Announcement

Collapse
No announcement yet.

User Profile

Collapse
  • Filter
  • Time
  • Show
  • Source
Clear All
new posts

  • You don’t get in fights in Mage unless you want to risk not getting to go first.

    Give opponents decent Withstand, or layered protection, or make the repercussions of conflict ugly so it has to be handled carefully. Make opponents other Mages, from the Lower Depths, the Abyss, or really bizarre.

    You can use simple misdirection as well, stuff where if they get prepared and do their research they can definitely win in a round, but where if they don’t they might be at a disadvantage.

    For instance, once a month people on a certain corner are being Possessed,...
    See more | Go to post

    Leave a comment:


  • Yeah, and they’re not the only things, though I can’t remember anything specific at the moment. I think Second Sight has some soul stealing psychics or non-Supernal willworkers.
    See more | Go to post

    Leave a comment:


  • It’s actually not true that souls can only be interacted with by the Supernal or the Abyss, there are Numina for other ephemeral beings for instance that can snatch or devour souls.
    See more | Go to post

    Leave a comment:


  • Mrmdubois
    replied to Chronicle Help
    2) Stygian assassins implies to me a Supernal entity, maybe generated as part of the traps in the Obsidian Palace, it managed to track down the thief and kill him, but ran out of time before returning to its circle. This would give you a chance to tie in the Abyss if you wanted.

    1) In a last ditch effort the Supernal entity managed to drop the grimoire in a place it would likely be found by a Moros. It also did...something to the grimoire, binding a part of its existence to it before being snatched away or devoured by the Abyss (Similar to the Nemean leaving his heart outside...
    See more | Go to post

    Leave a comment:


  • The key to getting rid of something permanently is to seal it away somewhere, not to destroy it....
    See more | Go to post

    Leave a comment:


  • Considering some marks of a soul’s former host remains in a soul after its removal (Legacy attainments for example), and if a soul is the Oneiros, it’s probably possible to meditate into it via a dream bridge if you can somehow establish one. I imagine there’s quite a jumble though, and when you pop it into a different host remnants start getting overwritten immediately by homeless goetis turning it into a suitable environment.

    Heck, maybe soul swaps are a microcosm of reality edits, pop a soul in and it’s always been that guys soul, but there are random little details left...
    See more | Go to post

    Leave a comment:


  • Their Onerios isn’t gone, they’re just not able to access the Astral at all....
    See more | Go to post

    Leave a comment:


  • Mrmdubois
    replied to Descriptions of Mana
    Resonance isn’t new, that’s what the Mage Sight spells in 1e revealed....
    See more | Go to post

    Leave a comment:


  • It’s kind of up to the ST. Presumably, though you could create a Demesne with varying areas amenable to Mages of multiple Paths....
    See more | Go to post

    Leave a comment:


  • Well, I answered the question of a dream body, results might differ depending on the state of the subject and other realm interactions though or the arcana of the Mage attempting the transportation though....
    See more | Go to post

    Leave a comment:


  • No, though depending on how that works you might only move one part of their existence. For instance if a Mage is in the Astral and you teleport their body it won’t move their dream form....
    See more | Go to post

    Leave a comment:


  • I don’t see why not....
    See more | Go to post

    Leave a comment:


  • They might risk (not cause) Paradox, but once the cure is in there’s nothing there for Dissonance to unravel unless you’ve done something like Regeneration....
    See more | Go to post

    Leave a comment:


  • Mrmdubois
    replied to A great dilemma
    You’re forgetting how time/reality edits work in Mage. To the world it’s always been that way, in your subjective opinion you went back and changed it.

    Besides, the Exarchs didn’t destroy the universe, they altered it.
    See more | Go to post
    Last edited by Mrmdubois; 02-12-2018, 07:56 AM.

    Leave a comment:


  • Mrmdubois
    replied to A great dilemma
    If you have read Demon: the Descent there’s a good example of what the others are talking (A shard of time, though not the Time Before) about in the Seattle setting, and that’s how I’d run it to.
    See more | Go to post

    Leave a comment:


  • If the house rule is only to apply to spells completely contained in your Sanctum, for the purpose of your Sanctum then I iterate that it’s needless. Spells layered on a Sanctum are reasonably covered under the domain of the effects via Safe Place.

    Also, there seems to be some misapprehension that any “mundane” merit must be devoid of the supernatural, but that simply isn’t so. Most of the merits can be acquired by a spell for instance. The results of a merit may be supernatural as well, for instance if I take dots in Retainer a Proximi isn’t precluded from who I might...
    See more | Go to post

    Leave a comment:


  • Which isn't actually a problem, you can relinquish your spells or pay the Reach and risk the Paradox. That kind of cost benefit analysis is right at the core of the game. If you loaded up on the wrong spells before leaving your Sanctum and are now facing troubles those spells didn't account for that's the price of Hubris. Houserules that make Sanctum more flexible by effectively allowing you to access the benefits of a Sanctum once you're outside of it are basically tossing one of the main themes of the game.
    See more | Go to post

    Leave a comment:


  • Falcon777 No, you’re assuming I’m making a logical fallacy. What I said is it means that you -could- modify your defenses to be magical. The defenses need only provide the same level of protection as the Safe Place merit allows for, a bonus to Initiative, security, surveillance and traps capable of doing damage, on the abstract the cost and source of these protections are completely irrelevant and covered by the cost of the merit itself. The only limit I’d put in is that the more complex/complete you want your magical defenses to be would require matching levels of Sanctum and Safe Place....
    See more | Go to post

    Leave a comment:


  • Falcon777 There isn’t anything in the text of Safe Place that says each dot represents only one form of protection, instead it’s an abstract of the level of complexity of your protection. At one dot you might have a proximity sensing spell of some sort, maybe a Ward, maybe both. At five dots you’d have a fairly complex level of layered spell protections in terms of surveillance and traps, maybe some bribed spirits patrolling the halls, for an enemy to work their way through.

    Also, I don’t see how you can reason that Sanctum isn’t a modification of Safe Place to make it...
    See more | Go to post

    Leave a comment:


  • Falcon777 After you add Sanctum to Safeplace it’s no longer just a mundane merit (You can mix and match levels of mundane and arcane protection at that point imo), and with players being able to pool dots of either you can still get multiple contributors to those defenses.
    See more | Go to post

    Leave a comment:

No activity results to display
Show More

Profile Sidebar

Collapse
Profile Picture
Mrmdubois
Member
Last Activity: Today, 06:34 PM
Joined: 04-02-2014
Location:
Working...
X