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  • I also require, and it's suggested in M20, that the character countering the True Magick effect needs to have some Thaumaturgy path or equivalent power in order for the supernatural creature in question to be able to roll counter magick at all. Occult knowledge is not enough, you need to know magic....
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  • I posted a link to this thread on the Mage Facebook group. Satyr Phil says it was written 2 years before C20 was released. You'll have to live with that....
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  • I don't think this is accurate or necessary. In M20 there are several incredibly powerful spirits (Grand Natura is the first that comes to mind) that follow the exact same rules as spirits in Werewolf. There's no need to assign spheres at all; you just use it as is and it works fine. This thread is the first I'm hearing of spirits in Mage using spheres at all. I'm wondering if this is an older rule that was updated in M20....
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  • PazuzuAxelf
    replied to What to Tell New Players
    My experience is that it's best to allow new players to create a character that is new to the supernatural world and allow them time to discover things as the game progresses naturally. When building characters we did it as a group session as a sort of "session 0" and I explained mechanics as necessary. They didn't choose their Convention (mine is a Technocracy game) until after we had solid concepts thought out and partially translated into dots on a sheet. They made a person first, and then chose the best faction that fit their character. It's ok if they don't understand the mechanics...
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  • I suppose a really powerful Mage with Spirit/Dimensional Science 5 and a similar ranking in Prime could stand a chance of actually defeating one if they have the time to prepare for it. Caught off guard they'd be able to flee from it or possibly drive it away if they're geared up for a fight and get reasonably lucky. I can't really imagine a scenario where one of the other Supernaturals would be able to defeat one using only their own abilities and skill sets.
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  • I wouldn't say it's obvious. Thunder Kick seems to be the only Martial Arts Maneuver that specifies you add successes to damage. The rest are all listed as Strength + a flat number like 1 or 2 or whatever. They all seem to follow the standard rule of adding additional successes beyond the first on the attack as dice on the damage roll, with Thunder Kick seemingly the exception that doubles up on this. So either Thunder Kick gets Strength + 3 + successes + successes after the first or it gets Strength + 3 + successes and all the other special maneuvers don't get the add successes as bonus damage...
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PazuzuAxelf
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Last Activity: Today, 09:47 AM
Joined: 12-01-2016
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