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  • Mrmdubois
    replied to Food, Life and Matter
    I disagree on the blood clothes, if the blood is still alive it can be given properties of more solid organs that could hold a form with Weaving without transforming it into another kind of organ, and it would just be Life. Also a weird, but interesting bit of spellwork.

    I pretty much agree with the rest of what Tessie said though. My rule is typically non-processed and raw food is Life, anything else is Matter, with varying degrees of temperature being provided by Forces. I’ll add that causing a plant to bear produce should probably only be Ruling.
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  • That is how the servitor of the Unity works, yeah. They're always identical twins, or triplets, or more, and all share one soul. They all take damage equally, and otherwise reflect each other, but they are hella coordinated and can get teamwork tasks done like nobody's business....
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  • Mrmdubois
    replied to Mantling Ephmeral entities
    So...the Claim Manifestation. I could see that as a route toward having a ghostly disguise. You do lose the Influences and Numina, but I’m pretty sure you get Dread Powers? I’m kind of rusty on Claiming since it isn’t in the Mage core.
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  • Soul stone stuff is coming in SoS. I imagine though that you cannot trick your way out of doing damage to your gnostic potential.

    Whether or not a soul can be counted as both in and out of a person because of Space shenanigans is up to the ST, but the Toronto setting which is overrun by Tremere point to the answer being yes, that's fine. They keep the soul of the Heirarch hostage in a chalice and consume it the moment the Heirarch crosses them, but the Heirarch doesn't suffer from soul loss until or if they consume it.
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  • Mrmdubois
    replied to Mantling Ephmeral entities
    The thing is, we're trying to point out that you don't need to go to the headache of making up new rules when you could be using the existing rules to do literally the exact same thing and to the exact same effect (I.e. giving the player what they want). Like, there are perfectly good rules for doing what you want to do, but you've gone and created a Rube Goldberg machine to do it instead. Which is fine, your game, but I don't know why you're giving yourself the extra work.

    Also, if you're going to be so insistent on doing it your own way without considering the advice of the people...
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  • A Seer Ministry will take anyone sufficiently devoted to it regardless of arcana, but a Prelate has to have the dots in the arcana if they want the Prelacy attainments....
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  • Mrmdubois
    replied to Mantling Ephmeral entities
    Which is fine. Like I said, I’d focus on making the spell do the things that Familiar can’t that the player wants rather than over-complicating one spell....
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  • Mrmdubois
    replied to Mantling Ephmeral entities
    You can also enslave an entity to do it for you, I fail to see how the distinction between you doing it and the entity doing it is meaningful if it gets done to accomplish your own agenda. Especially since this is a power you can’t use on your own anyway....
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    Last edited by Mrmdubois; 11-16-2018, 01:38 PM.

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  • Mrmdubois
    replied to Mantling Ephmeral entities
    Familiar gives you access to the Influences and Numina, the Strengthen Influence can be used to boost your dice pools up to Rank. Okay, the Mage isn't affected by the Ban, Bane or or Urge of the ghost, but the Familiar certainly is. True, you don't get to disguise yourself as the dead guy, or get rote action on your dice pools with Familiar, and/or the ability to ignore a Ban/Bane. I would make those things that Familiar doesn't grant the focus of the spell then....
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  • Mrmdubois
    replied to Mantling Ephmeral entities
    Right, but the thing is a Familiar is a self-modification. You are literally grafting them to your soul. You also get all the benefits you're looking for as far as I can tell. Cosmetically, if you want to then wear your ghost familiar like a coat, nothing is stopping you.
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  • Mrmdubois
    replied to Mantling Ephmeral entities
    So, unless the entity already has Possession as a Manifestation, the ability to make one Possess someone else is a 4 dot effect. At which point, why not just use Familiar?

    Just straight up Possession is pretty potent by the way, even if you don’t get to use the Numina and Influences, ephemeral entities can get pretty big dice pools for their actions.
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  • It will probably complicate more than just infiltration, but basically yeah....
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  • Okay, think of it like this. The Masque is a separate personality that shares a body with the original Mage. Just how much you disassociate doesn't really matter for this example, but it could go -all- the way to being basically another person with their own life and the only thing it has in common with the guy who isn't the Masque is that they share a body.

    Now, let's take two Mages that don't share a body. It turns out they can both call themselves the Dragon because Mages don't have copy-right laws about Shadow Names.

    Back to the Guardian. Other than the fact that...
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  • Sure. There’s nothing stopping two Mages from having the same Shadow Name, and this is no different....
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  • I'd say yes....
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  • Any Path can use magic in a subtle way. There isn’t a best Path for that....
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  • I don’t think it should mess with spells at all. I’d give an advantage in the use of the double ruling arcana’s Mage Sight. This does two things, it clearly highlights that the Mage has a deeper understanding of his Path’s symbolism than the average Mage of that Path, and it fits with the dev’s intent to give a slight edge in XP gain.

    I think I’d set it so Exceptional Success on FMS takes only 3 successes, and they count the arcana twice when calculating how many “safe” FMS rolls they get.

    If I absolutely had to choose between the two options you present...
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    Last edited by Mrmdubois; 11-10-2018, 02:13 PM.

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  • Mrmdubois
    replied to Crafting an Artificial Soul
    I think it would usually require Death 5. Exceptions can be made, for instance in To The Strongest there was a mention of a legacy whose members detach their soul, put it in a jar and bury it to protect it when they venture into the Invisible Realms. They might be able to remove their souls simply by being initiated in the legacy. Although, they may also be a legacy built on finding other ways to use their soul stones.

    From that same book it might be possible to recreate the Breath Urns (Name?) which give +5 against attempts to steal or tamper with souls and the soul will move out...
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    Last edited by Mrmdubois; 11-09-2018, 02:18 PM.

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  • Facetime with her cabalmates, Remote Viewing Colocation....
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  • Mrmdubois
    replied to Crafting an Artificial Soul
    I'd make it just Death 3 or Spirit 3 to shape a lump of ephemera to fit where your soul should go, and you can just use a Veiling spell to make it look like a soul.
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Mrmdubois
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