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tomewilson

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About tomewilson

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  • Birthday 01/01/1919

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  1. Dex Instead of Strength for Brawl?

    The Merit you're looking for is included in one of the later Changeling books, I believe. Rites of Spring maybe?
  2. Looking for source material

    Information on every animal on Earth? What you're looking for is really broad. Are you trying to find something more specific?
  3. PTSD in regards to ghosts

    I watched a Filipino horror movie last night called Sigaw ("The Echo" for the English speakers) that, although a big yawn overall, inspired some good topics for a World of Darkness discussion. Consider for a second that you lived in a haunted house. The ghost(s) you share a space with aren't violent, but they can get noisy and/or generally disturb you when they make themselves known. Now consider that the ghost did get violent. It shoved you around, threw your stuff, and generally scared the crap out of you. You, being an average Joe, had absolutely no way to protect yourself. You were helpless while this invisible, overwhelming force had its way with you. And you know, on some level, that the thing is still in your house. Even if you did turn to the Vigil, where do you start? How do you bring it up in normal conversion? Most people wouldn't. They would repress the event, or try to explain it rationally. Hence, PTSD in regards to a supernatural attack. The movie, Sigaw, brought up three relevant instances that I found interesting. The main character lives in a haunted apartment building. The apartment's caretaker is a chronic drunk, because he needs the job and can't leave the building. Every night, they both hear the screams, the banging, and the gunshots of the building's former tenants, but choose to ignore them out of fear/necessity.The main character's girlfriend is assaulted by the ghost of an abusive husband. When she tries to explain her swollen lip and black eye to her parents, they threaten legal action with the fiancé (the main character). The fact that a ghost beat on her was impossible to believe.Even when they're not in the building, the characters are still jittery and generally disturbed by things that remind them of the haunting.The whole descent into madness because of invisible, ghostly stressors is the core of my Orpheus: The Cortege book, but it's applicable to WoD and Hunter as well. I'd love to hear your input, stories, or character ideas relating to this theme. ~Tome
  4. Orpheus for nWoD

    For simplicity's sake, let's assume that obsidian absorbs Vitality on a 1:1 ratio of Size:Vitality when it comes in "contact" with a Survivor's eidolon or Vitality-fueled shade. When I say "contact," I mean the same space in reality. If you're in Twilight and the obsidian is in the real world, then the obsidian can still affect you. This makes the mechanic a little more solid, less bulky, and reduces our need for a faith-based table in the future (e.g. "I really believe in obsidian, so I should get a bigger bonus!"). Plus, we can play up on the whole "where did that Vitality really go" angle. Is obsidian a gateway to the Abyss, or is it storing the Vitality? A Survivor's eidolon is different from an astral projector's astral body because the eidolon has been tainted by death. It's technically a ghost with a living body for an anchor. As the character becomes more in tune with himself (higher Psyche rating), he'll be able to project for longer periods of time. Rather than distance, you have time as an enemy while projecting. The body can't survive long without the soul. Not true. A character with Psyche 1 can only push 1 Vitality per round into a shade. A character with Psyche 8 can push 5 Vitality into a shade per round, and also has a larger Vitality pool to draw from. Gaining Psyche gives you a larger capacity for storing/generating Vitality. And hence, the horror is made clear. You want to project more often because you're much more powerful outside your fragile shell of a body. You understand that the world is a bigger place, and the path is clear for becoming a better person. At the same time, you KNOW there are invisible monsters stalking you from the spirit world. Do you spend as much time as possible out of body, burning yourself out in the process, or do you try to balance your life and only project when necessary? ~Tome
  5. From 1996 - 1999, Fox TV in the States ran a show called Millennium. Following on his success with the X-Files, Chris Carter decided to produce a "monster-of-the-week" series to cash in on the serial killer market (Silence of the Lambs, Se7en, etc.). The main character is Frank Black, an ex-FBI agent and now a member of the Millennium Group. The Millennium Group, on paper, is a consulting firm consisting of ex-law enforcement personal. Their job is to assist with the investigation of serious crimes (serial murder, domestic terrorism, etc.) when called on by local and state authorities. Frank retired from the FBI after receiving evidence that his family was being stalked by a serial killer. He felt that if he couldn't protect his own family, he had no right protecting other people. This lead to a nervous breakdown, and a fresh-start in Seattle where he hooked up with the Millennium Group. Frank, from a Hunter perspective, was born with Teleinfomatics (from Slashers). He uses his psychic gifts and skills as an expert profiler to assist the group. Most of his co-workers in Millennium Group know about his gift, but he never really explains himself to outsiders. As the show progressed, Millennium took a turn for the weird and ultimately failed in '99 with Season 3 after the original writing staff was fired. Seasons 1 and 2 were tight however, and lend a lot of inspiration for a VASCU-centered story. Seeing as Teleinfomatics and it's connection to a serial killer hunting government agency seems to be directly influenced by Millennium, I was suprised not to find this piece of TV gold mentioned anywhere in the text. ~Tome
  6. Orpheus for nWoD

    I've been doing more research on traditional ghost weaknesses. Iron seems to be the big one, but there's also another that I completely forgot about. Obsidian. It's rare(ish), it's thematic, and it's hard to abuse in-game (no "obsidian plate mail" or "obsidian bunkers"). How does that sound in place of lead?
  7. Orpheus for nWoD

    I think that takes the teeth out of it though. Picking a mental scab for a little power should be a bad thing. Plus, there are two balancing factors. #1 - You have to gain 100 points of temporary spite before you lose your character to its dark side. #2 - You can't tap more spite than you have in your spite rating. This means that starting characters will only be able to tap one spite at a time until they gain more permanent spite. Even for long term games, your character would have to be really desperate and unlucky to gain that much spite. I'm open to suggestions, but tapping spite shouldn't be a normal occurrence and shouldn't be an cheap road to power. Once that razorblade slip-and-slide is greased, it's all too easy to jump on it head first. ~Tome
  8. I am the god of Hell fire and I Bring You Fire!

    Inferno does have information on the children of the seventh generation. However, it's biased towards those who are using their demon blood for evil rather than good. If you're a fan of Demon: The Fallen, I suggest reading the Geist fiction in White Wolf's new eZine. You can download it from their homepage. You might be pleasantly surprised. ~Tome
  9. Orpheus for nWoD

    Spite We've already covered what Spite is, but how does a character go about using it? Idea on the table for review: Spite is recorded like Willpower on the character sheet. 10 blank boxes on top of 10 blank circles. You can call the boxes "permanent Spite," and the circles "temporary Spite." The player can "tap" into a number of die equal to his permanent spite (to a maximum of 5) as part of an instant action to: - Add additional energy into a supernatural power normally fueled by Vitality - Fuel a Thorn (a supernatural power that can only be fueled by Spite) The mechanic would be as follows: Step 1 - Player builds a dice pool equal to the amount of Spite he is risking. Success = 8 and above like normal. Step 2 - Each success counts as a point of Spite the PC can tap into and use to fuel a power. One point of spite is equivalent to one point of Vitality when fueling a shade. Step 3 - Each failure adds a point of temporary Spite to the character. When temporary Spite would normally go over 10, it becomes a point of permanent Spite and your temporary Spite boxes reset back to zero. Each point of permanent Spite causes one Stain (spiritual mutation) to appear on your eidolon, or causes one Stain to become worse. At 10 permanent Spite, the character becomes a Spectre (a human-born spirit driven by its Vice) and is no longer playable as a PC. The only way to remove spite is through therapy (just like healing derangements). Example: Tome has 4 permanent spite and 8 temporary spite. [o][o][o][o][ ][ ][ ][ ][ ][ ] [x][x][x][x][x][x][x][x][ ][ ] His character is running low on vitality, so he is going to try and fuel his Ensnare shade with spite instead of Vitality. Since he has 4 permanent spite, he can tap up to 4 points. Rolling 4 dice, the results are: 8, 6, 5, and 2. One success. Three failures. So, Tome is able to perform Ensnare with the equivalent of 1 vitality's worth of fuel. The three failures are costly, though. Tome already had 8 temporary spite, so his spite meter fills up and overflows. He had 8, and 3 more would be 11, except the temporary spite meter only goes up to 10. This means that Tome now has 5 permanent spite, 1 temporary spite, and a brand new Stain (since his permanent spite was increased).
  10. Orpheus for nWoD

    Thank you for such an eloquent response! Your second type of projector, the one that lived through a near death experience, fits the old Orpheus character class of "Sleeper." Orpheus Group, the corporation that the PCs work for, was originally a cryogenic company. They would freeze people who were suffering from incurable diseases until medical technology was advanced enough to help. This business model was expanded into ghostly investigations after one of their clients was awoken from her cryogenic sleep. While "sleeping," the client explained that she was able to leave her frozen body and travel around. Orpheus Group expanded on this concept and began the "Sleeper" process of projecting. This process consists of a group of scientists slowly removing all of your bodily fluids over a 5 - 6 hour period and replacing them with embalming fluid. Once this is done, your body is stored in a freezer chamber (like in the sci-fi movie Aliens) and your soul is free to travel for as long as your body is "dead." I experimented with a concept similar to yours in a previous draft of Orpheus: The Cortege. It's not a bad concept, but as a PC character type, it's very limiting. Without oxygen, the human brain quickly goes into anaerobic standby mode. If oxygen is reintroduced, the brain cell walls rupture, causing the trauma that ultimately kills a person. So, giving a PC the ability to project for the duration of a few turns was moved to the back burner as a "not viable as a character type due to imbalance, but might be a good idea for a cult or sub-group." Rules for this type of projection were based on the drowning/asphyxiation rules from the nWoD corebook. Now, to answer your questions: An astral projection is a spiritual being (ephemera) that exists in Twilight. Neither. They are astral projections. Ghosts are reflections of people who have died. The majority of ghosts are merely the echoes of souls that exist in the Underworld. They are focused on their anchors and they can't regain morality, meaning that they're single minded and probably crazy. Spirits are animistic concepts given spiritual form. Most spirits are alien and are single minded in regards to what they represent. Fire spirits burn things, murder spirits kill things. It's what they do. Astral projections are the thought-forms of living (and unliving) beings. They're all classified as ephemera, because they exist in Twilight/Shadow. Survivors are a special class of astral projectors. They're similar to astral projectors in that they're still alive, but their astral projections share the same metaphysics as ghosts (anchors, numen use, etc.). All ephemera use the three basic spirit stats, Power/Resistance/Finesse. To convert these stats from the standard nine we usually use, add all of the stats in a single Attribute row (Power for example), divide by three and round down any fractions. So, if you had Intelligence 3, Strength 2, and Presence 1, your Power would be 2 [(3 + 2 + 1) = 6 / 3 = 2]. If you look at a nWoD character sheet, check out the left-most column next to Intelligence/Wits/Resolve. That's where you see Attribute rows labeled as Power/Finesse/Resistance. ~Tome
  11. Orpheus for nWoD

    Thanks for the help. I really appreciate it. The word is non-sense. Ahhh... but that's where I found it > http://de.wikipedia.org/wiki/Gespenst _________________________________________________ How do people feel about introducing a weakness to Survivors that saps their vitality when out of body? Rock salt is a common deterrence to ghosts in fiction these days, but I was thinking of using lead as their bugaboo. Salt is fun, but it's very common and may get out of hand. Lead, on the other hand, reminds me of things with weight like chains and locks. It also reminds me of abandoned houses (full of lead paint), which are a favorite haunting grounds for spooks. Lead is also supposed to be a traditional deterrent to ghosts/spirits in that a magician can trap them in leaded glass bottles. What do you think? Getting back on track, we have: - Five character type options (Skimmer, Sleeper, Flatliner, Skia, Lethian) - General powers and advantages for the characters - A Power-stat (Psyche) - A supernatural fuel source (Vitality) - Four main branches for organizing characters (Dawn, Day, Dusk, Night) - Two sub-branches of supernatural powers for each main branch. - Three thematic supernatural powers for each sub-branch. Each power must be purchased sequentially. - General supernatural powers all Projectors can learn - Antagonists An internal antagonist (Spite) A PC-level antagonist (T&S Securities) A wild card antagonist (Ankou) A legendary antagonist (Reapers) - Ties to other nWoD games (Werewolves, Rat shifters, Spider shifters, other spirits, possibly Geist) - A balancing aspect to avoid power gaming (Vitality = health and supernatural fuel. Vitality pings. Using Spite may cause Stains.) - A supernatural weakness (lead?) - Story hooks for each character type ------------------------------------------------- At this point, I think we have a lot of bone and not a lot of meat. Before we put meat on the skeleton though, are any of these concepts out of line with what you would consider to be an enjoyable game? Do you "not get" or are you completely underwhelmed by anything you've seen so far? What should be done to fix that concept?
  12. nWod Application

    Get in touch with Mr. Gone. He should have all of the raw data for abilities, gifts, merits, and what not in his system already. That should save you a huge amount of time.
  13. Orpheus for nWoD

    Another related document: Phantasms of the Living - 1886 http://books.google.com/books?id=siMFAQAAI...lient=firefox-a A collection of case studies regarding apparitions recorded by the Society for Psychical Research
  14. Orpheus for nWoD

    Excellent. I'm available to chat via Google Talk and AIM, so feel free to hit me up. Excellent. I see the Moribound Foundation as having a Skia or two in their ranks "feeding" unwanted members to a Reaper in return for their "Get Out of the Underworld Free" card. It also reminds me of a horror movie I saw last month that I really enjoyed. The movie was called Martyrs, and it centered around a cult - composed of rich old people - that tortured young girls in an attempt to force them into a Near Death Experience. If the girl survived the NDE, the cult would record her experiences of the afterlife and add them to their gospel. When modern-day faith is in short demand, what could be a better draw for a cult than first-hand accounts of Heaven? I also like that the Foundation is European. I live in the US, and most of the Wolf books are centered in the US, so this will be a cool addition to the setting. Great stuff. This is right on the nose with my original Orpheus Method idea. My biggest inspirations for the Orpheus Method are: Project Stargate (US CIA Cold War experiments in Remote Viewing) -http://en.wikipedia.org/wiki/Stargate_ProjectMKULTRA (US CIA Cold War experiments in brain modifications) - http://en.wikipedia.org/wiki/Project_MKULTRAPim van Lommel's NDE experiments as published in The Lancet - http://www.towardthelight.org/neardeathstu...elarticles.htmlFlatliners (movie) - http://www.imdb.com/title/tt0099582/The Jacket (movie) - http://www.imdb.com/title/tt0366627/Background on "The Orpheus Method" "The Orpheus Method" is a series of obscure government files (like Stargate Project) that focuses on Remote Viewing. Most of the files are related to standard Remote Viewing methods including: training methods, how to induce OBE, how to set up tests, and how to verify data. It also discusses data related to the early test subjects, in particular how people who have had NDE's score much higher for accuracy. The files also show experiments and notes promoting accelerated Remote Viewing training success through the use of a anesthetic/hallucinogen drug cocktail code-named "Mavroneri" (literally "Black Water"). Towards the end of the book, the files include notes from the doctors regarding specific patients who have excelled in Remote Viewing accuracy. The notes are mostly blacked out, but discuss the possibility that their patients are starting to suffer from mass hysteria, shared delusions, waking hallucinations, and paranoia. ST Notes Shortly after the dates on the last notes, the research facility was burned to the ground by some of the patients to keep the government from performing these experiments on anyone else. Very cool. Given the ability to float around invisibly at will, I'm sure some would use it for recreation and criminal purposes. I'd like to see more on these guys. Exactly. Keep it small and focused. We're not building monoliths for the characters to manuver around. We're building story hooks that the characters might find themselves wrapped up in. Here are some other inspirational materials that you might find handy. Greek and Roman Necromancy by Daniel OgdenLives of the Necromancers by William GodwinThe Coordinate Remote Viewing Training Manual by Stanford Research Institute - InternationalThe Encyclopedia of Ghosts and Spirits by Rosemary Ellen GuileyTheme: Exploration A survivor's life is framed by death. Fate, or man, pushed them from their mortal shell once, yet they found their way home. Since that day, the world has sharpened to razor contrast. Things that were once important suddenly rot on the vine; replaced by a burning ember of untapped spiritual potential. To a survivor whose eyes have been forcibly opened to the big picture, it's difficult to shut it all out again. They know what is waiting to pounce on them from the other side, because it stalks their every movement like a second shadow. Some survivors fear they're being punished for leading a sinful life, while others take their second chance as a blessed reminder to live each day to its fullest. All camps do agree on one thing however; they're not the same people. They found pieces of themselves and pieces of the world that, although always there, have never been brought into the light, and this is what Orpheus is all about. Orpheus is a story about the paths a survivor will explore, and the doors he will open in order to find the truth. Mood: Paranoia They say that every exit is an entrance for something else. Nowhere else is this more true than in an Orpheus story. When survivors cross over into death, they bring back knowledge of that shadow world. Now, those shadows haunt the survivors in their dreams and in waking life. Ghosts, spectres, and even stranger creatures imperceptibly stalk the corners of our world seeking comfort from their hungers; invisible to all, except for the Survivors. Their dead eyes see the phantoms waiting for them, always moving, always hunting on the other side. Lexicon anchor - a person or object in the material world of great personal importance to a ghost or projector.aoroi - Ghosts of people that feel they have died before their time (including children).Animus - A general code of conduct that protects a projector's mind from the overwhelming madness of the Shadowataphoi - Ghosts of people left unburied and or left to rotbiaiothanato - Ghosts of people who have died of slaughter, violence, and diseasecrucible - A group of projectors who have anchored themselves to one anotherDawn - the Elysian Key that focuses on the real world and physical lawsDay - the Elysian Key that focuses on people and the living.Dusk - the Elysian Key that focuses on ephemeraeidolon - The disembodied soul of a projector. Also known as a thumos, anatta (Buddhist), atma (Hindu), ikiryo (Japanese), nefesh (Jewish), and psuche (Greek).Elysian Key - A projector's philosophical focus while developing their psyche.ephemera - The catch all term for ghosts, spirits, and projected entitiesessence - Spiritual equivalent to vitalityghost - the restless soul of a dead mortal who refuses to be reaped.katabasis - The process of moving from Twilight into the Shadow or Underworldkeres - Wild and violent reapers that deal with aoroi, ataphoi, and biaiothanato. AlsoMavroneri - Slang term for the drug cocktail used by flatliners. Literally, "black water."Near Death Experience (NDE) - the moment in a projector's life when they were close to dying, but survived.Night - the Elysian Key that focuses on the spirit worlds and the Shroud.projecting - the art of separating a mortal soul from its body so that it can walk through Twilight as a ghostprojector - see Survivorpsyche - The overall potential of a human soulreaper - Powerful death spirits that reap new souls in order to guide them to their final reward or punishment. Reapers are also charged with keeping souls in their Underworld prison.shade - Supernatural powers available to projectors while they are out of bodyShadow - The metaphysical reality of spirits.Shroud - a metaphysical wall that separates Twilight from the spirit world of Shadow. Also known as the Gauntlet.spectre - A ghost ruled completely by its own madness and Vice.spirit - an inhuman ephemera, usually born of thoughts and concepts rather than physical matter.spite - A projector's thoughts and feelings related to the negative aspects of himselfstain - An physical aberration in a projector's eidolon caused by spite.Survivor - normal people who are able to project after going through a Near Death Experience.Thanatos - A benevolent reaper who deals with souls who have died peacefully.Twilight - An immaterial state of being in the physical world frequented by ghosts and lesser spirits.vitality - The total energy and force of will of a projector.Katabasis types ---------------------------------------------- Flatliner Scientists, explorers, and junkies that project with the help of a special drug named Mavroneri. Benefits - Project almost instantaneously in any environment. - Duration of projection time pre-planned. Drawbacks - Limited access to the drug may limit projection. - May develop addiction. - May develop health-related issues if abused regularly. - Must wait until the drug has metabolized before returning the body. ---------------------------------------------- Skimmer Gurus, New Agers, and Transhumanists that can project during meditation (Kundalini) Benefits - Projection can last as long as the Skimmer can meditate. - No physical drawbacks. - Can project without tools. Drawbacks - Difficult to master - Environmental penalties apply to meditation efforts. ---------------------------------------------- Sleeper Former coma victims that project while asleep. Benefits - Projection can last as long as the Sleeper remains unconscious. - No physical drawbacks. - Can project without tools. Drawbacks - Must be asleep to project. - May develop sleep related disorders, such as: insomnia, somniphobia, avoidance, narcolepsy, etc. - Environmental penalties apply. ---------------------------------------------- Skia People that died and returned to life by making a deal with a Reaper (a high ranking death spirit). They're given the ability to project in order to fulfill a tithe to their Reaper. Benefits - Projection lasts as long as needed. - The structured method lends itself to inexperienced projectors. Drawbacks - Indebted to a powerful death spirit. - Requires instruction to learn the rituals. - May require additional props or special environmental conditions to activate the ritual (e.g. can only project after sunset, need to form a circle out of gravedirt, can only be performed in the nude, etc.) ---------------------------------------------- Lethian Survivors that can project with the help of a relic/talisman created from an object involved with their NDE (e.g. cauls from a difficult birth, twisted auto parts from a car accident, bullet casings from being shot, etc…). Out of all of the Survivors, the Lethians came closest to death during their NDE and have looked past the gate into the Underworld. Only through their sheer force of will were they able to return. Some even say that Lethians learned to build anchors before they even died, and that's what kept them from being reaped in the Underworld. Benefits - Project almost instantaneously in any environment. - User may develop new relics given time and effort. - Duration of projection limited by the ability of the relic. Drawbacks - Ability to project may be limited by access to the relic. - The relic may require special conditions to activate (e.g. can only be used by a family member of the projector, it needs to be covered in blood, it needs to recharge after each use, etc.)
  15. Orpheus for nWoD

    That's very similar to what Wikipedia says, but Wikipedia seems to be a dead end for finding media related to the concept. You're right though. It is a very good concept to use in relation to Orpheus, which is why I'm interested. ~Tome
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