nWoD/Changeling the Lost question: are Devourers (Autumn Nightmares p. 107) capped at Wyrd 10(because as it stands, Devourer can eat 3-9 changelings and reach Wyrd 10 and then what?) If not, how would you count Wyrd ratings +10??
Well considering what happens to people with a Wyrd of 10 , it would be quite unpleasantly for them as they start to adjust to that.
 
Not necessarily. Reaching Wyrd 10 doesn't have to do anything to a character.

Well, it makes it far, far easier to fail a clarity roll, and narratively and mechanically it makes you light up like a beacon in the hedge and draws threats to you. Of course, you're also stronger so you can possibly handle it, but you're at least definitely operating under a lot of threats to make it difficult to cope with being you.

Well, even more than at the start of being a Changeling.

It doesn't *have* to do anything to a character in the same sense that NOTHING has to do anything to a character, since there can be exceptions, but it'd be a rather shirty ST who didn't mark such a rise in power with all sorts of complications.
 
It doesn't *have* to do anything to a character in the same sense that NOTHING has to do anything to a character, since there can be exceptions, but it'd be a rather shirty ST who didn't mark such a rise in power with all sorts of complications.
True, I'm just giving a nod to the point that Wyrd 10 doesn't have to result in a character becoming one of the True Fae, or even stepping onto that path, unless the player and the Storyteller agree to go that route. In my experience, it's something people often forget.
Doesn't having wyrd 10 mean you're a few bad clarity rolls from becoming one of the true fae?
Case in point.
 
True, I'm just giving a nod to the point that Wyrd 10 doesn't have to result in a character becoming one of the True Fae, or even stepping onto that path, unless the player and the Storyteller agree to go that route. In my experience, it's something people often forget.
Case in point.
Aye I mostly remembered that you , in one of the booka, then had a clarity rolls at regular short interval's leading to you becoming a fae if you fail, and losing Wyrd if you succeed.
 
Aye I mostly remembered that you , in one of the booka, then had a clarity rolls at regular short interval's leading to you becoming a fae if you fail, and losing Wyrd if you succeed.
By default, reaching Wyrd 10 just makes it hard to maintain Clarity as per the corebook and gives you a second Major Frailty.

Equinox Road however, provides rules for becoming one of the True Fae as a path that a Wyrd 10 character can unconsciously step onto at a dramatically appropriate moment, decided upon in discussion between the player and the Storyteller. At that point, yes, the character starts taking Clarity rolls at regular intervals and will either become one of the True Fae or turn away from that path and lose a dot of Wyrd.

There is, however, nothing stopping a player from simply declaring, "I'm not interested in telling that story with this character," and continuing to play a Wyrd 10 character who doesn't feel the call to shuck off their humanity and venture into Arcadia to be reborn as an inhuman prince of chaos. That's not Rule Zero in action or anything, that's written into the rules given in Equinox Road; they're an optional storytelling path that opens upon reaching Wyrd 10, not a mandatory consequence.
 
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Doesn't having wyrd 10 mean you're a few bad clarity rolls from becoming one of the true fae?
Well, it makes it far, far easier to fail a clarity roll, and narratively and mechanically it makes you light up like a beacon in the hedge and draws threats to you.

Fetch has morality track not clarity. They also don't become True Fae or attract attention of them, except for echo that call for attention of Gentry.

But back to question: It's really unclear to me, because for Fetch that goes full Devourer it is very easy to reach Wyrd 10. So, does fetch still add ability to hold more Glamour past that? If not, he pretty much lost main reason to go after changelings.
 
Fetch has morality track not clarity. They also don't become True Fae or attract attention of them, except for echo that call for attention of Gentry.

But back to question: It's really unclear to me, because for Fetch that goes full Devourer it is very easy to reach Wyrd 10. So, does fetch still add ability to hold more Glamour past that? If not, he pretty much lost main reason to go after changelings.

A Devourer that reaches Wyrd 10 should be, like, once in a blue moon anyways. Fetches aren't supposed to generally be high-level enemies anyways. I mean, they can be in the same way that a powerful mortal with the right protection can dick over a Changeling, but "But what happens when Fetches hit 10 Wyrd as Devourers" should be a one in a billion question, anyways.
 
Fetch has morality track not clarity. They also don't become True Fae or attract attention of them, except for echo that call for attention of Gentry.

But back to question: It's really unclear to me, because for Fetch that goes full Devourer it is very easy to reach Wyrd 10. So, does fetch still add ability to hold more Glamour past that? If not, he pretty much lost main reason to go after changelings.
Worth noting that while Fetches do get some nasty tricks as they progress Wyrd Changelings tend to have a good deal more somewhat weaker ones at equivalent Wyrd. Frankly by the time a Devourer has to be eating at most Wyrd 6 or 7 to gain power it likely will effectively stall. Especially since most Fetch abilities are focused on a single target and Changelings of that level tend to have a great deal of friends in addition to being able to pull out multiple high end Contracts, and that's before the anti-Fetch specialists come in. So yeah a high Wyrd Devourer might work as a sort of enemy in the shadows they frankly require a good deal of luck or planning to reach that phase.
 
A Devourer that reaches Wyrd 10 should be, like, once in a blue moon anyways. Fetches aren't supposed to generally be high-level enemies anyways. I mean, they can be in the same way that a powerful mortal with the right protection can dick over a Changeling, but "But what happens when Fetches hit 10 Wyrd as Devourers" should be a one in a billion question, anyways.

The problem is that Devourer is not obligated to hund and eat someone with higher Wyrd for advance. He can munch on 9 Wyrd 1 changelings fresh from Hedge and be Wyrd 10.
 
Yeah, see, there's part of the magic of dealing with White Wolf rules.

It's called "Wow, this bit is dumb/ill thought out. Imma gonna change it."

I recommend you use that magic.

My own houserule of that is that you can only gain Wyrd equal to that of the Changeling you eat. Or maybe a combination of that and a set limit. Like, 'you may only gain 2 Wyrd per Devouring' to keep someone from fluking into eating a Wyrd 10 Changeling who happened to be wounded/tapped out. Though, you could keep it at the simple 'gain Wyrd equal to eaten Changeling' thing, since a Devourer who is suddenly super powerful without having any skill at all could be an interesting challenge, in the 'Strong but incompetent' sense.
 
Hey, complete Newbie of the WoD here.

I need counsel: mostly thanks to the fact that it is free, i am currently reading and finding interesting the kickstart draft of Beast: The Primordial. It is good start for the absolute newbie of the WoD, or i should stop reading it immediately and dunk my head in holy water?

Also, can one make it fit with the Dresden files(even by using the "Let's take a trip in the Nevernever!" justifcation for a crossover), or an horde of angry fans of both series will appear from nowhere and tear me to pieces?
 
I need counsel: mostly thanks to the fact that it is free, i am currently reading and finding interesting the kickstart draft of Beast: The Primordial. It is good start for the absolute newbie of the WoD, or i should stop reading it immediately and dunk my head in holy water?
I invite you to read err... back to about 15 pages ago.

From what I've gathered, you don't want anything to do with Beast as it seems to be Asshole: the bastarding (and not in the fun way of Vampire or Mage).
 
Also, can one make it fit with the Dresden files(even by using the "Let's take a trip in the Nevernever!" justifcation for a crossover), or an horde of angry fans of both series will appear from nowhere and tear me to pieces?
Dresden Files and the nWoD live in similar enough houses that you can very easily pinch bits from one for the other, or retool large aspects of each setting to fit into the other. However, they're also well fleshed-out enough over the same kind of ground that you can't immediately assume they're in the same setting without suffering some conflict, and their tone is somewhat different.

That is to say, it's really easy to pinch one of the Dresdenverse varieties of vampire to serve as a monster in Hunter, or as one of the not-quite-Vampires featured in older VtR material, and you can repurpose a specific Dresdenverse vampire to act as an actual vampire character in nWoD, but the two settings' actual models of vampire are fairly distinct. Similar caveats apply to wizards, cosmic horrors, fairies and so on.
 
It is good start for the absolute newbie of the WoD, or i should stop reading it immediately and dunk my head in holy water?

Get thee to a nunnery. :mob:

Also, can one make it fit with the Dresden files(even by using the "Let's take a trip in the Nevernever!" justifcation for a crossover), or an horde of angry fans of both series will appear from nowhere and tear me to pieces?

Dresden Files has it so that magic being used to kill people is the remit of a powerful shadowy office, adjusting someone's thoughts is a inimical sin, and is significantly more on the Noir/Action-Adventure side of things with sexy vampire ladies/Fae/etc.

In WoD of less concern than killing someone with magic is if anyone saw you kill someone with magic, there's a Sphere called Mind that's based entirely around altering either your own thoughts or the thoughts of others, and there's, in nMage at least, a living alternate timeline called the Prince of 100,000 Leaves who wants to overwrite reality with it's own malevolent existence.

So it sits a little more towards the Horror side of things as people have said.

Which, all me being shitty aside >>, can be pretty difficult to reconcile. To the point that you're probably better off taking ideas and broad inspiration from one rather than a direct port tbh.
 
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The Dresden Files want your magic fireballs to be as cool as possible and even give you a variety of color-coded magic fire derived from angels and demons and faerie and shit to make it more rad; the WoD will have demon-bugs from beyond the world crawl into reality to eat your head off if you don't deliberately make your magic fireball as boring as possible.

Which of these is the more interesting take on magic fireballs is left as an exercise to the reader.
 
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I invite you to read err... back to about 15 pages ago.

From what I've gathered, you don't want anything to do with Beast as it seems to be Asshole: the bastarding (and not in the fun way of Vampire or Mage).
I am currently at page 22: i jumped forward just to make this question, but i was just searching the part about Beast, so thanks.

Dresden Files and the nWoD live in similar enough houses that you can very easily pinch bits from one for the other, or retool large aspects of each setting to fit into the other.
I was talking mostly about Beast and nothing else, but thanks anyway for the ideas/advices.

Get thee to a nunnery.
Noun
nunnery
‎(plural nunneries)
  1. (archaic) a place of residence for nuns; a convent
  2. (slang, obsolete) a brothel
Which one? For one i haven't the right equipment, for the other i am not that desperate.(Thanks for the other part of the post.)

Which is the more interesting take on magic fireballs is left as an exercise to the reader.
The one spit out from the supernatural beast that doesn't care about anything, maybe?(Unfortunately the beast was shanked in his sleep, because he didn't care enough.)

Also, for the help given, i proclaim all of you as Discordian Popes. No more No Hot Dog Buns for you!
 
That is to say, it's really easy to pinch one of the Dresdenverse varieties of vampire to serve as a monster in Hunter, or as one of the not-quite-Vampires featured in older VtR material, and you can repurpose a specific Dresdenverse vampire to act as an actual vampire character in nWoD, but the two settings' actual models of vampire are fairly distinct. Similar caveats apply to wizards, cosmic horrors, fairies and so on.
Actually there are three or four kinds of Vampires in the Dresden Files that we know nothing about(Jim Butcher mentioned them but refused to say anything beyond the fact that they exist).
 
The Dresden Files want your magic fireballs to be as cool as possible and even give you a variety of color-coded magic fire derived from angels and demons and faerie and shit to make it more rad; the WoD will have demon-bugs from beyond the world crawl into reality to eat your head off if you don't deliberately make your magic fireball as boring as possible.

Which of these is the more interesting take on magic fireballs is left as an exercise to the reader.
I would ask why on earth I'd ever use Forces to throw a fireball at someone when I could be using invisible microwaves, get much the same effect by tossing incendiary grenades into their bed from a mile away using Space, or use Matter to render their wardrobe absurdly flammable... but I suspect I'd be accused of missing the point.

You're essentially right, though. The World of Darkness uses wizards as a metaphor for investigators, spies, and other very literal seekers of truth, recast through a more philosophical lens with very practical and supernatural consequences. The Dresden Files uses wizards as a metaphor for... wizards.

Actually there are three or four kinds of Vampires in the Dresden Files that we know nothing about(Jim Butcher mentioned them but refused to say anything beyond the fact that they exist).
...and?
 
I would ask why on earth I'd ever use Forces to throw a fireball at someone when I could be using invisible microwaves, get much the same effect by tossing incendiary grenades into their bed from a mile away using Space, or use Matter to render their wardrobe absurdly flammable... but I suspect I'd be accused of missing the point.
No, you are exactly on point. Mage is a game that doesn't want you to, well, "be a wizard." For some people, having a gas main coincidentally explode, boiling people with invisible waves, and teleporting grenades into their bed is a cooler, more interesting (because you have to actually think out your approach to conflict) form of magic. But it's not for everyone, and even when it's for someone it's not strictly without drawbacks - I know at some point I would get frustrated by my inability to just hurl a fireball at someone without backlash, because the visuals of powers are important to one's enjoyments of the magic they wield and sometimes you feel like a fireball is viscerally cooler than clever Paradox workaround.

The fireball in this scenario can stand for any overt display of stereotypical fantasy magic.

It's not a flaw of the game, to be clear - it's what makes it really stand out, in fact. But it's also what makes crossover bothersome. (not that "crossover compatibility with other urban fantasy settings" should ever be a concern in game design)
 
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