Though some of the territorial advice doesn't mix well with Changeling. Or rather, the greater cooperation (generally) that Changeling Courts have, and it also has some complexities involving the difference beween Changeling and Vampire fuel, and the Hedge, which is like this whole separate political map only partially 'owned' by Changelings which I'd probably represent by some sort of 'color map.' Green in the areas that are mostly safe and Changeling controlled (mostly) and then getting redder as it gets to the 'you're on your own' areas. And even that would probably be simplifying things.
Especially as the hedge has non-euclidian geometry, given how you can get anywhere in the world absurdly quickly. Doubt it's even possible to map out more than small sections of it with any degree of accuracy. Hell, I doubt it's possible for anyone to even understand how it's arranged that doesn't have either at least Int 6, or a handy supercomputer capable of N-dimensional geometry.
 
Especially as the hedge has non-euclidian geometry, given how you can get anywhere in the world absurdly quickly. Doubt it's even possible to map out more than small sections of it with any degree of accuracy. Hell, I doubt it's possible for anyone to even understand how it's arranged that doesn't have either at least Int 6, or a handy supercomputer capable of N-dimensional geometry.
My take would be that Int is actually irrelevant to understanding it.

What you need is Wyrd.
 
My take would be that Int is actually irrelevant to understanding it.

What you need is Wyrd.

Somewhat, but I think that what Wyrd would give is a very...intuitive understanding, just as exploring it might with enough time. Getting some sort of concrete 'how do I explain it to others' might be, say, an Int+Wyrd roll. Or might not, not sure. But I think it's more than just Wyrd, or at least, there are people with Wyrd 5 who understand the Hedge better than those with Wyrd 6.

I'm actually quite open to your opinion on this, however.
 
Somewhat, but I think that what Wyrd would give is a very...intuitive understanding, just as exploring it might with enough time. Getting some sort of concrete 'how do I explain it to others' might be, say, an Int+Wyrd roll. Or might not, not sure. But I think it's more than just Wyrd, or at least, there are people with Wyrd 5 who understand the Hedge better than those with Wyrd 6.

I'm actually quite open to your opinion on this, however.

Combined Int+Wyrd (or Wits + Wyrd if they're the more intuitive sort) sounds right with either a hefty penalty (or multiple success requirement) - to explain something in particular to someone - or extended action in the case of something like trying to map the place, or build a computer model of it.

You know, if the Reason court from KCS has access to a supercomputer, building a "map" of the hedge totally sounds like the sort of thing they would try to pull off. It would help just about everyone navigate the place, and might lead to more discoveries about the hedge as a byproduct. Maybe even a way to semi-reliably navigate off the trods if they do a really good job.
 
Did they not believe in fact checkers?

And how can you get a map wrong? There are at least six diffrent free sources of maps online. The sheer.... Wow. They truly did done goof.
You have the "Official" answer and the actual answer;
The Official Answer is that the World of Darkness is not this world and can't/won't match reality exactly.
The actual answer is that they didn't give a single damn and/or were really lazy/racist.
 
Did they not believe in fact checkers? I mean, we wish we had more autonomy, but even still the banking union and open boarders between the various kingdoms of our country are going to be the last things to vanish if the UK somehow dissolves. We welsh like the pound. It's useful, and changing to anything would be far too much of a hassle.

And how can you get a map wrong? There are at least six diffrent free sources of maps online. The sheer.... Wow. They truly did done goof.

To be fair, this was published in 1996, where google literally didn't exist, and search engines weren't nearly as good as they were now.

To be unfair, they were a professional publisher of game books and should have had at least a few guys doing actual research on staff.
 
To be fair, this was published in 1996, where google literally didn't exist, and search engines weren't nearly as good as they were now.

To be unfair, they were a professional publisher of game books and should have had at least a few guys doing actual research on staff.

Holding them to the standards of a professional publisher is not really unfair. Nor is holding them to the standard of "buy a map" and "buy a tourist guidebook" really unreasonable, since that's how you did research back before the World Wide Web explosion. Not to mention Microsoft Encarta, paper encyclopaedias, and public libraries.
 
Okay, @Estro , it's going to take a while to get this all together, because I'm trying to run two Quests, write two fics, and other stuff at once, but I have some general categories and ideas for the factions, even if at this point I'm *very* short on history, on individuals, and on that most important part, trying to set them in London, since at the moment a lot of them could be "Characters in any prosperous Freehold."

But, Fetch.

To note, your Fetch can be dead or it can be alive at the start of play, so that's something you'll have to vote on, and decide. So, options. To note, pretty much every Changeling is expected to do in their Fetch eventually, so if she's still alive, there has to be a reason you haven't gone after her, as it were.

[] Fetch is Alive and in...

-[] London.

That being so, you can't work with them, so you have a few options for where and how you've earned Resources 4.

--[] And you work at another Investment bank.

The 'safe' option, and it does open up certain story possibilities involving London's own Freehold form of investment banking, but it also carries risks of running across people who know her, and carries with it the difficulty of trying to set up a different identity...while having all of the same hobbies and interests as her, looking *mostly* like her, and all of that.

--[] And you work with some...shady characters.

The Freehold has links to organized crime and some other unsavory elements. The Arifs, the Clerkenwells, and the like. And where there is money, there is laundry to be made, money to be transferred one way or another. Connections to make. At Mantle 1 and no Court Goodwill, you're relatively new at this and not trusted particularly, but it's made you rather rich, rather fast.

--[] And you're involved in the Market Trade

The Freehold *also* does a lot of brisk business with goblin markets, sometimes all around the world. Someone who knows money would be rather good for getting assets and sometimes converting intangible assets into tangible ones, however your lack of other languages, magical power, various Market Merits, Mantle and Court Goodwill all point to being new and low on the totem pole, likely having put all of your effort into establishing Resources 4, and not yet having branched out into the more lucrative business. But again, one can rise up the rungs over time.

-[] Singapore.
--[] And you work at another Investment bank.
--[] And you work with some...shady characters.
--[] And you're involved in the Market Trade.

Now, with this option, the Fetch is farther away...which is good, but is also farther away, which is bad, and if you kill them, it'll be harder to take over their life.

[] Fetch is Dead and...
-[] You have her Investment Bank job/your job back.
-[] You quit and now do work with some shady characters...
-[] You quit and now do work witht he Market Trade. Call it 'retired.'

So, yeah, vote on options. Each of these has advantages and disadvantages to it, and story avenues that will open up as I flesh out London, when I can. Because yeah, the London Freehold has several avenues for gaining wealth.
 
Okay, @Estro , it's going to take a while to get this all together, because I'm trying to run two Quests, write two fics, and other stuff at once, but I have some general categories and ideas for the factions, even if at this point I'm *very* short on history, on individuals, and on that most important part, trying to set them in London, since at the moment a lot of them could be "Characters in any prosperous Freehold."

But, Fetch.

To note, your Fetch can be dead or it can be alive at the start of play, so that's something you'll have to vote on, and decide. So, options. To note, pretty much every Changeling is expected to do in their Fetch eventually, so if she's still alive, there has to be a reason you haven't gone after her, as it were.

[] Fetch is Alive and in...

-[] London.

That being so, you can't work with them, so you have a few options for where and how you've earned Resources 4.

--[] And you work at another Investment bank.

The 'safe' option, and it does open up certain story possibilities involving London's own Freehold form of investment banking, but it also carries risks of running across people who know her, and carries with it the difficulty of trying to set up a different identity...while having all of the same hobbies and interests as her, looking *mostly* like her, and all of that.

--[] And you work with some...shady characters.

The Freehold has links to organized crime and some other unsavory elements. The Arifs, the Clerkenwells, and the like. And where there is money, there is laundry to be made, money to be transferred one way or another. Connections to make. At Mantle 1 and no Court Goodwill, you're relatively new at this and not trusted particularly, but it's made you rather rich, rather fast.

--[] And you're involved in the Market Trade

The Freehold *also* does a lot of brisk business with goblin markets, sometimes all around the world. Someone who knows money would be rather good for getting assets and sometimes converting intangible assets into tangible ones, however your lack of other languages, magical power, various Market Merits, Mantle and Court Goodwill all point to being new and low on the totem pole, likely having put all of your effort into establishing Resources 4, and not yet having branched out into the more lucrative business. But again, one can rise up the rungs over time.

-[] Singapore.
--[] And you work at another Investment bank.
--[] And you work with some...shady characters.
--[] And you're involved in the Market Trade.

Now, with this option, the Fetch is farther away...which is good, but is also farther away, which is bad, and if you kill them, it'll be harder to take over their life.

[] Fetch is Dead and...
-[] You have her Investment Bank job/your job back.
-[] You quit and now do work with some shady characters...
-[] You quit and now do work witht he Market Trade. Call it 'retired.'

So, yeah, vote on options. Each of these has advantages and disadvantages to it, and story avenues that will open up as I flesh out London, when I can. Because yeah, the London Freehold has several avenues for gaining wealth.
[] Fetch is Alive and in...
-[] Singapore.
--[] And you work at another Investment bank


This seems both the most flexible, interesting and reasonable one. And honestly, I really want to know what the 'Freeholds version of investment banking' is.
 
[] Fetch is Alive and in...
-[] Singapore.
--[] And you work at another Investment bank


This seems both the most flexible, interesting and reasonable one. And honestly, I really want to know what the 'Freeholds version of investment banking' is.

...You will definitely see it. Heck, I actually referenced it sorta in one of the latest KCS Quest updates. So yeah, definitely going to be a factor. Now, unfortunately I'm going to be a bit busy for the next while, but what I'm going to try to do is release info-dumps of information to you here, background your character would know about the Freehold, until I'm satisfied I have things set up, and then figure out a few plot-hooks.
 
...You will definitely see it. Heck, I actually referenced it sorta in one of the latest KCS Quest updates. So yeah, definitely going to be a factor. Now, unfortunately I'm going to be a bit busy for the next while, but what I'm going to try to do is release info-dumps of information to you here, background your character would know about the Freehold, until I'm satisfied I have things set up, and then figure out a few plot-hooks.
Wouldn't it be better to set up an OOC thread in the RP sub forum, and do the info dumps there to avoid cluttering up this thread? You could also add them to thread marks then
 
Wouldn't it be better to set up an OOC thread in the RP sub forum, and do the info dumps there to avoid cluttering up this thread? You could also add them to thread marks then
Personally, I've been enjoying reading through his explanations. But it really shouldn't go in the RP forums, since those are for games with more than two players.

If it's a 1-on-1 RP, then it's better left in a Private Chat.

But I kinda hope you guys don't, since I want to see the setting and background info @The Laurent has, since I'm planning on starting an IRL Changeling Game soon.
 
Personally, I've been enjoying reading through his explanations. But it really shouldn't go in the RP forums, since those are for games with more than two players.

If it's a 1-on-1 RP, then it's better left in a Private Chat.

But I kinda hope you guys don't, since I want to see the setting and background info @The Laurent has, since I'm planning on starting an IRL Changeling Game soon.

Actually, my sorta-kinda idea was to do it in Google Docs. And then edit it and release it, as some sort of diet-Kerisgame-y sorta stuff? Like, selected and edited scenes and the like?
 
I'll be getting to work on the first info-dumpy thing and give you a link to the doc...tomorrow, probably? I'm currently 4.5k into writing a Quest update, so that sorta takes priority. But yeah, I'm going to start with your character being found, and try to work out who she knows and what she knows.
Cool beans. And yeah, your quests cone first.
 
Actually, my sorta-kinda idea was to do it in Google Docs. And then edit it and release it, as some sort of diet-Kerisgame-y sorta stuff? Like, selected and edited scenes and the like?
I think this is a good idea. All this talk has gotten me rather interested, and I'm sure I'm not the only one. It'd be such a shame if it's private.
 
Does any one have tips on character creation for Werewolf: The Apocalypse (20th)? Currently I'm thinking an Ahroun Shadow lord though I'm unsure which Rites and Gifts I should get and which to avoid.
 
Okay, I know this is a lot to ask, but anyone who knows nMage, can you tell me a lot of fast and dirty 1 and 2 sphere tricks? Like, what are impressive things you can do with only a dot or two in something.

Specifically, I'm trying to think up a few Proximi-like tricks. Proximi can learn individual spells, that is to say a very set effect and the like, for a cost that makes Mages definitely far, far, far better at what they do. So I'm just looking, I guess, for useful low-dot Arcana stuff, not in any specific Arcana, since I might use them for other Proximi as well, and I still need to nail down who is what. If someone wants to ping me in Convo, I can tell them more, even though it's a spoiler to something I'm writing (but not the Quest, so since it doesn't involve voting, I'm more willing to be open.)
 
Okay, I know this is a lot to ask, but anyone who knows nMage, can you tell me a lot of fast and dirty 1 and 2 sphere tricks? Like, what are impressive things you can do with only a dot or two in something.

With Forces 1 you can perceive energy.

I'm just gonna let that one sink in.

With Life 1 you will never bother about disease, poison or being out of shape again, using Life 2 will allow you to unfuck others and harden your skin to take fucking bullets to the face without flinching.

With Fate 1 you can perceive and see probability, and you can also control chance to slight degree, granting you an infinite supply of random coins found on the street.

With Mind 1 you never need to bother about misinterpreting a question or statement again.

You can also do two mental actions once, allowing you to meditate and have fancy astral adventures while speaking to your friends.
 
Okay, I know this is a lot to ask, but anyone who knows nMage, can you tell me a lot of fast and dirty 1 and 2 sphere tricks? Like, what are impressive things you can do with only a dot or two in something.

Specifically, I'm trying to think up a few Proximi-like tricks. Proximi can learn individual spells, that is to say a very set effect and the like, for a cost that makes Mages definitely far, far, far better at what they do. So I'm just looking, I guess, for useful low-dot Arcana stuff, not in any specific Arcana, since I might use them for other Proximi as well, and I still need to nail down who is what. If someone wants to ping me in Convo, I can tell them more, even though it's a spoiler to something I'm writing (but not the Quest, so since it doesn't involve voting, I'm more willing to be open.)
One dot's major selling point is unveiling and knowing spells. They make it so that you can perceive phenomena related to the Arcanum or use it to extend your senses, be it general probability, a perfect sense of time, seeing in every direction thanks to Space or Forces, recognizing supernaturals on sight with Spirit, seeing how high someone's morality equivalent is with Death (based on it being noticeable when looking at the soul) or any number of similar tricks.

Generally the dice bonuses are minor but it makes it very difficult to hide things from a Mage, and that's before they start shooting through walls or otherwise making offensive use of that info. There's also some cantrips you can use but the major thing is being able to know what's going on for most matters related to the Arcanum if you have time to examine it.

Meanwhile 2 dots gets you a good deal of more magic-y effects, generally fairly simple but able to move stuff around or change its properties slightly, the various Arcana diverge a lot there on precise benefits though other than Mage Armor, which is fairly easy to maintain and gives protection from most mundane attacks. Some 2• Arcana also give a thematic mechanic for spells, Space allows sympathy, Time delayed, and Fate allows selective targeting for area spells and setting conditions under which a spell will end. Notably the second dot also includes Veiling spells, which hide things pertaining to the Arcana and falsify information, serving as a sort of counter to the first dot's information capabilities. This ranges from Forces bending light around something to make it invisible to Death letting you take a corpse and reassign the apparent cause of death.

Basically the first two dots get you a lot of stuff revolving around information as well as some useful manipulations of the subject. I'm about to go to bed but am willing to do a breakdown of what each Arcana has for first two dots in Mage core tomorrow if you would like it and nobody else has done it.
 
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