Also nobody here will care but Build a Legend for Beast is pretty good for the 4€ it costs. It's basically design advice that can be useful for any gamelines and it has few pages on how to designs the Chambers of a given region which for me who is fond of Silent Hill/Persona kind of plots is also good.
 
Also nobody here will care but Build a Legend for Beast is pretty good for the 4€ it costs. It's basically design advice that can be useful for any gamelines and it has few pages on how to designs the Chambers of a given region which for me who is fond of Silent Hill/Persona kind of plots is also good.
...Wwwweellll... I still see Beast as an essentially unplayable villain splat, but one that works decently if you use it as such. Design advice for it could therefore be quite useful to people playing other games.
 
...Wwwweellll... I still see Beast as an essentially unplayable villain splat, but one that works decently if you use it as such. Design advice for it could therefore be quite useful to people playing other games.

It got three part Region, which contains basic but nice parts on designing a region occult history, Primordial Dream and Chronicles.

While very basic as the book is only 61 pages, the Primordial Dream part provides advice to design a "nightmare world" tailored to the region you're creating. As the Shadow would in my experience be too dangerous for mortal PC's to go, dreamscapes are good otherworlds to have.

Hell thinking of that, it's a perfect fit for Persona too. Treat big Shadows as Unfettered with Lairs, small oones as lesser goetias. It just runs into the problem I have no idea on how to model Persona users with the Chronicles of Darkness rules.
 
Hell thinking of that, it's a perfect fit for Persona too. Treat big Shadows as Unfettered with Lairs, small oones as lesser goetias. It just runs into the problem I have no idea on how to model Persona users with the Chronicles of Darkness rules.
Persona are basically controlled Shadows, so maybe some the users can manifest a Beast, though without the whole "must ruin everything". Make them stronger with friendship and social bonds rather than with fear, pain and suffering?
 
Persona are basically controlled Shadows, so maybe some the users can manifest a Beast, though without the whole "must ruin everything". Make them stronger with friendship and social bonds rather than with fear, pain and suffering?

Well, to be in line with the games all I would need to do would be to have 22 families of Shadow/Persona based on the Major Arcana. Shadows would have Hunger related to the Reversed Arcana while Persona would feed on positive emotion.

Less time consuming but blasphemous would be to have the splats based on the Minor Arcana which cuts them from 22 to 4.

By instance a Shadow of the Fool would incite heedlessness and madness while a Persona of the Foll would encourage broadening one's horizons or trusting others. But yeah I could see types of characters based on how you channel your Persona, either by being Claimed by one, or simply Summoning it into reality, with perhaps a third splat based on imbuing items.
 
Hmm, would a spell to strengthen an Amminion or offer protection against the Esctatic Winds be valid? I'm just imagining some Master or the like trying to shelter an apprentice for a journey to the far shore, but by the end, a Gnosis 2's shield just isn't going to protect all that well.

Actually, I'd have to do the math mechanically to see at what point it's actually possible to reach the far shore even once without some extra protective magic, because 'Once a turn' is pretty dire, honestly.

Anyways, got off track a little, admittedly. But is that within the realms of possibility?

Edit: Perhaps some sort of bubble-shield that doubles the strength of the armor against the Winds while doubling the penalty, like putting a toddler in those silly protective suits?
 
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*checks Kickstarter page*

... What in the shitting dickwiffle is "Deviant: the Renegades"?

The next Chronicles of Darkness game. People who have been transformed into supernatural entities through the actions of normal people (sometimes themselves), against the conspiracies that made and/or try to control them.

It's the Prototype game, sure, but it's also the Orphan Black game, the Invisible Man game, the Dr Jekyll game, and the David Cronenburg game.
 
Hmm, would a spell to strengthen an Amminion or offer protection against the Esctatic Winds be valid? I'm just imagining some Master or the like trying to shelter an apprentice for a journey to the far shore, but by the end, a Gnosis 2's shield just isn't going to protect all that well.

Actually, I'd have to do the math mechanically to see at what point it's actually possible to reach the far shore even once without some extra protective magic, because 'Once a turn' is pretty dire, honestly.

Bear in mind that while you're out that far, once a turn is actually once an action - everything takes subjective time, but actually compresses. Astral Realms talks about mages walking to outer planets in subjective real time, but because it's one thing it takes only a turn.
 
Bear in mind that while you're out that far, once a turn is actually once an action - everything takes subjective time, but actually compresses. Astral Realms talks about mages walking to outer planets in subjective real time, but because it's one thing it takes only a turn.

It's interesting, and it's something where I feel I sometimes grasp it, and sometimes not. So would walking to the shore, the one that's the Abyss, be a single action?

It's for a game where a mentor is taking a student out to see, 'The end of the world' or whatnot. So just wondering how well that'd work mechanically, anyways.
 
What are the best nMage spells for their impact on your ability to relate to Sleepers? I mean, in the Quest I run, Miriam has Two-Minds on Rote, and basically constantly pops it, which seems like something where, eventually, it'll be, "What? You don't have a second mind working out the meaning of details in a conversation/considering the book you read?"

Or at least a certain 'used to it' quality that she'll have to guard against if she doesn't want to become distant. Or not guard against if she doesn't realize it.
 
What are the best nMage spells for their impact on your ability to relate to Sleepers? I mean, in the Quest I run, Miriam has Two-Minds on Rote, and basically constantly pops it, which seems like something where, eventually, it'll be, "What? You don't have a second mind working out the meaning of details in a conversation/considering the book you read?"

Or at least a certain 'used to it' quality that she'll have to guard against if she doesn't want to become distant. Or not guard against if she doesn't realize it.
The 1-2 dot Acanthus spells. You constantly have minor bouts of good luck, and bad things rarely happen to you. 'What do you mean you had to stop at a red light/didn't find some spare change that covered whatever random expense/ect. Acanthus literally live a charmed life.
 
So...

@The Laurent?

Why do you like Mage: The Awakening more than Mage: The Ascension?

Just a question.

A long question, with a long answer. I mean, I have a lot of answers, but I'm going to start by saying I don't really like Consensual Reality, and the Technocracy (or the Traditions for that matter) don't interest me that much. That is to say, they can interest me, but that's mostly down to the skill of whoever is writing about them.

There's a longer answer, but perhaps I could just...hrm.
 
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