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  • Mrmdubois
    replied to Crossover Issues/Doubt
    Or worse if you can manage it.

    I don't know that there really needs to be information about the other splats. The "problem" is with Mage. Once you clear up how to run Mage incorporating other splats is fairly easy I think since they basically fall into Mage's vast spectrum of cryptids. Which is not saying that Mage is superior, simply that other splats tend to be more straightforward and obvious about how they go about solving problems and the kinds of problems they focus on due to their limitations or powers....
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  • Mrmdubois
    replied to Crossover Issues/Doubt
    The problem most STs have with Mage is that they try to run it like other games. They try to make problems that are fairly straight-forward with obvious objectives because in most other games the characters lack the power to simply will the solution into existence.

    There are a lot of of ways to slow Mages down. Do not give them a lot of time. Give them problems that are made up of multiple parts split across time, space and invisible worlds. Give them problems with more than one active piece in play at a time. Give them more than one problem at a time. Let them lead themselves...
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  • Mrmdubois
    replied to Essence bleed
    Do you think you can expand on the latter part of your post, particularly what you think the consequence of having Anchors is in terms of Essence bleed?...
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  • Mrmdubois
    replied to Essence bleed
    Pretty sure you’re only protected from Essence Bleed in Dominions and other special locations, otherwise you do lose Essence. I’ll have to double check though....
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  • You could also go the route of Alchemist's Touch, Potency converts Lethal damage to Bashing and for +2 Reach you could simply say no damage is taken at all regardless of the drop.
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  • That second spell is exceptionally good Tessie...
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  • You don’t run the risk of being blinded by your own spells unless it’s specifically mentioned.



    I’d say no, but if she really has to she can flip on her Mage Sight, beat herself in a CoW, and then be able to see herself as her Mage Sight pierces the Veiling effect....
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  • I'd put it as Shielding, so 2 dots, as it protects you from the deleterious effects of gravity.

    Speaking of Shielding, Here is the purview of Fate: Does anyone have any interesting ideas for Shielding against these and how it would work out in their games?...
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  • I don't think there has ever been a completed FAQ sheet. Dave isn't getting paid to do it, and is also busy with other projects he is getting paid for. So priorities.

    My guess though is that it's because the spell can accomplish things with one spell that you would otherwise require multiple 2 dot spells for.
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  • Dave is pretty much right though, one, the entity has a very limited amount of freedom of movement, and two the entity isn't allowed to use any of its powers except on the Fetter which is probably the bigger concern. The real problem is that not every ghost is going to have the Fetter Manifestation, and for those exceptions you'd need to rewrite them with Death 4.

    I wouldn't allow Soul Jar to capture ghosts though, souls and ghosts are explicitly different so a spell designed to affect one probably shouldn't be able to affect the other. In fact, Soul Jar only works because souls...
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  • Gaolers of Ialdabaoth is 1e, and so in 2e, no Soul Jar isn't sufficient to trap a ghost. You could use Command Ghost to tell a ghost to get into a jar, but it would suffer Essence bleed if you moved it too far from its Anchor. Your best solution with just Command Ghost to trap a ghost it to simply command it to stay where it is, and to not use its powers.

    Gaolers of Ialdabaoth in 2e, may have a unique attainment that allows them to bottle ghosts, but it's going to have to be at least their 2nd attainment, and to justify that level of power will probably have to have restrictions...
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  • They actually said dice are harder to get than Reach....
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  • Mrmdubois
    replied to Chronicle Help
    Cultists are probably fairly easy to convince that Possession is a good thing, letting a portion of their god ride in them or whatever lie you want to come up with. The advantage is that when a spirit Possesses someone it can spend Essence to heal Lethal damage on a one for one basis which effectively turns them into Wolverine. They also are much more difficult to control with Mind or Life since the Spirit can impose a CoW before any such spell can set in. If the Spirit stops Possessing a cultist, and still has Essence, it can become another combatant and regains access to its Numina and Inf...
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    Last edited by Mrmdubois; 07-10-2018, 11:23 AM.

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  • It's not a 1e legacy.
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  • If you want to cast a spell quickly you spend a Reach to make it Instant and then cast it over the course of however many turns it takes to use up your Yantra slots.
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  • Mrmdubois
    replied to New Night Horrors Book coming!
    It's certainly true that Mages who don't concern themselves with humanity are the ones most likely to go off the rails.
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  • It doesn’t say it’s a Paradox Condition, just a Condition. You could use a Paradox Condition I suppose, but I wouldn’t unless it was being inflicted by a Scelesti or was good for the story. Most subjects of a Mage’s spell won’t be able to resolve a Paradox Condition, or be adversely affected by it being there or allowing it to lapse....
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  • You do not generate a Paradox Condition when a Paradox is released....
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  • Either works....
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  • Hence why if you were smart you would have taken steps to avoid being detected and have a quick getaway set up in the event of being noticed....
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Mrmdubois
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