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  • I don't like the idea of something like TFV being nothing more than a puppet for some supernatural group; humans have agency, and a bunch of Vampires are just not going to be able to fund something like TFV without it being obvious.

    Instead, I run it as various supernatural groups have infiltrated TFV and other Hunter organizations. The Libertine Mage in R&D can exert some influence by providing her "expert opinion" to the brass, but if she tries to go beyond that then the ghoul in accounting will start to push back, and the bureaucratic inertia kicks in.

    ...
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  • Because if the spell could easily create Lasting Perfected Materials, why do it the hard way?

    The spell is if you're in a situation where you need the Perfected Material now and it doesn't matter if the material only lasts a few turns.




    That's what relinquishing is for, to remove the spells Imbued into the item from your control. And, yes, the current system makes it costly the Imbue items and safely relinquish it, but Imbued Items aren't supposed to be super common, anyway.

    And I'm not saying the system is perfect, I have some homebrew...
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  • Matter lets you easily find valuable raw materials. Looking for oil? Matter. Looking for a gold or silver mine to open? Matter. Looking for pearls (before they were easy to farm)? Matter....
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  • proindrakenzol
    replied to Spell Factors Explanation
    Yes and no.

    Any Merit that gives you access to a more potent than normal Yantra (such as Shadow Name) gives you more dice, which means you can take larger penalties for higher factors. There are places that negate or reduce the risk of Paradox from overreaching, which is effectively free Reach.

    But having the amount of Reach available to you safely is a major core component of the game, most Paradox will be from overreaching to achieve the effect you want, so ways of making that less of a problem should be difficult or costly....
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  • Perfected Materials can be created by moving the material in to and out of Twilight or some other realm multiple times (with rest periods in between) to slowly remove its metaphysical impurities, this is a long process but results in a permanent, non-magical change.

    For magical items: some Enhanced Items are created via spells that already have the "+2 Reach & a Mana for Lasting" option; for those that don't, and for Imbued Items, it doesn't make sense to have a Lasting effect, an Imbued Item, especially, is fundamentally an item actively sustained by magic.
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  • Dispel Magic is cast on a spell, not a person, so unless Wards and Signs was cast on the spell you're trying to dispel the withstand is just the Arcanum rating of the spell's caster.

    [Edit] A more clever mage might cast Wards and Signs with a small area of effect centered on themself so that it does affect all spells on them, but this is not the default and might not work depending on your ST....
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  • proindrakenzol
    replied to Spell Factors Explanation
    Withstand is only checked against potency, even if Duration is the primary factor.



    Scale isn't a primary factor because Dave decided it wasn't....
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    Last edited by proindrakenzol; 10-18-2020, 12:00 AM.

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  • The Chronicles of Darkness Abyss is not a "Truth is subjective, and anything can happen and exist" place. It's not really a place, and it's made up of anti-Truths, not "subjective Truth" (Truth is objective in CoD)
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  • Harrow the Ninth (the sequel) feels like a Mystery play for Archmastery.

    I agree, the books are great!
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  • proindrakenzol
    replied to Sorcerers and Psychics
    The Hunter: the Vigil 1e supplement Witch Finders has a system called "gutter magic" that does something similar.

    In 2e, Hurt Locker has a bunch of supernatural merits, and even some supernatural merit fighting styles (including a o to ooooo Telepathy fighting style that requires telepathy ooooo) and six merit-based minor templates.

    Second Sight: Third Eye is a fan supplement that further expands on the content presented in the core book and Hurt Locker.
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  • I think 3-dots is the appropriate level for the spell (which I really like). Weaving seems to be the "multiple Ruling effects all working together to produce a more complicated whole" practice....
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  • I'd say yes to both. The Imbument rules, even in Signs of Sorcery, are a bit vague on what can be accomplished, in my opinion a Supernally imbued item should be able to replicate any magical item you can think of from fiction so long as it doesn't require Arcana 6+. As for extending Unveiling to everyone, that'd just be an Unveiling spell with additional targets or area. For your Destiny example: sure, the target would be "whoever possesses this blade."...
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  • I think it'd still be an Imbued Item, but with an always-on Supernal Dispellation effect, rather than an activated one....
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  • I meant from an in-universe perspective, not from a game rules perspective....
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  • I may be running the Shadow Name merit wrong, but acting in accordance with the Shadow Name is just general maintenance, the merit can only be used as a Yantra for thematically relevant spells. A Mage with the Shadow Name Thor would be able to use the persona yantra on spells dealing with "lightning, thunder, storms, sacred groves and trees, strength, the protection of mankind and also hallowing and fertility." Probably also on spells around enhancing or otherwise magically manipulating a war hammer. But the hammer would be another Yantra, perhaps another Dedicated Tool, not a part of...
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    Last edited by proindrakenzol; 09-30-2020, 01:48 PM.

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  • I'd argue you'd have to replicate the exact same Shadow Name with the exact same symbolism and perfectly mimic their particular method of using High Speech to gain that benefit; simply knowing their Shadow Name doesn't give you access to the invested symbolism and just knowing High Speech yourself is more like owning the same type of wrench as someone else, it's not really the exact same wrench....
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proindrakenzol
proindrakenzol
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