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Everything posted by ROMzombie

  1. Silence In The Tomb?

    I'm a bit surprised to see the echoing vastness of the nWoD Mummy forum, since the game has been released to Kickstarter backers already. We've also got a start on codifying the tables into a reference over on the WoDIndex, if anyone here would like to help.
  2. fun with Death

    With Death 2 "Touch of the Grave", you effectively become dual-state; both Ephemeral and physical. This means that YOU, although not anything you WEAR or TOUCH, are able to affect Ephemeral entities. This mean you can attack them, but only with Brawl attacks. With Death 3, you can cast the same spell on other targets, including a weapon or bullets, making ghosts and spirits easy pickings. A creative thaumaturgy spell to do Bashing damage to ghosts would not be unreasonable. With Death 4, you can inflict Lethal damage on touch, yes... but you can also instantly knock someone out with "Suppress Other's Life". Which would you choose, in a pitched battle? With Death 3, you can "Summon Shadows", which can be made into an Extended casting easily to give it an enormous strength and duration. Do you think even a Werewolf in full tilt can overcome a Grapple check against a Strength of 20? Mind has it's downsides, however. If a Necromancer and a Mentalist fight it out, the win is likely going to go to the guy who has an army of zombies without minds to attack. Vulgar, yes. Spend mana, not more than any other Arcana. Destroy your wisdom, only occasionally, and not really any more than any other Arcana experiences when they flex their full muscle. Remember, the full list of Wisdom sins apply to all magic use, and anything that is a crime at one level is one level worse when done with magic. Steal a car? Wisdom 5 sin. Use Fate to steal a car? Wisdom 4 sin. Shoot a Seer in the head? Wisdom 3 sin. Use Forces to blast him to death? Wisdom 2 sin. This is a mis-reading of the spell. You can attack a ghost, but only your body is affected by the spell, not weapons you hold. So, Brawl attacks only. The canonical spell lists are only examples; creative thaumaturgy is the main portion of magic in Mage. If your Storyteller works with you on an effect, by all means, add it to your game. There's even a big list of Spells that people have made up already over at the Mage wiki. Combat isn't always about damage. "Twilight Shift" makes you invulnerable except mages who can use Death 2, Spirit 2 or Prime 3, and each requires a particular spell to affect you. Cast "Touch of the Grave" on others (using Death 3, natch) then touch them while they are unable to see you and cast "Suppress Other's Life", instantly dropping them. Of course, why take the direct route when you can prepare and have an army of ghosts attached to you in Twilight, then cast "Touch of the Grave" on someone and let them curb-stomp them into oblivion in one round? Take a look at the Mage wiki's list of spells people have created for ideas, as well as the Canon Spell Index. They give you a decent starting point.
  3. Spell Factors

    1: True. Rotes can be modified by Factors just like Improvised spells. Spells cast by Imbued or Artifact items, however, are cast with the Factors they they are Imbued with. 2: Yes, the mana expenditure is an extra option, and in a Hallow, is probably the better choice. You can take a -2 to make it last for 24h if you have +1 dot in the Arcana. 3: Magic is not always the best option. There is good reason for mages to use firearms, despite their limitations: they hurt like a mofo. Thunderbolt is a flashy option, but not always the most effective, although if you add Target Factors you can hit an entire group of enemies, whereas you can normally only fire one bullet at a time.
  4. Need some help from those who are tech Savvy

    Most of the time you can not upgrade the graphics card inside a laptop. Even when they don't use an integrated board, the card is often specifically sized to fit the form factor of the laptop. If you want to play high-end games with loaded graphics, get a desktop, and make sure that it supports PCI Express x16 cards.
  5. Hell in Inferno

    Of course, something that is supposed to be as eternally tormenting as Hell kind of loses it's essence when reduced down to rules and tables. It's the same reason they haven't statted out Heaven, and the reason that the equivalent planes in D&D are more like Disneyland Lands (Daddy! Daddy! I wanna ride the Inferno!) than any sort of unending horror. Instead, why not use a Wound / Verge to overlay part of the Fallen World with damnation, or a leak in the Tennemos / Skein that bleeds evil?
  6. Hell in Inferno

    It pretty much explicitly states that it's a one-way trip, but hey, how you run your game is up to you.
  7. need some help

    People don't hate Prometheans on sight, but they do react negatively to them, more strongly so over time. Having a high Resolve + Composure pool helps, and since both Vampires and Mages get a +1 boost to one or the other of those at character creation, they are likely able to resist the pull. For instance, Galateads are the subject of lust and possessiveness. The first time a person meets them, they roll Resolve+Composure to resist. If they fail, they feel a slight urge towards the Galatead. Over successive meetings (and successive failures), this becomes stronger, until it's an overpowering obsession. Likewise, the Wasteland has almost no effect immediately. Over time within the same area, however, it slowly both grows and becomes stronger, with the particular effects depending on the Lineage of the Promethean. So long as the Promethean keeps moving and doesn't use the same safehouse for more than a week at a time, they are relatively safe. Honestly, please don't run a monster-mash mixed game. Games like those in the nWoD (and especially Promethean) work better if everyone has the same story focus, trials to overcome and sense of comradeship in the face of struggle. Your players won't have as much investment in the story if they just consider themselves puppets with superpowers.
  8. File-Sharing Raid

    I think it's pretty funny, honestly. All that effort, but it's going to do absolutely nothing. The Pirate Bay undoubtedly has a secure off-site backup, and uses DHT, so their operations will be almost unimpaired by any sort of take-down, other than seizure of the domain name itself.
  9. Dresden Files RPG

    I picked up a copy of each at GenCon at the Evil Hat / IndiePressRevolution booth. Your Story: The system is fairly standard Fate, but the mix between templates and al a carte Powers is strange... like they didn't want you to customize (to conform to the setting) but didn't want to look like they were forcing you to stick to the templates? Magic gets kinds of confusing to resolve, too... maybe once I play a couple of rounds of it, it will make more sense. Our World: More of a dossier on The Dresden Files than a traditional setting book. I guess they just figure people will pick up a Chicago tourist guide if they want the rest?
  10. Spell Compendium

    You can find a lot of them over on the Mage Wiki. Here's a link to all of the pages tagged as Spells.
  11. Rotes Vs. Creative Thaum

    Rotes in Ascension really didn't give much benefit. In comparison, Rotes in Awakening give you a potentially larger die pool, reduce Paradox, make it more difficult for people to identify you by your magic and negate the compulsory mana expenditure for casting spells outside your Ruling Arcana. There is a significant system-mechanical benefit to using them. Of course, Rotes only cover one particular set of situations. Knowing "Celestial Fire" as a Rote gives you a potent weapon in combat, but it doesn't help at all in investigating why someone was killed. It's not supposed to. Rotes are the equivalent of magical equipment, like a screwdriver or a hammer. You don't generally use a hammer to investigate either, do you?
  12. Define your homebrew Settings Here

    Skills: Instead of buying new dots in Skills, you buy additional Specialties, and there are no limit on the number of specialties you can have for a Skill. When you have a number of Specialties = new Dots, you trade them in for that dot. Reasoning: It gives Skills more of a "training" feeling than just purchasing the dots straight out. As you get to the higher dot ratings, you need to study broader ranges of applications of that Skill to advance. Merits: Fighting Styles are a sequential series of +1 bonuses to Attack and Defense (but only one or the other in any given turn) when using a particular type of weapon. Reasoning: Simplify the broad range of maneuvers, power levels and sources down into a simple system. Merit purchases are split into two types: sequential and one-time. Sequential Merits have a progression (be it 1-5, 1-3-5, 2-4 or other variants) while one-time purchases only have one level that they can be taken at (2 dots, 4 dots, ect). Sequential purchases are as usual, but one-time Merits can be purchased for a flat price of 2x the dot rating. Reasoning: Many of the one-shot Merits are unreasonably overpriced when the composite total is taken into account. Mage: Paradox does Lethal damage. Reasoning: Paradox can still be avoided, but I prefer to prevent it from being ridiculously easy to disregard. Once per Scene per Arcana, a mage can cast an Instant Improvised spell at one dot higher Arcana rating than normal, but the spell is Vulgar and imposes an extra +3 Paradox dice. Reasoning: Give the players more power, even at starting level, but make it dangerous to help play up the Hubris theme.
  13. Beast Magic

    Heh, I imagine that "Hollow Victory" in Banishers (p54) is one.
  14. The "Where'd you get yer icon?" Thread

    Commissioned artwork of an evil magus from a forum RPG based on a dead CCG called Magi Nation Duel from an artist for the game. ^.^;
  15. Beast Magic

    Are you talking about the uses-spells-as-powers Changing Breeds, or as Adept of Life shapeshifters? Anyhow, take a look at the Mage Wiki. There's a big list of user-created Spells there, and it can be filtered by Arcana to the Life-specific ones from both Shadownessence and RPGnet.
  16. Awakened Assemble!

    I'm still here, and am going to be running three different Mage games (along with an Immortals game and an Inferno game) at GenCon in a couple of weeks. I've also been busy archiving fan material from RPGnet's Legacy and Creative Thaumaturgy threads into the Mage Wiki. There's quite a bit more there now, if you haven't looked in a while. As for new ideas... why don't we set up a project to flesh out some of the alternate settings described in Mirrors and Chronicles? Post-apocalyptic and such?
  17. Anyone else Worried about White Wolf

    I rather doubt that. I think that it's fairly plain that, with the exception of products who's development has already been completed, we are seeing the end of White Wolf's tabletop publishing. There may be some remaining products, but there's more than just "being off the supplement treadmill" as Eddy put it in the podcast.
  18. The Howling Void World of Darkness

    For kicks, ya might want to add a link to the WoDIndex wiki; it's mostly complete now, and is universally useful.
  19. Changeling References

    You dare speak the heresy? There was never a TV series made of the incredible Dresden Files novels. There are several comic books, short stories (in "Mean Streets" and "Blood Lite") and a soon-to-be-released RPG by Evil Hat based on the Fate system. But there is no TV show.
  20. Lore (in the WoD)

    That's the problem. Any of them could be true, but which one is is a question entirely left up to you. The information is now presented first-person, not 3rd-person omniscient as it was in oWoD.
  21. Lore (in the WoD)

    The Testament of Longinus and Rites of the Dragon are both artifact "lore" books, detailing mythology of the Requiem setting.
  22. Born a Changeling?

    I spent about half an hour writing a long response about how it wouldn't fit, then hit delete. What the hell, it's your game, have fun with it.
  23. "Opening the Black Gate" is the 5th Dot Clause of the Contract of Shade and Spirit, on page 26 of Winter Masques. More or less, it opens a door into the Underworld. You can peruse The Book of the Dead for details, but since it's tomorrow, I'll summarize: The Underworld is an endless series of caverns, tunnels, caves and catacombs lit by phosphorescent moss and flickering ghost flames, but for the most part it is dark and claustrophobia-inducing. Geography is incoherent and without a proficient tracker, it can be quite difficult to find your way back out again. Color is rare, and used by the inhabitants as a decoration: a bright red scarf alone against the gray walls of a hut, a single dandelion plucked from the surface adorning the corpse-pallor face of a dead beauty. Ghosts who lose their Anchors to the mortal world are thrown here as well as those who aren't able to form Anchors in the first place, and are eventually reduced to madness and despair by the unending torture and boredom. The caverns wander slowly downward, until they reach the shores of one or more rivers. Each river in the Underworld is different, consisting of steaming blood, pure fire, scorpions or other threats. There is no simple way across (except for Sin-Eaters...), and little reason for those with any sanity left to desire to cross. Over time, the dead make their way deeper and deeper into the Underworld, meaning that most of the ghosts that a visitor with meet will be under two hundred years "old" or so. As for reasons to enter the Underworld in the first place, there might be great knowledge to be gained, if one could somehow find the right person in the vastness and convince them to render assistance. There might also be deathly treasures carried by the dead, brought with them when they perished. The Underworld is perilous, however, and having a horde of ghosts chasing you for a taste of life and color can be a serious threat. Ghosts that are destroyed return to animation the next day, meaning that even if one does defeat a foe, you had best make a rapid escape.
  24. Attribute Scores

    A mage of the Perfected Adept Legacy who is a Master of Mind and Life can give themselves +10 to Strength, on top of what their natural Strength score is. With a Gnosis of 10 allowing a maximum score of 10, that means that the potential maximum is 20. Of course, assuming that they planned this from character creation and juggled the costs to minimize the price, it would still cost 727xp. ^.^;
  25. Fix it (with a book)

    Check out Dudes of Legend, the nWoD book that gives you lots of the over-the-top stuff that isn't ready for the core book. It's only $0.69!