rites: So they're basically exorcism in function? Hmm... how did the Pass On (name?) Ceremony in Geist work again? I was expecting something closer to that - sending the fallen hero's ghost to the 'true'...
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  • Now that you mention it, Spirit mages can already cast Shape Spirit (Spirit 4).

    This is why the Uratha get antsy when they hear about Spirit mages. Even when you think you know all about them, they still manage to catch you off guard, and the next second they're wrecking the Shadow!...
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  • If the Blood Talons had no qualms about honoring Odin and Tyr, despite the obvious and immediate antagonism with their Firstborn, I'd say these guys would have even lesser objections.

    The gods of the Shadow wear many masks, and humans aren't exactly noted for their accuracy in history and lore-keeping. The Uratha will likely shrug off inconsistencies with the human mythos and go on worshipping Urfarah and their totems alike.
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  • Will have to see more on what you've planned for, but in the mean time...

    I'm surprised that you chose "the Valkyrie" as the totem, considering there were supposed to me many of them, and Lodge totems are usually unique aren't they? How about choosing some famous valkyrie, an aspect of Odin, or maybe Odin himself as the totem? And have "Valkyries" be the Lodge members' nicknames?

    Oh, and if these guys are gunning for the Claimed, how about alluding more of the Jotunn who chained Fenris-Ur? Even if you don't use that plot hook since it's technically...
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  • Good call on comparing mages to gamblers. I now have one more metaphor to drive home how mages really are divorced from normal people.
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  • Just inferring it, since the spell is still a variant of Scouring without saying anything about the resistant bit being altered, and how Dave never bothered to correct people assuming the spell inflicting resistant damage in this thread.
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  • 21C Hermit
    replied to Alternate rules for Wisdom
    Back to the original topic- how about going back to the simpler words, and using something like Vows for the concept of Wisdom-Oaths?
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  • It is.

    There's been a debate over how whether this makes Death better at inflicting damage, and the Scouring rules and damage-from-spells rules in general. What I remember of the consensus is that yes, inflicting resistant damage and gaining Mana while doing it is awesome, but not that overwhelmingly so....
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  • Actually, I'd say Thyrsus rather than Obrimos. The Thyrsus are those who are banished or exiled to the wastelands beyond society, commune with strange creatures in strange places, and come back to the community to impart wisdom. The Temptation of Christ falls nicely into this as a Mystery Play, where Satan was actually a Supernal Entity of the Primal Wild urging Jesus to give in to his base urges, only for him to rise against it and reclaim his humanity, completing the Awakening. The Thyrsus are also known for standing in the Boundaries and placing themselves as Intercessors, which is also what...
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21C Hermit
21C Hermit
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