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  • The MG
    replied to Homebrew Variations and Scars
    A Lost Boy could work, yes. They're basically Deviants before Deviant anyway. Aside from that, and the examples I wrote up with version one (which I didn't feel like reposting), Paranormalism could be used for Baseline psychics "elevated" to the level of the Remade, unfortunates with spellbooks carved into their flesh, Constantine-style gutter magicians, etc.

    The Mag 1 effect is there to enable a specific quirk, like Dark Passenger or Phantom Limb from 2e Geist. Mag 2 is more about having a grab-bag of assorted powers, while Mag 3 lets the Deviant recover a Baseline's capacity...
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  • The MG
    replied to Homebrew Variations and Scars
    Again? Again.

    Paranormalism (Universal Variation; ● to ●●●●●)
    Subtle
    Discrete, Perpetual
    The Remade commands an array of minor supernatural powers, such as aura reading, the invocation of spirits, or unearthly luck. These are represented by Supernatural Merits, normally available only to Baselines, which can be found in books such as Chronicles of Darkness and Hurt Locker.
    The Deviant need not meet the Attribute or Skill prerequisites for Merits provided by this Variation, but she must meet any Merit or Specialty prerequisites. If any effect of a Merit requires...
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  • The MG
    replied to Homebrew Variations and Scars
    I thought of that too, but it just sounds like a good thing.

    I get what you mean, though. What if it was once-per-chapter, incentivising the player to use it frequently but not freely?...
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  • It's even better than that. The Deviant corebook is effectively setting-agnostic, only acknowledging other gamelines in passing for a bit of mechanical comparison (or, in the case of Immunity, for the chance to style on them); the splats are broad categories of aesthetic and perspective, without any greater social context; the conspiracies aren't pre-established, but custom-made for each game (and each sample setting).

    Effectively, Deviant isa CofD game only by branding and system, and that's one of its greatest strengths....
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  • The MG
    replied to Homebrew Variations and Scars
    lladas I like the look of that. The only real suggestion I have is maybe movie the rote effect from Willpower to being once per scene/chapter instead, with Adaptations to enable further uses, but that might make the language of the tracking bonus too complicated.
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  • This is the only just and true reason to write....
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  • The MG
    replied to Ask a question, get an answer
    nalak42 and CTPhipps: informal praxis for when you can (or just want to) answer a question in Ask the Devs is to quote it and answer here, I believe.
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  • The MG
    replied to Splat Pitch. Long term hobby.
    The 5-times-5 model is common in CofD, but not universal. Look at Changeling's six Seemings and four Courts (or four other Courts, or two sets of two, and so on), and 2e Promethean's seven Lineages (one of which is "unique one-offs," and then there are additional ones in post-core books) and ten Refinements.

    Usually, the pattern of the innate splat options (Clan, Path, Clade) is that they model archetypes of the playable thing (vampire-as-tempter, necromancer and alchemist, cyborg), while the social splats imply a gameplay style and focus like warfare, subterfuge, or research....
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    Last edited by The MG; 08-30-2020, 08:32 AM.

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  • If you have a Defense above 5, does it levy a -6 or higher penalty, or does it cap at -5 and just act as a buffer against multiple opponents?
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    Last edited by The MG; 08-25-2020, 03:32 PM.

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  • The MG
    replied to Hedge-witchery
    Really minor supernatural things would probably use the Build Equipment rules (Chronicles of Darkness, p. 100), likely off Occult (charms) or Medicine/Survival (herbal remedies). For bigger things, Supernatural Merits might be in order (assuming the character is mortal). Hurt Locker has some good options (Bless Amulet, Curse Effigy, and Evil Eye) for hedge magic, while the corebook ones mostly have a "psychic powers" flair.

    Simple Specialties can also help with the feel of the character, particularly enhanced with Merits like Area of Expertise or Interdisciplinary Speci...
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  • The MG
    replied to Crossover
    So, this is an understandable mistake to make, but this is the message board for the Chronicles of Darkness, formerly the "new" World of Darkness. You want the World of Darkness board, where you'll find discussion for V5, Werewolf: the Apocalypse, and so on.

    There is a lot of overlapping terminology (including, confusingly, branding), but they're different settings/gamelines.
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  • The MG
    replied to Homebrew Variations and Scars
    Yeah, I pictured it very much as a placeholder absent the actual thing.

    I don't think I've seen any animal stats beyond the hippo and crocodile stats in DE2, really, which is why I made that suggestion.

    And now...


    Paranormalism, Revised (Universal Variation; ● to ●●●●●)
    Subtle
    Perpetual, Tiered
    The Remade commands an array of minor supernatural powers, ranging from aura reading and the invocation of spirits to unearthly luck and a bond with a living weapon. These are represented by Supernatural Merits, normally available only to Baselines,...
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  • The MG
    replied to Homebrew Variations and Scars
    Good to see a Chimeric Variation. I can't come up with any myself.

    The big thing that comes to mind is that the Magnitude 3 effect probably needs some mechanical guideline, even if it's just a placeholder value to use when more specific stats aren't available. The system has a lot more equipment and weapon stats than it has animal writeups, after all.

    The second thing is that Plague Doctor feels like it could be a Deviation for Healing Touch instead. I understand why it's part of this Variation, but it's function aligns more with Healing Touch....
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  • Sparrow Keens for the Rain, Night Caste

    1. "Fuck mornings. I sleep when I want."

    2. "He got a weapon? He got a mask? Gotta stay sharp."

    3. "Smash it real dead with a sandal or something."

    4. "Way many, but not most of them."

    5. "Who'd remember that? ...Was probably for stealin' food."

    6. "Do I owe 'em? If I owe 'em."

    7. "Dogs stink and I kick 'em when I see 'em. Cats at least stay distant, little shits."

    8. "Bitch, I
    ...
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  • I'd slap the Subtle tag on it, too, so that it can only be used for these gambits (and disarming, unhorsing, and so on, which could be fun to stunt).

    Subtle tag or no, if you have Miracles of the Solar Exalted, show your player the Charms Spitting Hand Discipline and Death-Dealing Diffusion.

    EDIT: One of the Adversaries of the Righteous entries (the Quaghead Tribe) includes a gambit for blowing things up with a firewand or burning arrow. It's Difficulty 4 to create a 4L hazard out to short range (Difficulty 5 to resist), which should give you a ballpark for how to balance...
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    Last edited by The MG; 08-19-2020, 03:07 AM.

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The MG
The MG
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