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  • Ashenrogue
    replied to Copycat mages
    Forge Herald gives a lot of different, distinct powers. Spirit (maybe also needing Life) to give the target an essence pool/Numina, Space (and maybe Mind) to see through their eyes, and definitely Mind to communicate through your mind. Next up is essentially psychic domination or possession, both potentially needing Space for Sympathetic Range, and while you can't remove a werewolfs weakness to silver, you could just shield them from it....
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  • Ashenrogue
    replied to Another GMC Tangent
    No, I'd say it belongs here in the general CoD section rather than Mage. The discussion seems to mostly be about the difference/definition of science compared to that of magic. And when I say magic I'm not talking Awakened magic, but magic in general, including the god machine/demons brand of science themed magic.


    I think the scientific method could be used to fully understand the GM, but it is so vast and complex that it would take such a crazy amount of time to do so as to functionally be impossible....
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    Last edited by Ashenrogue; 04-11-2017, 03:32 PM.

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  • Ashenrogue
    replied to Another GMC Tangent
    I think by second edition he means NWoD rather than CWoD, not NWoDs transition into CoD and CoD 2e....
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  • It seems you aren't quite getting what I'm trying to get at so I'll try to break this down a bit. In your original post you stated that you could perform any of the physical or social skills without any training with a few minutes of instruction. You then went on to say that even with 10 Intelligence you wouldn't be able to do the same with Mental skills, listing the likes of open heart surgery as your example as to why you couldn't do so with a Mental skill. That reasoning is greatly flawed. So much so that I had to point out that if you were trying to use that kind of metric you should compare...
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  • A little bit of both, really. And the game is what you make of it. If you aren't using Mental skills much it isn't that they are inherently devalued, it's just that you are at a particular table that doesn't focus that much on them.

    And I disagree that mental skills would be any harder untrained than physical or social skills. You can try to do them, sure, but assuming we're talking about the same level of use, you aren't really anymore likely to succeed at one without training than you would the other. Just giving it a random try I don't think you're anymore likely to fail at hopping...
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    Last edited by Ashenrogue; 04-06-2017, 03:58 AM.

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  • You could also have a proper instructor there giving you tips, and you can perform warm ups before the actual attempt, so you aren't completely without equipment bonuses. And being good choices doesn't mean that everyone has them. Athletics is good to have but I know a lot of people who haven't seriously exerted any physical effort in years. They can run, and they can jump, just like people who have no dots in Computers can use the basic functions of a computer, but mechanically they don't really have any dots in Athletics.

    Just like some characters have little use for Mental skills,...
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  • Yeah, that was it. So that existed in 1e, but as for 2e I have no idea. I feel like it should be a thing that can be done, cabals getting together to ritually cast a spell they couldn't manage alone, but it hasn't really been addressed so I don't know whether such things would be officially supported nowadays. ....
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  • Not sure, I don't think it's really been covered.I think there was a merit for it in 1e, but currently I don't think it's mentioned....
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  • Are you talking about literal fusion or group casting?...
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  • Sure, you'd have no chance of doing the super high technical aspects of the mental skills but that applies to the highest form of any of the skills. You'd have about as much luck performing a complex acrobatic routine as you would open heart surgery given no experience in Athletic activites and only a 5 minute explanation on proper form.

    That said, having 10 in an Attribute might let you get away with it. 10 is far and away past the limit of human potential, so who knows at that point....
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    Last edited by Ashenrogue; 04-04-2017, 11:18 PM.

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  • Actually, it detects all active spells, not just spells as they are activated....
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  • Actually, I think I'd split the difference and make it a -2 Penalty for all untrained skills, regardless of whether it was Mental, Physical, or Social if I were to make any changes.
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    Last edited by Ashenrogue; 04-04-2017, 01:01 AM.

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  • Ashenrogue
    replied to Maximum Dice Penalty
    -7. Each individual bonus or penalty can only go up to +-5, but different penalties/bonuses can stack up above +-5 total.
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  • Ashenrogue
    replied to Mages in the Hedge
    Actually, it is impossible for magic to take you out of the Hedge without following proper procedure. You can't use Space to create a portal out or Death/Spirit to leave via Twilight. It says you can only leave via a "proper Gateway", which is described as:



    Which is something Mages, at least in 2e, are capable of creating. They can make a proper Hedge Gate, satisfying the Hedges requirements, since they'd be leaving through a "proper Gateway". And I'm fairly sure there is absolutely no rule stating that mages can't create Hedge Gates, so everything...
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    Last edited by Ashenrogue; 04-03-2017, 12:08 PM.

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  • Ashenrogue
    replied to Mages in the Hedge
    Assuming it isn't changing in 2e, the only stipulation when it came to leaving the Hedge was that you had to leave through a Hedge Gate. It didn't forbid people from creating Hedge Gates as far as I recall, so leaving by a self created Hedge Gate is still abiding by all of the Hedges rules isn't it? Also, has it even been specified that that rule is even still active?...
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  • Ashenrogue
    replied to Mage: the Desolation
    I just don't see how revealing themselves to Sleepers is supposed to help with this. Fine, you want to extend the umbrella of protection as far as possible and attempt to create safe places to gather at. Fine. Letting them know you can use magic seems to actively hurt such an effort imo. They then start to pay closer attention to those efforts, no longer thinking it was mere coincidence or impressive skill and begin seeing it for the magic that it is, unraveling your spells while simultaneously harming their souls. They'd be so much better off wandering around doing it in secret, making them believe...
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  • Ashenrogue
    replied to Mage: the Desolation
    Well like all Paradox, it builds with every spell cast in a scene. So even if you reduce it to a chance die for the first cast, the second cast it goes up by 1 and so on, and this isn't even counting any Paradox dice added unto by excess Reach, Sleeper witnesses, etc. Just that by itself gets really nasty really quickly in any situation in which they have to cast more than 1 or 2 spell within a scene. Though if it does turn out to be a little too weak for your liking you'd be free to have it ignore things like Dedicated Tools and the like. That said, I feel that 1 die of Paradox per point of tainted...
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    Last edited by Ashenrogue; 04-01-2017, 10:20 AM.

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  • Ashenrogue
    replied to Mage: the Desolation
    Now then, I think I've talked about the little flaws long enough, so lets get down to actually making this setting work. First and foremost you might want to decide exactly how mages fucked up so hard to destroy the world and to more importantly to what extent and why? How thorough was the destruction? Was it world wide? Were any sections of the globe spared to where modern conveniences still thrive? And what/who were the mages fighting against to cause such widespread destruction, because to be apocalyptic in nature this had to be some high tier shit.

    Was it mostly the fault of the...
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  • Ashenrogue
    replied to Mage: the Desolation
    And why would they step out and identify themselves though? They haven't done it for how many years? Dissonance hasn't changed, Paradox hasn't changed, nothings really changed other than that the world got worse and Abyssal crap is more prevalent than ever. Why, in such uncertain times, would they even attempt to tell Sleepers about magic, especially given the cause of the worlds current state? So that Sleepers can keep a closer eye on them and actively make it harder to fix the world when it is in a state where magic is even more unreliable than usual?

    Now I have no doubt a few will...
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  • Ashenrogue
    replied to Mage: the Desolation
    I don't necessarily disagree with the idea, I just see a lot of holes that need to need to plugged for it to make sense. I don't mean that in a bad way, it's just you came seemingly looking for a critique and I'm giving you one. There are a lot of mechanics built into the system that make the setting you're proposing a bit sketchy and might be brought up in play, so I'm bringing attention to them now.

    And wasn't To the Strongest set back when such thoughts were the general truth of things as far as the populace knew? I assume that with your setting we're talking current modern day,...
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Ashenrogue
Ashenrogue
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Last Activity: 04-19-2017, 02:44 PM
Joined: 02-17-2014
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