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  • Seems kind of not classy to try to get devs to argue about it. Mage has its say in Signs of Sorcery, Werewolf had its in core. Just like before it's going to be Storyteller choice....
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  • nofather
    replied to Signs of Sorcery is on DTRPG!
    Is the Sycorian Ministry named after Sycorax?
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  • nofather
    replied to How does Channel Essence Work?
    Do you think it would lead to a barren at some point?...
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  • nofather
    replied to 101 Exarch Cults
    I wanted to say I like this thread, I just haven't had time to sit down and really come up with anything to add to it myself. And presumably everything I do will be werewolves.
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  • Disarm would work as an attack against your character that wouldn't trigger their Defense and would potentially take away your bow as an asset. Ghouls and vampires alike can use Disciplines that would also be able to counter it, from becoming invisible to just making you drop your bow. Or they can just send mortals at you until your Humanity drops and you're loaded down with Conditions. Though I imagine bringing Assamite assassins over as PCs is going to result in larger issues than a bow, since that can just be overcome with bigger numbers....
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  • nofather
    replied to Signs of Sorcery is on DTRPG!
    Is the 'Budapest Incident of 1997' mentioned in any other book?
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  • nofather
    replied to Fossil spirits
    Rest seems fine. I think with the Hisil the way it is during daytime, with Helios' influence pushing things into dormancy, and the cave bear being a creature of darkness, it would probably try to rest or go dormant or asleep during daylight hours.

    I definitely wouldn't limit it to 'can't be in' because the idea of a massive bear, or bear cultists, breaking into your house trying to get to you seems very fitting for these guys....
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  • nofather
    replied to Fossil spirits
    Maybe can't live in a man-made den? This would keep the cave bear in caves, but also force the pack members to not live in huts and cabins.
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  • nofather
    replied to Fossil spirits
    A spirit can be high rank and not have much in the way of a court around them. Especially if they already have a human and Uratha cult. Though you might put some minor Rank 1 and 2 spirits around it, nothing too powerful since this would come from a far more predatory time.
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  • nofather
    replied to Signs of Sorcery is on DTRPG!
    Where does it say tass can be manufactured by mages? It seems to be a natural occurrence of Hallows, and the only mention of someone making it is a Supernal entity via boon, or something 'like' tass, like the Mana Batteries which would still take up a spell slot unless you also have a relinquishing section in your factory..
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  • In first edition, you needed to use a rite to allow it to cross over with you. In second edition your stuff just goes with you. I think metaphysically it becomes ephemeral but that isn't really relevant.

    I think it would come back okay, but obviously you would have issues using it in the other world....
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  • Please someone make a bloodline that, when embracing people, causes them to grow a chessboard out of one hand and a copy of 'The Prince' in the other.
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  • nofather
    replied to Signs of Sorcery is on DTRPG!
    Paradox is publishing oWoD stuff and trying to build it as a license. Might try a search for 'One World of Darkness.'

    There's probably better places to talk about it, but there's probably some threads about it already, it being fairly old news.
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  • nofather
    replied to Signs of Sorcery is on DTRPG!
    It fits the core's reference to the Joker Shadow Name, which can end up 'burdening you with a ton of cultural baggage and expectations.' And likely a face that wouldn't be accepted in public. Seems like it might be more popular for the Adamantine Arrow.
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  • I haven't finished it, but I'd say yeah. It elaborates on rules and stuff (Awakenings, Mage Sight) for things that rules weren't clear enough for (Imbued items gets its own pages, as well as a bunch expanding it).

    I'm not sure if it was done because the Seers are more playable now, but there's more stuff for them. And this can offer player Seers more, but also allows the ST of a more standard mage game more options for Seer antagonists. There's also some expansion on things like ochemata and temple guardians, and supernal entities and cryptids, so you don't need everything to be mage...
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    Last edited by nofather; 06-21-2019, 12:39 AM.

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  • nofather
    replied to What Can Become What?
    With their drawbacks? Fuck Ugly makes it so first impressions don't get a 10-again. Bite makes the person look thuggish and suffer a -3 penalty on attempts to be underestimated or look innocent. These didn't seem like supernatural aspects of the Tells.
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  • nofather
    replied to What Can Become What?
    I'm more curious about how things like Fuck Ugly change. Most of the Tells revolve around a physical aspect. Your eye is milked over, your jaw is really wide, or you have a birthmark or third nipple. Do these just go away? Awakening never seemed like a carwash of physical deviations (I can read about Awakenings now though). I get the balance reasons, though it says "Minor supernatural powers as exhibited by many Sleepwalkers do not prevent Awakening but most vanish should the Sleepwalker ever Awaken." So maybe the errata would be changing the 'most' to 'all' rather than hanging on T...
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    Last edited by nofather; 06-20-2019, 02:30 PM.

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  • Part of the problem with this is that because magic is easy, it leads to people using it when they shouldn't. Which leads to Acts of Hubris. If all magic is difficult and dangerous, then there would be less reason to whip it out except for important occasions. There are also workarounds. It could promote an emphasis on Imbued items, for instance, which could be made more safely in a sanctum then allow for the same ease of use in public.

    Like the others, I suggest you try playing it without the rules change first....
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    Last edited by nofather; 06-20-2019, 12:27 PM.

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  • nofather
    replied to The Blood Sea is on DTRPG!
    I don't have the 3.5 one.

    First chapter is about life at sea for pirates (it mentions others, like privateers and slavers), including the pirates Code of Honor (nicely done), and the various jobs on a pirate ship and how advancement may be handled.

    Second gets into good jobs for members of assorted classes, then offers ideas for adventures in a scaling format, as the crew work their way up in levels and prestige (though you could always just plop them into the game as middle level privateers. There's four character options here, a druid circle, a warlock patron, and two...
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  • nofather
    replied to Signs of Sorcery is on DTRPG!
    This is a really good book. Everyone who worked on it should be proud. It's got a ton of useful and pertinent info that's all handled with great creativity and thought.



    If I was going with Sycorax, I got two ways to go. Pushing mysticism as a feminine pursuit, or finding fallen sleepers with magic capabilities and encouraging them with the Raptor spiel. 'You're gifted, a god among nulls and flatscans.' The Magneto way....
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