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  • There are a lot of different ways you could do it: They could split the year in half, with Dawn taking either the longer days from vernal to autumnal equinox (ruling Spring and Summer while Dusk rules Autumn and Winter) or taking the lengthening days from the Winter Solstice the Summer Solstice.

    You could cut each day in half, but that's more the Diurnal Courts' thing.

    You could have rule change based on the mood of the local populace, with some kind of mystic barometer measuring whether people are more hopeful or pessimistic, like a doomsday clock or something.
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  • There were a lot more dots for thrown weapons in the preview but they didn't make the final draft. It was two takes on the style by different writers, a 3 dot version and a 4. I think the third and fourth dot of the cut version would fit what you're looking for: Dot 3 granted double the normal bonus for aiming: +2/+4/+6 instead of the normal 1/2/3. Dot 4 cut penalties for called shots in half, rounded up.
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  • Just calling down the tilts only requires one naturally occurring tilt. If you want to open the Lair and merge you need to open a primordial pathway (You'll note in the example that the school is the real world basis for one of the chambers).

    I don't find the risks to be that high, or at least not as high as fighting outside the Lair where you can still die the regular way. Rolls to destroy chambers happen on multiple minute intervals and are resisted by an active Horror, so the odds of some Hero destroying your Heart without first dispatching your Horror (and thus killing you anyway)...
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  • I think with Stun you're going to have to houserule exactly how it works and modify merits and equipment that use it because there's been what, three, four different versions between previews and official releases and they don't sync up at all.

    Originally equipment with the stun tag doubled its bonus... but the only weapon with that tag had a bonus of 0 so it did nothing. Then it lowered the threshold by one. Then it was back to doubling and now it's on sledgehammers, which will always stun on a successful hit.

    If you want to keep the merit simple you could just keep...
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  • They do if you're friends with Changelings. Hedgegates are real easy to make.

    But then, that's kind of my experience with Beast as a whole. A lot of limiting factors are just a matter of bringing the right two splats together to render trivial....
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  • Does Skeleton Key allow you to access your Lair without worrying about narrative similarities? It says it can open to the Primordial Dream instead of the gate's normal exit, but it doesn't specify if that means the Lair or what.
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  • Still talking pure numbers for a bit, Siren's Treacherous Song ignores both defense and most forms of armor when the Beast spends Satiety, The Kraken Grab (Monster From the Deep that is) ignores defense, and Eye of Heaven can potentially surprise even characters normally immune to surprise. (I mean in general supernatural stealth is supposed to get a clash of wills against supernatural alertness). At most levels of exp any one of those atatvisms can ruin somebody's day....
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  • When you have (nearly) unlimited exp, sure, vampires have a ton of supplements to draw from and can get incredibly broken. But I'm also counting what, over 130 exp in those disciplines alone, never mind BP, Devotions, Merits, Attributes, Skills. As befits their theoretically infinite lifespans vampires have an insane amount of crazy powers they can learn but those powers are super expensive and most characters are only going to have mastered a small handful, if that.

    Splats aren't intended to be balanced anyway, but if you're looking to get a rough sense of how well they compete in...
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  • How much exp are your characters getting in this game? If you want a challenging encounter you should look into Incarnates. It's pretty easy to make one with 45 health, 13+ armor, and the ability to completely heal all lethal every round. And 10 automatic successes on stealth rolls. Also intimidation rolls. And a +40 lethal kraken grapple combo that hits everyone within 60 feet. All that takes less than 100 exp, including the 45 just to get to Lair 10.
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HelmsDerp
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