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  • Dave Brookshaw
    replied to Deviant: the Renegades
    So, as has been mentioned, one of the things that makes me different to Matt (apart from him being way more experienced at this malarky) is my insistence that antagonists who are twists on the player characters should be playable with a modicum of work. Matt prefers to keep things like Centimani as Storyteller characters, which is a stance I absolutely respect. And if I ever followed that advice, it would save me a lot of work.

    One of the things having two Integrity traits does for Deviant, in our early designs, is to play with our expectations from a Storytelling game. Werewolf,...
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  • Dave Brookshaw
    replied to Deviant: the Renegades
    When it's approved by White Wolf to begin writing, and it moves into first drafts.

    (Standard disclaimer: WWP are not sitting on a property. We haven't actually sent it to them yet)...
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  • No, Mummy was always the Curse. It was out for a year or more before Demon's name changed.

    Not my place to say what Demon's name was.
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  • You have to have a Befouled Praxis or rote, but you don't need any training to Befoul a Praxis when you buy it - just to know that it's possible.
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  • The only one I'm aware of is CofD Demon, which wasn't "the Descent" when we were writing it, but changed in Development.
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  • It won't be in Sugns of Sorcery. we're trying to figure out a good place for them, even if it's just a web-issued mechanics update for Left Hand Path.

    I should reemphasise that unless you're a Nasnas, you can't use the Gnosis roll to control Paradox successes except on specially-made rotes or Praxes. In 1e, it only worked on rotes. Being able to improvise them is the mark of a second-initiation Scelestus.
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  • Only humans (and select exhuman beings) have souls as mage defines them; animals don't.

    Yes, animals appear within the soul of the world / anima mundi. Yes, mages are aware of this apparent contradiction. Most interested mages go for "nonhuman life shares a communal spiritual element, which we can't perceive in the Fallen World because it surrounds us" and Obsessed mages make plan about reaching other planets or lifeless Lower Depths to try to make external measurements.
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  • Reactions also vary by Order - a Silver Ladder mage who casts a Befouled rote once to achieve a set goal and never touches it again is a badass if he gets caught, a Guardian of the Veil who does it will be lucky to walk away with intact frontal lobes.

    Part of the reason the Orders dress Befouling up in Babylonian terminology and make Rabashakim out to be different, somehow, is that they don't want neophyte mages knowing how easy it is.

    But just as abstinance is the worst sex education policy, making abyssal magic more Mysterious than it is just means those who find put...
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  • Well, where the Tremere (sorry to keep on at this comparison) are an Order with their own legends, foundational beliefs, etc, most of the above is imposed on the Scelesti instead of being owned by them. A Baal won't call himself that, but a Consilium that captures and tries him will. The Diamond's reaction to mages who willingly harness (or try to, anyway) the antithetical nature of the Abyss and reject Meaning is to damn well stamp Meaning all over them, and put them in a linguistic box marked "Nasnasi" or whathaveyou.

    The Abyss contains everything and nothing. Theoretically,...
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  • In any case, the wordcount pressures and priorities for the corebook were such that we made the hard call - we couldmonly provide playable rules for one of the Pentacle's enemies, and in service to The Fallen World Chronicle (and efficiency, as they have the least special rules) we went for the Seers. If you're a storyteller, you don't *need* any of the rules for Joining we're working on - just to know that a Nasnasi can roll Gnosis and control how Paradox Reach is spent on released paradoxes. I guess the full rules with conditions for creating a Befouled Praxis or learning a Befouled rote (and...
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  • Sure. So, a brief lexicon of the Scelesti

    Scelestus - a mage convicted of dealing with the Abyss. The Pentacle recognises four main classifications ("initiations") of Scelsti, in order of severity.

    Rabashakim - first initiation Scelesti, guilty of casting Befouled spells. The only form of being a Scelestus that doesn't carry a death penalty in most gold laws, though some Consilia will kill you for it anyway.

    Befouled spell - a spell where, mechanically, you then roll Gnosis to direct how any Paradox reach is spent. Rabashakim can only cast Befouled...
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  • I should note that I intended to get the Scelsti, Mad One, and Tremere rules out by now, but paying work must come first. However, Deviant has mechanical things to say about "altered templates" that are coming in handy when thinking about them, so it's not wasted time. That my time's eaten by preparing a game that's required time and attention on a parallel topic is a lucky coincidence.
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  • Lemee chck my Developer folder notes...

    Yeah, so my version currently calls it "Joining" after the original name for the second initiation from back in Tome of Mysteries; it goes up where Wisdom goes down. 0 Joining you turn back into a normal Mage with Wisdom 1 (it was always canonical that nasnasi could, in theory, go cold turkey and return to normalcy), 10 Joining turns you into a Qliphoth, the trick to being a Scelestus is to fuck your Path's symbolism just enough but not too much; to draw on your linked Annunaki without being consumed by it. The experiments are in what...
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  • That's homebrew.

    We haven't had time yet to 2e the Scelesti mechanics beyond the one-line description of first initiation everyone's talking about. You can, if you know how to, attempt to control how a Paradox manifests, but the process is extremely addictive and runs the risk of you becoming a second-stage Scelesti (a Nasnasi), where your Path symbols are corrupted by their abyssal antitheses, your ability to summon supernal creatures is replaced by one to summon Gulmoth, and your nimbus is poisioned.

    Third initiation Scelesti are just those with Legacies, some of which...
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  • Technically, no - a Mental roll is one including a Mental Attribute, and magic isn't Wits + Arcanum or anything like that.
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  • Dave Brookshaw
    replied to Mutapan Empire!
    Consilium isn't government. It's a Legal System for deciding arguments between mages, that often serves as government-substitute. A Heirarch is not a Prince.

    What do Ladder do when they've signed up and believe in an Assembly? They get stuck into making "we take democratic vites on everything!" work, including a legal system more nuanced that mob justice, advocacy for loners, and throw themselves into the "make Sleepers lives better" part of their beliefs.
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  • Dave Brookshaw
    replied to Mutapan Empire!
    One of Malcolm's friends happens to have her doctorate in African history - she helped us a bit with To The Strongest, and a lot with Princes of the Conquered Land. Like calling the people of the time "Shona" despite them not, technically, being Shona as the modern world knows them. Eric, Malcolm, and I are really indebted to her.
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  • Dave Brookshaw
    replied to Mutapan Empire!
    They were the closest allies among any Pentacle Orders. At least until the Free Council fucked it up. And that only happened in America.
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  • Dave Brookshaw
    replied to Mutapan Empire!
    It's a typically... I don't know exactly what it is, but there's a big honking assumption that the "Western" mages conquered other Awakened with blood and attack spells. If India, Arabia, and Northern Africa count as Western in your assumptions, because the native mages of those places were Diamond a couple of centuries earlier than, say, Britain, but that's a digression.

    Is it because of Mage: The Ascension, which linked the movements of its factions to colonialism as a process and tried to link its based-on-90s-club-subcultures factions to "losing sides" in history...
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Dave Brookshaw
Dave Brookshaw
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Last Activity: 04-20-2017, 08:14 PM
Joined: 11-01-2013
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