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  • "Since Gentry pledges have such dire consequences when broken, the Fae don’t make them often or lightly. Convincing one of the Good Cousins to make a pledge is difficult at best and usually requires a changeling to set up an untenable situation for it first."

    With that following paragraph in mind, I'm not sure it's necessarily a big deal. You're talking about a powerful sorcerer personally meeting one of the incarnated Titles of the True Fae, manuevering them into striking a bargain that they're already very averse to making, and then casting against what might possibly...
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  • It should say victim, yes. The NPC, not the Promethean, gains the Disquieted Condition at one stage higher than normal.
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  • That would make launching a Kickstarter for a big Contagion Chronicle hardback about second edition crossover a real confusing move.

    If you're looking to balance the personal capabilities of a mage character to that of a character of another template with comparable experience... well, I've got bad news for you about how first edition mages compare with first edition werewolves or changelings.

    I could write a whole lot more words than are helpful to explain why, but the short of it is if you want a wizard on an even playing field with a vampire or a deviant, it's not...
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  • You're right, it's definitely Satan the Adversary, the Prince of Darkness, not just some unspecified devil or demon. I don't think it's as important to directly translate "himself" so much as to make sure that whatever you say, it's melodramatic and trumped up and you can hear a scary organ musical sting after you say it, every time you say it.
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  • First or second edition Awakening?

    The Mage Translation Guide is a short supplement written by old hands on both Ascension and Awakening games to provide support for translating setting and rules between Ascension and first edition Awakening.

    Second edition Awakening is a harder row to hoe, as it jettisons covert and vulgar spell aspects as the central mechanic governing the risk of Paradoxes, in favor of mages testing the reach of their spells against their safe grasp, which does a lot to defang and deemphasize the relevance of an Ascension mage's paradigm to their spell...
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  • The Camarilla is an authoritarian vampire government. They form policies, hand down edicts, and enforce them. They pursue the Tradition of Masquerade in a systemic fashion, censoring news and disappearing witnesses, because it is a collective threat to vampires and therefore to their system of power. Their power is international and their tendrils snake through nations and corporations.

    The Invictus is a secret society and a power bloc, something like Skull and Bones or earlier incarnations of the Masons. They are an alliance of local vampires most influenced in the naked pursuit...
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  • Who are you introducing the properties to and in what context? That matters a lot.

    If somebody asked you "hey, I played Vampire: the Masquerade: Bloodlines, and I hear there's some kind of tabletop associated with that?" then you can tell them about whatever the most accessible edition of VTM you're familiar with.
    If you're trying to pitch a WoD or CofD game to your group, skip the broad introduction and go straight to what you think they'd jump for. "Hey, I've got a cool trippy game about playing the Agents from the Matrix as body-snatching fallen angels,"...
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Stupid Loserman
Stupid Loserman
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Last Activity: Today, 02:56 AM
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