While we're talking about Mardukth, here's a charmset someone made for him.
Yeah, I know. It's one-half of the reason I'm doing HWHiT and not one of the others. But thanks!
While we're talking about Mardukth, here's a charmset someone made for him.
What does HWHiT stand for?Yeah, I know. It's one-half of the reason I'm doing HWHiT and not one of the others. But thanks!
He Who Holds in Thrall.
Considering that his main servants is abrevated as a middle eastern food demanding nicknames should not be something new to him.Although I just noticed that it sounds suspiciously like Half-Wit.
There was a Second Edition Lunar Charm that let them appear to be differently-cultured to different people.Are there any Charms that can make one item appear to be coloured differently for different people?
Eh, make each crafting project something different, if that helps - "knives" is just functional shorthand. If "a knife" is too trivial, make something that's big enough that your GM agrees it's a separate project - CNNT doesn't really care. Surely minor projects don't become literally unable to score their own benefits just because you're doing more of them.You only gain crafting experience when you fulfill a "basic objectives" with crafting.These include:
- Strengthening or creating an intimacy with your crafting project
- A clear in-game gain. Monetary gain is mentioned, but i doubt that any sane GM will count the profit from every single knife - it's more likely to be lumped together into a Resource-rating or maybe awarded once per story/session.
- Upholding/futhering one of your own Intimacies.
But you aren't interacting with the Craft system for actually producing your artifacts - that's why WST is relevant here. It appears to entirely sidestep the normal time/successes/billion supplemental success-granting Charms in favor of... half-a-dozen phase rolls, each only taking a few minutes.Also, finishing a Legendary project takes at least 10 years.
Artifacts require two years for Rating 5, one year for Rating 4, three months for Rating 3 and six weeks for Rating 2.
Thousand-Forge Hands can reduce those times, but you haven't planned for that charm so its an additional purchase.
Which is really dumb.I like that analysis, but the awkward element there is the fact that they still don't combo with native Charms very well, since the same Supplemental use restrictions as 2E appear to apply.
This also parallels Sword Art Online.I like that analysis, but the awkward element there is the fact that they still don't combo with native Charms very well, since the same Supplemental use restrictions as 2E appear to apply.
Survival. Supernal Occult is pretty unimpressive, and doesn't have anything related to getting spirits to be your familiar IIRC.If I want to make a Demon Summoning Twilight with a bunch of spirit familiars, is it better to Supernal Occult or Survival?
Survival. Supernal Occult is pretty unimpressive, and doesn't have anything related to getting spirits to be your familiar IIRC.
I read over it and Summon Element three times; there are no control benefits.Thanks. Are there any benefits for having Demon of the Frst Circle as your control spell?
Impossible to know. It depends on various factors.What ability (not supernal) do you thinks makes for a better combatant
As your sole combat ability? Melee, no question. No other ability covers both attack and defense as well. Martial Arts is probably also a fine choice, if you don't mind the 4-dot merit tax. Brawl is deadly, but its defensive options are much more limited than Melee. Archery and Thrown combatants really need Dodge or Athletics or something so they don't get shanked.What ability (not supernal) do you thinks makes for a better combatant, using 3 or so charms in it?
What about supernal, with 6 or 7 charms invested in it?