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Originally posted by Kirby Jerusalem View PostI 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.
But these aren't stereotypes or out-of-context problems. These are sections about the Other as members of your werewolf pack.
Originally posted by atamajakki View PostI 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.Last edited by nofather; 05-12-2016, 11:54 PM.
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Originally posted by Acrozatarim View Post
Yeah, the examples and references to all the Lodges was a specific style decision I took to try and make the text as useful as possible.
If I wrote up the Tinalosi, I'd want to write up the Clocktower at the same time given the two Lodges really don't get on with each other.
Glad you like itMalta is probably the most fun hunting ground, from my perspective, with all its weirdness and the way it plugs in to the wider world.
So the reference to wily Crows is of course the Lodge of Crows, ie one of the Storm Lord tribal pillars. I figured that if anyone was likely to have the savvy and sheer wit to catch fae-things in their net, it'd be the Lodge that specialises in that sort of informant/influence/info-gathering hunt approach.
I've mulled over this; I think I'd create a new Hunger or Carrion Gift for them.
For bonus points, I'd give the same Gift to the Lodge of the Field of Dogs if they ever hit the tribal level of power.
If you care to spoil it, what's the general nature of their schism? And what do they happen to think of the Cult of the Doomsday Clock?
Remi. she/her. game designer.
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Originally posted by Monghani View PostMan, I really want to see redone versions of The Lodge of the Wire and Lodge of the Shield.
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 Ephsy View PostSo, how does the Increased Potential for Totems work? Every new totem dot they get they gain a new Influence and/or Manifestation?
Increased potential lets them buy more influences / numina / manifestations than their rank would allow for by using xp. Before spending xp they have the default build (1 influence dot per rank, 1 manifestation per rank, and 1 numina +1 for every 4 totem dots). So it doesn't grant free influences / numina, just allows for more to be bought.
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I haven't had a chance to read through this thoroughly yet, but..
I was hoping to find material that would allow other supers to participate in Rites, etc, and benefit from certain pack conditions (the Sacred Hunt, for example). I don't see anything like that in the text where it describes incorporating other, stranger things into your pack.
Am I overlooking this?
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Originally posted by Fumus View PostIncreased potential lets them buy more influences / numina / manifestations than their rank would allow for by using xp. Before spending xp they have the default build (1 influence dot per rank, 1 manifestation per rank, and 1 numina +1 for every 4 totem dots). So it doesn't grant free influences / numina, just allows for more to be bought.
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Originally posted by Ephsy View Post
What's the limit? If I got a total of 20 dots invested, they can get up to 20 dots in influence? Above their rank, too?
They can buy up to 20 (+ whatever the rank of a 20 dot totem is) dots of influence yes, but not above their rank. Influence is still capped by rank, but it means they can get more total dots of influence than what their rank is by spending xp. Normally a rank 3 spirit could only have 3 total dots of influences, but a rank 3, 15 dot wolf totem with could have 5 different influences related to wolves all at 3 dots, but it couldn't have a 4 dot influence unless it actually reaches rank 4.
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So am I missing the part of the Pack Tactics section that talks about how many Uratha are actually needed to perform a given tactic? Because I can't find it anywhere.
Edit: why does Overkill allow for every packmate to ignore defense for one attack each? From what I read, each effect can only be taken advantage of once; if you strip out the resistance debuff and the two lethal damage, would you be left with a one dot tactic that allows every packmate to ignore defense for an attack?Last edited by Kirby Jerusalem; 05-13-2016, 06:32 AM.
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I'm confused by that as well. Is the chart for Pack Tactics Price Boosters missing an option where you can spread the benefit to the group? If so, would it just be +1 to the cost? That appears to be the only way Overkill makes sense.
I see on the page before that it has this line:
Pack tactics that provide beneficial effects to the pack (or allies) are contested by a dice pool equal to the number of people the tactic could potentially affect.
So, at risk of sounding completely braindead, what?
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Originally posted by Ephsy View Post
What's the limit? If I got a total of 20 dots invested, they can get up to 20 dots in influence? Above their rank, too?
Writer. Developer. World of Darkness | Chronicles of Darkness | The Trinity Continuum
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Originally posted by Kirby Jerusalem View PostSo am I missing the part of the Pack Tactics section that talks about how many Uratha are actually needed to perform a given tactic? Because I can't find it anywhere.
Edit: why does Overkill allow for every packmate to ignore defense for one attack each? From what I read, each effect can only be taken advantage of once; if you strip out the resistance debuff and the two lethal damage, would you be left with a one dot tactic that allows every packmate to ignore defense for an attack?
Overkill was meant to only allow the primary actor to take advantage of the zero defence and extra damage. The rest of the pack confuse and distract the target, leaving it vulnerable to the primary actor's attack.
Writer. Developer. World of Darkness | Chronicles of Darkness | The Trinity Continuum
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Originally posted by Monghani View PostI'm confused by that as well. Is the chart for Pack Tactics Price Boosters missing an option where you can spread the benefit to the group? If so, would it just be +1 to the cost? That appears to be the only way Overkill makes sense.
I see on the page before that it has this line:
Pack tactics that provide beneficial effects to the pack (or allies) are contested by a dice pool equal to the number of people the tactic could potentially affect.
So, at risk of sounding completely braindead, what?
Even though the tactic is beneficial, and the pack doesn't want to resist it, the scope makes it harder to perform. Because it affects five pack members, this tactic would have a Resistance of 5 and subtract 5 dice from the performance roll.
Writer. Developer. World of Darkness | Chronicles of Darkness | The Trinity Continuum
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