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2013-03-30, 09:27 PM (ISO 8601)
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Re: General WoD Discussion #2: Its time to Celebrate!
For the sake of discussion, is Fae Arcadia the same as Supernal Arcadia?
If they are the same place, a True Fae in their home realm is on par with the most powerful Archmages short of the Oracles/Exarchs themselves. Seriously hardcore.
If not, then they are only on the level of those weird Underworld Gods, the planetary Spirits and powerful Astral entities; outside of a normal Mage's power but an Archmage could turn them into beach-balls and kick them into the Abyss so long as no other Archmages object.Last edited by Water_Bear; 2013-03-30 at 10:03 PM. Reason: Bad punctuation.
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2013-03-30, 09:48 PM (ISO 8601)
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Re: General WoD Discussion #2: Its time to Celebrate!
RE:Reciprocal Explosions and Universes: What mage can do that? Nevermind, destroying the universe also kills the mage, considering what the universe is in NWoD.
RE:"Flip off the mage" power: The mage can keep trying, but that doesn't invalidate the value of the power. It's like saying armor is useless because I can keep attacking until I get through. Oh, and I just recalled what reflexive actions are in NWoD. It seems that tier 2 of that power can be used over and over again. I love mummies.
RE:True Fae and its realm: In order to eliminate a True Fae, the Archmage would need to alter Arcadia itself, which I doubt even they can do. That said, everything that an archmage can do is up to ST fiat, so this is kind of a pointless line of discussion. Unrelated, this is part why I hate mages.
RE:Sin-eater v. Changeling: I'm not sure what Contracts of Omen you're reading, but that does not match up with what I'm reading. They're powerful, sure, but not "absolutely and perfectly predict the future and then prepare accordingly for an indefinite amount of time into the future" powerful.
RE:Prommy v. Changeling: It doesn't have to have a chance in a fight, because I don't care about their ability to fight one another. I care about how versatile and effective in the world around them they will be at comparable levels of experience. How much they can do at 0, 10, 35, 50, and 100 XP, for instance, not necessarily how effective they will be in a fight to death. Combat is considered some measure of a factor, but it isn't the be-all, end-all for my rankings. It's really only a minor consideration overall.
RE:Differing tiers: We will have to agree to disagree, then. See my point immediately above. And while we're at it, a wizard in D&D can run circles around a cleric at anything you want. Both are Tier 1. Does the fact that a cleric isn't as powerful as a wizard mean that the cleric shouldn't be Tier 1? You may have convinced me that changelings should also be Tier 2, but not that sin-eaters should be moved down.
EDIT: Oh, and as for the question of Changeling Arcadia and Supernal Arcadia being the same or different, it's explicitly up to the ST. This is why I just marked both True Fae and Archmages as Tier 0: Functional Gods, and left it at that.
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2013-03-30, 11:32 PM (ISO 8601)
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Re: General WoD Discussion #2: Its time to Celebrate!
If we completely ignore direct power, both for fights and social rolls, a versatility list looks like this:
Mages > Changelings > Sin-Eaters > Werewolves > Vampires > Prometheans
Prometheans will never be versatile because >Disquiet
Vampires are powerful if you cheese it up, but most are trapped by their beast to basic levels of power because all the really old ones go crazy, and their amazingly good powers are hideously expensive.
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2013-03-30, 11:55 PM (ISO 8601)
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Re: General WoD Discussion #2: Its time to Celebrate!
Yes. However, you forget something about promies: THEY CANNOT INTERACT WITH ANYONE AT ALL EVER. NOT EVEN SLIGHTLY. This is the primary mechanic of Prommies. EVERYONE hates them. Also, they get a small number of limited but powerful powers and benefits, while changelings get tons of wyrd-based powers for free (pledges, obviously, but talecrafting and some of entitlements you can get) as well as cheap and powerful contracts. Changelings are crazy versatile. There's a reason they're #1 for social, and that reason is stronger-than-direct-possession pledge based social control over MASSIVE groups.
Changelings are better, yes, but you are not presenting Created at all fairly.NOW COMPLETE: Let's Play Starcraft II Trilogy:
Hell, It's About Time: Wings of Liberty
Does This Mutation Make Me Look Fat: Heart of the Swarm
My Life For Aiur? I Barely Know 'Er: Legacy of the Void
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2013-03-31, 01:13 AM (ISO 8601)
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Re: General WoD Discussion #2: Its time to Celebrate!
I'm not convinced of this. You have, at best, 1 arcanum at 3 dots, 1 at 2 dots, and 1 at 1 dot at starting, with gnosis 3. I don't think you can do large-scale hellhole that way.
I'm getting the sense that you're a mage fan. If it's really true that they can just keep throwing dakka at an opponent until something sticks, no matter how long it takes, in one turn, that's just more reason for me to hate them.
I'm not sure that actually makes sense, from a narrative perspective if nothing else, but I confess to not knowing much about archmages beyond "gnosis 10, arcanum 6, total BS in terms of capabilities and alleged role in the cosmic order of things." So I'll have to take your word for it. Yet another reason for me to hate mages.
Okay, no. The changeling learns the "nature of the event, roughly when it occurs, and the general nature of the events surrounding it." That's from the book. Furthermore, the future glimpsed is explicitly not immutable, so it is entirely possible that the changeling will learn that he will face death by fire sometime next week, and that it will be because he angered someone. That's what he learns. He doesn't learn that it will be Johnny Reaper, with the Pyre-Flame Boneyard, in his apartment, at midnight on the 2nd of April.
Omen 4 is certainly powerful, yes, but it can only be used once during a single scene, and the changeling acting differently changes the outcome of the future. So, let's say he gets ambushed by the sin-eater. He activates his contract, and instead of walking into the ambush, does something unexpected. Fine, the sin-eater can either adapt or abandon the plan, depnding on what the changeling is doing this time.
Seriously, what Glyphstone said. Prommies are hated eventually, yes, but that takes a while to build up to noticeable levels.
I will take your word for it, but we seem to talking TO in this debate rather than PO, so I assumed a TO comparison for D&D was valid. If we must restrict to PO, I will offer the druid, without Planar Shepherd cheese. Still Tier 1, noticeably weaker (at high levels, due to the nature of their respective spell lists) than the wizard.
Did they do that? I didn't notice it. I certainly hope not, I like the idea of them being separate more than I like the idea of them being the same.
I still disagree. Mages (hate) are on top, yes, and sin-eaters and changelings... eh, you may have a point. Werewolves are less versatile than vampires, due to not having any powers to aid them in social situations. Prommies... I confess, I took my breakdown from an old post in either this thread or its predecessor, which had changelings and prommies listed as being roughly equal overall.
So they focus more on Disciplines than Blood Potency. I'm not sure what you mean by "trapped by their beast to basic levels of power," however. Care to elaborate? Regardless, vampires don't need cheese to be versatile, they just need disciplines. Ghouls help, too.
Disquiet makes prommies unplayable in mixed groups, but it's because it's an inevitability, not an immediate issue. Besides, I'm not sure how Disquiet prevents versatility.
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2013-03-31, 01:32 AM (ISO 8601)
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Re: General WoD Discussion #2: Its time to Celebrate!
As someone whose played an Archmage, Archmages are super limited and you can't just do exploding forever and removing planes because 1. You have to acquire a super special thing to actually cast the spell and 2. Your fellow archmages have to LET you, and if they don't then they **** you over.
Edit: Also, no, you can't change Arcadia with Fate 6. You have to be rank 8 in an arcanum to mess around with a changeling template. At rank 10 you are basically all powerful but by then you probably ascend to the supernal.Last edited by WitchSlayer; 2013-03-31 at 01:34 AM.
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2013-03-31, 05:01 AM (ISO 8601)
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Re: General WoD Discussion #2: Its time to Celebrate!
What? No.
Getting to another realm, okay, let's pretend that's feasible for now (galaxy? Alternate universe? Separate time stream? Anti-"this thing I know nothing about" ward? How are you pulling that off). At basic you're sitting at -8 on all rolls, 1 mana each time, and hoping for the best. Assuming its not something silly like the shadow, we're others can find you; the underworld, here they can find you, twilight, here they can find you, or in a bunker down the road, where they can find you. Or astral, where they can find you.
You've got a limited resources you're blowing in surviving wherever you are and also trying to target a resisting, distant creature.
Tier 2 is only usable once per round, isn't it? This means that any mages who sets up multiple spells to go at once will just get through this, so it is once again useless.
And starting Char mages just blow up the world. The more I think about it, the more this is a starting matter-mage's answer to any given issue.
Yeah, but he's doing it with about a third of his tank gone. More if it was a surprise or he's not durable. That matters.
I would love to see him win initiative and pull that oath off though. I wanna, you both die, but that poor werewolf!
This isn't OWoD anymore. Werewolves are not nearly as good at combat as you seem to think.
It doesn't take much to beat them. The changeling could use Contract of Elements 5 to become something insubstantial, like smoke or flame. Good luck injuring that with your claws.
>inhale
>run to shadow
>exhale
Changeling reforms with huge chunks missing when contract ends.
Water? Same thing. Fire? Pee on them. Air? Summon tornado spirit. Sand? Pee on them again. Rock? Grind em up. Cuz uh, if you arbitrarily have level five interacts, I've got level five gifts and a splat that encourages the ST to make cool stuff up. So I'll just inhale you, let you hit my blood stream and purge you like a toxin. Bye bye.
Activate a couple of different contracts that allow me to escape, pacify him, make me better in combat, or countless other options? There's a contract that will let me jump him forward in time to a time when I'm not there anymore.
Or instead of pulling out the top level stuff for a friendly discussion about a system that doesn't really benefit from optimization, we could do what I was doing, and look at an out-the-gate plus 35 XP build. It's much more interesting because it's feasible, and otherwise it would just be a nebulous talk I shifting goalposts.
I'll admit though, I think combat misses the point Of the system, almost entirely. I have combat to werewolf because that all they are, a changeling doin the same thing would be looked at funny, but a werewolf combat brute is doin it rite.
Theoretically, anyway. RAW, no, it won't.
You know, here's something. I'll just drive a stake through the werewolf's heart. BAM, beaten by a changeling.
True Fae v. Archmage: That depends. Is the True Fae in its realm? Because there, it is literally God. Is the True Fae anywhere else? Because in that case, the archmage will win, sure. But again, I equated the two as being functional gods.Last edited by SiuiS; 2013-03-31 at 05:18 AM.
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2013-03-31, 05:07 AM (ISO 8601)
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Re: General WoD Discussion #2: Its time to Celebrate!
I'm getting the sense that you're a mage fan. If it's really true that they can just keep throwing dakka at an opponent until something sticks, no matter how long it takes, in one turn, that's just more reason for me to hate them.
Bear in mind though, this is a Fate 2, Time 3, Space 3 mage, so it's a bit outside starting characters(30xp for an Acanthus). The mage also needs whatever arcanum they want for the spell they are attempting to recast over and over. And on each attempt to rewind time he has a chance of failure, a cost in mana, and a building paradox pool. What could easily happen, from the Mummies perspective, would be:
"Ah ha ha! I laugh in the face of your ward Mister Mummy!"
*Mage suddenly looks like he has had the crap kicked out of him and is being attacked by an ethereal tentacle*
*Mummy archly raises Eyebrow*
Matter mages is reciprocal explosions, but most mages can turn the majority of the world into a hellhole at starting
I'm sure Matter is going to be some trick with creating anti-matter or fissionable material, but please explain to me how any of the other Arcanum can do anything of the "Hellhole world" sort at 3 dots.
I suppose the plan could be to hack into the US President's head and let loose the nuclear apocalypse? But doesn't really get to the heart of what the splat can do other than "Mess with mortals".Last edited by Selrahc; 2013-03-31 at 05:10 AM.
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2013-03-31, 07:25 AM (ISO 8601)
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Re: General WoD Discussion #2: Its time to Celebrate!
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2013-03-31, 09:11 AM (ISO 8601)
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Re: General WoD Discussion #2: Its time to Celebrate!
Fair enough. As Scottzar pointed out, Contracts of Omen 3 can give the Changeling some warning, and Omen 4 can let him react better to the surprise attacks. That said, those don't grant immunity to ambushes, and they won't save a lone changeling from a pack of werewolves. Werewolves do do combat well, just not as well as they used to.
Granted on the limb regrowth, but remember that that takes time. Werewolves can't regen aggravated damage, it has to heal normally, so any reflexive essence burn has to heal lethal damage. If the werewolf is taking aggravated damage (silver weapons? something else?), he's screwed. That being one of the big problems, honestly. No regenning aggravated damage, lethal heals at a rate of 1 point per 15 minutes without essence burn, gauru cuts off fighting styles and doesn't last long enough...
Actually,Originally Posted by Changeling: the Lost, p. 141
Unless I missed something, werewolves don't have native aggravated damage. Care to elaborate on this? As well as on the numbers and the guaranteed attack successes? The spirits and pack I understand, of course.
This is agreeable. 35-XP werewolf vs. equivalent changeling? Yeah, werewolf should win for combat, barring an explicitly combat-specced changeling and an explicitly non-combat-specced werewolf. Changeling can probably do more to function in and/or influence the world around him, though. Without relying on spirits, at least.
Granted. I just really wish gauru form was better. And/or that there were more fighting styles for Urshul and Urhan. And maybe that they healed quicker without needing to spend essence.
I'm guessing you meant to say "having your head cut off" somewhere in there? My point is more that impalement through the heart is actually a survivable injury, doubly so when you add in magical healing abilities (Life magic, goblin fruits, plasm, regeneration, etc.).
I still say that others can survive it, too. Mage with Life magic, sin-eater with plasm left over, changeling with a goblin fruit, mortal with immediate medical attention...
Well, the original, maybe. But from what I understand, it's all really nebulous and up to what the ST feels fits best for his game. The one thing I do know for certain is that Changelings who hit Wyrd 10 rapidly descend to Clarity 0 and then become more True Fae.
This made me laugh, I won't lie.
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2013-03-31, 09:37 AM (ISO 8601)
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Re: General WoD Discussion #2: Its time to Celebrate!
Personally, in terms of templates with a lot of unexpected power, I like the Purified from WoD; Immortals.
It's a minor template, gives really solid immortality and some really cool abilities if you have the xp for them. Definitely not T1, but I'd say better than a Werewolf.
Highlights:
- Can burn essence to regen wounds, including Aggrivated damge.
- After you kill them you have to find their (Warded) regeneration-closet, destroy it, kill them again, go into the Shadow to find their Spirit form, drain it's Essence, kill it, and then cross your fingers that they don't re-form anyway.
- Can buy Spirit / Ghost Numen, spend their own Essence to use them, and they roll Attribute+Skill for them.
- With a few dots in various powers, they can summon virtually any Spirit and Ghost and command them at virtually no cost. There is nothing which says this doesn't apply to Abyssal / Astral Spirits, or to Demons, or even Geists and Ghost Mages. Cheesey, but legit IMO.
- They can make Wards which block pretty much anything from coming into their space, and give them a reflexive ability to shut down magic which affects anything in their area. The die pool for that last one can get pretty big.
I've got a modified one of these guys as a villain in a game I've been setting up, and if you get enough splats to go diving in for Numen and summons they can do just about anything.Last edited by Water_Bear; 2013-03-31 at 09:55 AM.
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2013-03-31, 10:50 AM (ISO 8601)
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Re: General WoD Discussion #2: Its time to Celebrate!
Well, I didn't mean one v/ pack, exactly. Just that that a pack was worth more than a motley (freehold wins, though).
The key point I was working on was that if a changeling is combat focused, they hit the Every Problem Looks Like a Nail thing and stand a good chance of not functioning in society. Werewolf really doesn't have that problem unless you spec entirely for noncombat. The changeling will definitely be capable of actually, you know, doing anything else of value, for certain.
Granted on the limb regrowth, but remember that that takes time. Werewolves can't regen aggravated damage, it has to heal normally, so any reflexive essence burn has to heal lethal damage. If the werewolf is taking aggravated damage (silver weapons? something else?), he's screwed. That being one of the big problems, honestly. No regenning aggravated damage, lethal heals at a rate of 1 point per 15 minutes without essence burn, gauru cuts off fighting styles and doesn't last long enough...
There is also a gift, the single, most terribly poorly written thing I've ever seen, that downgrades damage in a way. I ... think it basically sets it up so if you're hit with agg damage, you take lethal instead, and if you're hit with lethal you take bashing instead, but dear goddess so poorly worded.
My initial reading was, on success, each ally gets to downgrade an existing point of damage. But it has no cost, ague dice roll, no decent explanation. Ugh.
Actually,
So yeah, if the changeling becomes rock, he can be broken, though he gets armor equal to half his Wyrd. If he becomes smoke, or a sentient breeze (an actual example, believe it or not), he's practically invincible for as long as the contract lasts.
Man I just read those too, how could I forget? I rolled up a smoke guy just recently.
Unless I missed something, werewolves don't have native aggravated damage. Care to elaborate on this? As well as on the numbers and the guaranteed attack successes? The spirits and pack I understand, of course.
*deep breath*
Hell of a run on sentence >_<
Even better though, a starting Mage can bring an area effect ~40 dice lethal attack to the table without magic. That's why I say I don't really care about combat spec – it's a system designed to work best at 2 or 3 dice, so 20-25 attack is only useful when the for has 18-23 defense/armor/terrain penalties.
This is agreeable. 35-XP werewolf vs. equivalent changeling? Yeah, werewolf should win for combat, barring an explicitly combat-specced changeling and an explicitly non-combat-specced werewolf. Changeling can probably do more to function in and/or influence the world around him, though. Without relying on spirits, at least.
Yeah, spirits are a wild card. No, just counting what goes on the sheet; pack totem, maybe, but mostly merits, skills, gifts.
A werewolf who fought through the allure of Luna and escaped out the other side I Shapdw would be a GREAT Changeling story, though XD
Granted. I just really wish gauru form was better. And/or that there were more fighting styles for Urshul and Urhan. And maybe that they healed quicker without needing to spend essence.
Fighting styles in general, though, are swingy, all over the place, and h4x. I think berserker and combat arts are more elegant systems. "Pick a skill these merits modify that skill in appropriate ways."
I'm guessing you meant to say "having your head cut off" somewhere in there? My point is more that impalement through the heart is actually a survivable injury, doubly so when you add in magical healing abilities (Life magic, goblin fruits, plasm, regeneration, etc.).
Yes, IRL implement is remarkably easy to survive. Oddly, since it's also remarkably lethal, but the human body is weird. But stabbed in the heart is usually short-hand for "dead", and I see no reason to tamper with that because reality.
Wow, cool!
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2013-03-31, 11:51 AM (ISO 8601)
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Re: General WoD Discussion #2: Its time to Celebrate!
Agreed.
It's a reflexive action that overrides normal regeneration for that round, and is limited by PU for the amount of essence you can burn at once. It's possible, but difficult and easy to be overwhelmed.
If you think of what it is, or what book it's in, let me know. I'm pretty good at decoding things.
Instantly depending on the form. The Deluge gift would let you put out a fire changeling, sure, but I don't think there's much you could do to mess up a sentient breeze. You can't blow them away, because they are the wind.
4 yes, and it last for the rest of the scene with no roll. Cool, that actually really helps werewolves. "Look how quick I can kill you!" And here I thought only vampires could do that. Glad to see I was wrong. Oh, and that's Tooth and Claw. Fang and Talon is the changeling Beast seeming contract.
There's actually a kith for that: the Moonborn Darkling kith from Winter Masques.
That'd cetainly work. Unfortunately, it's restricted to when the character is under his Auspice moon, but that's still an improvement. That Reloaded hack does sound amazing, thoguh.
True, but they're a part of the game. Where can I find those berserker and combat arts systems?
Have you heard of Phineas Gage? Took a tamping iron through his frontal lobe, lived to tell the tale. Significant change in personality and temperment, but hey, he survived it. Then there's that guy running around missing a good chunk of his frontal lobe from birth... "Weird" doesn't begin to cover the human body.
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2013-03-31, 03:09 PM (ISO 8601)
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Re: General WoD Discussion #2: Its time to Celebrate!
This is true. Actually flat out dangerous. A ST was trying to get a Vampire/Sin Eater crossover going and I did a variety of this. - He disallowed it but asked to keep the sheet for later use in the story. Pity that group never got of the ground. - There are lots of fun things you can do with that splat-book. - The ones that stick their souls in an object are even more a pain if you make them intelligent, and long term enough.
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2013-03-31, 06:28 PM (ISO 8601)
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Re: General WoD Discussion #2: Its time to Celebrate!
I'd like to see where people are getting that a combat spec'd werewolf has anything on a combat spec'd changeling. Sure, a spec'd werewolf can get decent stats, but he can't do jack to just the basic combat versatility of changelings who aren't combat spec'd.
(Also avatism is Slasher only, and thus something your werewolf definitely should not have. If you open Slasher merits up changelings just instant-kill everyone with sniper-rifles which count as coup-de-grace's)
We could both make mid-op generalists, and see which appears more powerful. Realistically though, werewolves will never have the social versatility of the more physically powerful changelings, and thus are second rate templates at best.
35xp, any houserules/hacks? Generally I think of 12/22 floating attribute/skillpoints as opposed to the specialisation system, but up to you.
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2013-03-31, 06:42 PM (ISO 8601)
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Re: General WoD Discussion #2: Its time to Celebrate!
You know, I can understand tiering D&D 3e classes. I think people treat it too seriously, but the concept makes sense. But tiering nWoD splats? Calling it pointless would be a compliment.
My FFRP characters. Avatar by Ashen Lilies. Sigatars by Ashen Lilies, Gullara and Purple Eagle.
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2013-03-31, 08:57 PM (ISO 8601)
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Re: General WoD Discussion #2: Its time to Celebrate!
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2013-03-31, 09:50 PM (ISO 8601)
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Re: General WoD Discussion #2: Its time to Celebrate!
Eh, the exact parameters (T1: Multiple gamebreakers easily, T2: Access to some gamebreakers, but not as many as T1, T3: Excels in dedicated role while still being able to meaningfully contribute when said role is unnecessary, or is able to competently fill multiple rolls, T4: Competent in a single role, though likely to be less than meaningful when said role is unnecessary, T5: Incompetent at own dedicated role, T6: Incompetent period; all paraphrased, Tiers 4-6 may be slightly inaccurate, please correct me if they are) are potentially valid, but work better within single splats than for inter-splat comparisons. Using those exact tiers to compare the splats, you get something like this:
Tier 1: Mages, Mummies
Tier 2: Sin-eaters, Changelings (apparently)
Tier 3: Vampires
Tier 4: Werewolves
I'm not sure where prommies would fit, due to lack of practical knowledge. I was once told they were on par with changelings. I am not thoroughly convinced of this any longer.
As for the question of putting them in tiers or otherwise organizing them for comparison, yes, it's kind of silly. But hey, it's fun, and it can lead to everyone involved learning a thing or two about the splats.
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2013-03-31, 09:51 PM (ISO 8601)
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Re: General WoD Discussion #2: Its time to Celebrate!
What are these from?
There's another way for a Werewolf to get animal defense, I just don't know the name.
But generally, why worry? It was a way of saying that werewolves were good at their niche. "changelings are better" is stupid. It is a different Gameline. Exalts are stronger, too, as is Cthulhu, and giant mechs. As a lark it was fun, but as a test? No.
Yeah. XD
No, not that it can't be done, that it doesn't matter, doesn't serve near the same purpose and creates an artificial scale that the templates don't really need to live up to.
Yeah. It's a one-time deal at best.
If you think of what it is, or what book it's in, let me know. I'm pretty good at decoding things.
Instantly depending on the form. The Deluge gift would let you put out a fire changeling, sure, but I don't think there's much you could do to mess up a sentient breeze. You can't blow them away, because they are the wind.
Fang and Talon is the changeling Beast seeming contract.
There's actually a kith for that: the Moonborn Darkling kith from Winter Masques.
That'd cetainly work. Unfortunately, it's restricted to when the character is under his Auspice moon, but that's still an improvement. That Reloaded hack does sound amazing, thoguh.
True, but they're a part of the game. Where can I find those berserker and combat arts systems?
Berserk is better and modified all out attack.
Have you heard of Phineas Gage? Took a tamping iron through his frontal lobe, lived to tell the tale. Significant change in personality and temperment, but hey, he survived it. Then there's that guy running around missing a good chunk of his frontal lobe from birth... "Weird" doesn't begin to cover the human body.
Bizarre, I suppose, would be better?
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2013-03-31, 10:15 PM (ISO 8601)
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Re: General WoD Discussion #2: Its time to Celebrate!
Immortals, one of the "mini" books without a dedicated line. That, plus Second Sight and Inferno, has given me so much great material it's bizarre.
The point is that STs need a way of evaluating how PCs will stack up in a crossover game, especially with gamelines they aren't familiar with. If a Vampire a Werewolf and a Promethean walk into a bar, it would be nice to know how the team of Hunters you have preparing to ambush them are likely to do.
Also, people have talked about Mummy, but the only thing I can find is a development blog from last year. Is it out? Where are the rules? Do I have to pay for them? Is this nWoD or part of the re-released and updated old gamelines?Last edited by Water_Bear; 2013-03-31 at 10:15 PM. Reason: diction
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2013-03-31, 10:47 PM (ISO 8601)
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Re: General WoD Discussion #2: Its time to Celebrate!
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2013-03-31, 11:19 PM (ISO 8601)
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Re: General WoD Discussion #2: Its time to Celebrate!
What are we going for here, exactly? If it's a changeling that was driven mad by Mother Luna, then the lunatic vibe from Moonborn works fine, and that's what I was thinking. Are you looking for something more along the lines of a changeling that should have been a werewolf, and as such has some werewolf traits? Because the Hunterheart works better for that.
Bizarre is fair. Arbitrary is, too.
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2013-03-31, 11:39 PM (ISO 8601)
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Re: General WoD Discussion #2: Its time to Celebrate!
Avatar by araveugnitsuga.
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2013-04-01, 12:34 AM (ISO 8601)
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Re: General WoD Discussion #2: Its time to Celebrate!
Eh. Fire is great... Except against starting Changelings with Contract of Elements (Flame) 2 (or several other versions of that Contract, all available with only the starting dots in Contracts, that let one put it out in various ways), or theoretically Eternal Summer/Winter 1, which going by that interpretation would also put out his friends if he spends a point of Willpower in the first case, or automatically if it works in the second. Or a Matter Mage capable of transmuting gasses to deny it oxygen, or solids to get rid of its fuel. Or a Werewolf who's outside and has the Deluge Gift.
Not saying it's not good, but it's not foolproof, either.Last edited by Lady Serpentine; 2013-04-01 at 12:43 AM.
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2013-04-01, 01:07 AM (ISO 8601)
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Re: General WoD Discussion #2: Its time to Celebrate!
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2013-04-01, 01:23 AM (ISO 8601)
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Re: General WoD Discussion #2: Its time to Celebrate!
Ah. Yes, it would.
My apologies; I was thinking of Contract of Elements 1, and had made a minor oversight in reading it - I had caught the bit about it protecting completely from the more extreme manifestations of it, but missed the exact effects on direct damage; rather than rendering them completely immune, it removes a point of damage (lethal, bashing, or aggravated, apparently, seeing as the type isn't specified, though presumably it would protect against the worst first if one were to suffer all three types at once from an element).
That said, it's rather easy to get to Wyrd 3 at start*, and it has plenty of other benefits that make it not at all unlikely someone would do so, which would mean that while technically, the Changeling isn't quite immune to all fire, fire is highly ineffective against him, especially if one combines it with Elements 2, to get a point of armor on top of that (which, unlike regular armor, shouldn't burn away), as most fires are going to be somewhere in that range.
*Normally, burning through Merit dots like that would be a major problem, but considering the ease of getting most merits by way of pledges...Last edited by Lady Serpentine; 2013-04-01 at 01:28 AM.
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2013-04-01, 01:42 AM (ISO 8601)
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Re: General WoD Discussion #2: Its time to Celebrate!
Are we reading the same Contract here? It says, in the bottom half of the last paragraph in clause 1 of Contract of Elements that it doesn't protect against elements created or modified with the intent of hurting someone. Any Fire-based attacks used by Hunters will almost definitely count as such...
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2013-04-01, 02:06 AM (ISO 8601)
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Re: General WoD Discussion #2: Its time to Celebrate!
That is quite true. The difficulty is, fire does not work well at all with that rule.
For instance, someone might set a fire in the woods with the intent of harming someone, which then spreads and becomes a massive forest fire - does that mean that the Changeling is not protected from any part of that fire? If so, what if someone takes a branch from it and keeps feeding fuel to it - is that still fire created with the intent to harm, since one could argue that it was part of the same fire, and they'd simply kept it going by feeding it new fuel?
If you say 'no' to the latter, then logically the first one has to be out as well, and if you say no to the former, then one can argue easily enough that only the initial flame used to start the fire that the Changeling is protecting themselves from counts as fire created with the intent to harm.
On the other hand, if you say yes to both, you can end up with some incredibly silly situations.Last edited by Lady Serpentine; 2013-04-01 at 02:09 AM.
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2013-04-01, 02:33 AM (ISO 8601)
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Re: General WoD Discussion #2: Its time to Celebrate!
I'm not sure where prommies would fit, due to lack of practical knowledge. I was once told they were on par with changelings. I am not thoroughly convinced of this any longer.
The Promethean Round Up:
- The toughest splat. By quite a long way really. Every Promethean can keep on rocking even after their Health bars are full lethal. They ignore poison, they can subsist on mud and bits of twig, and they are functionally immortal. Electricity rapid heals them, and electricity is everywhere. And if you actually manage to kill them? They can resurrect. And keep resurrecting as long as they have more than 1 Azoth or the Revivification bestowment(8xp at Azoth 1).
- The quickest learning splat. Prometheans get Vitriol XP from fulfilling steps of their pilgrimage. This means they power up faster than other splats.
- Transmutations are convenient. Transmutations lists have multiple powers to select from at every level of power, and don't have to be bought in order. So Prometheans can cherry pick useful powers from amongst a wide selection that they have discounted. Transmutations have a tendency to be inherent things. Root changes to the Promethean that don't need a dice roll. There are some really good powers in there. Want Werewolf style regen? That's a power. Want
- Azoth works on the 10/1 11/2 12/3 etc. model. Prometheans can offload Pyros quickly. Handy. Azoth also figures into a lot of different dicepools.
- Pyros are incredibly easy to regain... if you take electroshock rejuvenation. That lets you superquick recharge pyros by hooking into electricity. Basically, every Promethean should take it.
- Attribute boosts- Prometheans can boost any attribute on a 1-1 basis by spending pyros. See previous two points.
- Athanors- Athanors are a fairly simple "Social Club" to join. More so than bloodlines or legacies. Probably about equal to lodges and entitlements, but with more inherency.
- Decent supernatural merits- They get prophecy dreams and residual memory. Both are worthwhile.
- Disquiet/Wasteland- The big disadvantage of Prometheans. No staying in an area for too long. As long as you follow that rule, it shouldn't get too bad. But it's a bit of a pisser even so.
- Standard Morality gauge- Prometheans have a bog standard morality meter. This is a bit of a disadvantage in comparison to Werewolves and Sin-Eaters.
- Pandorans- Pandorans are everywhere, and come to life when a Promethean comes near. Given that Prometheans also have to keep moving this means short desperate battles to the death are common. The more powerful a Promethean the wider his Azoth will spread, so the Pandorans auto-balance against his power level with numbers. This basically sucks.
- Fire weakness- All aggravated damage weaknesses are very annoying.
Prommies can do some really hoopy stuff. With Vulcanus 4, they can even start converting Pyros into willpower. So they are able to regenerate health, pyros and willpower from the same source. One that is almost everywhere within urban society. They can then use Pyros to boost any attribute they want at will. So a Promethean with Azoth 3 might attack somebody. They burn 3 pyros and a point of willpower to get a 6 dice bonus. But they might instead want to sweet talk somebody. They do exactly the same thing. Or maybe they want to research the location of the Elixir Recumbent? They do the exact same thing.
The ability to throw a 6 dice bonus on everything that you ever do is... nice.Avatar by Simius
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2013-04-01, 11:06 AM (ISO 8601)
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Re: General WoD Discussion #2: Its time to Celebrate!
Cool. Keep meaning to get into those, but they never seem viable at the time...
One of the examples I was given when told about Changeling, was an exalt. They were. Solar who conquered in the name of the Undying Sun, and rule Creation... Only to find they were really a Bright One with a tinfoil sword on their keeper's stage, who applauded and, story finished, let them go.
Any story can be a changeling story. Any one at all.
So, what I was going for, is an Uratha who remembers what it was like to be human, finds their way into Shadow, and out the other side... Only to find she's actually one of the lost, with fur and teeth and claws and a keen sense of smell.
Elements 1 should cover it. A burnin. Building is covered, at least, just don't dive into the actual flames.
But the examples are. Sword. Elements (iron) 1 would theoretically protect you from metal debris of the Eiffel tower fell on you, even though a knife would still work.
I take it as more than intent, but creation. A table wouldn't hurt if thrown, really, but I'd teu break off the leg for a club it would. The fire wouldn't really work once it spread, but if the hunter picked up a table leg as a torch, you're no longer safe.