Unless you're going by the nWoD clans, in which case the core Discplines are (clan-unique ones in bold);

Auspex
Majesty
Dominate
Nightmare
Protean


Celerity
Fortitude
Vigour

Obfuscate
Animalism
 
Yep, new world of darkness. Thanks all. It's for the Changeling Quest I have, in case I need to introduce vampires or, in this case, potentially describe what vampires can do (from what someone else knows, so probably primarily the core Disciplines.)
 
If you're emulating it in Changeling just pick some vampire-like Contracts and give them those instead of trying to emulate specific nWoD. Generally, vampires can do anything you see pop culture vampires do, but with some having other traits.

Then just have them run off Blood rather than Glamour with no Catches.
 
ES Homebrew: oWoD Death Sphere
Anyway, @MJ12 Commando and @Quantumboost, I'm putting a backported Death-as-an-oWoD-Sphere up for scrutiny.

Death

Death, the Dead, decay and souls make up the providence of the sphere of Death. From this sphere comes knowledge of the doom which waits for all men, regardless of their power or wisdom and what comes next. The soul is a fleeting bird which nests briefly, and those who study this power can separate it from a host, cage it, or even slay it permanently.

Compared to its 'sibling' Entropy, Death is a rarer sight among the mages of the modern era. While it was not-uncommon in Europe before the Renaissance and there is strong evidence which suggests that the blood-mages of Mesoamerica who the Verbena claim as antecedents performed something similar, since the foundation of the Council it has been unfavoured – and sometimes worse. This is not helped by how dangerous it is to use it in the Dark Umbra, where it draws the attention of spectres. Wise practitioners in the arts of Death ward themselves against the dead before they venture into that forsaken realm.

It is often commonly assumed that the Euthanatoi are the masters of Death. Nothing could be further from the truth. Indeed, this sphere is forbidden to most of their major factions, and viewed with extreme suspicion by the others. Perhaps the only people who learn this sphere more rarely than the Euthanatoi are agents of the Technocratic Union (because the kind of 'flexible' Technocrat who dabbles in certain not-permitted fields is much more likely to learn Spirit), who find this unabashed mysticism to be alien.

However, among the ranks of the Order of Hermes and Verbena alike it still possesses a fair number of practitioners. There is power in death, just as there is in life, and the Hermetics have never been ones to listen to people (especially the Euthanatoi) who tell them what to do. It can be found among Etherite Necronauts and Orphaned Ancestor cultists and while the mainstream Chorus frowns on it, there have always been undercurrents of its use among its ranks. Death may substitute for Matter in the spheres required to affect vampires and other such undead beings.

There are those among the Hollow Ones who are trying to make it 'their' sphere, and so solidify their claimed position as a Tradition. Hollow Ones who do study it too deeply tend to drift away from their old faction, however. It is one thing to talk about the briefness of life while drinking absinthe and wearing lots of black; it is another thing to live with the knowledge that this sphere brings.

To the surprise of absolutely nobody, masters of Death frequently gather less pleasant forms of Entropic resonance if they put their skills to certain ends. Those who abuse this sphere must wrestle with the looming spectre of Jhor – indeed, there are those among the Euthanatoi who assume that members of other Traditions who display that certain madness have been dabbling in this sphere. Certainly, practitioners tend to acquire a weighty air, and a certain solemnity which indicates their innate understanding of how fragile life is.


See Death

The mage may see immaterial ghosts in the real world, or see into the Dark Umbra to converse with the spectres of the long-departed. She may identify the presence of a possessing ghost or soul which does not belong there - though no other kind of spirit – and may try to identify it with whatever knowledge she possesses. Creatures of death, like ghosts and vampires, stand out to her senses when she chooses to look, because she is particularly attuned to morbid resonance and so can find creatures – and places – where it hangs heavy. Through this she can diagnose grievous injuries and dire sicknesses easily, and more minor ones with difficulty.

The future is always in flux, but the mage can predict roughly how long someone likely has to live – though the cause is much more difficult to establish. On those who are terminally ill or grievously injured, she may make more precise estimates and see the cause as well. For those who are already departed, she may see the last thing a person saw before they died - helpful if they were staring at the face of the person choking them, less so if they were shot in the head by a sniper from a kilometre away – and diagnose the cause of death (or destruction, in the case of an object).

The mage may examine the soul of another, searching it for damage or abnormalities, or note its lack (for example, in a HITMark). With extended study, she may even be able to determine its Essence, though this is much easier in an Awakened mage than a Sleeper, or the cloying stasis caused by addiction to vampiric vitae or other such conditions.

Correspondence with Death lets the mage find locations where creatures have died. Combining Time with Death might let a mage tell more precisely how someone is likely to die. With the aid of Forces, the mage might seek out weak spots with their shot or avoid those who are already injured.


● ● Touch Death

Firstly and most obviously, the mage may now touch - or strike against - immaterial ghosts, or reach into the Dark Umbra to retrieve an object. As with Spirit 2 she may ward an area against ghosts or ease their manifestation, though this only works against ghosts – other spirits may bypass such wards trivially.

The mage can encourage static patterns to rot and decay, hastening their natural ends if they are already damaged. They may not destroy an intact door, but one which is already rotten – well, that's another matter. This can also be used to cause minor inconvenience to dynamic patterns, though at this level of the sphere the caster cannot cause large scale changes - still, it is enough to snuff out a candleflame or cause a momentary feeling of unease in a human. More sinisterly, she may enchant an object to trap a soul unattached to a body within it - the so-called "soul jar" of folk tales. If the object is broken, the trapped soul may flee - and almost certainly will.

Her veils of death also allow her to conceal her own Resonance to the eyes of others, or conceal the cause of death on a corpse by making it appear as if some other method was responsible. Obviously it is much easier to conceal something like a subtle poison than 'cut in half by a HITMark'!

In conjunction with pattern spheres, the mage may learn to work soulsteel or make magic items which can affect the Dark Umbra. She may repair something to the state it was in before it was destroyed, or draw on the necrotic echo of an object and make it real. With great risk and great skill with Forces, she may even affect the Maelstroms of the Dark Umbra, though such actions will draw the malevolent attention of spectres.


● ● ● Welcome Death

At considerable personal risk, a skilled mage may step through the Gauntlet into the entropic realm of the Dark Umbra. To do such a thing puts the life of the mage in great peril, but there have been no shortage of magicians willing to do it for the gains. Such mages are put at risk of the Avatar Storm even before they arrive, especially if they have a strong spiritual guide. Mighty rituals and weak places in the world are usually required for these workings. Human sacrifice – or at least nearby death – helps.

Even in the material world, the mage may temporarily shed solid form, becoming an unseen spectre who may pass through solid matter (and solid matter through them) as if it was mere mist. The mage's understanding of the processes of death allows them to use this level of the sphere on creatures of death as Life 3 may be used on living things. Ghosts are treated as Simple patterns from the perspective of this sphere. Ghosts may also be forced to flee the proximity of the mage, which is often used to cast them out of a restrained body they are possessing - a trick common to exorcists.

Much like practitioners of Entropy 3, the Disciple of Death may hasten the end of predictable patterns. Unlike Entropy, though, Death may only speed the destruction of predictable patterns at this level. It may not protect them against their inevitable end.

With the Pattern spheres, the mage can destroy predictable patterns and ensure that they leave ghost-reflections of themselves in the Dark Umbra – or with Life, ensure a human leaves a ghost regardless of their personal feelings. Prime lets the mage render ghosts down into quintessence.


● ● ● ● Embrace Death

At this level, the mage may make permanent gateways to the Dark Umbra – or at least as permanent as anything is to that blighted place. Wise mages do not leave such things unwarded, for spectres and ghosts alike will try to enter the world through such a rift.

The control of the adept of Death extends to allow them to summon and bind ghosts. By binding a ghost to a soul jar, various magical items akin to spirit-empowered fetishes may be made. More sinisterly, a ghost may be bound to a corpse – or other things saturated with deathly resonance, like a rotten tree or funeral ashes – to create revenants.

A mage can delay their own death from natural causes, though they will still grow infirm and (if taken to an extreme) rot, suffering the indignities of old age. She may 'heal' herself and others, though in truth this is merely moving sickness and injury around, and if she cannot find another target to move her bottled death to or a soul jar to trap it in, it will afflict her. At this level they may also do the same to protect predictable patterns. More malevolently, they can force living patterns to rot and decay, inflicting Bashing, Lethal or Aggravated health levels or removing Attribute dots. They may even blight a soul giving its host points of Entropic Resonance.

With this level of Death combined with other spheres, a mage can make profound changes to the nature of a ghost, puppet it entirely or even wear it as a skin and walk in the Dark Umbra passing for a native.


● ● ● ● ● Become Death

Few things are forbidden to a master of Death. Many of the grim tales of this sphere and its abuse are grounded in their actions. A master may destroy a ghost utterly, or slay a mortal in a way which means no ghost may possibly form. They can cast their victims through the Gauntlet into the Dark Umbra in a way which leads to their instant death. They may unmake quintessence, scattering it from a source or spoiling a node. Even more feared is their capacity to remove a Sleeping soul and trap it in a soul jar, or carry out the rite of gilgul and destroy a soul entirely.

With this level of mastery, the mage may tamper with the very substance of a ghost. They can flense the Shadow from a wraith and make it into a separate being, or cause it to come to the surface and control a ghost. Their influence also allows them to rouse the Beast of the Kindred, or the po soul of the strange kindred of the East. They may cut out passions and rewrite the nature of their death.

With control of death comes immortality. Mages can steal the lifespan of others, remaining young while passing their mortality on to others. Some say that these mages can even defeat death itself and provide something akin to true life to a ghost if they bind them into a host. Certainly they can force a ghost to displace the mind and soul of their victim, who becomes a ghost in their own right.

Masters can excise curses from their own souls and lay blights of Entropic Resonance which follow the person even past the point of reincarnation. Hubristic masters of death who have studied the nature of time can even destroy periods of the past so they never happened – though such actions reap a frightful toll in Paradox. After the Avatar Storm, there are no masters of Death remaining on Earth, and this may well be for the best.
 
That...sounds very, very powerful. I don't really have the background in oWoD Mage to judge whether that's par for the course for all of the Spheres. I'm assuming it is, and saying it does seem very interesting, at least.
 
I like nMage a lot, but I shamefully admit I runt into a problem in regards to What Do I Do For My Campaign? My GM sense doesn't really work well on the whole Personal, Localized Game Session that modern fantasy games like Mage does.
In my experience, you can usually do pretty well if you just figure out the politics and factionalism of the area first. Make sure there's lots of disagreements, secret agendas, and people with personal goals that run counter to their factions. Garnish with a few secrets, cross-factional friendships, and tragedies. Make them human with all the nitty gritty pettiness and selfishness and casual acts of kindness. But make them a little larger than life with soaring ambitions* and the willpower to actively try to achieve them instead of coasting.

Now sit back and realize think about the fact that these bastards have cosmic powers and little to nothing to hold them in check save for the need for secrecy. And they have reason to look down on normal people as being poor unenlightened savages.

*after all a mage knows that they have to potential to rise quite high indeed.

edit: more than other splats, mages are fundamentally human.
 
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The V20 Lore of the Clans Kickstarter has gone live!

Interestingly along side the normal stretch goals we've seen in previous KS they have something new as well, Achievements. To quote the KS:

With this Kickstarter we are adding a new way you can contribute to the project and have fun with Achievements. Below you'll find various kinds that require backers to perform certain acts, such as to take selfies and link to the pics, or to like our Onyx Path Facebook page.

Achievements do not impact the stretch goals nor do they effect the success or delivery of this Kickstarter; they are offered as a bonus way to have fun participating and are entirely optional.

The selfies will not be shared by us outside of the Deluxe V20 Lore of the Clans Kickstarter on any of our sites unless you give us permission. They are for this backer community.

We'll be counting the Achievements once a day, every day of this Kickstarter campaign. We will only be counting the links for selfies here on the Deluxe V20 Lore of the Clans KS general comments area (not on any Updates comments as those get too scattered to keep track of).

When a certain number of Achievements are met, you'll unlock one of the three extra rewards here at the top:

At 15 completed Achievements every backer will receive a pdf containing 13 V20 sample characters, one from each Clan, as well as various coterie groups for said characters. At 30, backers who pledged for the Deluxe book itself will also receive a 18"x24" poster. And at 50... a surprise.

Also the 99% complete manuscript is available for free on the KS as well. Haven't had a chance to go through it yet but when I have I will comment on it.
 
Okay, further analysis, now that I've got the time and focus to review a bit more thoroughly.

From this sphere comes knowledge of the doom which waits for all men, regardless of their power or wisdom and what comes next.
This reads ambiguously to me, and my initial reading is "regardless of (their power or wisdom and what comes next)". What comes next seems like it's kinda relevant given they do underworldy things, so on actual consideration it probably doesn't mean that.
This is not helped by how dangerous it is to use it in the Dark Umbra, where it draws the attention of spectres.
Delicious spectres, om nom nom.
Death may substitute for Matter in the spheres required to affect vampires and other such undead beings.
So from my understanding, this means you use Death/Life to turn vampires into lawnchairs under the 'standard-ish' model from Storyteller's Handbook (morphing vamps is Matter/Life, morphing wuffs is Spirit/Life)?

Sensory level, lets you see ghosts per Spirit 1, and a very ending/disease-focused subset of what Entropy 1 and Life 1 give, as well as a limited subset of Prime for picking up Resonance. Solid-ish, especially since it focuses so much on the sorts of things you'd want to sense as a necromancer. Being able to psychometry up the last thing someone saw is equivalent to a very very limited Time 2 or Mind 2, but given the limited nature and scale it seems appropriate.

It looks like it mostly gives information on par with using Spirit 1 to view animas, if with different focus, so no real balance concern here. Some concern over how soul-manipulation interacts with 'Avatars' versus ghostbits, but suspending that for when actual confusion comes up.
With extended study, she may even be able to determine its Essence, though this is much easier in an Awakened mage than a Sleeper, or the cloying stasis caused by addiction to vampiric vitae or other such conditions.
This sentence reads weirdly to me; when I first read it I thought "vitae addiction makes it harder to tell a Mage's Avatar Essence" was the primary meaning. Perhaps moving the Essence-related sidenote into parentheses or dashes?

Standard "like Spirit for Ghosts" parts. Retrieving an object from the Dark Umbra seems a bit off, since Spirit 3 is usually needed to slip things across the Gauntlet; it seems to be acting more like Correspondence+Matter here, which is kinda weird. Or is this more a parallel of "use conjunctional Spirit or Prime to make a thing from 'nowhere'"?

This seems to have an Entropy 3 effect (though since 'damage things' is something that Forces 2 can do it's not super out of place, since the things need to be damaged in the first place). Soul jars are an interesting and fairly unique schtick for Death, though clarification on what 'soul unattached to a body' constitutes may be sidebar-worthy. Just ghosts? Astral-projecting vampires? Astral-projecting mages? Upper/Middle Umbrood?

Stealth mode on sphere rank 2, fairly standard per Panopticon rules. Good to have explicit I suppose, especially for other places that might use it. Concealing cause of death is especially idiosyncratic, I like it.

● ● ● Welcome Death
Commented on this in the chat, but for the benefit of those here: this is essentially all "Spirit but for the Underworld" and the 'destruction' bit of Entropy 3's influence on Predictable Patterns. It seems natural that deaths weaken the Shroud. Becoming incorporeal is actually unusual, though I see parallels with shifting to the Penumbra and DSci 3's ability to make weapons bypass armor. Also, while exorcising a spirit is Spirit 4, this is vaguely like DSci's Gilguling Umbrood (yay apocryphal effects of standard-issue Void Engineer Devices!) in that it's appropriate enough for the nature of the variant Sphere to get a pass.
The mage's understanding of the processes of death allows them to use this level of the sphere on creatures of death as Life 3 may be used on living things. Ghosts are treated as Simple patterns from the perspective of this sphere.
So vampires can be harmed or healed by Death 3? In addition to the Matter replacement?

● ● ● ● Embrace Death
Spirit-for-ghosts-and-Underworld, check.

Very limited subset of Life and Entropy, check. Death seems to be a whole lot worse at the 'eternal youth' thing than Life is, which given Voormas is a decrepit dude most of the time seems about right (my new headcanon is he had Death and did something to the Sphere to mess it up).

Altering a living thing's permanent Resonance traits is normally Prime 5, but that's tucked away in a really obscure place (The Fallen Tower: Las Vegas) and as with previous 'deviations' this is both sufficiently thematic and sufficiently narrow that I'd give it a bye.

● ● ● ● ● Become Death
So, Master-level. There are very few things that aren't appropriate for Master-level, so I'm just going to look at what breadth you can cover with this.

It lets you unmake souls and send Avatars to their end. Or destroy them utterly, depending on one's paradigm. And stuff souls in things. All quite appropriate. This is... basically Spirit without all the "Deep Umbra adventures". Which is appropriate considering that instead of the Deep Umbra, the Underworld has the Labyrinth and Oblivion.

In exchange, it gives the ability to move remaining lifespan around and get the 'eternal youth' thing going, and returning ghosts to as much life as can be expected, at the cost of another life. Also some amount of curse manipulation, even past death and rebirth. And also to do really dumb things with the past.

---

Overall, it appears mostly solid balance-wise and thematically appropriate. A couple things that are at a level lower than what they would be with other Spheres, but given the 'multiple ways to get what you want done' thing oMage has going that's appropriate, otherwise it wouldn't necessarily be much of an alternate Sphere. A couple things ambiguously phrased from my perspective.

Also, this entire Sphere is incredibly creepy and makes me want to hide in a Progenitor lab. Congratulations.
 
I'm going to make the note that the Mage Translation Guide says that souls in bodies are generally invisible to anything but Mind/Spirit 5.

So Death 1 might have some minor issues.
 
Speaking of Progenitors, is it possible that Clones in Cwod don't have souls because the people that made them, materialistic "scientists", don't believe in souls?
 
Speaking of Progenitors, is it possible that Clones in Cwod don't have souls because the people that made them, materialistic "scientists", don't believe in souls?
If a soul is something that enables you to Awaken/Enlighten, some Progenitor clones definitely do have souls - and others definitely don't (generally those that are deliberately mentally limited).

This is fairly trivially explained by their perspective on Genius - if you have the needed neurological flexibility, you can potentially do Enightened Science. If you don't, you can't. So they make some clones that can have Genius, and some that can't, and Traditionalists who use their mystical hogwash spout off some nonsense about some of them having "souls" and some not.

(I note that supposedly animals have a different sort of soul according to some forms of Traditionalist propaganda, and that it's thus possible that under those perspectives 'crippled' clones just have 'animal souls')

If a soul is something else, then you're going to have to adequately explain what you mean by the term for us to have any reasonable dialogue.
 
(I note that supposedly animals have a different sort of soul according to some forms of Traditionalist propaganda, and that it's thus possible that under those perspectives 'crippled' clones just have 'animal souls')

Serafina: "Mmm hmm. And so if humans are so radically different from the rest of the animal kingdom, how do you explain apes precisely? At what point did the human soul become so magically special from the ape soul? What happens to an uplifted ape? At what point does the ape get a 'human' soul when we progressively add more human DNA to it? Of course, I'm humouring you here because humans are apes too, but I suppose I have to play at your level to try to get it into your head. Oh! Are you going to start claiming we invented apes to 'fake' evolution or deep history? Or maybe are apes degenerate members of an ethnicity you don't like much?"
 
Serafina: "Mmm hmm. And so if humans are so radically different from the rest of the animal kingdom, how do you explain apes precisely? At what point did the human soul become so magically special from the ape soul? What happens to an uplifted ape? At what point does the ape get a 'human' soul when we progressively add more human DNA to it? Of course, I'm humouring you here because humans are apes too, but I suppose I have to play at your level to try to get it into your head. Oh! Are you going to start claiming we invented apes to 'fake' evolution or deep history? Or maybe are apes degenerate members of an ethnicity you don't like much?"
  1. "Humans are the result of those higher beings with a penchant for beastiality."
  2. "Apes are a mockery of humans created by taking the holy human form and debasing it with traits from animals"
  3. "Apes are what happened to those in tune with the animal spirits when the Technocracy took over the consensus.
It's remarkably easy to come up with excuses when you start with a conclusion, or at least are trying to avoid a specific conclusion.
 
Serafina: "Mmm hmm. And so if humans are so radically different from the rest of the animal kingdom, how do you explain apes precisely? At what point did the human soul become so magically special from the ape soul? What happens to an uplifted ape? At what point does the ape get a 'human' soul when we progressively add more human DNA to it? Of course, I'm humouring you here because humans are apes too, but I suppose I have to play at your level to try to get it into your head. Oh! Are you going to start claiming we invented apes to 'fake' evolution or deep history? Or maybe are apes degenerate members of an ethnicity you don't like much?"
Rejoinder: "A Solar did it." :V

Edit: Wrong thread, never mind.
 
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Serafina: "Mmm hmm. And so if humans are so radically different from the rest of the animal kingdom, how do you explain apes precisely? At what point did the human soul become so magically special from the ape soul? What happens to an uplifted ape? At what point does the ape get a 'human' soul when we progressively add more human DNA to it? Of course, I'm humouring you here because humans are apes too, but I suppose I have to play at your level to try to get it into your head. Oh! Are you going to start claiming we invented apes to 'fake' evolution or deep history? Or maybe are apes degenerate members of an ethnicity you don't like much?"
*pulls off her mask*
I knew it was you all along, old man Peter Singer!
 
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V20 Lore of the Clans has been funded and its close to reaching the first stretch goal.

At $55,000 of contributions, once the Deluxe V20 Lore of the Clans KS is over, we're going to offer a KS V20 Lore of the Clans shirt on our RedBubble store for sale at the deepest discount they'll let us do it for a limited time after which we'll change the design- and we'll tell you folks about it first so you can order one if you want. We estimate that you'll be getting about a $10 discount.

A fairly typical first stretch goal, its the next one that is interesting.

At $70,000 of contributions, we will add an Antritribu Appendix to V20 Lore of the Clans that will add more information on the Assamite anti, Brujah anti, Serpents of the Light, City Gangrel, Country Gangrel, Lasombra anti, Malkavian anti, Nosferatu anti, Ravnos anti, Toreador anti, Tremere anti, Tzimisce anti, and Ventrue anti.

Tzimisce Antritribu? Well that's new. Then again, Anarchs Unbound did have modern Anarch Tzimisce. Perhaps they are those Antritribu.
 
How much are they going to change around the basic clans (the parent ones) and how much have they done so between 1st edition and 2nd?

I'm not sure what exactly you mean. If you're talking about VtR, the five Clans haven't changed much. The Clan weaknesses have been retooled alongside other parts of VtR, they're now Clan Banes alongside other, non-Clan banes a vampire can pick up over the course of their Requiem. Also all kinds of changes to vampires as a whole.

The Gentlemen Gamer recently did a lengthy review that touches on a lot of the new mechanics. He sums up the changes better than I could.

 
It's more along the lines of how much damage the sun will cause to them. Basically the higher the Humanity, the less damage you take while Blood Potency determines the length of time between hits. High Humanity, lower Blood Potency vampires can last the longest in the sun but it still causes them damage, it just takes longer to kill them.
 
It's more along the lines of how much damage the sun will cause to them. Basically the higher the Humanity, the less damage you take while Blood Potency determines the length of time between hits. High Humanity, lower Blood Potency vampires can last the longest in the sun but it still causes them damage, it just takes longer to kill them.

Ah, that makes sense. For my own thing I'll probably pick and choose bits of Vampire lore to use for my Quest since it's not primarily a Vampire setting, so no need to be 100 % consistent.
 
Okay, okay, I have to ask. Do Prometheans use email? It mentions that by correspondance they don't do the Wasteland and Disquiet stuff, so it'd seem like, for them, the invention of Email and texting (though not Skype, I could imagine that'd cause problems) would be a heaven-sent gift in terms of them being able to interact with mortals.

Or forums like this one, where none of their supernatural effects bleed over. How'd you handle something like that as a ST, or as someone doing worldbuilding?
 
Okay, okay, I have to ask. Do Prometheans use email? It mentions that by correspondance they don't do the Wasteland and Disquiet stuff, so it'd seem like, for them, the invention of Email and texting (though not Skype, I could imagine that'd cause problems) would be a heaven-sent gift in terms of them being able to interact with mortals.

Or forums like this one, where none of their supernatural effects bleed over. How'd you handle something like that as a ST, or as someone doing worldbuilding?

I'd almost say that their effects would bleed over on a forum like this one (otherwise the mass communication would be too convenient). As for how people would react to the bleed over?

I'd imagine them treating the Promethean like their every post was one of Dayton3's finest.
 
I'd almost say that their effects would bleed over on a forum like this one (otherwise the mass communication would be too convenient). As for how people would react to the bleed over?

I'd imagine them treating the Promethean like their every post was one of Dayton3's finest.

So the real trolls all this time...have been us?:o

Looking at the specific disquiets, I'm imagining the effect of the Galatean's disquiet would them being banned from the forum for sexual stuff, or for posting Child Porn...even when they didn't. After a long wave of people getting more and more vile on the forums, gross and 4chan like (the stereotypes, at least) in how sexually explicit, gross and nasty they are. Ending in them blaming it on the Galatean and exiling them for the good for the community.
 
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Well there are deffinetly posters here who seem like they don't know how humans or social norms work. :V
 
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