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  • I think the problem there is that it isn't in core. Most CofD books put ideas that seem clearly how the world works into supplements. 2e is notorious for combining the..."options" that should be been there from the start into beginner baseline material. Things that should be said in the first book should be said in the first book. I can completely understand kith as a z splat, that a changeling should be a one
    Off with a solid x and y, and kith be a weird specific thing. If Kith is a weak z splat and entitlement is a strong z splat, hell yes....
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    Last edited by Cleverest of Things; 11-15-2017, 02:43 PM. Reason: Mobile is bizarre withou autocorrect. Serioisly.

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  • Rose, I ask you as a creative mind. Is it completely impossible for a further stretch goal to include more kiths in the original core book? Is there a possible way, then instead of other ideas you guys have had, for all of our extra funding money go to more word count for More kiths? Because I can agree with the idea that more kiths is worth a lot. At this point, I think people would feel a lot more comfortable paying more money for more kiths in the core book, even just as a digital add-on. If there are kith creation rules later, I think that extra kiths seem to be more valuable than a sourcebook...
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    Last edited by Cleverest of Things; 11-15-2017, 02:24 PM.

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  • Would you guys prefer the ephemeral traits or the normal traits for ghosts? I'm a little bit of a mixed bag myself.

    Either way, I find the idea of playable ghosts far more useful in the sin-eater's versus mummy. When you think about the ghosts that serve mummies, they are probably rank 1 and Mindless, trapped in their belief systems. But then again, I don't know if I like the idea of player character ghosts using human attributes rather than ephemeral attributes. And honestly, if any given game line gives rules for playable ephemeral creatures, people will buy it just to have those...
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  • Cleverest of Things
    replied to Hunter 2ED: The Code
    Wow, this debate has almost singlehanded given me so much interest in Hunter. While this is a meta/okc discussion, I'd love to see it in game. Take Ashwood Abbey. If the Hunter Code really does just, theoretically, come down to Human vs Monster... I could see a lot of debates and gray areas. The Abbey follows the Code, clearly. But are they letting go of their humanity instead, relying on the Code like an addiction? Would your Hunter be okay with them? Would they stop an ashwood, even if it meant questioning whether you are better, or the same, or worse? Would you kill a Hunter who obeys...
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    Last edited by Cleverest of Things; 11-03-2017, 11:42 AM.

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  • Not to rain on any parades, but.. I dunno, would those work?

    It has to mechanically match the environmental tilt, AND be an AoE or it wouldn't even qualify as an environmental tilt. I don't thing jars of bugs, especially fruitflies, would qualify. Some lair traits look easy from the name, but turn out a bit harder to get a full on Environmental Tilt out of. I kinda wish a few had been combined for mechanical grace and balance. Poor lighting and a few others do very similar things, I wish it had been merged into Poor Visibility, for example. Iirc, Mirages sounded great, but it...
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  • I agree with Wyrd, though I can easily see how to stretch it to be an Underworld or Changrling story. Either way, the Party is a cell of Innocent Hunters, helped out by a few adult hunters, and the deviant Eleven. You can SEE the breaking points happening XD. That Hunter ptsd is strong.

    I personally had the hardest time running the Shadow until season 1 came out, and season 2 reinforced the Upside Down as a twisted reflection of our world with a whole, brutal ecosystem.

    It really freaked the non-Uratha players when I described werewolves as half human, half demodog....
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    Last edited by Cleverest of Things; 11-03-2017, 09:33 AM.

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  • Beasts say that Ghosts are more human than not, like Mages. But then again, they make believe themselves into monsters, so take it with a grain of salt.
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  • It can be strange, but remember that mummies do have SOME backstory. All memory three mummies have a good idea about what their last life was, so they've got SOME room to imagine their character as an immortal being. Plus, there can be important scenes of deeper history (And thus deeper memory) almost any storyteller will go with, either as played in game live or as if those memories just show up quickly and can be mentally pictured as backstory. But as an ST I can say.. creating a full history for a 6,000 being is really daunting, and if players were expected to make their whole backstory...
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  • Perhaps creative use of Death influences? I can imagine even just level 1 strengthening could send a dead person tumbling deeper into the underworld by strengthening the hungry pull of... the Underworld itself (Can I call it Ammut? Because it sounds like Ammut.)...
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  • In 1e, they were a step up from vampires and werewolves. Changeling and mages are situationally stronger in 1e, but sineaters were startlingly potent, and maybe shined as highest powered splat generally until Mummies showed up....
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  • Wyrd, do you have any friends that have access to Cursed Necropolis Rio? I think you'd benefit having a solid example setting, especially one so diverse. The Rio setting includes mummies who got there between the second and third sonic turn across the ocean into unknown territory.

    Also, while you can't cut up a mummy very easily, tomb raiders can get lucky and steal a sleeping mummy. It's called out that SOME mummies (likely deep sleepers whose bodies haven't been examined too thoroughly) have woken up in museums on a different continent than the one they fell asleep upon....
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Cleverest of Things
Cleverest of Things
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