Well, B&S (Blood and Smoke, which is what made me actually really like, rather than just theoretically like, vampire) makes no mention of any larger cosmology, which I think is what I like going with more. At most, it lists 'possible origins of this particularly bloodline' and even those are multiple choice. I think it works better with the vampire themes than the oVamp curse of cain/etc stuff.
If you really wanna mess with your players you could throw a Beast at them. Have it happen in the hedge and note how it bends and warps in his presence like it does for the Gentry. Play up the fae similarities and you'll have the players pissing themselves until the reveal. It's 2e material but shouldn't be too hard to port back to 1e.
 
Yeah, I think something similar should have been done with Mage.
"Atlantis" as only one possibility out of dozens of shattered timelines that have been warped, scarred, and sometimes all but erased.
They're doing that in 2e. They directly state that 'Atlantis' is just what western mages call the pre-historical magical civilization, after Plato's Atlantis. The only real facts are that it was a magical civilization, that was erased from the timeline, before the formation of the Abyss.
This stuff always makes me sigh.
There's no actual change between 1e and 2e, as far as I understand, on the actual "facts" on Atlantis. It was always just one name among many, and the various ruins were always strange and not necessarily congruent with each other, with Atlantis being a lingua franca name, both for the game line and the in-universe characters.

The main change seems to be one of language and presentation, if I understood things correctly: they are just going to make it clearer that "Atlantis" is just one name among many, all describing different perspectives on the same thing.
And they did this because apparently the name Atlantis seems to rustle a lot of jimmies, something I never understood.
 
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They're doing that in 2e. They directly state that 'Atlantis' is just what western mages call the pre-historical magical civilization, after Plato's Atlantis. The only real facts are that it was a magical civilization, that was erased from the timeline, before the formation of the Abyss.

Yeah, uh... this was already well-established by Secrets of the Ruined Temple, and that was one of the early nMage books.

That's one of the reasons I tend to talk about the Awakened City rather than Atlantis (although more recently I've been referring to it as the Dragon Empire).
 
Yeah, I think something similar should have been done with Mage.
"Atlantis" as only one possibility out of dozens of shattered timelines that have been warped, scarred, and sometimes all but erased.

Uh...

They're doing that in 2e. They directly state that 'Atlantis' is just what western mages call the pre-historical magical civilization, after Plato's Atlantis. The only real facts are that it was a magical civilization, that was erased from the timeline, before the formation of the Abyss.

Yeah, but...

Yeah, uh... this was already well-established by Secrets of the Ruined Temple, and that was one of the early nMage books.

That's one of the reasons I tend to talk about the Awakened City rather than Atlantis (although more recently I've been referring to it as the Dragon Empire).

Yes, this. "Atlantis" has always just been the name for the Awakened City in the Time Before the Diamond use for convenience's sake, and the details of the Time Before have always varied depending on which of its Ruins you happen to be looking at. If it were a metaplot, it'd be like the way Horizon was destroyed and the Avatar Storm started in Ascension second edition's books, then took a lot of people who'd only read the corebooks by surprise next corebook on.

Except it's not a metaplot. It's always been true. As Earthscorpion points out, it's been explicit for something like ten years.
 
You nee a very high amount to kill them in the big form, but well change into a wolf while you still have something in your stomach that is toxic for a wolf and it gets /Fun/.

Or there's always the weird effects that drug mixes can have on Garu form, even when they're neither harmful to the wolf-like or human-like forms. Not least because the metabolism on that thing runs so hot that it hits you like a sledgehammer.
 
Or there's always the weird effects that drug mixes can have on Garu form, even when they're neither harmful to the wolf-like or human-like forms. Not least because the metabolism on that thing runs so hot that it hits you like a sledgehammer.
I was quite happy how one of the first edition books showcases in quite a bit of talk how a bit of pot to calm down had /interesting effects on the non human forms.
And of course both of them might be resistant to something that humans lack resistance to , like with birds and spices or cats and sweets.
 
And you don't get stopped first by the Syndicate for wasting vast, vast sums of primal energy in this manner when normal human beings can make a new human using one Consensual ritual and nine months casting time.
TIL the quiverfull movement is actually a chorister plot to alter the consensus by creating a lot of new sleepers who believe in their paradigm.
 
Fun things to do: In-universe explanations for mechanical limits.

Why do Changeling Contracts all have five clauses? Because gameplay balance. Why does 'Contract of Dreams' start with a clause that lets you navigate the Hedge? Because it felt thematic and not all of the Contracts are hyper 'on point.'

But, well, Rule Zero it, and suddenly you have in-universe debates on the potential significance of 'five clauses' and questions about the meaning of contracts as a whole.
 
Fun things to do: In-universe explanations for mechanical limits.

Why do Changeling Contracts all have five clauses? Because gameplay balance. Why does 'Contract of Dreams' start with a clause that lets you navigate the Hedge? Because it felt thematic and not all of the Contracts are hyper 'on point.'

But, well, Rule Zero it, and suddenly you have in-universe debates on the potential significance of 'five clauses' and questions about the meaning of contracts as a whole.
Worth note, from what I've heard five is approximately the average optimal 'choice count' for humans. That is, being presented with substantially more options at once causes us to either categorize or discard them down to about that many (if capable) or freak the fuck out. Being presented with fewer seems less complete.

The question then is, why would EVIL PSYCHIC ALIUMS care about such things? Is it coincidence... or conspiracy?
 
Fun things to do: In-universe explanations for mechanical limits.

Why do Changeling Contracts all have five clauses? Because gameplay balance. Why does 'Contract of Dreams' start with a clause that lets you navigate the Hedge? Because it felt thematic and not all of the Contracts are hyper 'on point.'

But, well, Rule Zero it, and suddenly you have in-universe debates on the potential significance of 'five clauses' and questions about the meaning of contracts as a whole.
Wait a second, Contracts aren't limited to five levels! There are ten levels, but you're limited to five unless your Wyrd is above five, in which case you're limited to your Wyrd, just like Attributes and Abilities. They just never wrote any contracts that go above five.
 
Wait a second, Contracts aren't limited to five levels! There are ten levels, but you're limited to five unless your Wyrd is above five, in which case you're limited to your Wyrd, just like Attributes and Abilities. They just never wrote any contracts that go above five.

Hmm, I dunno whether I'm going to go with that or not. The difficulty is that this would make me on the hoc for some super high-level stuff, and basically doing WW's work for them not only in most other fields (which I'm doing) but even for the basic contracts.

I'm also going to call for 'Citation Please' because Equinox Road, which is all about being a High Wyrd Changeling and forging your own contracts, still mentions five clauses.

I wouldn't say is a xp rich enviroment; Actually, xp gain is quite slow (In game time, nor IC time. The discounts help a lot, though.

Oh, speaking of, I kept on forgetting to say it. Wyrd 3 is currently discounted 100 XP.

...which means it's only 2300, IE more than you've ever had at one time. In an IC sense, you gain discounts for Wyrd by doing, well, Wyrd things. Epic paintings, achieving your goals, fighting stronger and stronger foes, rising in the ranks politically or otherwise, and the higher your Wyrd, the less some things count for.

Example, Asha has Wyrd [Redacted]. She got very little XP discount for killing those two Obfuscating vampires towards raising her Wyrd to [Also Redacted].

You also slowly gain discounts the longer you live, but it's not enough on its own to bank on, and also completely useless for you in-Quest since you've only managed to survive two weeks so far after 8 months of Questing. Probably something like 100 XP per year, or so. Which means a Changeling that hides in a ball doing nothing for sixteen years can have the priviledge of being Wyrd 2. :p. So I might reduce it, but still, just surviving slowly strengthens the Wyrd with the whole 'I'm not going back, I'm a survivor *starts singing* thing.'
 
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Hmm, I dunno whether I'm going to go with that or not. The difficulty is that this would make me on the hoc for some super high-level stuff, and basically doing WW's work for them not only in most other fields (which I'm doing) but even for the basic contracts.

I'm also going to call for 'Citation Please' because Equinox Road, which is all about being a High Wyrd Changeling and forging your own contracts, still mentions five clauses.
The table on Wyrd advancement. The column with Ability and Attribute maximums.
 
The table on Wyrd advancement. The column with Ability and Attribute maximums.

I'm going to ignore that for my Quest. And also because it's just schlubby writing to literally not even bother to give a single example contract line up to ten, so I have no idea how I'd even do it, or whether I'd even do it. I mean, I love Changeling to death, but as a WW product, I'm also used to ignoring parts of it that don't work.

I mean, I'm open for ideas/'hey, this could still work somehow', but the Five-clause Contracts actually worked really well and in some cases had a good balance and symmetry.
 
Wait a second, Contracts aren't limited to five levels! There are ten levels, but you're limited to five unless your Wyrd is above five, in which case you're limited to your Wyrd, just like Attributes and Abilities. They just never wrote any contracts that go above five.
This is highly doubtful. While there is indeed one entry in one table saying that "Attribute/Skill/Contracts" go above 5, this is belied by the text describing that table, which only mentions Abilities and Skills, and the fact that 6+ dot Contracts are never mentioned again in the entirety of the line. More likely this is an editing mistake; Changelings can get Attributes and Skills above 5, but not Contracts - Contract dots above 5 don't exist by default. Magic powers going above 5 only applies to some splats, like Mages and 1e Vampires.

If Contracts went above 5, there would be no valid reason for the True Fae not to have access to them, and then everyone would be right fucked.
 
This is highly doubtful. While there is indeed one entry in one table saying that "Attribute/Skill/Contracts" go above 5, this is belied by the text describing that table, which only mentions Abilities and Skills, and the fact that 6+ dot Contracts are never mentioned again in the entirety of the line. More likely this is an editing mistake; Changelings can get Attributes and Skills above 5, but not Contracts - Contract dots above 5 don't exist by default. Magic powers going above 5 only applies to some splats, like Mages and 1e Vampires.

If Contracts went above 5, there would be no valid reason for the True Fae not to have access to them, and then everyone would be right fucked.

Plus, with Mages, isn't Archmastery supposed to be 'once in a blue moon' rare?

I do admit I also like the fact that 2e vampires are limited to five dots. Mostly because they've already been made stronger than 1e Vamps, so why not stop Elder Vampires from literally stomping over everyone with Vigor 7 or some shit.
 
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