Hey the Uratha are not as bad as the Garou. The Mages broke the world this time!^^
They id not genocide anyone that did not deserve it, and they failed at that. And only killed one Incarna this time..
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Hey the Uratha are not as bad as the Garou. The Mages broke the world this time!^^
By design won't fix.[/Exarch]
Given that nWoD is supposed to be kind of toolkit-y, this seems to me to not be a problem.You'd have a hard time convincing me that the Exarchs are actually a thing in nMage.
You'd have a hard time convincing me that the Exarchs are actually a thing in nMage. Like, they're supposedly all powerful, and the sum totally of their supposed actions is...sending visions and dreams to a bunch of mystic cultists. Um, I hate to break it to the Mage guys, but people have weird dreams and visions for all kinds of reasons and most of those reasons have nothing to do with supernatural beings, never mind specific supernatural beings that are supposedly the ones who broke reality.
Like, if someone told me that the Exarchs were a thing, I'd be asking for how, exactly, they think they know that, and I don't think there's anyone in-universe who could give me a satisfactory answer. Nothing the Seers of the Throne do is inconsistent with the hypothesis that "the Exarchs don't exist and are just something that the Seers believe for the same reasons people believe all kinds of other weird shit".
Imperial Mysteries makes it pretty clear that they are real. It fails to make them interesting, but you can't fault it for that. Nothing else in the line managed that either.
Given that nWoD is supposed to be kind of toolkit-y, this seems to me to not be a problem.
The Exarchs aren't really supposed to be the antagonists of nMage; the Seers of the Throne are. The Exarchs provide some origin story, background elements, and explanations for their motives, but they aren't the antagonists - they're a distant not-presence that does not matter to the game except through the people who serve them. The Exarchs could, in fact, not exist; this wouldn't change the focus of the game any, except in that the undertones of the Seers as a faction would be different. They would still be the bad guys.I just read the core book. If the core book makes it unclear as to whether or not your antagonists exist in any meaningful sense, you're doing it wrong.
I just read the core book. If the core book makes it unclear as to whether or not your antagonists exist in any meaningful sense, you're doing it wrong.
It's not a problem if it gives you an actually toolkit, rather than telling you exactly what's happening (and what's happening is nothing) .
While NMage is a lot more crossover friendly from what I've heard of OMage a mage is going to shit on any plans involving mystery, it's just what the splat is designed to do in Awakening. The most basic practices turn jo average guy into Sherlock.I think it's actually Awakening, since Changeling the Lost is a nWoD thing, not an oWoD, but that's all very interesting.
It's crossover-friendly mechanically, but fluff-wise and in actual practice, yeah, Mages are at the top of the cosmic totem pole. [user]The Laurent[/user] If you're going to use Mages I'd recommend getting ahold of the Hunter book and using the powers from there, instead.While NMage is a lot more crossover friendly from what I've heard of OMage a mage is going to shit on any plans involving mystery, it's just what the splat is designed to do in Awakening. The most basic practices turn jo average guy into Sherlock.
Hmm, I'm looking at it from the perspective of a Quest here, in the forums, so it's less 'making sure players get along (since they'll be controlling a single Changeling)' then 'making sure a Mage doesn't walk up and steal our Changeling's lunch money' and 'Making sure I know what Mages can do, what might lead them to meet, and how they'd function around Changelings, just in case.' I don't know enough about the settings to know what points or bones of contention there'd be in a crossover.
You should be fine then. Mages aren't going to go out of their way to disrupt a changeling unless said changeling is upsetting one of their current projects. Unless of course studying changelings is their current project and how badly that'll go for your protagonist depends on how sociopathic said mage is.
The Exarchs aren't really supposed to be the antagonists of nMage; the Seers of the Throne
Mages are kind of OP when compared to the other splats but that really only applies when they have necessary info and time to figure out what to do with that info. For a look at just what mages are capable of I recommend reading the first chapter of "Tome of the Mysteries". It breaks the practices and gives you a rough idea just what is possible at each dot level in the arcana.Yeah, because I did get the feeling that, while none of the splats were made specifically to talk about crossover games, that Mage was even less balanced against the other splats than some of them.
@The Laurent Basically, think of Mages as Reality-Warping Batman: decent in a fight, although not much compared to other superheroes. Unless you give him prep time, in which case you're boned. And Mages, much like Batman, are always prepared; an insufficiently prepared mage is a dead one.Mages are kind of OP when compared to the other splats but that really only applies when they have necessary info and time to figure out what to do with that info. For a look at just what mages are capable of I recommend reading the first chapter of "Tome of the Mysteries". It breaks the practices and gives you a rough idea just what is possible at each dot level in the arcana.
Bit of a question on NWoD mage.
So from what I'm reading there is a type of mage that can gain the Tremere Lich legacy which gives immortality at the cost of becoming a soul eating vampire.
The question I have is, why would any mage go down that path for immortality?
It seems easier/simpler to focus on the arcana of Time and freeze/revert ones age.
Or the arcana of Life to give its user perfect health.
Or Death and snip off the lifespan of the terminally ill/vegetative patients.
Does your average Mage know what possibilities open up when they study the relevant arcana enough?
Jeez the soul eating Mage must be infuriated at a Mage who just casts a single time arcana spell before bedtime that reverts all the physical changes his body went through the past day.
I mean he worked hard to mold his soul to fit that legacy!
The only answer that really comes to mind is this:Bit of a question on NWoD mage.
So from what I'm reading there is a type of mage that can gain the Tremere Lich legacy which gives immortality at the cost of becoming a soul eating vampire.
The question I have is, why would any mage go down that path for immortality?
It seems easier/simpler to focus on the arcana of Time and freeze/revert ones age.
Or the arcana of Life to give its user perfect health.
Or Death and snip off the lifespan of the terminally ill/vegetative patients.
Does your average Mage know what possibilities open up when they study the relevant arcana enough?
Jeez the soul eating Mage must be infuriated at a Mage who just casts a single time arcana spell before bedtime that reverts all the physical changes his body went through the past day.
I mean he worked hard to mold his soul to fit that legacy!
Is this in a supplement?Life extension is considered taboo by the Pentacle. As in your friendly neighborhood arrow mages will burn you alive taboo. (This isn't a guess, Dave Brookshaw has stated this to be fact)
Never!
The Exarchs aren't really supposed to be the antagonists of nMage; the Seers of the Throne are. The Exarchs provide some origin story, background elements, and explanations for their motives, but they aren't the antagonists - they're a distant not-presence that does not matter to the game except through the people who serve them. The Exarchs could, in fact, not exist; this wouldn't change the focus of the game any, except in that the undertones of the Seers as a faction would be different. They would still be the bad guys.