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  • Ambrosia
    replied to Wording in Marduk's Throat.
    On the other hand the Nosferatu are probably the one Clan that, even in the modern days, has the strongest principle of 'Clan first, Sect/Politics second' because of their history.
    Even across enemy lines their mindset is somewhat of a strange family - up to Tribu and Antitribu sharing information, for example. In a way they are less selfish in regards to other clanmembers, than any other clan is - especially because of the Niktuku.
    So *if* there is a clan where a powerful Thaumaturge might try to fortify the rest of the Clan, it is them. Aside of, of course, the Assamites.
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  • The CB20 books tell you, if I recall right, if specific backgrounds are not applicable to a specific Breed. Unless mentioned in that manner, a Breed can have them.
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  • Ambrosia
    replied to Drunked or drugged witness
    Mh, actually these are pretty much normal examples of window-dressing normally vulgar magic so it becomes coincidental in the eyes of onlookers. Things like stage magic and movie props have the nature of potentially not changing the visual effect itself, but the circumstances in which it happens, which causes the coincidence.

    However..

    This is interesting. But yes, I can see how things like...more outrageous hallucinations via Mind-Magick become coincidental if the victim is pretty much aware that they have been drugged - mostly because depending on the drug, that can...
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  • Ambrosia
    replied to Drunked or drugged witness
    Myes, however an important part also is that not a single disbelieving witness must be present.

    So I guess the 'ranking' seems to be:

    1 present disbeliever > 100 believers > Hypothetical Observer.

    Above that you only get (Mystery Percentage) of strong believers in an area, at which point the Reality Zone and thus the local consensus changes - the hypothetical observer takes the side of the local believers....
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    Last edited by Ambrosia; 10-14-2017, 10:05 PM.

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  • Ambrosia
    replied to Drunked or drugged witness
    Actually, this brings up an interesting general question...

    Let's presume that a Mage does an effect that is normally vulgar.
    Let's presume that there is a single, uninitiated but perhaps gullible witness around.
    Let's not dive into specifics, but just say that the Mage does not *visually* window-dress things to hide the vulgarity, but somehow convinces the witness beforehand of the simple blatant..normality of what they are about to do, with simple words.

    Does it become fully coincidental?

    Or, put differently, does the power of a single, normal,...
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    Last edited by Ambrosia; 10-14-2017, 01:43 AM.

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  • I am not aware of a new book regarding the renaissance being in the making, unless I missed something about new Sorceror's Crusade books coming out.

    What is in the pipeline some years away is Victorian Mage, and that certainly won't cover that timespan - the reign of Queen Victoria was around 1837 to 1901. A very, very important timespan in the world of Mage, but not a long one in total.
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  • Ambrosia
    replied to Time Magic/Paradox Question
    Oh yes. Quite, there *are* those practices, but you already need to have a certain level of enlightenment to make use of that state - one could even say that being able to cut all those ties in the first place is a further step towards enlightenment, not the beginning. And usually the cliche hermit you find is old, and probably for good reason
    As I said, it is a very ArchMage thing to do, too - there are lots of references in Masters of the Art that it is a common thing of Archmages to leave society and the world behind them. But you can't toss a young mage into a hermit lifestyle and...
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    Last edited by Ambrosia; 10-09-2017, 05:58 PM.

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  • I would also argue that high levels of specific Resonances - the levels where even sleepers notice something is off - are a solid foundation for the style of a Mage's flashyness when combined with obvious vulgar magic - where any pretense of coincidence isn't even attempted.
    Not only do you have a gauge that tells you 'Alright, your Mage is by now so resonant that things are starting to get flashy at times', but it also delivers the apt verbs to describe the flashyness at the same time.

    It's actually a good way, IMO, to help new players visualize the concept of Resonance. At...
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    Last edited by Ambrosia; 10-09-2017, 04:52 AM.

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  • Ambrosia
    replied to Time Magic/Paradox Question
    Well.

    For the mage, that are still five years passing. This is important to remember. From their point of view, they are spending *Five years!* in that sanctum.
    I'd go for some serious willpower rolls if they are even remotely social, to see if they last that long in there. And even if they manage to stay, five years of isolation changes people. Probably for the worse, too.


    I also hope they have enough food in that Sanctum, and as I said enjoy not having contact with the rest of humanity for that time from their point of view. I'm sure the boss will want...
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    Last edited by Ambrosia; 10-07-2017, 03:05 AM.

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  • Ambrosia
    replied to Favorite Dominate Commands
    You are missing the point.
    If the person indeed stops following the commands....they are following the command. Which means they cannot stop following the commands, but then they are following commands again.

    Then the universe divides by zero, and that's how you get Sam Haight....
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  • Ambrosia
    replied to Falling damage logic
    Oh, I agree that it adds some complexity to the rules - but it's less complexity in normal situations than the writeup might suggest.
    Essentially for normal falls, all you get is X dice per X meters, except for that additional dex+athletics check to see if the jumper does not mess up.

    Heck, amusingly enough, reading the normal 2nd edition CofD rules it seems they also pretty much go '1 auto damage for 3 meters', with the option of an dex+athletics roll to soften the blow if it's possible to hold on to something or to direct the fall onto a softer surface. I am not sure where...
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    Last edited by Ambrosia; 09-27-2017, 11:58 PM.

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  • Ambrosia
    replied to Falling damage logic
    The falling damage rules are horrid, really. Very horrid.
    But it is also tricky to make short, controlled falles statistically as harmless as they are in RL.

    That said, I think it is advisable to differentiate between two things: Controlled falls, and then uncontrolled falls - like tumbling off an edge, being shoved, etc. And of course, accidental messups on landing.

    I suggest the following:

    (For the sake of being complete with the measurement systems, 1 meter is roughly 3 feet)

    * Make it 1 dice per meter, bashing. And really, as an ST...
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    Last edited by Ambrosia; 09-27-2017, 02:54 PM.

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Ambrosia
Ambrosia
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