So what do i do about this New Girl situation?
Test her with a one shot or short limited three session chronicle.
Let's you determine how she'll mesh in current group without committing her to actual campaign.
Also helps get a sense of a newcomer's roleplaying skill before diving into deeper waters.
 
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Potions require preparation and are shitty. In Revised, using them to heal is impossible by RAW and in 1e you require level 5 Alchemy to heal one health level every other turn. Pass.
I am looking at Herbalism in the original Sorcerer and finding lack of defined effects rather vexing.
Exact effects are best left to stories than to systems? :mad: :mad: :mad: :mad:
Who in the heck believed it would be a good idea?
Grace Potions are still nifty and it's a good idea to always keep a few on hand.
 
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I am looking at Herbalism in the original Sorcerer and finding lack of defined effects rather vexing.
Exact effects are best left to stories than to systems? :mad: :mad: :mad: :mad:
Who in the heck believed it would be a good idea?
Grace Potions are still nifty and it's a good idea to always keep a few on hand.

You see my issue now?

Sorcery is a lovely idea, and I would love to have more on it (heck you could replace literally all of M20 with fucking sorcerers and it would still be a better book about Mages), but this doesn't change the fact that sorcery has been consistently treated like shit or given useless "rules" that could barely call themselves rules if the Most High himself came down to declare them as the pinnacle of mechanical acumen.

But yes, some Paths are certainly worse than others (Enchanting and Herbalism, I'm looking at you. :anger:)
 
Sorcery is a lovely idea, and I would love to have more on it (heck you could replace literally all of M20 with fucking sorcerers and it would still be a better book about Mages), but this doesn't change the fact that sorcery has been consistently treated like shit or given useless "rules" that could barely call themselves rules if the Most High himself came down to declare them as the pinnacle of mechanical acumen.
Hunters Hunted 2 actually has concise rules for Sorcery that are generally not mechanically sucking?
Kind of sad it ended up being most playable book for Sorcerers?
(Inquisition also might actually works near as intended)

But yes, some Paths are certainly worse than others (Enchanting and Herbalism, I'm looking at you. :anger:)
Challenge Accepted!
You're tempting me towards making an Enchanter Quest :p
Enchanting in Sorcerer Classic is actually darn useful.
Lots of +2 Amulets for Attributes & Abilities?
Abilities (oWoD)
Stack of Amulets for Secondaries can make you expert in lots of esoteric stuff?
Better still if they all have synergy together. . .
. . . like wearing your Kindred Lore/Clan Knowledge/Camarilla Lore/Anarch Lore/Sabbat Lore Amulets at once if researching vampires!
For extra fun go read my background candles on page 441 :rofl:
 
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ganonso's WtA Setting Hack
Could I have comments on this WTA setting hack? Thanks by advance.


Some time ago. Perhaps at the dawn of the Industrial Age perhaps scant decades ago, the Wyrm was wounded in its very essence.

Four Packs, heroes and legends all of them embarked on a mighty quest: To slay the Elemental Wyrm and thus pave the way to the destruction or redemption of Gaïa's balance. Long were these quests, paved with corruption and bloodshed. The packs were forced to replace their membership several times along the way until they were only legacies, four groups of werewolves determined to slay the Four Lords.

The First Pack called Desirable Dominion decided to war against smoke-crowned Choke whose touch deludes and beffudles those whose lungs and skins are not gnawed by the acrid Smog. Persuaded the airy parts of the Wyrm could clear the skies of the material world of their filth, or at least not despoil them more, the pack spoke to many lords and ladies of air, reminding them of their obligation to Gaïa. By guile, force, cajoling and threatening they assembled a mighty host of the mightiest air spirits that ever were. This same guile and quickness of thought enabled them to bring their forces to Choke's domain and engage in battle. The Lord of Smog was torn apart by his many foes, his essence dispersed to the sixty-four directions and thus, no Maeljin took his place.


The Second Pack called Best Righteousness decided to war against balefire-cloaked Kerne whose touch brings no renewal only lingering death and pure destruction. Persuaded that the fiery parts of the Wyrm could be returned to their role as purifiers, they consulted many oracles to know their course. They learned no force in the world of spirits could destroy Lord Kerne, yet despite all warnings and the cries of their kin, they travelled to his castle of radioactive flame. There they fought him ten days and ten nights before encasing him in chains of lead. While the rogue spirit boasted no matter could resist his touch, the pack opened a gateway to the World of the Dead where all flame is stilled. Thus, the fury of Balefire was calmed and no Maeljin rose to this station.

The Third Pack called Wholeness decided to war against fertile Yul whose womb endlessly spawn the abominations of the Wyrm and whose touch fouls the clearest water in poisonous liquid. Persuaded that the watery part of the Wyrm would once again give life and wash away corruption rather than foul and corrupt, the pack wandered far in search of a means to poison the poisoner. What they used in their mixture is unknown but tales are told of their travels through the worlds to harvest the purest ingredients until they submitted their creation to the madness of the Flux Realm. Whatever they put in the silver cup they brought to Malfeas, this was life in its rawest form. Lady Yul drank this potion and knew what she once forgot, love, emotions, purity and thus the toxins of Waasha were cleansed and no Maeljin held power over them.

The Fourth Pack called Holy Devotion decided to war against sterile Lord Collum who gives no life and makes the earth bear no plants but creates more and more of itself until the universe is Sludge. Persuaded that the earthen parts of the Wyrm could heal what they once destroyed and bare life where they supported none, the pack wandered in search of secrets seeds to plant in the most desolate grounds. One they found on Earth, the second they took in Pangea, the third they created by magic and science wielded together, the fourth was brought by human will and the fifth took roots in one of their members. And all these plants they managed to fix to the Maeljin himself, looking as the sewage creature became the most powerful plant elemental to ever walk. No Maeljin claimed the throne of Sludge after that.

And at the moment they did all this (because like in all legends they killed their Maeljin at the same time), the corrupt elements of the Wyrm became pure again. They became purifiers again, lost in a land of corruption. Uncountable billions of Wyrm creatures, Banes and twisted living things died in this instant, consumed in blind and howling agony as the elements ravaged all that was physical in Malfeas. In the material plane, sorcerers and Black Spiral Dancers were consumed by the very powers they tried to summon. In the end Malfeas still stood, for Lies, Desire, Paranoïa and Despair are not so easily defeated. However it was a land of nightmare for all corrupt being, walled off by angry elements now beyond corruption.

But, the Garou Nation has far from won. While environmental pollution is no longer a top priority for the servants of Corruption, they remain in the world twisting minds rather than twisting bodies. If sludge, oil or smog were not enemies to be clawed on, what can be said of Hatred, of racism, of depression or madness? The Garou have less physical enemies to fight but the Wyrm is more cunning than ever and its servants subtler.

Also what the Garou knows not, what perhaps not even the servants of the Dragon know not, it's that the madness of the Destroyer has receded. He still seeks to escape his prison by destroying the world but no longer his heads work at cross-purpose. He has a goal now, clear and unclouded sight, peerless passion and understanding of all emotions.

It will be free.
..................................................

So good news everyone no more Pentex or Pollution cultists
Bad news everyone, werewolves are still not built to fight foes seeking to turn humanity against them.
 
But, the Garou Nation has far from won. While environmental pollution is no longer a top priority for the servants of Corruption, they remain in the world twisting minds rather than twisting bodies. If sludge, oil or smog were not enemies to be clawed on, what can be said of Hatred, of racism, of depression or madness? The Garou have less physical enemies to fight but the Wyrm is more cunning than ever and its servants subtler.

Bad news everyone, werewolves are still not built to fight foes seeking to turn humanity against them.
Garou are faced with arguably more insidious opposition?
You didn't overstate how ill equipped they are to battle this.
How in the heck is a werewolf going to battle depression or hatred?
Shift in the spiritual paradigm is delightful.
 
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You know, I wonder how hard it would be to make Psycho: The Nauting?

I mean, the idea being a splat that focuses entirely on mind/dream exploration, rather than it being one set of Mage powers and a small subset of Changeling things.
 
Garou are faced with arguably more insidious opposition?
You didn't overstate how ill equipped they are to battle this.
How in the heck is a werewolf going to battle depression or hatred?
Shift in the spiritual paradigm is delightful.

In this paradigm basically that was the job of the Apis or possibly the Gurahl.

And the Garou killed them all or nearly all. Oops:D

Seriously I'm always surprised on how easy it would be to unfuck a bit of WTA setting problems by going "No Wars of Rage"
 
So how do you have Garou deal with it now?
Ore additional question - who will the four new packs be replacing?

1 There are many camps in the nations on how to approach it:

One is preemptively killing Banes and think all Garou should abandon the physical world for the Umbra where they could concentrate on trying to kill the others Maeljins

Another think it's time to return to the good old days of the Impergium and actually dominate human society. As some of their members are Glass Walkers they would not be adverse to use Weaver-tech to accomplish this. They resaon a society led by Garou would be less subject to hatred and bigotry than purely mortal ones.

Another bloc, mostly Children of Gaïa, try to eradicate the causes of despair and hatred, they replace religious authorities, form cults dedicated to Gaïan ideals, try to use the now pure elementals as angelic figures and so on. They are currenlty trying to subvert major religions and even resurect the lost Breeds.

And so on.

2 I don't understand the question. The Four Legendary Packs of this universe were heroes who defeated the Elemental Wyrms. They have no successors.
 
I don't understand the question. The Four Legendary Packs of this universe were heroes who defeated the Elemental Wyrms. They have no successors.
Exactly what I needed to know. Thank you.
Just wondering if any of them survived in you take.
In retrospect a sill question.
 
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In this paradigm basically that was the job of the Apis or possibly the Gurahl.

And the Garou killed them all or nearly all. Oops:D

Seriously I'm always surprised on how easy it would be to unfuck a bit of WTA setting problems by going "No Wars of Rage"

I have it set in my tweaked setting for my pulpy Werewolf game that the War of Rage happened differently. End results were; Fera aren't as antagonistic or wary of Garou, and the Garou have fucked up A LOT LESS. Here are my Garou Nation fluff changes.

  • Black Furies are about the same, although towards the Modern Nights they've been trying to buck 3rd Wave Feminism from the tribe due to the skewed priorities. You can't fight the Wyrm by comparing it to Hitler and being a Slacktivist after all.
  • Bone Gnawers are still Bro-Tier Tribe alongside the Children of Gaia and have been succeeding in keeping the Nation together. They've even been a good influence on the more stick in the mud Garou Tribes as well.
  • Fianna are still party animals, and amazing warriors. Though a lot more varied in temperament and expression. No longer are they all Scottireland regardless of origin, but they do always remember their roots. They have learned to reign it in a smidge and are less prone to pumping out Metis.
  • The Get of Fenris are about the same although have became more and more Meritocratic as the centuries passed.
  • The Garou Nation trusts the Glass Walkers a great deal now, and have had a lot less missteps in how they fight the Wyrm. They will NEVER fall to the Weaver, no matter how hard she tries.
  • Red Talons so far have refused to change for the most part, a few times throughout history theres been a camp thats attempted to, but so far they've been stamped out by the All-Lupus tribe. Somethings gotta give, the Nation will not tolerate their bullshit forever.
  • The Shadow Lords are the same, though a lot friendlier.
  • While the Silent Striders were still forbidden from their homeland by Set, the Fera and the Nation haven't shut the Striders out. Whenever a Silent Strider needs a place to rest their head, their allies will always be there to roll out the futons.
  • The Silver Fangs have done a lot of reform throughout the years, a lot less inbreeding for one. Despite all the wrong they've still done, they WILL make amends and set things right.
  • The Stargazers are still the same, though much more proud to be a part of the Garou Nation.
  • White Howlers are still around, but in fewer numbers than all other Garou tribes. They don't often team up with anybody, they say they will not rest until every last Black Spiral Dancer is dead, and their souls can rest.
  • Croatoans are still around, in fact their interactions with European settlers has paved the way for better relations with the native tribes of North America, but not as much as most would hope.
  • Bunyip still wiped out, but not intentionally. The Garou who went to Australia and New Zealand were tricked into wiping them out by the Ananasi. Australia and New Zealand's spirits are inherently hostile to ALL Garou regardless.
Here's how I changed the Fera.
  • Ajaba were slowly becoming obsolescent as quality of live rose within human society. Feeling threatened by this, they've been slowly falling to the Wyrm over the years as they have been attempting to do their job even faster.
  • The Ananasi are still the same stoic assholes who think they know better than everyone and manipulate them for their own ends.
  • The Bastet and The Garou are now friendly Rivals rather than almost sworn enemies. As opposed to hating the fact their Gaia given role was "i dunno, help your older shapshifting brethren" they pretty much have made their Support role awesome. Whenever a Fera is in a jam, the Bastet will be there to back em up. Except the Ajaba. Those guys tried to wipe out the Bastet on more than One Occaison.
  • The Corax are on better terms with the Garou, making their scout/messenger duties much easier.
  • The Gurahls numbers have waned as more and more Bear species become endangered, but as the Garou try to mend the bonds they almost broke over the eons, The Gurahl have always bounced back. While they often do their own thing and don't really interact with the other Changing Breeds often, they will not hesitate to help out those Fera and Garou who seek their help.
  • The Kitsune are the same as in canon, though have spread beyond East Asia and into the United States starting from the mid 1800's into the Modern Nights
  • Mokole are about the same. Though the different events of the War of Rage give the elder Mokole a much higher opinion of the other Changing Breeds.
  • Nagah still faked their extinction and function the same way in fluff, but the Mokole and Nuwisha know they're still around. Weather the Nagah know that they know is a mystery.
  • The Nuwisha are the same and still confuse the hell out of everyone they try to teach
  • Ratkin have split into two major camps; those that are basically the same as in canon and those that are basically Batman. The Basically Batman camp are vigilante doomsday preppers that are twitchy and nervous, but extremely loyal to those that aid them. So Skaven Vs Scrat i guess.
  • The Rokea don't see their land walking brethren as heretical abominations. They just think they're weird as hell. As surfing starts rising in popularity as a sport, a lot more of the land walking/dwelling Rokea start becoming surfing enthusiasts. This weirds out their permanently seabound brethren to no end.
  • The Apis died out a lot later, as Aurochs became extinct due to Climate change and overhunting, so did the Apis. Their loss was mourned by all Changing Breeds, but their legacy lives on through their little siblings whom have taken their name at their Totem's request. The mighty Minotaur still walks the earth to this day.
  • The Camazotz are still around, and as the centuries passed their tribes have become as varied as the Garou and Bastet. They are bros for life with the Corax.
  • The Grondyr, while in small numbers, have survived the test of time and proven their skills in purifying the earth. Nowadays they're roaming clean-up crews for the Garou and other Changing breeds. Also great at parties.
Thats the big list of changes for the Changing Breeds and Garou for my pulpyerse Werewolf game. What do you guys think?
 
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I have it set in my tweaked setting for my pulpy Werewolf game that the War of Rage happened differently. End results were; Fera aren't as antagonistic or wary of Garou, and the Garou have fucked up A LOT LESS. Here are my Garou Nation fluff changes.

Thats the big list of changes for the Changing Breeds and Garou for my pulpyerse Werewolf game. What do you guys think?

  • Black Furies in canon are not Third Wave feminists at all. They embrace gender roles after all, even if they consider female roles worthier.
  • YMMV on the Ajaba being obsolescent. Like the Ratkin I love the idea Gaïa is pretty amoral when considered with modern eyes

The rest is fine by me.
 
  • Black Furies in canon are not Third Wave feminists at all. They embrace gender roles after all, even if they consider female roles worthier.
  • YMMV on the Ajaba being obsolescent. Like the Ratkin I love the idea Gaïa is pretty amoral when considered with modern eyes
The rest is fine by me.

I horribly misread w20 on the Furies then. Woops!

Also i didnt really like the Ajaba or their role when i read about them which is why i gave them bum hand. I dunno. the just dnt clicm with me.
 
  • Black Furies in canon are not Third Wave feminists at all. They embrace gender roles after all, even if they consider female roles worthier.
  • YMMV on the Ajaba being obsolescent. Like the Ratkin I love the idea Gaïa is pretty amoral when considered with modern eyes

The rest is fine by me.
I horribly misread w20 on the Furies then. Woops!
Black Furies had a bit of problem with Third Wave feminists back in early installment weirdness.
Those ladies were marginalized soon followed by total irrelevance.
Without blaming retroactive continuity maybe such people lost influence followed by lack of successful recruitment?
Perhaps within a single generation entire faction could theoretically fade out in such a way.
 
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