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  • Stupid Loserman
    replied to High Wyrd Fairest
    Just to be more explicit: Becoming Nightmare is not presented as an optional rule, but it's also not presented as a universal rule. That is to say, every changeling who hits Wyrd 10 does not then start becoming nightmare. It happens to some changelings who "unconsciously open [their] heart[s]" to dreams of Faerie, and never without the player's consent....
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  • As Far As I Know.
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  • Super easy except when it's not.

    A lot of bloodlines and disciplines can just convert straight over without needing to alter anything more than, say, reducing +N weapon bonuses to (N-1) weapon ratings. Others need fundamental rewriting of their mechanics. It's all about whether they hook into the major system changes for Second Edition's base system and the Second Edition vampire template: the removal of derangements and of the Predator's Taint, the new vampiric Anchors, the altered clan banes, Discipline changes like the removal of aggravated damage from the core Protean progression....
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  • It doesn't, though? Whether the Strangers have Clarity or not has absolutely nothing to do with whether they can enter the material realm when their name is said or look at a person and see pledges they've sworn.

    Though tangentially, I wouldn't mind allowing a changeling's kenning to perceive a person's sworn pledges and oaths. I always liked the first edition quirk that changeling society put a lot of emphasis on sworn word and agreements because they could actually see them as bands wound around a person, with the grave caveat that first edition's mechanics never actually gave changelings...
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  • Even Becoming Nightmare, the rules for First Edition changelings with Wyrd 10 sometimes becoming Strangers, involves Clarity freefall and does not transform the character into a true Stranger until they have lost all Clarity.

    Please double-check the books if you don't fully remember something your thread is about....
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  • The compact you're thinking of is probably the Promethean Brotherhood from the Witch Finders supplement, who study a rite to ritually sacrifice witches to gain Gnosis on a temporary basis. Witch Finders uses the word "witch" to describe both supernal sorcerers and other kinds of will-workers and ritualists, mind....
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  • Stupid Loserman
    replied to High Wyrd Fairest
    Kind of unplayably powerful for my tastes, but just two things stuck out to me anyway for feedback:



    What is a "difficulty?" Did you mean to say they ignore dice penalties on these rolls? You also say Swooned "evolves" into Ravished, but not how or when. Just instantly? What's the point of Ravished being a Condition rather than just saying they suffer Swooned and also are knocked unconscious?



    So they're... immune to damage? Or they take damage normally but it just never shows outwardly until they collapse?...
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  • The phrase does begin with "other immaterial beings and objects, such as," implying the assumption that the list that follow describes beings that are immaterial. A materialized being isn't immaterial.

    It's clumsily written, though. (And reminds me of my personal bugbear that the whole thing would be both clearer and simpler if hedge ghosts and helldivers were just described as occupying their own fae "frequency" of Twilight, with a stripped-down barebones treatment of manifestations, rather than defining a new state of immateriality that behaves almost the same....
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  • The closest published analogue here would presumably be the material from first edition's World of Darkness: Inferno, which presents a vaguely Christian-inspired realm that feeds upon the vice and moral weakness of human beings, and which may or may not ultimately spring therefrom. Demons of the Inferno are primarily presented as tempters who offer knowledge and power to summoners in exchange for wicked deeds.

    Inferno divides demons into earthly powers corrupted by evil (ghosts, spirits, and goetia which acquire demonic aspects) and ephemeral beings which lack an earthly aspect altogether....
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  • 2e updates four of the old immortal types (blood bathers, body thieves, eternals, and reborn) as Mummy's supporting lesser template; they are to mummies as ghouls are to vampires, or proximi to mages. They get access to up to five dots of Sekhem and can be invested with Pillars. Geist does the same with ghosts, introducing a template for playable ghosts as Geist's supporting lesser template. Playable ghosts have the simplified Power/Finesse/Resistance Attributes and most of the traits ghosts normally have, but they have traits called Memories which give them access to Skill dots that ghosts don't...
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Stupid Loserman
Stupid Loserman
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