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  • Okay, thanks for the response. That's basically how I originally thought the whole Resonance thing worked, but I managed to get myself confused. It was actually the differential between the Mage and Werewolf Essence economies that caused my concern. I guess the trick is just to enforce some kind of narrative consequences if a spirit mage starts bankrolling his werewolf friends in dirty-sock essence. (Also, I recognize that my conception of spirits is somewhat skewed by my prior exposure to spren from the Stormlight Archive, which are more similar to astral entities.)...
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  • Strictly speaking, "Artifacts" cast spells, rather than have persistent magical qualities, so an Artifact sword that can make itself indestructible could theoretically cast the spell to make any target temporarily indestructible. In mechanical terms, it sounds like you want an Enhanced Item with the dots allocated to improve Durability combined with two-dot Perfected Item merit from Signs of Sorcery to make it out of Siderite. Normal iron has 3 Durability, so I'd assume Siderite would be at least 4. If that isn't indestructible enough, you can add a point of Durability per merit point,...
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    Last edited by Scriptorian; 04-06-2020, 12:51 AM.

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  • Cool. That was literally next on my list of things to read anyway. ...
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  • Oh dear I'm asking about Proximi again...

    So being eternally strapped for Reach, I assumed a Proximus would want to us Aimed spells for ranged casting. Except, rules as written, any Aimed spell they use would have a range of 0, since all of the range bands for Aimed spells are factors of the caster's Gnosis, which Proximus lack. Any chance I'm missing something? Or are Proximi just functionally not able to use Aimed spells?

    Edit: Unrelated question: Mages learn High Speech automatically when the Awaken, and Sleepers suffer minor Quiescence from it. But what about Sleepwalkers?...
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    Last edited by Scriptorian; 03-29-2020, 10:31 PM. Reason: more questions

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  • Because an ability to "manage deadlines" doesn't seem like it would help you call down the eldritch powers of the Dark Mother any faster. There's no other mechanical means of speeding up the process, so it'd be weird for this one dot mundane merit to cut the time in half. And I'm always wary of allowing a ability obviously meant for mundane activities to be used for supernatural ones. Similar reservations apply for the Patient merit.

    And now I'm picturing the Dark Mother looming over an initiate like "It's okay pumpkin, take all the time you need!"

    ...
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    Last edited by Scriptorian; 03-11-2020, 12:11 AM.

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  • Professional Training Merit: do the dice tricks (at 2 and 5 dots) apply to supernatural uses of the Asset Skills?

    Because I'm working on a Beast character and realized that professional training as an athlete would somewhat inexplicably improve his ability to breath fire (it's treated as a thrown weapon, Dex + Athletics). The power-gamer in me says YES, but the storyteller in me has concerns...

    Edit: this might just be a weird issue I have with the merit in general, because Firearms is explicitly a thing that can be benefited, which would probably be even more useful...
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    Last edited by Scriptorian; 03-11-2020, 12:26 AM.

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  • Alright, my inner power-gamer keeps bugging me about this:

    Obcasus Rites probably should not benefit from mundane merits like Patient or Good Time Management, correct?
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Scriptorian
Scriptorian
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"I appear to be a magnet for forum ninjas. Which is another way of saying that I type posts really really slowly."
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