notanautomaton
I've got 99 quests, I've finished one
It's just time traveler tense trouble. You know what I meant.Can something really be described as being "before" something else if the change is retroactive?
It's just time traveler tense trouble. You know what I meant.Can something really be described as being "before" something else if the change is retroactive?
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.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.
Easily, you mean. If you can't kill anyone with chocolate you're not trying hard enough.
*hands over a copy of Tenses: A Chrononaut's Guide*
Presumably the same way one kills a dog with chocolate: methylxanthine alkaloids are toxic to genus Canis.Ok, I'm curious. How exactly do you kill a nWerewolf with chocolate?
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.
This stuff always makes me sigh.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.
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, 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.
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).
You need 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/.Ok, I'm curious. How exactly do you kill a nWerewolf with chocolate?
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/.
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.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.
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.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.
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.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.
The really interesting thing about the thread @Roadie linked is that there seems to be quite a bit of salt between Holden and the nWoD 2e guys.
Given that the latter have dropped scaling XP costs and people seem happy about that.
I'd say it works okay in your quest because it's a relatively xp rich environment, with discounts for training instead of just spending the xp.Yup, the only reason I still use scaling XP for my C:TL Quest is because I'm too far in to just rework everything easily...
I'd say it works okay in your quest because it's a relatively xp rich environment, with discounts for training instead of just spending the xp.
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.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.
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.
The table on Wyrd advancement. The column with Ability and Attribute maximums.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.
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.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.
Magic powers going above 5 only applies to some splats, like Mages and 1e Vampires.
Yeah, we already have "Lesser Templates" so why don't we just call guys with a PowerStat at 6+ "Greater Templates" and the normal guys just "Templates"?Technically mages can't raise Arcana above 5 dots, because mages who do that become Archmages, and Archmage is mechanically a different major template so they cease to be mages.![]()