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  • Stupid Loserman
    replied to Spiritual research
    I mean, I'm pretty sure nobody in this thread has been talking about Blights or Weaver Constructs, because the Triat doesn't exist in CofD and the Shadow Realm doesn't have any analogous conflict. The other terms are good enough in terms of "there is something analogous enough to this idea that it works as a point of comparison."
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  • Stupid Loserman
    replied to OGL Equivelant?
    If you're asking from a creator standpoint looking to create and share or sell content:

    Exalted supplements can be sold through the Storyteller's Vault according to the SV content guidelines, including new Shards or historical/alternate setting eras; I believe similar content creator programs are available for the Storypath System games? which is another Storyteller-derived system designed for scaling pulp and action games. However, I believe these creator programs are intended for use with the respective games, rather than launching new games which merely share a mechanical backbone....
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    Last edited by Stupid Loserman; 05-28-2020, 08:11 PM.

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  • Stupid Loserman
    replied to Spiritual research
    Werewolf 2e will be a good reference for the Shadow which is compatible with Mage 2e.

    The Shadow is not the Umbra. For the most part it's one realm that corresponds to and reflects the nature of locations in the material realm, not a spectrum of shallower and deeper levels. (There are some places that exist in Shadow but not in the Material Realm, and the larger and more secret of these are sometimes referred to as "deep" places in the Shadow. But they're more like pockets than entrances into some other layer of Shadow, and they're rare exceptions.)

    The Astral...
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  • The Demon Translation Guide has a short chapter presenting several different setting frameworks in which to introduce the Fallen to a Descent game or the Unchained to a Fallen game in a coherent manner, including "Lucifer has built or become a God-Machine and the Unchained are his attempt at a better angelic host" and "the Fallen are demons risen from the nWoD's Inferno." It's about five pages or so with a few paragraphs to each framework presented.

    The Vampire Translation Guide has like a paragraph for each clan or sect/covenant discussing ways it could be integrated...
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  • The decision to add Extended Attributes but not Extended Skills is an odd one; both can be raised above 5 in typically the same situations.
    If Notes is intended as a space for answering the breaking point questions, a separate space for listing breaking points is probably not necessary.
    The Vampire template doesn't need a section for breaking points; detachment risks don't vary from vampire to vampire. It does need a section for Touchstones.
    The Mage template also doesn't need a section for breaking points. Optionally it could use a separate header for Obsessions, but this is...
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  • Animus. Not directly the Jungian concept (though the association helps connote a feel), but the vital intent and motive that animates living beings, as derived from Latin associations with breath and the soul.
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  • Which book are you reading it in? The passage in the Hunter manuscript is abridged I think, but in the Chronicles of Darkness Rulebook there's this:



    The manuscript text says largely the same thing, but briefer....
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  • It's there to reinforce to the Storyteller and the group that violent confrontations don't need to be to the death, and as such, it's generally more useful for confrontations between humans or complications of the Vigil than direct battles with monsters, though this may vary with more intelligent and incognito creatures like vampires and witches. It's for when you and the cultist are struggling over the ancient scepter, when you have to shake a guy down in an emergency, and when you have to barrel past the security guard.

    It is there to make both surrendering and forcing a surrender...
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  • I wouldn't expect any Chronicles of Darkness licensed games out of Paradox when they've been open and consistent about pushing the World of Darkness license. They want the products they license out to succeed, and they're pursuing a strategy of brand recognition where having the World of Darkness name out on different products is supposed to bolster interest. Putting out Of Darkness games that aren't from their Of Darkness line is brand dilution. I'm not saying this is good, but it's business and it's no surprise.

    I also wouldn't read too deep into this game. It's one of three simultaneous...
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  • Stupid Loserman
    replied to Deviant Kickstarter
    MG is right. Deviations are a means of further customizing the Scar, providing alternate ways in which it can be eased or worsened. Power Failure's Rare and Common Deviations allow you to represent either a rare hazardous mineral which can wholly block out your powers (Power Failure 4 with Rare -1) or the temporary ebbing away of your powers while distracted by anger (Power Failure 2 with Common +1) at the same net Magnitude 3 rating.

    As for why you'd want higher Magnitude, more crippling Scars? Check out what Variations do at Magnitude 4-5. Rapid Healing 5 makes you completely impossible...
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Stupid Loserman
Stupid Loserman
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