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  • Fortunately, most healing effects of the "no, you didn't take three lethal" variety are lasting, so Dissonance won't undo them. But you will roll Paradox, and the Sleeper you healed will experience a Breaking Point and Quiescence.
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  • Dave Brookshaw
    replied to Recomended books
    The Underworld was heavily redesigned for Geist 2e. The very broad details (tunnels, rivers, Dominions, Kerberoi) remain the same, but it has organizational, cosmetic, metaphysical, and factional changes throughout.
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  • Dave Brookshaw
    replied to Recomended books
    I think they mean Fallen Worlds, the upcoming Shadow, Underworld, Lower Depths, etc book for 2e.

    And sure, yeah, Book of Spirits will tide you until then for the Shadow, but the Underworld is quite different in 2e, so not Book of the Dead
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  • Dave Brookshaw
    replied to Recomended books
    Oh, and people will tell you to get Imperial Mysteries. Don't - at first. Its rules *and* certain setting elements are incompatible with second ed, and it's confusing unless you're really into the gameline and know your metaphysics.

    EDIT: And I can say that, 'cos I wrote it.
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  • Dave Brookshaw
    replied to Recomended books
    I heartily endorse Left Hand Path, Astral Realms, Intruders, and the six Order books.

    Second edition makes Magical Traditions, Tome of the Watchtowers, and Tome of the Mysteries less useful, as they're heavy on setting elements that are defunct/downplayed or very mechanical and have/are being superseded.
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  • Way back when second edition was called "Mystery Play: The Fallen World Chronicle" and we were examining what we would change about the first edition's early books with benefit of hindsight, increasing the histiroicity of the Orders was big on our to-do list. The gameline hasn't ever been as "Atlantis! Then nothing ever changes!" as it's sometimes made out to be - the Mysterium being created from the Pancryptiates and Keepers by the Corpus Author, the Arrow abandoning mortal society after World War 2, the Nameless War and the Great Refusal are all in those early books, but...
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  • I love the prehistory of Abeir-Toril. Not many D&D worlds say "anything you can play? Immigrants. There's five native races, one of them's dragons, one of them's (bizarrely) doppelgangers."
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  • The thing about pre-Fall is a sticky thing, as (as far as mages can tell from trending themes in the mutually -exclusive relics of the Time Before they've found) Sleepers did not exist in that world... But neither did mages, or not as the Fallen World knows them. Most versions of pre-Fall "mages" gained their powers by meditating in demesnes, as pre-fall you could access the Supernal through the far end of the Anima Mundi, then claimed their powers in a personal Supernal space rather than use a Watchtower.

    they were, effectively, closer (but still not the same as) Fallen...
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  • If you insist on using a penalty as a Withstand level - and in most cases you shouldn't, so this is a judgement call, halve the dice penalty rounding up. A withstand level effectively eats a raise in a spell's Potency, which is -2 dice.

    *Doubling* a penalty is ridiculous.
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Dave Brookshaw
Dave Brookshaw
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