At first, I was hesitant. Like.."aren't all families about to fear of death?" And "isn't death covered by the Bound?"
The answer to the second came quickly. Yes, duh. Kinship. The Primordial are related to other monsters, overlap is meant to be there. Plus,this covers a different angle.
As for the first bit, other families aren't afraid of Death, they're a fear of DYING, and even then not all of the Children play with dying. The legitimate fear of death itself, regardless of means, is just as valid as the Telassi. If they don't become Canon, I still think I'll use them!
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New Family: Irkalla, Nightmare of the End
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Originally posted by TerrorCooper View PostIt's not so much any reason or idea, so much as sheer curiosity as to what the result(s) would be. And besides, this sort of thing has got me thinking of maybe, maybe, trying to generate my own homebrew Family eventually, so I might as well see what would come of all this for if I decide to apply it to this hypothetical 'Family' of mine.
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It's not so much any reason or idea, so much as sheer curiosity as to what the result(s) would be. And besides, this sort of thing has got me thinking of maybe, maybe, trying to generate my own homebrew Family eventually, so I might as well see what would come of all this for if I decide to apply it to this hypothetical 'Family' of mine.
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Originally posted by TerrorCooper View Post
I'm perfectly willing to wait.
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Originally posted by ArcaneArts View PostThey might be busy being a developer over in the They Came From! side of things, as a heads up.
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Originally posted by TerrorCooper View PostMostly just wondering, but will you be applying what ArcaneArts is doing to the 'canon' Families to the Irkalla?
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Mostly just wondering, but will you be applying what ArcaneArts is doing to the 'canon' Families to the Irkalla?
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Cinder, I think you should read at least Preview 3 of Geist 2E from Kickstarter. Just see what it's there...
Originally posted by Geist 2EIrkalla’s Gates
Rare but well attested are Irkalla’s Gates, so named for their resemblance to the one-way passage to the Sumerian afterlife. These gates often serve as the entrance to a Dominion; though some lie defunct and seemingly grant passage to nowhere. More than one River City has sprung up around such Irkalla Gates, relying on them for a measure of security and isolation. The dead dread these gates, for when they enter them, they often cannot pass back through them. Each gate exacts a unique toll on those who pass —one’s left arm, one’s voice, and so on. Some demand seemingly innocuous things, like a particular item of clothing, but when paid, the true cost becomes clear, as any replacement rots away in moments. Those without appropriate payment to offer cannot pass — and thus, one who has paid the toll generally cannot pay it again without some form of trickery. Some, of course, will be unable to pass at all to begin with.
Each Irkalla Gate has a guardian, armored and armed in varying styles, who demands payment from all who pass. Like Ferrymen, guardians of Irkalla’s Gates have little in the way of personality, and while they can be tricked, they are unmoved by pleas, bribery, or other forms of
influence. The guardian is always the one who takes the payment. One guardian simply devours a newly acquired severed hand, while another takes the hand and nails it to the gate (its surface already likely hidden beneath successive layers of previous tolls paid in full). Once the toll is paid, the guardian opens the gate. If it is possible to force an Irkalla Gate open, no one has ever been known to do so.
Two exceptions stand to the toll: geists and Reapers. Touched by the Underworld’s Rivers, geists have already given up so much of themselves that Irkalla’s Gates know them not, and so demand nothing of them — indeed, many guardians will not even acknowledge their presence — a trait that carries over to their Bound companions. Reapers, of course, pass without payment by dint of their service to the Underworld, and some have grown rich by acting as coyotes, passing through Irkalla’s Gates with a belly full of passengers to be vomited up on the other side.Last edited by wyrdhamster; 07-23-2018, 12:18 PM.
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My problem is that I've had players who try to turn ci ematic feel good stuff into a mechanical advantage well above what they actually have. "I got to melt that other thing without clash, why not this one?" It's an unfortunate mentality to play with, and as a result I tend to have a different approach.
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Originally posted by ArchonAres View Post
I only brought it up because wouldn't give the resistance roll a bonus based on satiety. And why wouldn't you treat all magical objects, hedge tokens, etc the same? It's less cinematic, sure, but it also gives you a solid boundary for your power level vs what's around you, even if it's just the question of if you can destroy a hedge bush as easily as a regular one.
And no worries for the bad edit, I've seen and done myself worse
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Perhaps I've spent too long with dnd, but if I fail at something like that after a big expenditure, I'll probably change tactics intead of trying g to keep going with the same one. The scene long immunity would encourage the beast to try another trick, or escape to either try again later or or try something else later instead of staying a one trick pony.
I only brought it up because wouldn't give the resistance roll a bonus based on satiety. And why wouldn't you treat all magical objects, hedge tokens, etc the same? It's less cinematic, sure, but it also gives you a solid boundary for your power level vs what's around you, even if it's just the question of if you can destroy a hedge bush as easily as a regular one.
Also, I apologise for the bad editing on my last post.
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Originally posted by ArchonAres View PostI feel like the clash of Will's for supernatural gear (such as enchanted mage equipment, hedge gear for a changeling, etc) should all take a CoW. Banes included. A passed save renders it immune for a scene maybe?
Winning that roll also makes items completely immune to normal and low Satiety effect for the scene, though another Satiety expenditure calls for another roll. Beast have not an easy time to refill their fuel stat pools and using Satiety has consequences: if one tries again to break a thing, she at least deserves a chanceLast edited by Cinder; 05-01-2018, 07:58 PM.
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I feel like the clash of Will's for supernatural gear (such as enchanted mage equipment, hedge gear for a changeling, etc) should be baseline. Banes included. A passed save renders it immune for a scene maybe?
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Originally posted by Heavy Arms View PostI agree that low Satiety Beasts should be allowed to challenge their Anathema and have an upper-hand against Heroes counting on these weaknesses to be constantly potent, but Atavisms shouldn't let you just punt Anathema aside either.
Still, the idea that a Beast, no matter Lair, Satiety or dice pools, is not able to wreck the tools of even a weak or reckless Hero, is just something I can't agree with, so total immunity is still a no for me. Sorry, I know I'm being stubborn here, but It just rubs me the wrong way for several reasons
That said, I'm gonna add that Anathema items (like those pesky Banes and Weaponbound) are completely immune to the Atavism if the Beast tagged with those Anathema is at high Satiety and that the Beast gets a -2 in the Clash of Wills if she's at normal Satiety.Last edited by Cinder; 05-01-2018, 07:55 PM.
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I get your view on this, it's just that very few Atavisms allow for a direct attack on possible Anathema (esp. Bane and Weaponbound). Like, Unbreakable doesn't need a clause that says it's weak against your Bane... it's a natural consequence of how both are written that Unbreakable isn't going to help because the Bane will always be armor piercing. At best, at Low Satiety and spending more, you can push the Bane from lethal to bashing.
Using something like Titanic Blow to destroy an Anathema item takes some work (you need to get close enough to be in hand-to-hand with the person using it, and you need disarm it or trying to target it in their hand).
My issue with All is Dust is that if you have, say, From the Shadows... you can just stealth along next to the Hero and their band, and melt all their weapons away, even Anathema ones, and still be at high Satiety.
I agree that low Satiety Beasts should be allowed to challenge their Anathema and have an upper-hand against Heroes counting on these weaknesses to be constantly potent, but Atavisms shouldn't let you just punt Anathema aside either.
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