Jump to content

Zenoseiya

Members
  • Content count

    124
  • Joined

  • Last visited

Community Reputation

-27

About Zenoseiya

  • Rank
    Acolyte of the Shadow
  • Birthday 07/31/1991

Profile Information

  • Gender
    Male
  1. An Update? The Lone Watchtower

    Magical Traditions includes brief mention of an alternate plane made of clockwork gears and muscle and bone operating as a gigantic machine, which may be connected to the God-Machine mentioned in the WoD core, and the Principle discussed in Pandora's Book. My opinions: It is my belief that some of the other worlds are fallen, shattered reflections of the Supernal. The Realms Supernal are arranged like a pentacle, whereas the Realms Invisible are arranged like a yin-yang symbol (Earth and the Astral versus the Shadow and the Underworld) with a few orbiting spheres (Faerie, Hell, Empyrean/God-Machine) and some tangled threads connecting various portions (the Skein and other tunnels between worlds). That doesn't include all the other extraneous worlds mentioned in certain books, like the many alternate worlds of the Shatter or the Lower Depths. I believed that the Watchtowers exist simultaneous in the Fallen and Supernal, which is how souls can cross the Abyss to Awaken and how mages can summon Supernal beings down to Earth. Visiting the Watchtowers on this side, however, is an epic journey in and of itself.
  2. Predator's taint

    The Vampire Translation Guide includes a rule where, if you fail the roll, you can spend a point of Willpower to prevent frenzy. However, the other vampires will notice that your character lost control for a moment, which could give him a reputation as a yokel.
  3. Danse Macabre Tiers

    That's not what I'm taking about. I'm talking about things like investigating a circus/carnival where a so-called "alien" is, competing with a rival investigator. The group initially suspects the big-eyed "Alien Boy," but he's just an albino. The real alien is actually the hypnotist. Or a convent that's build over the tomb of an old vampire. In fact, he was the one who originally founded the convent. But I'd advise against doing "monster of the week" stories. They change the paranormal from the worrisome danger it presents into an everyday occurrence. Spend most of the time on mundane cases, or cases that appear to involve the paranormal but are later revealed to be mundane. Then every once in a while surprise the players with something paranormal. Emphasize the fact that the characters are normal (or formerly normal) people with normal lives. nWoD is just like those games you mentioned. Only low-key. The paranormal exists, but it doesn't go to disgusting extremes like controlling the world or coming out of the closet. Try using ideas from those other games if you have trouble coming up with ideas.
  4. Danse Macabre Tiers

    It's not strange to have a vampire/witch detective character who investigates mundane cases (there are three tv shows with this premise). It gives you a better appreciation of humanity. Not everything has to be magical. Characters have sleeper ties, and have to deal with all the trouble those bring unless they decide to become complete hermits. Even paranormal cases should consist largely of mundanity, so that the paranormal aspect contrasts all the more. nWoD is not designed for gonzo silliness. It's designed to be a horror/mystery game. If you don't like that, why are you here?
  5. Danse Macabre Tiers

    Technically, the Tier 3 covenants have more in common with the 2nd edition Technocracy than the sects. Kinowolf on the WW forums had a good primer for toning them down so that they fit in with the hunter conspiracies, and contrasts them with the other covenants. Red, you're slightly wrong, though. nWoD is meant to be like our world, except darker (both metaphorically and literally), gothic (decaying skyscrapers studded with gargoyles and lit by torches, psychotropic weather that enjoys messing with you, and romance triangles/dodecahedrons), and grimdark (rampant paranoia, high crime rates, etc). But you'd be better off playing oWoD if introspection isn't your thing. nWoD is meant to be about investigating bad things, mundane and paranormal alike, and trying to fix them, all the while resisting the urge to abuse your power.
  6. Define your homebrew Settings Here

    That's a interesting idea. When in combat, attack rolls subtract Defense+Athletics instead of simply Defense. The full number is applied against firearms at point blank, half this number is applied against firearms if the defender is actively moving, and no defense is applied against firearms if the defender is standing still. Athletics may also be substituted with Brawl or Weaponry if the character is, for example, a martial artist or fencer, respectively. This is narrated as blocking, parrying, or dodging, depending on the situation, but the rules are the same. You can't, for example, block or parry a bullet (unrealistic Hollywood movies aside). You can't dodge a bullet either (except with Celerity or Time magic), but you can make yourself difficult to target.
  7. new core books?

    Actually, J. Edward Tremlett had written a really good take on Wraith for the nWoD called Wraith: The Arising. It was written in 2004-2005, so it's incompatible with Geist and Book of the Dead, but I prefer it's "passion and horror" approach myself.
  8. Reality Bending Magic

    Skeloric, I'm going to make this simple: later sourcebooks explained that "Altantean Orthodoxy" is a tool used by the Orders to justify their excesses. Secrets of the Ruined Temple goes into great detail on this. Your criticisms are annoying because they don't look past the corebook.
  9. Requiem for the Masquerade

    I'm not fond of global-style play. Takes away from the focus on occult mystery and self-abomination. It doesn't add anything other than more ridiculous "world-spanning ninja clans."
  10. Predator's taint

    Vampire Translation Guide provides a nifty house rule that would solve a lot of those complaints about this mechanic.
  11. Question about rotes

    Every Order has rotes for every spell, more or less. Every Order uses different skills for their rotes, as specified by their rote specialties.
  12. Rotes Vs. Creative Thaum

    Rotes work completely different than they did in Ascension. The books don't provide a list of rotes, they provide a list of spells that can be cast on the fly or turned into rotes. A rote provides benefits that an improvised spell does not, like a higher dice pool and a free mana cost. You can create your own spells if the spells in the book aren't adequate for your situation, and later turn them into rotes. Essentially, in Awakening, spells are essentially the same as rotes were in Ascension, but are created freeform from scratch. You can design and use as many spells as you want, but a rote version of said spell will always be more advantageous.
  13. New CCP MMO is Vampire: The Masquerade

  14. New CCP MMO is Vampire: The Masquerade

  15. Hell in Inferno

    If it makes you feel better Libra, I thought Inferno handled Hell pretty well. "If your character is dragged to Hell, get a new sheet" and "horrible nightmare visions of melting babies" is the only thing that can do it justice, IMHO.
×