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  • Warpwind
    replied to M5
    you are right. I think it should be on roll 3 though. because it's then when you actually create the effect. so it would be
    Dexterity + Art
    + Arete?...
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  • Warpwind
    replied to M5
    I also think that Foci, Blatancy and use of Mythic Threads should be united in one coherent system.

    It is quite logical. If you learn some subject you also know what constitutes popular perception of it and with some quick think (Wits + Ability roll?) could mask magic under it.

    So you, a hermetic, have Art: Painting as foci, 3 Mind and want to make a picture that entrances the audience.

    Roll 1: Intelligence + Occult for proper mystic designs
    Roll 2: Wits + Art for hiding occult features under appropriate painting features
    Roll 3: Dexterity +...
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  • Illuminati RPG cardgame is hilarious and fits perfectly for larger scope games.

    https://i.pinimg.com/originals/b3/c3...690ea5b816.jpg
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  • Warpwind
    replied to M5
    Now, these are some great ideas, take all the 'likes' XD
    Although, I propose making Caul a specific type of Mystery Play that mage undergoes rather then an actual place. A true damnation is always within you after all.

    on the other hand, this way it gives a better foundation for naphandi infiltration of the Technocracy. Science after all doesn't really give the moral bedrock necessary to resist the fall that comes from within the mage himself, rather then objective outside sources.
    As Traditions often suffer from not being practical enough, so must the technocracy for...
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    Last edited by Warpwind; 07-05-2018, 03:17 AM.

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  • depends how hard you want it to make. Time 5 seems optimal in general, however there are variations. a $20 smoke grenade with Correspondence 3, Entropy 2 (or Time 2?) that's primed to teleport mage when facing certain death would functionally be the same. there is also expensive bio-printer wonder that makes your clone and transfers your spirit/mind into it if you die. You can even do it with Spirit 4, by creating a talen with powerful spirit....
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  • Warpwind
    replied to M5
    Technically yes, however as I went through reading I didn't see any non-naphandy mages who would be "infernalists, psychopaths, murderers, psychological abusers, mind-controllers, con-artists..." and not have thrown in with the Terrible Forces of DOOM. Same with Demons and infernalists. What constitutes such formal 'evil' changes from culture to culture and through time. There should be some distinction for mages from the sleeper delusions.

    -As I like marauder presentation, one option I could come up with is to present naphandy in similar style. Only, instead of falling...
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  • Warpwind
    replied to M5
    Some backgrounds need to change.
    -Totems should be available for other mages too, though in different forms. Hermetics would have spirit guide with no problem, choristers a guardian angel, etc.
    -Pheromone Glands should be renamed, humans don't use pheromone manipulation and lack senses to detect them effectively. Something like Retrovirus Pods would be more appropriate.
    -Additional petty abilities (like stone lore or jetpack flight) should be removed, either moved to merits or just ability specialties. they just clutter up the space.
    -For the love of god, change illustration...
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    Last edited by Warpwind; 06-30-2018, 03:38 AM.

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  • Dunno about paradox 'Sphere' I generally see it as a strange facet of Prime. Weaponizing/using paradox is entirely possible even for sane mages though, even if not in the same scale. I mean if werewolves/spiders can use Paradox (paradox spirits and gifts) why not mages? it's their forte after all....
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  • As authors of MtAs are not very good at either technology or actual occult you should expect such oversights. I personally think that you need 3 Masteries to create a fully functional, pre-programmed human being with a soul on spot. Otherwise you just need 2 humans and 9 month time, plus ~17+ years for a finished product, no magic or technology required. Sleepers can currently influence genetic makeup of the product (shoddily), but artificial womb is still far away.
    If you want to produce 'Victors' - life 3, reproduction oriented sanctum and some patience is all you really need....
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  • Just finished reading Magic A Very Short Introduction (Owen Davies) and would like to share with you this closing paragraph:

    'Magic cannot be consigned to the past, dismissed as the product of ignorance, or ranked as an
    evolutionary stage of human thought – at least not in cultural terms. As this Very Short Introduction
    demonstrates, since it was first expressed conceptually back in antiquity, it has accrued a range of
    meanings that ensure it retains its relevance in every society today. Magic is far more than a venerable
    collection of practices. We need...
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  • Warpwind
    replied to M5
    Marauders. You are forgetting that you can play as marauder with quiet 1-3 and be nearly lucid, paradox-immune mage. Or put a few points into empty pariapt for sizable paradox battery.

    So again I do not see the problem....
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    Last edited by Warpwind; 06-22-2018, 03:39 AM.

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  • Warpwind
    replied to M5
    I don't see the problem. think you are overcomplicating.
    3rd level attainment would cost 1 point of willpower and 1 point of quintessence to activate and earn a point of Paradox each scene (or use depending what it is). Of course it will be still rationalized away as normal. So I see it as more of a trump card in right spot then some sort of a game shattering power. Overusing it will still harm you....
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  • Warpwind
    replied to M5
    So, I thought that instead of giving lists of spirits and personae there should be a description of locale and the actors on it (including institutions, supernaturals and umbral ecology). Much like city books in CoD, but shorter.



    I think it should be tradition specific, not available for other paradigms or orphans. It should be very paradigm specific and preferably non-vulgar, probably bar the last attainment. For example:

    1st Attainment - Arete 2, Sphere 2, Trait 3, Ability 3
    -Extraordinary perception, arete based buff to one trait or one covert modification...
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    Last edited by Warpwind; 06-21-2018, 09:44 AM.

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  • when you think about it, the main point of contrition between 'science' and 'magic' is existence of Spirit. in WoD where spirit is explicitly given difference between science and magic boils down to difference in methodologies. nothing more....
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  • 103) Escaped Bioweapon

    Never knowing his parents the PC was a progenitor creation for highly dangerous combat units. Created from splicing deep umbra DNA with humans.
    after other experiments went rogue and decimated the lab, he nearly starved in his cell but was rescued by investigating Tradition's cabal (insert traditions).
    Now, beginning puberty he was left alone in the sanctum while the cabal went to investigate [Insert Hook] and never returned.

    Phisically and mentally warped, with poor social skills and on a road to find his missing 'parents' this little...
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  • 102) Somewhat happy mask salesman

    a dedicated mask maker artist using masks as main foci. dreamspeaker with specialization in fetish creation, as mainly masks of course. Not limited with shamanic themes, using any appropriate spirit. Main specialties in Spirit/Life/Prime (can begin with talens and charms as character creation). Actually sells masks to suitable people for right price and thus have high chance of entangling with a lot of beings from Void Engineers to werewolves and other shamans. due to such high risks, had to become constantly nomadic with his trusty van.
    ...
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    Last edited by Warpwind; 06-21-2018, 08:23 AM.

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  • Warpwind
    replied to M5
    -Remove unnecessary complications from HDYDT book. Like requiring matter+space to set-up spirit ward. also remove automatic countermagic from other splats with Occult dice.
    -add an alternative of Gene-modded Organisms progenitor merit for appropriate traditions, like Verbana.
    -Introduce some more variety besides US mainland. I find there is very little fluf on mages in other continents/countries.
    -Would also like more description of some umbral realms and beings for mages. Including their involvement with mundane world.
    -Stop depicting mages either as GG or naphandi/infernalists....
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  • Warpwind
    replied to Making a Mage Kinfolk PC?
    aren't walderman in even worse relations with werewolves then hermetics?...
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  • Well, it is strange and flawed way that MtAs presents itself at all. Technocrats =/= technology, magic isn't anti science and paradigm or humans aren't rational and logical. Technocrats aren't scientists, they follow Scientism, socialism and control. Mages aren't anti-science, they were the first scientists to begin with and developed many fundamental technologies.

    To begin with faith, mysticism and occult are actually in ascendance due to ease of information spreading, spiritual longing and greater appeal then dry 'science'. Scientific discoveries are adapted to integrate into mystic...
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Warpwind
Warpwind
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