Originally posted by nofather
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Social justice vampire/freelancer | He/Him
Actual Play: Vampire: The Requiem – Bloodlines
Masquiem: Curses of Caine in Requiem 2nd
Storytellers Vault: Author Page
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Vampires would make pretty good Elodoth-substitutes, yeah.
Prometheans are, in the end, not likely to be jerks the way vampires are. They might devastate the landscape, but it's unlikely that that's something they wanted to do.
I kinda want a story about a Promethean going from place to place, changing packs, but always keeping in touch with the road wolves while in transit. Sure, you'll never see him again, but you'll hear about him from your fellows all the time. And, maybe, when you're in need, he'll show up.
I call the Integrity-analogue the "subjective stat".
An explanation how to use Social Manuevering.
Guanxi Explanations: 1, 2, 3.
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Originally posted by Monghani View PostNot going to lie, I tend to heavily dislike Mages and how they outshine Werewolves in their own background. Having a Werewolf supplement go out and straight up say that is...pretty disconcerting to say the least.
Remi. she/her. game designer.
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Originally posted by Monghani View PostHow else do you interpret Apprentice Mages being able to perform spirit magic even an Elder Werewolf can't do? Being intimate with the Shadow isn't much when someone can come in and wreck that shit.
That aside, what sort of spirit magic are we talking about?
Kelly R.S. Steele, Freelance Writer(Feel free to call me Kelly, Arcane, or Arc)
The world is not beautiful, therefore it is.-Keiichi Sigsawa, Kino's Journey
Feminine pronouns, please.
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Originally posted by nofather View Post
It doesn't really get into specifics, just says, 'Apprentice mages can work spirit magic even elder werewolves can’t.'
Goonies never say die, and neither do werewolves.
Kelly R.S. Steele, Freelance Writer(Feel free to call me Kelly, Arcane, or Arc)
The world is not beautiful, therefore it is.-Keiichi Sigsawa, Kino's Journey
Feminine pronouns, please.
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Well, it's not an Apprentice spell, but the ability to open up a gateway to the Shadow anywhere is pretty sick. That being said, I'm not in the camp that thinks that Werewolves are lacking any necessary tools - I feel like neither is better nor worse, they have entirely different capabilities.
Mage the Awakening 2e Communal Homebrew Threads:
- Perils of the Path - Other homebrew threads linked in the OP!
Join us at the unofficial IRC channels on.irc.sorcery.net at #exalted and now #theonyxpath!
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Originally posted by ArcaneArts View PostI figure it doesn't. But, you know, since we have Mage, I dare ask that someone show the teeth on the claim. Not because I doubt it's wrong, but because I fully trust my ability to show how a werewolf can subvert that exceptional capability.
Goonies never say die, and neither do werewolves.
My problems with the section do bleed over into the Mage group, now that I've mulled it over. Maybe it's the mood? It seems wary. In the vampire section it warns of war, in the mage section that, 'interfering with a mage is a great way to find out which fates are worse than death.' It sort of takes things from, 'Fuck yeah, us against the world, kick ass and take names,' that was in the core book to 'Okay it's a scary world out there guys, so be careful and try not to make these people mad at you,' which is sort of a bummer. The fluff was solid, though.Last edited by nofather; 05-12-2016, 11:35 PM.
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I read it as one of those things where these supernatural types are largely out-of-context problems and Werewolves are largely cautious and uncomfortable with those. Even when they face something from the Hisil they don't know everything about, they understand the base logic of how and why spirit stuff works; they largely can't say that with the other splats.
Besides, after all the stereotype sidebars that talk down about every other splat that have existed in every book since WW opened their doors, a little bit of cautious respect is refreshing.
Mage the Awakening 2e Communal Homebrew Threads:
- Perils of the Path - Other homebrew threads linked in the OP!
Join us at the unofficial IRC channels on.irc.sorcery.net at #exalted and now #theonyxpath!
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I would be more in the camp of Werewolves being okay if Wolf Rites had more teeth in order to warp the Gauntlet. I keep thinking Werewolves can Reach in an area that resonates with their Totem, but not sure if I made that up or its actually in my book.
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I think the main thing is that Mages and Werewolves have wholly different tools at their disposal, and exceed in different areas. Can a Thyrsus do more to a Spirit or the local Gauntlet? Maybe, but he can't also enter Gauru form, and he doesn't have a pack behind him.
Remi. she/her. game designer.
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One thing about Uratha -not- being able to pop across from both the Shadow and the Flesh is that it puts a heavier focus on Loci, which IMO fits their focus on territory. It just matters more when Loci are not only fonts of Essence but are also key staging grounds that Uratha have to keep hold of in order to keep a consistent foothold in both worlds.
Is it more of a restriction? Undoubtedly. But it's a very thematic one that keeps the werewolves mindful of their surroundings.
Mage the Awakening 2e Communal Homebrew Threads:
- Perils of the Path - Other homebrew threads linked in the OP!
Join us at the unofficial IRC channels on.irc.sorcery.net at #exalted and now #theonyxpath!
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