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  • Underworld seems most likely. I wouldn't be surprised if the game was more about dealing with the Underworld, similar to werewolves and the Hisil, especially considering aboveworld ghosts tend towards the weak and easy to deal with.

    There's also the mysterious masked ghosts, though.
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  • nofather
    replied to Weaker starting characters
    More for teenage characters, but one of the things Rose Bailey once mentioned in a thread about making them was just not having Merits, considering what they represent.
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  • nofather
    replied to [2E] New Wolf Blooded Tells
    No. That's not much of a Tell, though. Link it to 'They can only eat raw meat,' or meat from a carnivore or human, and some benefits would fit. I'd probably have benefits from eating humans be different from just raw meat. Two different Tells....
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  • nofather
    replied to Curios, Relics and Tomes
    Ahh that's nice, thank you. After I had posted I thought of Area of Effect, which led to thinking about explosives, so it looks like that is going to be the go-to way to deal with it. Hunters in Darkness use 'mass create fire' when they're high up but until then you have to rely on other things.

    Beautiful item, naturally. I like the name. Seems vaguely Exalted-ish (probably just the name) but definitely fits in Chronicles.



    Oh that is another one. I was thinking about some video game methods of handling it and they also have 'infectious' abilities, so you...
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    Last edited by nofather; 02-19-2018, 05:01 AM.

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  • 'Dad, how do you spell blast processing?'
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  • nofather
    replied to Curios, Relics and Tomes
    I'm realizing as I ask this that it's an inspiration I go to a lot, but in our game (fantasy, oldish setting) someone has gone the bows route and I was wondering if you could figure out a neat bow of some sort. The inspiration I get to a lot is one of the Horsemen of Apocalypse, I believe the white rider has a bow.

    More useful, I think, for the game we've got going would be something that's good at dealing with a lot of small moving or flying targets. The Hosts are going to be a big thing in the game, and when they die they tend to pull the 'scatter into dozens of birds and scatter'...
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  • nofather
    replied to The D&D thread
    Yeah I found a lot of the above ground pretty lame, with a couple stand-outs. Thay is neat, even if poorly implemented.

    I think the only comparable underworld in gaming, in terms of interest, is Wolfgang Baur's True Ghouls, which he's apparently moved to Midgard....
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  • nofather
    replied to The D&D thread
    Yuan-ti are great.

    Or were, at least, it's been two editions since Serpent Kingdoms.
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    Last edited by nofather; 02-17-2018, 02:46 AM.

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  • Not really.

    Part of the problem as far as I can tell is that two characters with, say, 100 Experiences each could go in entirely different ways, with one throwing it all into Combat and another spreading it out across Social and Mental Skills. For the most part you can deal with this by having access to the character sheets of PCs. If someone has, say, Tongue of Flame and 4 Purity, you know they can create fire, so a single antagonist whose bane is fire is probably not going to last long. Alternatively if the average Defense of the group is 2-3, an antagonist with a combat dicepool...
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  • nofather
    replied to Curios, Relics and Tomes
    Moloch Golds. Valefar Slims.

    Man there's so much you can do with the names....
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    Last edited by nofather; 02-17-2018, 12:54 AM.

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  • nofather
    replied to The D&D thread
    Apparently it's to combat bloat.

    Plus they lack Onyx Path and Pathfinder's methods of constant supply, print on demand and subscription based services. So if they're going to put out books they have to guarantee they're going to sell enough to make it worth it.

    Always found bloat an interesting dilemma. First edition of the various Chronicles gamelines didn't have that many supplements, not as much as something like 3.*, but still managed to get some convoluted, contrary and repetitive stuff. Dungeons and Dragons does have the mostly-unique benefit of not needing to really...
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    Last edited by nofather; 02-16-2018, 11:31 PM.

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  • No. Resonance doesn't matter for a werewolf if they're just getting Essence....
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  • nofather
    replied to Superheroes?
    The Lodge of the Screaming Moon is devoted to werewolves becoming the most scary entities in a territory and topping any who would compete with them in it....
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  • Ivory Claws would probably search out werewolves with famed lineage, than a particularly renowned individual. This is even mentioned in their write-up and the blood-hunter's in the core.



    Yeah but it's entirely possible to live for hundreds of years without ever knowingly encountering one, while the others are at least more common.



    They don't necessarily think their strengths are the strongest strengths, but they are things that can get out of control, especially in cases like the beshilu, spirits or humans.

    The tribal bans each...
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    Last edited by nofather; 02-16-2018, 05:45 PM.

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  • Yeah. Keep in mind werewolves do have more than a few ways to simply block off places, even without magic they can simply build a wall.

    A coordinated pack of decent (3-5) size could take turns watching over an area, doing active patrols in shifts, supplemented with Gifts of Warding and Pack Awareness and so forth in order to form a locus.

    Guaranteeing the right Essence was created might be the hard part but that's also doable.

    It just involves some work, and of course when it's done you have a valuable resource that might attempt to be taken. So one should...
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    Last edited by nofather; 02-16-2018, 04:28 PM.

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  • I believe it's an artifact of an older edition. If you download the final copy of the book, it only says 'Also note your character’s Auspice Ability and hunter’s aspect.'...
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  • nofather
    replied to Games Discussion/What Are You Playing?
    Blood of the Werewolf, on Steam, which might be on some consoles. Obviously the Elder Scrolls have their own versions.
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  • Absolutely, a werewolf might do the same....
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  • No real guidelines, it's up to you, but Lore of the Forsaken has some good advice for how to handle them. The big point is that they're in demand, spiritually. Forsaken aren't the only ones who want them, and having claimed access to one generally means the pack has muscle, as they've likely driven off spirits or other entities from it. So you don't want them to be too common, or the players have no need to concern themselves with Essence. They're a nice goal for packs to go after and can often be a hub of activity for antagonists. Though obviously if you want to play down that angle you can just...
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    Last edited by nofather; 02-15-2018, 01:14 AM.

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  • nofather
    replied to Descriptions of Mana
    Essence formation is described in Lore of the Forsaken, I posted some excerpts here, perhaps also in Book of Spirits, but how mages perceive it is vastly different from how werewolves do (which is the perspective Lore of the Forsaken takes).

    I'd be very surprised if there wasn't already a book in first edition that explains the specifics of Mana. Resonance, in terms of Mage, seems to be a more or less new thing (at least Supernally) and would probably be expanded on in Signs of Sorcery....
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