Can I use Monstrous Transformation to "power up" a variation I already have? For example, if I had Superhuman Strength 2 and one of the variations tied to my Monstrous Transformation is Superhuman Strength 3, do I effectively have Superhuman Strength 5 while Monstrous Transformation is on?
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Originally posted by cybirddude View PostCan I use Monstrous Transformation to "power up" a variation I already have? For example, if I had Superhuman Strength 2 and one of the variations tied to my Monstrous Transformation is Superhuman Strength 3, do I effectively have Superhuman Strength 5 while Monstrous Transformation is on?
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Currently Consuming: Demon: the Descent 1e
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One option for the dependency scar's common deviation allows for deviants to require something like large amounts of food. I was thinking, could I have the dependency scar make it so that a deviant was incapable of consuming certain things a human could and had to find other ways of getting the nutrition i.e. a carnivore Chimeric is incapable of digesting fruits and vegetables but still needs the nutrition from plants so they eat wild animals to get it.
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Originally posted by GibberingEloquence View PostDo Deviants count as Kin for Beasts? .
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Does the Holographic Projection variation only allow for visual illusions, or can I create fake smells, sounds, temperatures, etc? Also, can the variation be used to make objects invisible so long as you are in range i.e. making evidence at a crime scene invisible so that investigators can't see it.
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Originally posted by GibberingEloquence View PostDo Deviants count as Kin for Beasts? I think they should. They have a lot of conceptual overlap with Prometheans and Changelings, and those canonically count as Kin.
"Is it Kin?" is a very easy to thing to answer, with it's main contention being words of god not present in the text. For now, the metric is "Is the character/person/entity in question actively supernatural that does not have roots in the God-Machine**?" Unless you're talking a pure human with nothing magical or monstrous(it terms of physical/metaphysical quality) about them or anything that is what it is because of the God-Machine, it's Kin.
*So far, the Fundamentally Human category is a semantic argument that has no actual bearing on the mechanics of Kinship, and seems to be there to handle people who have trouble grokking the Awakened or your friendly neighborhood telekinetic as monsters in the same vein as vampires, werewolves, and fairies. Whether the game should make a more meaningful distinction between the Dark Mother Descended category and the Fundamentally Human category or more meaningfully flatten the two together is an argument that probably should be had.
**The main wrinkle in the argument is that Dave Brookshaw posited that the Abyss also probably shouldn't count on account of it's metaphysical nature being one of "cannot have meaning imposed on it and will warp, twist, and destroy meaning introduced into it", which is actually a good argument, ruined by the fact that Beast has demonstrable Kinship with "avatars" of the Abyss(Acamoth and gulmoth, as the main example) by way of a Kinship Nightmare as text in the corebook. A Second Edition or a future supplement might weigh in and make it text, but for now, Only God-Machine related supernaturals have no Kinship with Beasts. The only other remaining argument is whether things like the Cursed or Destiny merits count as either metaphysics laid around a person or if they are made a part of them.Last edited by ArcaneArts; 02-07-2023, 05:30 PM.
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Originally posted by cybirddude View PostDoes the Holographic Projection variation only allow for visual illusions, or can I create fake smells, sounds, temperatures, etc?
Also, can the variation be used to make objects invisible so long as you are in range i.e. making evidence at a crime scene invisible so that investigators can't see it.
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Currently Consuming: Demon: the Descent 1e
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Originally posted by Zale View PostLet's say I have a deviant with superhuman strength and a monstrous transformation that also grants superhuman strength.
Do they stack (up to the usual maximum), or do you take the higher one while the transformation is active?
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Currently Consuming: Demon: the Descent 1e
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The book explicitly recommends that you allow players to swap or combine Scars, but makes no mention of splitting or unentangling Scars. Does that mean that, by RAW, entangling two or more Variations with the same Scar means neither of them can ever reach 5 dots? Since the maximum Scar Magnitude is 5, which can only support Variation Magnitude 4 or less if it's entangled with more than one Variation.
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Originally posted by Terrorforge View PostThe book explicitly recommends that you allow players to swap or combine Scars, but makes no mention of splitting or unentangling Scars. Does that mean that, by RAW, entangling two or more Variations with the same Scar means neither of them can ever reach 5 dots? Since the maximum Scar Magnitude is 5, which can only support Variation Magnitude 4 or less if it's entangled with more than one Variation.
Not being able to maximize the Magnitude of a Variation is notably also a consequence of how Monstrous Transformation works, since that Variation's actual mechanical effect is "activate multiple Variations as a single Toggled action at the cost of that action being Overt and making more of a splash than any one of them would have individually."
"Splitting" here entails replacement — the paragraph is about Scars in general, with the statement about Variations just specifying that if you change what Scars your character has they still need to meet the entangled Scar Magnitude requirements for any Variations they have.
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Currently Consuming: Demon: the Descent 1e
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Originally posted by Satchel View Postyou would need to replace the Scar one of them is entangled with
If the player feels her character has too many scars to reasonably play, or if a Scar seemed interesting at the time impedes her ability to have fun (or makes it less fun for everyone in the troup), the Storyteller may allow her to replace a Scar with one of equal Magnitude or to fuse two or more Scars into a single Scar. This must always result in a legal number of entangled Variations attached to each Scar.
(I would certainly allow a player to do that, but unless it's discussed somewhere else, I don't think it's RAW.)Last edited by Terrorforge; 02-26-2023, 02:07 PM.
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Originally posted by Terrorforge View PostWhere does it say you're allowed to do that? Because the paragraph I'm thinking of ("Fused and Shifting Scars", p.111)
It "says" it by inference from the fact that this is a paragraph about how if a character's Scar is interfering with the smooth and enjoyable execution of play then the Storyteller can let their player adjust the mechanical representation of that bit of their Scars. It would be nonsensical for this clear description of intent to still not allow you to disconnect two Controlled Scars from having the same activation cost.
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Currently Consuming: Demon: the Descent 1e
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