Previous thread: >>44788254
Have any of you used the new rules from the Chronicles of Darkness book? Investigation, Chases, or Horrors?
How did they work out? What did you use them for, and did you tweak them any?
Let's try to get along.
Let's talk Changeling!
Now that the default assumption is that you're going to be crafting Courts specific to your Chronicle, have you had any good ideas for Courts?
Relevant Onyx Path post about the Court creation system: http://theonyxpath.com/changeling-the-lost-second-edition-court-creation-and-toronto/
I really want to finally hammer down the Collegiate Courts I came up with, since I like supernatural settings around colleges.
I also want to fluff out the Courts of Lost Vegas. The idea that the Lost's familiarity with fickle fate has made them the dominant force in Las Vegas tickles my fancy, so I want to stat out the Courts of Hearts, Clubs, Diamonds, and Spades.
I was actually talking about your Collegiate Courts to someone as an example of how the Seasonal Courts are bad (because the seasons don't mean the same thing everywhere)
You might want to bring in some Tarot for Vegas. Cups, Wands, Pentacles, Swords, and Staves. Swords could be associated with LVPD and casino security, Cups with the food and drink, Pentacles with all the money changing hands, maybe Wands with entertainment, and Staves... Iunno, I got nothing.
I'm still not entirely sold on the new Court system (though the Huntsman write up makes me more OK with it), but I'd love some Courts based around the Humors, maybe for a Promethean/Changeling crossover thing.
>You might want to bring in some Tarot for Vegas.
Yeah, that was my thought, actually. Attach the current suits to their tarot counterparts and make each of them responsible for some facet of Vegas.
>I'd love some Courts based around the Humors, maybe for a Promethean/Changeling crossover thing.
That's fairly brilliant, in face. Imagine a city in which the Changelings, for protection's sake, have allied themselves with the local Vampire Prince. And now we have the Court of the Movement, the Court of the Crone, the Court of Conspiracy, the Court of the Lance, and the Court of the Dragon all vying for power.
There's a quote from Beast that gets bandied about occasionally that has an Mummy pointing out the irrelevant and atavistic nature of the Beast in the modern age.
>"I remember your kind, but you seem…different. Unfocused. Hungrier, somehow. I saw you before, but you haven’t always seemed so desperate to feast.
>What is it that has changed? I think that people — living people — know too much. They have learned too much, and what they have not learned, they can create. I think that, perhaps, they don’t need your lessons anymore.
>So, of course, you must make yourself a purpose. It is terrible not to have a purpose. It is death."
Based on that, here's my take on a motivation for a potential antagonist.
The Primordial Dream is an inflexible thing. Having helped guide nascent humanity down from the trees and inspired higher potential in our best protectors, leaders and thinkers it is nonetheless unequipped to exist in a modern world free of many of the old dangers. Like the evolutionarily derived instincts and fears that protected us from predators and starvation, it is increasingly out of step with accelerating social and technological development. Beasts, formerly agents of cultivation and guidance, sublimate this disconnect by straining the bonds of their Hungers with ever more esoteric and irrelevant fancies that in turn generate Heroes similarly disaffected. Like cells that have exceeded their span their excesses are cancerous, borne of mystically-fueled egoism and certainty of purpose.
The antagonist - a Beast - believes this and in believing it their lesson is "obsolescence", with other Beasts as the target. The issue I'm having is that it's the sort of thing you can really only pull once, unless you make it a cult or spin the game to be about a stalwart fight against hopeless determinism and psychodrama. There's also a level of hypocrisy and nihilism, but that's intentional.
So extinctionist Project Mayhem for Beasts. Yea or nay?
Sharing the current look of the Torn. I am just... really bad with Stereotypes here.
All this talk of Courts makes me want to figure out how to do Carnivals for Geist. I'm not sure WHAT they should be focused around, though. I worry that making them based around how you interact with the dead might be too similar to the Epitaph, which are one of the Dirge/Bone things. Of course, maybe I could make it more like Mask/Dirge than Blood/Bone. Without really intending to, I've been taking a bunch of ideas from Werewolf.
One of my recent thoughts, not necessarily Werewolf esque, is to make Ceremonies a bit more like the spells in Mage 2e. They'd use the Keys instead of just Psyche, and be the more long form powers instead of the more instant Manifestations.
Anyway, if anyone wants a recap of Wake/Epitaph:
>So extinctionist Project Mayhem for Beasts. Yea or nay?
"You are not your fucking Nightmares".
You only have a name when you're dead.
Actually... isn't Beast Project Mayhem one of the things Wyzard came up with in this thread?
>The Magic of Friendship. This is extremely obvious once you get into the game at all. It talks about family, but it's more about constructed family organizations than your actual blood relatives (although there is at least one place in the rules where you get a bonus for screwing with a blood relative's mind.) Friendship is about revealing a bit of your true inner self to someone, and then going out to eat.
My Little Horror: Friendship Is Sating
Oh my god these stereotypes are dumb, someone write better ones.
Hello /tg/, I'm getting the Spanish edition of W20 in a month of so and I'm writing a campaign to celebrate.
I want to start by doing a prelude adventure with 5 elders that decide to go straight to Malfeas to avenge a fallen Caern knowing they will die in the process, any advice?
Long before they announced 2e. It's called the Thorned Court and it gets a boon to bypass the clarity check for spending time in the Hedge (and not interacting with mortals). Basically, it's a cult that protects the Hedge from transgressors [read: non courtiers]. Their contracts are all about alternate effects in the Hedge. For example, their one dot contract allows them to make a goblin fruit give an alternative effect. This effect lasts until the fruit is taken out of the Hedge. Tier two would have been goblin fruit rituals, one of which would let them see through the eyes of whatever True Fae is nearby.
Niche shit like that, I love it. Oh, and it's a sin to leave the Hedge.
Make it the most badass motherfucking insane thing you can think off to throw at them. The cover of every metal album times five. OR, make it so that they are secretly walking the spiral without realizing it. Then have the elders show up as an antagonist foil to the actual group of players.
>He isn't pro-abyss. It's just that he has a deep understanding of it, and due to the fates bound with the Ebon Noose, it was kind of inevitable.
>I mean, he isn't the kind of archmaster who'd help Scelesti destroy the world. (Although possibly helping them with rehab. I'm looking at you, Ahriman of the Ebon Noose). He is just an abyssal Archmaster.
Reminder that the sample Aswad is the most genuinely benevolent and idealistic sample NPC in the book.
No problem, I like the idea of giving lvl 6 gifts only if they do something spectacular in-game.
I'm going over-top and buttshit insane in this one shot so the language and the alcoholism are appropriated.
Just make them either not realize that they are physically walking the spiral or that the spiral is in reality giving into the Rage that is really a product of the Wyrm. Not a literal spiral but a Spiritual Downwards Spiral. Capitals make everything seem more important
>The cover of every metal album times five
No, that's Wraith.
I don't think anyone is actually paying attention to my homebrew musings anymore (especially not at 11pm), but does anyone have that Camazotz Form I linked last week?
Also, here's the Stricken write up. I probably could have emphasized more an "I'm King of the World" feeling, but...
Another week in 2016 down, and still no Mage 2e.
Unless Paradox is withholding approval of the book due to complaints about a conspicuous lack of references to Komodo dragons, the delays are inexplicable and maddening.
Found it, it's an ethos aimed at people rather than Beasts but the underlying principles are the same.
>Organization: Ad Hoc. There are some very secret online discussion forums.
What they believe: That the pressure of too many humans, which has disconnected them from the primordial dream, is a catastrophe that should be reversed. Therefore, Beasts are obligated for reasons both spiritual and ecological to reduce the human population back to a more spiritually healthy level. They are concerned not just about the spiritual and psychological effects of overcrowding, but also global warning, water shortages, animal extinctions, etc.
>Views on the Dark Mother: They see the Dark Mother as a sort of Gaia-figure at times, and themselves as predators dealing with an overgrown population of prey animals.
>What they do: Advocate, using human political systems, for greater sex education and access to birth control. Supporting "green" energy is seen as a stopgap or delaying measure at best, but not a totally disreputable use of one's time. Find ways to kill humans in mass quantities, preferably without causing any further ecological damage, and enact them. That's tougher than it sounds; most of the ways to kill enormous amounts of humans cause immense ecological damage on their own. Make friends with werewolves.
>Prerequisites to membership: Science 2, Occult 2, Survival 2.
>Trappings: Books, tablet computer, camping gear.
Hey quick question. I was looking to pick up some more nwod/cofd books but I didn't know what was currently up to date with The God Machine Chronicles/2e. A really long time ago (6+ months) I was given this reply
>Demon requires Core, GMC rules update, Demon core
Core, GMC rules update, Hunter core, Mortal Remains
Requires various levels of homebrew
but I am unsure if this still applies. Anyone got any ideas?
They're specifically a subsidiary. They're funded by Paradox, they're a part of Paradox, but they're mostly going it alone. So yeah, they started the company with two people, and I believe will have a third soon. But that's why it's taking so long: it's straight up two people, meaning that Dracula himself probably looks over all the books, when they're not prepping to go to cons. Dracula's big project right now is getting the One World of Darkness off the ground and he needs to get his beta test LARP ready by Solmuhkhota in March.
Isn't that more or less how Manifestations work?
Anyway, might as well post what I've got for Manifestations. Which is an incomplete Boneyard.
Wow, that's even more explicable than I thought.
An interesting idea occurred to me while reading "The Grand Design" by Stephen Hawking and Leonard Mlodinow, specifically concerning M-theory. If the supernal realms are essentially the source code for all the platonic truths/laws underlying reality do they have their own subset or truths/laws? In other words, might there be truths/laws which make the workings of the realms themselves function/exist; which in turn might make different realities possible as well?
This might explain the one option for the Imperium just sending you to another universe if you successfully ascend.
It is how they work, but they are a bit more free form in how to accomplish the effect. None the less I recommend that because I was not sure how you were doing for manfastation. Heres a link to thst book with its magic system. You know for at least ideas.
Of course they would.
Say one 'layer' of reality is the app you're using.
But that's been programmed. Maybe in, say, Visual C++.
Visual C++ has its own rules. And it's really just instructions that'll translate into machine code. Which... have their own rules and truths/laws as well.
And guess what! It's controlling something that ACTUALLY works in ones and zeroes... Except those are actually on/off states in trillions of tiny little transistors!
Which, if you dig into it, are actually the physical laws regarding the electrons going through various mediums!
If people are the consumers running around with the app on their tablet, you might consider mages programmers. They're far more influential on this ground-level than, say, a Demon, because they interact quite directly with the world at large, like microsoft or apple products.
Meanwhile the Demon's directly fucking around in machine-code, sending very low-level instructions to reality. They can bypass entire layers of the operating system or *really* mess shit up, but have a harder time making GREAT money because their work is more obscure, less valued by marketing, and quicker to attract angry people in suits simply because not needing your hotmail password means they must be some kind of evil criminal, and if they aren't working for you, that means competition to eliminate ASAP.
Then you have the God Machine itself, which is motherfucking binary. Whatever it's paying attention to, it can just rewrite and override. No program could survive something that override it at such a level... but sometimes, while it's busy ruining someone else's CPU cycles, someone might be able to come in and fuck with the physical circuits here and there...
The important thing is that we can still use industrial to combine into a giant robot powered by courage.
Or, I guess, ghost courage.
Was rather fluffy anyways; the whole point of sin-eaters was that they AND the geist were so dead set on surviving that they went FUSION and became a fucking superbeing.
Give a bit more focus on the connection too: The Geist is supposed to be getting its chunk of soul filled too, after all.
Both beings have become not-quite-one entity, so you should capitalize on that as well. Two minds running one body, when you let it.
The Geist gives you a Passion--which is another Anchor--and is the thing that determines your main Key and the form your Haunting Chill takes, which is basically like a Werewolf's Hunter's Aspect, a Vampire's Predatory Aura, and possibly a Mage's Nimbus.
I'm unsure if I should go with that or some version of a Key Skill, which might be a Specialty that gives 9-Again, as opposed to the vague "Skill or maybe specialty that you can pump with Plasm for [Psyche] turns"
That actually makes sense.
Might an Archmage and/or ascended being fight somewhere between a normal mage and a demon--assuming that ascension = hopping to another universe?
If we depart slightly form this more literal material analogy, might all of this instead be more like the Dust Theory concept in Greg Egan’s Diaspora? While not trying to spoil the novel too much I'll provide a very basic depiction: Imagine some idealist/ideal form "place"/"space" where mathematical objects and concepts are literally real (kind of like Willard Van Orman Quine's "reality of mathematical entities" argument--minus his materialism). Now imagine if, somehow, mathematical truths/patterns arranged/worked with each other in such a way that a purely theoretical computer might exist (think a Turing machine and/or Von Neumann architecture); said 'computer' has an infinity of all resources/space required for any possible function. Finally, it is here where we then superimpose your analogy (i.e. everything from "physical" circuitry and up that you've described).
Unfortunately, I've very much reached my own limit in this conceptualization. That is in so far as I could further go along anything but a very generalized guesswork; this being the result of me being quite the layman in philosophy, mathematics, and science. Therefore, when pertaining to figuring out exactly how this would work (along with the probabilities anything else of relevance involved), I’ll leave such to any kind native /sci/-/lit/ natives. That said, I will certainly try to continue with this in the same very general sense (though very likely failing to the amusement of /sci/fags & /lit/fags).
What if each side contributed strengths and weaknesses, in a more... 'cover' (though permanent) combination?
So, you have a set of human soul... types I guess you could say, particularly suited to certain types of manifestation. As in, if you DID become a ghost, what you might have ended up as.
You have the way you died and united with the geist, offering the key skill and one key - obviously the other part of what type of spirit you could've become dying on your own.
And you have the geist that comes fill in these holes, offering the other key.
I'll be honest, I'm not sure what you mean.
But essentially, the Geist has it's own very simple sheet. I'm a bit unsure of whether to make it's Passion an Anchor or if it should be a sort of Aspiration. I like the idea of something that grants Beats usable on Sin-eater and Underworld stuff.
I'll call them
I sincerely hope that Dave uses this as inspiration fuel if he every decides to write Imperial mysteries 2e, and/or adds new fluff/fluff options for the God-Machine.
Once the spell's cast, the only thing that can happen is Dissonance... As well as causing Breaking Points in observers, forcing you to test against a Breaking Point as well if they degenerate.
To avoid that, you should craft the suit so it doesn't rely on Magic, and then use it simply to enhance its effectiveness. Such as by increasing the durability of the metal plates (but no so much that it provokes Dissonance in viewers).
Don't give Sleepers cause to believe any of it's Magical, and you should be fine. Which given the lack of understanding most people actually have about Engineering, shouldn't be too hard.
It's strong, but I don't people think of it in the same way they think of Gold or Platinum.
You should be fine.
Even if you can't transmute it, go on a prospecting trip, and pull it out of the earth. It's not THAT rare.
Is an innate ability that lets you cause a Reroll once a scene too powerful?
What if it gives the reroll 9-Again or removes 10-Again?
For context, this is the Forgotten's Threshold Blessing.
>Blessing: Fortune favours the bold, and Lady Luck’s chosen ones are as bold as they can afford to be. Once per scene, one of the Lightning-Struck can cause something to be rerolled. If it’s the Forgotten’s roll or an ally’s, the reroll gains 9-Again, but if they want to jinx someone else, the reroll loses 10-Again.
It's a thing that I feel might be better if it was used as the basis for some kind of a "Luck Key" instead. I'm also having trouble with the Prey, who currently get Direction Sense towards one person they've interacted with in the last week.
>Whoever it was that said that drinking whisky & gin (3:1) whilst lighting matches would let me see into twilight, you were wrong.
I would say it is approximately as powerful as the rote quality, since you trade the increased likelihood of an exceptional success for the flexibility of using it after a roll. 9-again and removing 10-again are largely a drop in the bucket, in a vacuum.
Uh. Suffice to say greentexting that was not my intent.
> Blessing: Those who’ve crossed the Pale Threshold are in many ways hunters, whether it’s just seeking arcane knowledge and shamanistic insight or something more real. And by taking measure of someone--and an instant action’s worth of concentration--they can keep track of them for as long as they like, gaining the Direction Sense Merit focused towards their quarry.
> Blessing: Disease and wasting are a part of the Stricken, and they can give a bit of that feeling away. Once per scene, the Stricken may touch a target and in doing so inflict the Sick Tilt. Each turn the penalty mounts, the target also takes one point of phantom damage.
Phantom damage is something I'm taking from another Geist Homebrew. It's the level of damage of things that get Bulwarked, and is one level below Bashing.
> Blessing: The Silent can often live up to their name. While they aren’t all quiet, they know how to keep out of the way. So long as she moves at half her speed, no one notices one of the Starved without a Wits+Composure roll.
I don't really like this one. The Phantasmal Boneyard lets you do the same thing to other people, but the roll is penalized by your Key as well.
> Blessing: The Torn are all about violence, whether it’s trying to stop it or causing it, and almost all of them are capable of bringing it about. Once per scene, the Bleeding One can inflame an injury that happened in the scene--whether she caused it herself or not--causing a relevant personal Tilt, most often Arm or Leg Wrack. Some use this to flee the scene, while others use it to gain the upper hand.
This is the only one I'm super alright with. The rest feel like they could be better.
It's actually a bit less than Rote quality. The intent is that you reroll your shit roll OR make someone else reroll their good roll.
>It's actually a bit less than Rote quality. The intent is that you reroll your shit roll OR make someone else reroll their good roll.
Yes, I got that. I'm eyeballing the ability to spend it after you see a roll you want to reroll (assuming that was the intent) as putting it back on approximately the same level compared to once per scene rote quality, since the latter would have to be declared before a roll.
Might be the kind of thing I'll actually have to playtest to decide on. I'm still trying to think of a better version for the Silent and Prey, but I'm more or less finished with these.
I may make the Silent's related to Social Maneuvering. Also, some of the new merits in the CofD are pretty good, like Closed Book and Table Turner, although the problem as always is that the Social Maneuvering rules are kind of written without the fact that they're long term in mind. It sort of assumes the rolls are taking place over short term or instant actions, as opposed to days or weeks of bribery and getting to know someone. Though that's not to say the rules don't work well enough for shorter interactions, it's just that Impression level doesn't matter as much as it should.
It'd be the same pool, rerolled. So if you fail a swing of the fist, you're still rerolling against the same Defense penalty.
Anyway, before I head to sleep, I'm going to upload this as a PDF.
How would you go (with rules etc.) with this idea - "character creation through prologue"? The player only gives backstory to his character and by playing the prologue, the character sheet gets filled.
For example, the player needs to get to a warehouse, but it's guarded. What the player will decide to do is what the character should have on his character sheet.
- Sneak - I just sneak past the guards.
- Lockpick - I just open a side entrance for me.
- Athletics - I just make some makeshift stairs and climb them to the windows.
- Subterfuge - I pose as a manager or a client to get inside.
- Firearms - I just shoot them in the head.
>If your character takes lethal damage in one of her rightmost Health boxes, take a Beat.
Werewolves quickheal right? Can they just sit there stabbing themselves over and over to gain experience?
No, because that would be taking the piss and the group should treat anyone buggering around like that with the scorn they deserve.
(Exact levels of scorn deserved vary on context, personalities and celestial alignments)
Interesting idea but I don't think it's necessarily a good one. Because then you will need to come up with a prologue that would give the player a chance to use ALL skills/attributes. This will make the prologue aimless and disjointed imo. But I dunno, тyммyк tried anything liek that
Some of them are, two of the party members were active military until recently and both have proven fairly robust in combat, two more of them are slightly less robust but still dangerous and only one of them is completely unable to really deal with combat related stuff.
Yes, they can see the real world but it's a bit muted, pale and distorted.
Honestly, depending on exactly how you build the spirit, five humans are probably fucked; one capable of remaining in Twilight and smacking people with Numina is basically untouchable. Ban gives them a hope, Bane gives them a way to actually fight back.
In short, expect them to die or have to flee; victory is not impossible but will require a lot of good preparation, cleverness and probably a good dollop of luck.
Oh right. Well Vegas seems a reasonable place to run Changeling. Given the city's strong associated themes of luck, fate, The House Always Wins and dreams (tacky dreams, but dreams nonetheless) I'd run it as being Urban Fantasy Fucking Vietnam for Changelings, a place that's the absolute focus of a vicious war parallel to normal reality with True Fae, Loyalists and far worse besides all battling over its fate, while the Changeling Courts are embattled hold-outs having to somehow stay alive in such a concentration of supernatural badness.
Stalwart specifically means that the spirit uses Resistance instead of Power or Finesse for calculating Defence.
If you want to shake it up a bit, I'd have Stalwart give a spirit half its Resistance in armour instead to match the armoured appearance bit.
That'd probably be pretty good, aye.
I was mostly just curious, I happened upon it when I was working on a big ol' rank three spirit of social discord, civil upheaval an those sorts of fun things, was curious how it'd work given the...relative vagueness of it.
>Don't give Sleepers cause to believe any of it's Magical, and you should be fine. Which given the lack of understanding most people actually have about Engineering, shouldn't be too hard.
I love how we're back to Ascension rules.
You know, despite playing werewolf for months, I don't think this has ever come up for any of the werewolves in my group. Gauru regeneration is insane, and 3-4 combat rounds is typically enough for a full pack of werewolves to take down anything.
It's what I used to do in 1e when it turned out that the pack gunbunny was the deadliest anti-spirit weapon they had. Thankfully 2e solved the key problem there with its change to how spirit Defence works.
It also adds more relevance to armour penetration stuff.
Gauru regeneration and bad luck on the spirits part is how our mook, Primal Urge one werewolf pack(minus one) managed to kill a rank three spirit, the three of us, including our not so crunchy Ithaur had a fun time when I just death-raged us all to take this awful lion spirit down.
Right, so I'm going to try and run Geist at some point soon.
I currently have Geist core and Core 1e in book form and I think GMC in PDF.
What should I get to run Geist?
I was thinking the errata , GMC and the new COD book.
>social discord, civil upheaval an those sorts of fun things
It'd be piecemeal, helmets stolen from museums like in ukraine, a riot shield with the police label scratched out, football shoulderpads, etc. The sort of stuff people not used to fighting would just grab to try and protect themselves without thinking.
Geist is not 2e, and thus the GMC and CoD books will be of limited utility. The errata is obviously essential.
You might also be interested in Book of the Dead, the one sourcebook directly applicable to Geist, although it was marketed as a crossover text.
Oh shit of course, thanks for pointing that out man.
I do in-fact have book of the dead. Is that the one that fleshes out the underworld and what not?
Jesus I'm so behind on my reading.
Why did I agree to Geist AND Mummy.
You know I can't help but picture a scrapyard spirit being similar in appearance to The Fool from JJBA, 'cept more rusty and leaking oil and other fluids from its body. Oh and the face looks totally different, being little more than a hole into the body lined with jagged metal "teeth".
So what's the deal with mummies? I was thinking of plopping one into this hunter campaign after the party clean their plate so to speak, but I'm a bit curious about what drives them. From what I understand, fucking with their belongings, cult, etc can do it. Or the cult themselves can simply summon it? What happens if it's summoned by its cult to perform some task but the party make that impossible(For example, it needs to obtain some old artifact but they destroy it before it gets there)
as in both splats in one campaign.
gives demons the occasional non-GM thing to deal with (they call it vacations) and gives, more importantly, something for the sin-eaters to do other than the random complaints of whiny dead people.
Hey, Chris. Do spider spirits and their adjacents ever get mistaken for Azlu? It feels like it's something that could happen based on what I would assume to be the spirit(And really the werewolf) hatred of Azlu for fucking everything up.
Except for sophic turns (was that the term) when they just... wake up, most of the time once the task is done/over/prevented they quickly power down and go back to sleep over the next few days.
Probably in this case after murdering everything in the cultists basement.
Mummies have four methods of waking up: when their patron Judge calls them awake to find a relic/vestige, when their Cult performs a ritual and sacrifices a relic to awaken them, when someone not one of their own steps into their tomb, and when the star Sothis rises in the sky.
If they're summoned to perform a task and the players make it impossible, the Mummy will still be awake but start losing Sekhem at an accelerated rate. They will have a new goal: kill those who made the task impossible. If they cannot complete this before they must rest, the Cult will almost certainly carry that task out for them. In the event that the Mummy rose because of a Sothic Turn (which happens every couple millenia and recently occured in 2012) as opposed to a regular cult summoning, Judge summoning, or Tomb tresspass, the Mummy can take its sweet time to fuck with people, as it woke with no task and their Sekhem drains at a slower rate.
kikimora? I was mostly wondering because I had a half thought up idea for a totem, a spider spirit that had trouble getting into a court due to the negative associations between itself and an Azlu, and so as a result it found itself turning to a pack of forsaken for protection and the usual deal.
Spider-like spirits of empty and deserted buildings in the Wroclaw Hunting Ground that work with the Azlu.
Remember that spiders are quite common so there are likely to be plenty of spider spirits running around. This doesn't necessarily go against your idea of them having issues with existing courts, but it does mean they're likely to be able to form their own politically-isolated broods and courts even where everyone thinks they're in deep with the Azlu.
True, true. I'm curious, just how large is the discrepancy between "natural" and "unnatural" spirits in cities and such? I imagine obviously, in rural areas you've got a hell of a lot more natural spirits(insects, animals, trees etc) compared to in major cities
Pretty much. For NPC terms, one Sekhem a day ought to do it for a failure state. A well connected Mummy, even if rapidly losing power, can still fuck someone up if they're totally focused on revenge with a few days.
Mummies? No. They can create Talismans, however, which function similarly. I don't have Guildhalls of the Deathless on me right now, though, so I can't go into details. A Cult, in theory, could create a new Relic if they discovered the secrets to forging Sekhem like in Irem. Rogue Cults of the Scorpion (Cults that went rogue and/or Cults that formed around the concept of Irem rather than a Mummy master) would probably be closer to accomplishing this, as the watchful eye of a Judge is not upon them. A Mage could, in theory, make one, but manipulating pure Sekhem with the powers of the Supernal is difficult at best and dangerous at worst. Some aspiring occultists may make a Relic on accident. Depending on who responds to that Relic, that occultist is in serious danger.
Vestiges, being objects with unrefined Sekhem jammed into them by the powers of emotion and memory, are more easily createable, though not intentionally so. A Mummy could have a beloved book during one Descent that becomes a Vestige a Descent or two later. Any major object with a strong emotion can become a Vestige. Because of this, Changeling Tokens and Sin-Eater Mementos could ping on a Mummy's Kepher (Relic/Vestige radar).
tl;dr: No but there's so many of each out there and just enough new ones being made that it's enough for a Cult to have a small collection and for Mummies to always be called up by Judges.
I imagine they could, yea. Would be fun to watch the party scurry this way and that as they tried to avoid its wrath before it went back into a deep sleep, 'course then they have to deal with its cult, which is a less serious situation
>Mummies? No. They can create Talismans, however, which function similarly. I don't have Guildhalls of the Deathless on me right now, though, so I can't go into details. A Cult, in theory, could create a new Relic if they discovered the secrets to forging Sekhem like in Irem. Rogue Cults of the Scorpion (Cults that went rogue and/or Cults that formed around the concept of Irem rather than a Mummy master) would probably be closer to accomplishing this, as the watchful eye of a Judge is not upon them. A Mage could, in theory, make one, but manipulating pure Sekhem with the powers of the Supernal is difficult at best and dangerous at worst. Some aspiring occultists may make a Relic on accident. Depending on who responds to that Relic, that occultist is in serious danger.
>Vestiges, being objects with unrefined Sekhem jammed into them by the powers of emotion and memory, are more easily createable, though not intentionally so. A Mummy could have a beloved book during one Descent that becomes a Vestige a Descent or two later. Any major object with a strong emotion can become a Vestige. Because of this, Changeling Tokens and Sin-Eater Mementos could ping on a Mummy's Kepher (Relic/Vestige radar).
It just feels like a waste of an incredibly precious resource to call up a Mummy, which severely limits the number of waking periods you can have.
It also makes me wonder why peple keep asking what's to stop cults from summoning their Mummies constantly.
Same reason people call Beast a tumblr-RPG, they haven't read the book.
Speaking of which, is Beast ever going to be officially released, or will it stay in development hell for years and then be quietly dropped?
>Speaking of which, is Beast ever going to be officially released, or will it stay in development hell for years and then be quietly dropped?
>"Beast: the Primordial was a mistake."
All those that called it that did so while reading it.
The 'tumblr' thing came from those who had been reading it getting into arguments with Beast's writer, who started comparing them all to the feminazi (not even regular feminist) version of men's rights activists while explaining to them that the poor beasts were actually the misunderstood otherkin victims and no one understands how important their lessons are - this when the only things beasts did was intimately violate or murder people because they feed off doing so.
Less serious, but still deadly. Cults come in three flavors: Tribal (the traditional view of cults, what with the robes and chanting), Conspiracy (Mummy sets themselves up an Illuminati type organization, proceeds with wheels within wheels), and Corporate (the Mummy hides in plain sight and under the cover of stock exchanges). Depending on the level of influence and form the Cult has, they could make your Hunters's lives a living hell.
Ninja Baseball Batman: ordinary Beat-Em-Up, or secret Mummy game? You decide.
Is Orphans of Proteus supposed to require Mind 1 for the first attainment? Matter would make more sense, given that the rest of the attainments have Matter as an optional thing, with no mention of Mind at all.
Actually, more or less.
Sin-Eaters are retardedly tough when they want, and boneyard can be excellent for wide-range work. Demons have... whatever it is demons do, it really depends on the model.
Overall the powers are very different but fairly complementary when they want them to. Demons are WAY better at getting shit done without anyone noticing, but often the Sin-Eaters actually make much better use/targets for friendly embeds than the demons themselves do.
They're also surprisingly good at finding each-other's uh... food sources.
A dot of fame would suffice, more if you have a claim to fame outside YouTube. John Green probably has a dot for his Vlogbrothers/Crash Course stuff and a dot of Fame for his young adult novels.
Varies hugely. I mean some really don't diminish a great deal even in dense cities - shitloads of insects in urban areas still, for example - but you're not going to be encountering many deer in the middle of most cities. Nature courts of plants, trees and the like tend to have strongholds around parks, greenhouse areas, suburbs with gardens etc but can be tenacious in appearing just about anywhere a plant can sprout through some broken concrete.
I'm disappointed no one commented on the Geist thing. Are ya'll losing interest in that or something? I'm hoping to have a playable template by the end of the day, since I finally got through all the fluffing of the Thresholds. Still not sold on how well the Silent and Prey Blessings are, but still.
There's a Mirrors suggestion where you make your character in play, letting you put down dots when you're playing. You can keep half your sheet in limbo until it comes up.
I have no idea why they didn't make Stalwart armour. Especially when it calls itself armour.
How did 2e change spirit Defense?
Oh, hey, I'm actually working on a 2e version of Geist. For the most part as-is you can convert the Geist template to 2e without much change and you'll be fine, substitution 2e rules where appropriate. Manifestations and probably Ceremonies are a little more complicated, but wouldn't be any more game breaking than they already are if you just used them as-is in a game. I'd say use "dots in the Manifestation" instead of "number of successes", though. Sin-eaters can get a billion successes pretty easily.
Yes, but less from the Shadow and more from the Astral, so I think it's a Morphean?
Despite both running and playing Geist for a good year or so, I don't have much experience with Manifestations, and even then just the few times my players used Rage and I used Marionette, Geists are bonkers, when their weirdly specific powers allow them to be. And with a bit of Psyche they can walk through most any danger.
I'm sure people are still interested in the Geist thing. Is this also containing the idea that was brought up here about the husks of the lives geists/sin-eaters steal whenever they do their resurrection thing, that haunt them?
Was something like lingering souls or something like the vacant that would haunt the sin-eater as more consequence of coming back to life again. Not quite zombies I think, couldn't remember if they were ethereal entities or still piloting the remains of their body, likely the former though.
In a werewolf game, back in 2010, I think, I had the characters investigate the spiritual shadow of an abandoned building in which illegal porn films were once shot. Some grisly shit happened there, so the spiritscape was pretty gross. One was a magath which represented the lust of the photographers merged with the self-loathing of the pornstars. It was an exaggerated female figure with grotesquely oversized breasts and blood running down their legs, with nothing but a flat, fleshy sack for a face. It rushed the characters and tried to violently copulate with them.
I swear, I did not think about the Silent Hill connection back then, although it did occur to me a lot later.
Why would a spirit try to copulate with a fleshy being? Why would it try to copulate with ANYTHING? Do spirits even reproduce like that?
Even if it did, judging by the description it'd probably be scarier than anything else. It sounds pretty disgusting, in my opinion.
Doesn't seem like a whole lot besides gaming. The WoD and Onyx Path panels already happened, and I doubt there was anything new there. It seems like it's mostly just gaming, and mostly Pathfinder at that.
I think there is nothing wrong with creating similar Numina for other Elements. Consider all the ghost stories of sudden frost, wind or electrical gadgets blowing out. The latter especially would also fit many Angels.
>If that's true, why do I keep having to remind Steam that, yes, this is the PC I always sign on from?
The G-M is not perfect. And, anyway Steam is less like a singular Angel and more like a Cohort of Cohorts, all linked with Infrastructure.
Wait a minute
if the beast eat;s the soul of a human to fuse with him and the only way for the human to keep existing is to fully fuse body and soul with him then what happens to the human if this fails. does the human go deader then dead
A Beast can live as it is for up to a natural human lifespan plus a century, then they die. Otherwise, it falls into one of three endings, mechanically:
1. Die or kill yourself in your Lair. Some fusion of original personality and horror arises as a spirit to wander the World of the Chronicles of Darkness in an incorporeal state. You are no longer a playable character.
2. Forsake your humanity and fuse with your Beast, letting the Horror take over all mental facilities and becoming the monster everyone expects you to be. You are no longer a playable character.
3. Dehumanize yourself and face to bloodshed. Humiliate a Hero beyond all imagining and in that moment exalt into a perfect fusion of Man and Horror. Ultimate power is within your grasp, and you don't care about anything. Not your former brood, not your human friends and family, not anything. You're just a monster with fuckoff powers that does whatever they want, and you will wreak your terrible inhuman plans on the World of the Chronicles of Darkness with your true monster body. If your ST has any sense in their head, you are no longer a playable character.
>Become evil spiritual horror stalking the world
>Become evil horror that more-whatever-you-did-before (critical-theft/rape/murder/mutilation/socialdestruction/etc) forevermore as a more powerful embodiment of the nasty things you did
>Go over what even you had believed were lines before, make everything around you worse than ever, finally have the freedom the most sociopathic psychopathic sadists wish they had to wreck on everyone
Only for you as a player because it's no longer a PC.
As far as the beast is concerned they're ALL best end.
Alright, come on, people, gimme some feedback.
I'm thinking of each Key giving a free Specialty if it's your primary Key. Each Key has an associated Skill, but at the same time not listing them off means saving space and also maybe saves space for new Keys.
Actually, the book makes it pretty clear that all of these endings aren't very happy ones, or even necessarily good ones. The first and second are seen as tragic in Beast culture, and the third is something Beasts kind of despise since the concept of Family is important to a Beast, and becoming Incarnate makes discarding your family the first thing you do. The main moral conflict in The Morning After, the SAS adventure in the back of Beast, is whether or not the party should let a particularly powerful Beast perform an Incarnation by unleashing a gas attack on a concert.
Well, you MIGHT keep it. It's entirely possible that you, as yourself, dies entirely and a different version of your Horror arises. If I recall correctly, it's entirely possible that your ghost Horror self could end up as a Kereboi or even a Geist if it makes its way into the Underworld.
>3. Dehumanize yourself and face to bloodshed. Humiliate a Hero beyond all imagining and in that moment exalt into a perfect fusion of Man and Horror. Ultimate power is within your grasp, and you don't care about anything. Not your former brood, not your human friends and family, not anything. You're just a monster with fuckoff powers that does whatever they want, and you will wreak your terrible inhuman plans on the World of the Chronicles of Darkness with your true monster body. If your ST has any sense in their head, you are no longer a playable character.
This part got changed a bit. You can now also become an Incarnate by becoming the Apex of a Hive and then terrorizing the Horrors of other Beasts to show you're the most monster of monsters.
The third method is to reveal you're a monster to the world and let your legend spread. Of course if you do this you're almost certainly going to die.
It also no longer says you don't care about the people you used to care about, but it wouldn't surprise me if a lot of Incarnates ended up that way. Obviously some major psychological change is taking place seeing as how you're replace your Life and Legend with your Myth.
Oh hey, that's actually a bit better. Yeah, there's no way there's not a hardening of the psychology of the Beast in some way, because instead of taking on the monster like in the whole fusion deal, they're taking on the myth, and that's its own bag of cats.
As good as the Demon Storyteller's Guide is, I do wish it had given us a little bit more info on the human side of the God-Machine. Like Sleeper Agents and the Deva Corporation and such. There's so little info on those guys besides a couple of paragraphs in Demon core.
Slightly technical question, but how well does silver stick to not specifically treated metal? Someone wants to treat a freehold-forged weapon to have a "Fucks up Werewolves" side.
>I blame the Principle.
Is it just me, or is the implication that Prometheans who fulfilled the Great Work serve as sleeper agents in reality kind of strong?
Finding out you're a Beast is one of the most sucky ways to get a template in WoD, period.
A short-lived Mortals campaign I was involved in had several spirits do it in order to create... something, supposedly a more convenient anchor beyond what a Claimed mortal could provide. Like their own mini-Uratha personal army almost.
That's a hard choice. The fluff for Demon the Fallen is absolutely fantastic, but the mechanics themselves are pretty wonky. Demon the Descent has a cool new take on what a Demon is, but might be a bit too out there for traditional demon fans and has its own mechanical wonk. I guess I'd have to say Descent by a tiny bit.
OWoD Demon is easier to fix and has way better fluff.
NWoD Demon doesn't fit NWoD at all. It's better to place in a Call of Cthulhu game than anything.
It's kinda funny that both OWoD and NWoD fit terribly with the settings they're in. But I'd take OWoD any day of the week honestly. NWoD is neat but it's so hopeless in it's belief.
>NWoD Demon doesn't fit NWoD at all. It's better to place in a Call of Cthulhu game than anything
ma--maybe he means matrix?
>game about fighting cosmic super computers.
>slowly go insane because your human and humans go insane for everything.
in owod any human that looks at a werewolf goes insane, but by your logic if you go slowly insane it must be cthulhushit
it is said they are super computers and angels/demons are programs. they are not cthulhushit
>it is said they are super computers and angels/demons are programs. they are not cthulhushit
Wits + Occult lets you increase your rating. Only really are bothered if your effective Willpower is shitty.
>It's better to place in a Call of Cthulhu game than anything.
>Comparing the God-Machine to any of the old ones
The God-Machine is nowhere near as omnipotent as any of them. If Cthulhu takes notice of you, you're fucked. If the G-M takes notice of you, it's because it thinks you might be useful.
It's not going to kill you unless your death will serve a purpose. It's going to put you through whatever it wants you to go through in order for it's occult matrix to provide whatever output it's hoping for.
But the thing is, the God-Machine isn't an antagonist. The antagonist to any Demon game should be Angels/other agents of the God-Machine, and other Demons. While the God-Machine is the source of their motivation/power, technically, it by no means is in control of them.
Hunter-Angels leave the machine with a simple mission: Find and kill Demons. They do this to the best of their ability, because it's what they were born to do, not because the God-Machine gives them directions.
i think you got the wrong idea of what we are talking about. what i was saying is that >>44823650
is wrong because they call the game a Call of Cthulhu game when its more of the matrix. the proof he brings up is >>44824130
but i back it up by saying that without some kind of thing to protect themselves(Wit+occult like you said) humans go insane because its not normal to them.
what i am saying is that demons are sentient quantum reality computer programs not Cthulhu verse
I know that a month or two ago people were interested in the project.
In Demon you play as a cosmic horror. You don't go insane at all, you're the thing that makes people go insane.
Oh. He never said he'd stop making Youtube videos forever of all time. Just that he wasn't really going to be focusing on Youtube anymore and wouldn't be using it as his "community", instead focusing on Facebook.
Yeah just showing your true form can be a major breaking point.
Meanwhile, encountering a reality-shattering horror can occasionally be tough for newer unchained when they're around normal futurecovers; hard to tell whether you're supposed to /emote Pisself, /emote run, /emote screamgojirraiscoming, or /emote faint.
Half of the futurecovers are doing different such actions anyways. Which one is normal? Which one is a compromise, and which one is good roleplay?
I have a question revolving the God-Machine Chronicle. Since the setting is Gnostic in nature, what is the other deity (i.e. NOT the asshole one who imprisons humanity) counterpart to the God-Machine?
The setting is not "gnostic" in nature, the setting has the same leaning as ours, in the sense that there is none.
The God-Machine is not even really an entity, it's an aggregate of all of its pieces of infrastructure.
It does not represent on any metaphysical level some kind of universal constant or axis or opposing force, it simply is.
Demons are cosmic horrors in the same way Werewolves are cosmic horrors: They're not.
They're terrifying to look at, and you probably won't remember what they actually looked like 100% correctly after all's said and done, but they aren't in any way cosmic.
The God-Machine might qualify as cosmic, if only because it has cults/angels all over the planet, but even it isn't technically a cosmic horror. You will never see the God-Machine, because it's not a character, and may not even be a physical thing. The God-Machine is a narrative force that serves to motivate the PCs and NPCs to act.
Just like God never did anything himself in WoD, the God-Machine never does anything itself in CofD. It acts through Angels and Stigmatic cultists.
Viewing the God-Machine as a single entity is like viewing the KGB or CIA as a single entity. Neither of them is singular; they're an entire collective of enemy agents, whose group you(as a Demon) used to belong to. Now, you've defected to the other side, and for all you know anybody around you could be working for the other side; that gas station you go to every day could, in fact, be sending info to an Agent outside the city on, who uses that info to try and find possible recruits in your neighborhood. Whether you allow them to be recruited, recruit them yourselves, or take out the gas station is the real question; you could be killing completely innocent people, but on the other hand you could be saving hundreds more in the long run.
The God-Machine is not a cosmic horror. It's a spy agency.
Odd, I remember it be described as something along the lines of "techno-gnostic" in several spots on the Internet. For example: https://www.youtube.com/watch?v=tMzV9nwqPj0 So if the GMC is not Gnostic then what of mage? I'd likewise be interested in a mage version of my initial question.
On an unrelated side note...
>It does not represent on any metaphysical level some kind of universal constant or axis or opposing force.
Does this imply some deistic concept? I'm quite curious about said notion and would therefore be very interested in an explanation of this particular version if that is the case.
Techgnostic Espionage is the theme. The God-Machine is likened to the Demiurge, but there is no opposing force of Wisdom or anything like that. The God-Machine isn't God, and there isn't any kind of known, supernatural God acting in opposition to it.
The setting kind of IS Gnostic. It just doesn't really focus on anything other than the world that the Demiurge created, and The God-Machine may not have created the world so much as started to try to manipulate it. So while it's got Gnostic themes of an evil God imprisoning mankind through malice and/or ignorance, the comparison isn't 1:1.
I prefer to think of them as two halves of the same whole, as opposed to any sort of opposition to one another.
They literally are cosmic. Like... they're part of the God-Machine. They're as cosmic as the Yithians. And you'll also never see Azathoth, which makes your whole argument fall flat.
In fact, comparing the God-Machine to the KGB or CIA is WHY it's cosmic horror. It's vast, complex, and the whole of it is entirely unknowable and unfathomable. If the CIA was a conglomerate entity, it would be rather Lovecraftian in scope and presentation.
Mage is very Gnostic. You're trapped in the Demiurge's prison of the material, kept away from the glorious heaven of the Supernal. But again, there's no ACTUAL Demiurge (although the Abyss does serve the part of the vicious and spitefully malicious Yaldabaoth), only situational similarities.
Does anyone else get a strong World of darkness vibe from this show? If you copy pasted the word vampire for zombie a lot of secret supernatural monster community stuff seems quiet rememisant.
Has anyone seen the tv show "The Magicians" from SyFy based on the Lev Grossman books?
I've heard it has some good Mage imagery and effects, but haven't had a chance to see it yet (or read the books), and want to know if it's worth the time.
I've seen the pilot that is on the website and loved it. I also found it a good (or sufficiently decent) example of the Mysterium and the potential risks involved with seeking mysteries.
Purified are weak as shit, but their powers are so broad. Plus they get the Unseen Sense(everything) and they're the only thing I've read that sees and interacts with all Twilights simultaneously.
>The Magicians" from SyFy based on the Lev Grossman books
I haven't read the books, and thought he pilot was alright, but nothing spectacular.
The show certainly might have some potential, but I didn't get much of a Mage feel, at least not like other works such as the Dresden Files or Constantine.
Mothface was pretty good ending, but so little information is known about his character from the pilot, it's difficult to tell whether the plot and setting can achieve its potential. The show could end-up being anything from an adult Harry Potter to little more than a 21st Century Scooby Doo mysteries with college wizards who look 30 years old.
It's good that the actual premiere will include both episodes 1 & 2. It should provide more of a complete movie feel for the introduction to the series.
I'm really in love with the concept of Demon, and I'd love to play it or run it at some point. I'm going to try and get my group interested in it by running a game of my own for a bit. My only problem is that there seems to be a lot to take in, from a GM's perspective, I've ran a game of Dark Heresy before, to decent/good success mainly due to my knowledge of the 40k setting. I can't rely on that with Demon. I love the concept, but I have problems trying to create agencies with their own quirks, or thinking of interesting uses of infrastructure and it's purpose. Something I continually find myself asking is "Why and how did this group of metaphysical spies team up?" with little answer, especially to the latter half of the question. I'm hoping that it will come together in a more solid manner by the time I get to see their characters, but it has been slow so far.
Any tips from my fellow STs, especially for DtD?
DaveB has said Familiar will have one of two ratings, and get you an entity at rank 1 or 2, with Familiar being a specific manifestation an ephemeral being can have. That's all we have, as far as I know.
>with Familiar being a specific manifestation an ephemeral being can have
Even if we were splitting the threads, if I just renamed it, a lot of old people wouldn't find it, so...
I get the point of the rename, and I don't really mind it, but they made it super difficult to talk about.
No. Closest you'd get is the Dark Eras PDF, but that's still the Kickstarter version at the moment.
I didn't really understand this desire to have custom courts.
I liked the original season ones and don't really understand what will be added to the game if you changed their names.
The second draft of Dark Eras was put up as a text-only pdf during the kickstarter, as is our habit for CofD releases where we've got that far.
The kickstarter then generated so many extra eras and expansions to already-written ones that Dark Eras got split into two books.
The main book, with the original eras (some expanded in a third draft) and some extra ones is having its Art done at the moment.
The overflow book is in editing.
INK is a very WoD movie. If you haven't seen it, you should go change that.
It is unfortunately NOT on Netflix instant, but you can get it from Netflix DVD, or buy it on Youtube. Or torrent it, the creators even said that's okay.
It's an amazing movie. Watch it. Watch it nooooow.
Because the Seasonal Courts don't fit everywhere, and there are more emotions than just the first four of the Kubler-Ross Model for the five stages of Grief. I don't really understand why people are -against- custom Courts. Changeling has had about twelve social groups to most games only getting five. Why in the second edition would you want to go BACK a step and only do one type of Court?
It's also not about changing just the names. And if you think the Seasonal ones are the best and should be the only ones... you can do that.
Just what's in the overflow book? It's not just the last two Dark Eras, is it? It'd be interesting if each of the Dark Eras was sold separately, or you could pick and choose. Then again, that didn't work well for Mummy, if I recall.
Also, what level of Fate is the guy using above?
Okay, "go watch it" isn't very convincing. Also, if you don't mind the quality, there are a few low quality versions on Youtube https://youtu.be/57FVFVlbLQE
Ink centers on a misshapen monster that kidnaps a little girl's soul, and the dream crafters that try to save her. That right there is straight up Changeling shit, and Changeling is probably the biggest place you can get chronicle ideas from.
The movie is cheaply made and flew under the radar, possibly because making your title a three letter noun makes it hard to search. Hell, it's a movie I forget about all the time, but every time I remember it exists, I just love it.
It's a movie about fate and branching paths and changing destiny and other World of Darknessy shit, and it looks great.
Oh no help I'm going down the obscure movie rabbithole.
The overflow book is the extra Dark Eras that were voted on after a certain cutoff point, and the one added to it by the Beast Kickstarter. It's not just two, the KS gave it a whole other book.
I'm trying to piece together a freehold that's located in and around the Roswell area during the early 1970s because I'm a sucker for the alien abduction angle Changeling can have.
The courts I have so far are based on the astrological ages, with the Court of Aquarius being based on the concept of Enlightenment, the Court of Pisces having to do with Temperance (maybe...I'm still trying to figure out how to incorporate what the Age of Pisces represents irl), and the Court of Aries being all about Instinct. Aquarians have the whole "New Age crystal council starbeings" thing going on, and I'm debating on whether Arians would be biker-themed or smugglers in and out of the Hedge, since I want there to be motes of Ralph McQuarrie retro space-fantasy going on beneath the funk of the 70s.
I'm still unsure about most of the stuff for Pisces, other than the Court being the original unification of local changelings before the Aquarians formed a decade or so ago before. Any thoughts?
Well, this thing still has it listed as just the three (plus Beast's). What's it missing?
Oh, shit. What were they?
Also, will the Forsaken by Rome have any crossover with Requiem for Rome? Were the Forsaken the barbarians at the gate?
Sweet. How detailed are the era summary guidelines? Between all the eras and the "where they are now" for each other splat, this might be the best WoD book yet.
Although I'd still love to see a Dark Era that does the same thing with fantasy/scifi Shard concepts.
>Also, will the Forsaken by Rome have any crossover with Requiem for Rome?
I'd have to go reread it to see how much/if any crossover there is, but I really wouldn't be surprised if there was some.
>Were the Forsaken the barbarians at the gate?
It would be rather odd if Forsaken were entirely limited to the peoples outside of Rome and its huge Empire. I'd expect there to be Forsaken on both sides of the gate.
Ah, yep. There we go. A list of nine companion eras was issued as a kickstarter message, and then a Beast era got added by Beast's kickstarter.
So, in the main book we have
Neolithic Balkans (Mage and Werewolf)
Alexander the Great's Empire (Mage)
Three Kingdoms China (Geist and Changeling)
Vikings (Werewolf and Geist)
Ottoman-conquered Constantinople (Demon)
Aztec Empire (Skinchangers and Demon)
Elizabethan England (Vampire, with the Changeling courts added as a stretch goal)
Edo Japan (Hunter)
Age of Reason France (Changeling)
Salem Witch Hunts (Hunter)
Grimm's Faery Tales (Changeling)
Howard Carter Egypt (Mummy)
Dustbowl and Depression 30s US (Promethean)
Postwar New Zealand (Geist)
Cold War Berlin (Demon)
1970s New York (Werewolf)
The Companion is
Antony and Cleopatra Egypt (Mummy)
Roman-Era Germanic Tribes (Werewolf)
Black Death (Vampire and Promethean)
Mutapa Empire and the Accidental Crusade (Mage and Mummy)
Thirty Years War (Promethean)
The Year Without a Summer (Promethean)
Post Civil War South (Beast)
Age of Spiritualism (Second Sight)
Russian Revolution (Demon)
Oh Goddamnit, when is the companion coming out? I want this immediately. I even wrote up some of that myself.
>Three Kingdoms China (Geist and Changeling)
>Vikings (Werewolf and Geist)
I want this.
Why have we only heard stuff about some of the Eras? Any particular reason Edo and Neolithic are the only ones we've gotten spoilered? I didn't even know some of these existed.
All the love being shown to Promethean is making me so hyped for its second edition. Hopefully the more than just a handful of Geist eras will give the line more content in anticipation for its possible 2e...
>Dustbowl and Depression 30s US (Promethean)
We fucking Carnivale now.
Back with another movie recommendation:
Bit long, has weird digressions into song and tonal jumps that don't really work, acting isn't Oscar worthy or anything, but really good. High concept, low budget.
A guy summons a demon to try to get back his quirky girlfriend who was more than she seemed. The whole thing has a sort of stage play feel. Just a guy in a circle talking to demons that try to get him to stop doing what he's trying to do.
While I'm down the obscure movie rabbit hole, I might as well also suggest The Man From Earth, which is about a bunch of people at a cabin talking to their professor who it turns out is actually a cromagnon who hasn't aged since ever. He then tells them all about his life. No flashbacks or cutaways or anything. It's one of those things that sounds boring but is really good.
Oh I rememeber seeing it and loved it very much.
I also recomedn it.
And since we are on WoD movies let me mention the Last Witchunter. It has an actor from LotR, one actress from GoT, the buttler from Batman playing the buttler for dark badass protagonist and Vin Diesel playing one of his D&D characters.
It has no horror/mistery elements in it but I found it relatively enjoyable as far as urban fantasy go.
Most of those sound awesome.
Though I'm a bit peeved that all the ones for Mummy are so Africa centered. Would have been awesome to see Mummies somewhere lese than Egypt, Egypt 2: electric Boogaloo and Mutapa (though that one sounds the most promising)
Weeeell, one of the things we point out in Mutapa (the Mutapan Empire roughly straddled present-day Mozambique and Zimbabwe) is that it's actually further from Egypt than, say, all of Europe. Africa be *huge*, yo. Mutapa was bigger than modern-day France.
The mummies in the Mutapa setting are "undercover" as it were - they've adapted their cults to the local religion, so it's still a good look at what Arisen look like when they've been away from Egypt for over a Turn and they're in the process of going native. It just so happens to be set in the south of the continent Egypt's on the northern edge of.
The Cleopatra Era is quite interesting - given that Caesarion, her son with Julius Caesar, was the last Pharaoh of Egypt AND the end of the Hellenistic era you see the start of in Mage's chapter.
The Howard Carter Era Mummy setting is a bit more than Egypt. It also covers some of England and the Ottoman Empire, since the theme of the setting is one empire at the height of their power and one starting its fall. It was a very good setting in the Kickstarter preview, and I am excited at the prospect of re-enacting that Edgar Allen Poe mummy story with a WoD twist.
Is the Kickstarter preview still up, by the way? I think I lost it from my bookmarks.
That one was also great. I also recommend Geist's New Zealand setting and Demon's Cold War setting.
Is there going to be any mentioning of Vampires of Sineaters in the Egypt settings? As both of those splats have mentioned in the books they ruled Egypt. Vampires in ancient bloodlines, sineaters in mortal remains.
I'm pretty excited for Geist: Roanoke myself. Native Americans and abandoned colonists busting ghosts while learning to live together sounds like a good time, if they go that route.
Yeah, Mutapa sounds the most interesting so far. That's the one I'm most interested in (and voted on during the Kickstarter, though I think Mutapa was one of the ones brought in by another backer no?)
THe whole 'adapting cults to a local religion' should be in more mummy things and would add much more diverse mummies. A mesoamerican mummy who is very into the sacrificing thing for example.
While I don't doubt they're interesting, the basic setting for Mummy is already very Egypt-centered, with Sothis ascends already adding a lot of historical Egypt? then you have Cleopatra Egypt at the end, Howard Carter Egypt which bridges the gap between Egypt and London. So it's basically an Egyptian timeline.
That's interesting, but I would have wanted some settings a bit more, out there. Like, India or China during whichever revolution or era. Or a setting on why the Australian Mummies are so weird to others, or the South american ones are so laid back etc,...
It's cool and I'm glad it's getting more material though and I'll gladly pay for it (or already did)
We should be getting Necropolis Rio...soonish, I guess, so at least that's something. Not a historical setting, but considering that a lot of Mummies came to South America on the ships of settlers, it'll be neat to compare and contrast with the Washington, DC Necropolis.
Yeah. My own Mummy game was set in Mumbai, and I wrote the SAS set in Rio that's in Mummy's corebook.
I should find out who wrote Necropolis: Rio at some point.
Mutapa is written by Malcolm Sheppard and Eric Zawazdki. Malcolm needs no introduction, especially a week after his entirely self-penned Dreams of Avarice came out, but Eric's mostly recognizable for his work on Demon. He did the setting chapter of Awakening 2e.
Ok, anons. I just got Thorns and Brambles contract.
The first dot says: Bite of the Wooden Fang demands the user tithe a fraction of his power to a blunt weapon made of wood, vine, or other plant matter. The weapon must inflict bashing damage for this Contract to take effect.
Good suggestions for wooden blunt weapons?
Right now the best one I can think of (and, admittedly, the edgiest) is a wooden katana
Im gonna quote TVtropes here, but I have no reason to believe this part isnt accurate
Wands/Staves/Rods — Ancestor to the Clubs, this suit symbolizes the element of Fire, as well as will, passion and power.
Cups — Ancestor to the Hearts, this suit symbolizes the element of Water, as well as emotion, relationships and romance.
Swords — Ancestor to the Spades, this suit symbolizes the element of Air, as well as conflict, intellect and knowledge.
Coins/Pentacles/Disks — Ancestor to the Diamonds, this suit symbolizes the element of Earth, as well as the material realm, like money and health.
>Mutapa Empire by Malcolm Sheppard and Eric Zawazdki
Holy shit, we are in for a treat.
I hope whoever's writing Necropolis: Rio remembers Teshra-Gemet. She's become a rival to one of the Meret and she's really fun to play as an NPC. I ought to rope her back into the game somehow.
So, to any devs here. I was looking over some stuff regarding rote actions and I opted to disallow players from using rote for in-combat actions due to it seemingly being intended fully for times when you "can" sit there and try again and again.
Will Dark Eras and the Dark Eras Companion be a mix of both CofD 1e and 2e rules?
Will the Mage and Promethean sections all be in 2e, particularly the Mage / Mummy (Mutapa?) crossover period?
We have a rough edition translation guide that was written for Beast for crossovers featuring 1st ed games, and I believe it's going into the intro of Dark Eras.
The how mummies affect mages bit is in Mummy rules, the reverse is in Mage 2e rules.
I asked about this when 2e professional training was created for GMC...
Official answer is "you don't". If someone has a combat skill as a professional pick, they get rote with it whenever they would do. Do not pick a fight with an army sniper.
To be fair, if a professional army sniper spends Willpower on a shot, it really is only a question of just how overkill it gets, whether that triggers a +3 or Rote quality.
>We have a rough edition translation guide that was written for Beast for crossovers featuring 1st ed games, and I believe it's going into the intro of Dark Eras.
Shouldn't the translation guide have actually been included in the Beast core since Beast is explicitly the crossover game/spat? Hiding it in Dark Eras, while welcome, is annoying as it's not primarily a Beast supplement.
Is there any chance of a fully Mummy 2e update. The game sounds very good, but I, and I imagine a number of other people, don't want to get involved in a 1e game as more and more 2e's are released.
It... Is? It's on page 223 and 224 of Beast.
We've announced up to Hunter, we've only published up to Werewolf. (Insert joke about how late Mage is here). Maybe Geist and Mummy will follow in due course, but with four second editions in various stages of work, it's a bit premature.
No. The rules in the Mutapa Era for mages affecting mummies are written from Mage 2e's ruleset.
My bet was that there was no room in Beast core. Also, ideally 6 out of the 8 1e lines should have been updated by the time Beast came out, though it didn't work out that way probably cause of the Paradox thing and bunches of other reasons.
If we're getting a Mummy update, we'd need a Mummy developer (maybe still CAS?) and it'd probably be in 2018-2019, if Onyx Path is slowing 2es to one a year.
>It... Is? It's on page 223 and 224 of Beast.
Indeed it is. It was so small and insignificant that I originally missed it.
I expected a 1e<->2e conversion to be a little more meaty than shorter than a single page. Unsurprisingly, it contains absolutely no conversions for any powers or abilities, and could barely even be described as a stop-gap.
I assume (hope?) the Mage <-> Mummy conversion in Dark Eras will be somewhat more impressive?