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  • Teatime
    replied to It's coming!
    Something that occured to me as I listened to the interview: Mummies experiencing time non-linearly means there could be Arisen running about with experiences of future millenia, maybe reaching into billions of years. They could have witnessed space colonies or a dead post-apocalyptic world. On the other hand, if no such Mummies exist that fact alone is notable to Arisen Mystics. I wonder if the Corebook addresses that.
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  • Teatime
    replied to Help with city building
    After comparing your themes to your content, I have some thoughts that you might find relevant.

    Singapore: It's useful to determine what sort of strategy Ladder and Guardians have for the city. What causes do they promote? Who do they punish? How are power and responsibility assigned? It should be a legitimately workable system, but with a blind spot that supernatural competitors are exploiting. Opposing their influence demands an overhaul of the system, but change is always unpredictable and it might make things worse. You might have hinted at all this in your write-up, but what...
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  • Teatime
    replied to Help with city building
    A theme and a list of factions are not enough for me to understand what you're planning. Especially since you probably know more about these cities than I do. If you want broader feedback you need to explain what role each faction plays in carrying the theme and what is the main line of conflict in concrete terms.
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  • Teatime
    replied to Help with city building
    Both Mysterium and Free Council are all for research. They're also locked in competition, so Ordo Dracul could play them against each other to get favourable bargains. If Vampires carry their experiments with no harm to Sleepers, Free Council and Mysterium as as likely to cooperate. If people get hurt, Mysterium is more likely. From another angle, strictly hierarchical Ordo Dracul will get along with Mysterium better....
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  • Teatime
    replied to Help with city building
    This is tricky. Just because two factions are rebels doesn't mean they will get along. Just look at the situation in Syria. More than that, Free Council and Carthians have entirely different goals and rebel against different things. Also, Free Council are pro-Sleeper and Carthians still use normal people as livestock. If you want to make this work, you can do one of two things:
    • The two factions help each other out against their respective status quos. This is an unstable alliance of convenience and it cannot last indefinitely. The question is whether it ends with a bang or with a whimper....
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    Last edited by Teatime; 01-16-2019, 04:05 PM.

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  • Teatime
    replied to Death Rank
    Based on the following I think you get them for free when you buy a relevant Arcanum dot. You'll just have to ask your GM to approve the trade of one Attainment for another. I think they ought to - it's reasonable....
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    Last edited by Teatime; 01-14-2019, 05:35 PM.

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  • Teatime
    replied to Abyssal Neighbors
    I'll have to leave that question to others. My fondness for "The Storyteller" is a result of hitting my preferences square in the middle.
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  • Teatime
    replied to Abyssal Neighbors
    Did you read "Intruders: Encounters with the Abyss"? The opening fiction involves a Meat God, and is one of the best stories written for Mage. One of the writeups includes a pair of connected Tai Chi systems possessed by a cabal of cultists. The one they teach to common people infects them with Abyssal energies. The one they keep to themselves steals those people's lifeforce. And if organ transplants get involved thigs get gross fast.
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  • Teatime
    replied to Abyssal Neighbors
    I see how it would be difficult. Things you might choose to include are:

    • Choose the exact moment their day ends. Every day at this hour they will disappear and appear (one day less experienced) in a different location. You can figure out this location, because the neighbours will arrange for their messages to get there. They know where to send them, because they remember being in that location. Discovering their seeming teleportation and content of the messages are important clues.
    • They might be working towards summoning their "ferryman", to take them back.
    ...
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    Last edited by Teatime; 01-09-2019, 06:40 PM.

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  • Teatime
    replied to Abyssal Neighbors
    A bit of wild brainstorming: PC's neighbours are Gulmoth who experience days in the opposite direction.

    They are eager to return home - the mutations were a sign of their composure cracking. The abduction consisted of a Gulmoth "ferryman" taking them back. Everything else the PC remembers about them is a Time forgery. Reality is desperately trying to somehow incorporate them into a narrative. From now on, every day his neighbors know less and less about surrounding reality - including how to function in it properly. They did figure out how to exploit the normal timestram...
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  • Do you have any sources at hand? This sounds intriguing....
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  • The Developer confirmed that they don't:

    Link
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  • Why, thank you!
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  • Teatime
    replied to And now for something different.
    How about a Legacy inspired by the Fisher King? The Legate would enter a symbiosis with their chosen territory. They would take the responsibility for protecting and nurturing it, while being invested with power in return. Such a Legacy would hold most interest for the Silver Ladder and Adamantine Arrow.
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  • Surprisingly enough, the Jovian does not approve of Centimani (p. 159). It wants Prometheans to be stuck on the Pilgrimage, not to leave it altogether.
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  • Updating Forge Masters is very tricky at this point, because full rules for perfected metals aren't out yet. They will be in the upcoming "Signs of Sorcery". Until then, I can offer you some sample Yantras:

    Forge Masters
    Succeeding on a Crafts or Weaponry roll relevant to the spell (+2)
    Tools of craft; such as hammers, pliers, anvils, furnaces (+1, +2 for a functional forge)
    Self-made handiwork (+1, +2 if tailored to the spell)
    Perfected metals (+2)
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  • So I did a thing... The thing is to be sang to the tune below. If the rhythm doesn't match, sing to something else:

    Link

    Invasion of the sea cucumbers!
    Invasion of the sea cucumbers!
    They're sticky, icky, slimy, squicky
    Spill their guts at thee
    And flaunt their vile forms for all good folk to see!
    They occupy the streets
    Hide with your luncheon meats
    They'll slime you, squick you
    With your outrage stick you to the floor
    Resist! What are you waiting for?

    My marriage is full of strife
    Since one scandalized...
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  • Teatime
    replied to Beast: the Monomyth
    This discussion is being had on a very abstract level. While it's important to refine core assumptions, it might go on forever or until everyone is too tired to continue.

    crapcarp Could you try posting some solid material? I mean something like Birthrights for your Breeds, Gifts for your Foils or Creed advantages patterned as Merits. This would offer something concrete to talk about.
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  • Teatime
    replied to Beast: the Monomyth
    The following is awkward for me to say: I admire what you're doing - being creative and giving ones work for review are worthy of respect. However, when you take an already niche game and make an overhaul of it, you end up with the risk of never having it used by anyone, and that would be a shame.

    I've been wondering, have you considered taking your ideas and bending the existing setting to accomodate them? You could base NPCs, Broods and phenomena around your ideas, creating what's essentially fan-made "Night Horrors". Such a format allows for exceptions to established...
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  • Teatime
    replied to Gnosis levels
    There was an earlier discussion about this subject, where I managed to dig out some of the developer's calculations:

    Link

    They're taken from 1st edition, but they're based on Legacy calculations. Since in 2nd edition Gnosis requirements for Legacy initiations are lowered by 1, you can take the suggested percentages and shift them by one step, making Masters scarcer. It would make Gnosis 5 Mages 10% of the population, as opposed to 29% as was suggested for the 1st edition.
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Teatime
Teatime
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Joined: 09-03-2015
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