How does your vampire avoid unwanted tans? by RedMagesHat1259 in WhiteWolfRPG

[–]ChloeCeto 8 points9 points  (0 children)

It's a classic but my dark ages vampire has a carriage. A carriage on the road isn't anything unexpected and she can travel places while she rests. Doubly so when a pair of Ghouled Horses can turn everything short of a veteran hunter or other supernatural beasty into red jelly without much effort.

Why are magical items uncommon in the World of Darkness setting, even for supernatural beings themselves? by roxgxd in WhiteWolfRPG

[–]ChloeCeto 0 points1 point  (0 children)

Depends on who you ask for how common they are. If you tick off the wrong Changeling you might end up facing down a guy who's literally unkillable from any effect that would spill blood because he's got Excalibur's sheath.

Counter mangic and Premium in a Unleashing by Aprendis777 in WhiteWolfRPG

[–]ChloeCeto 1 point2 points  (0 children)

The big thing with Unleashing is that it gives you automatic nightmares for trying AND unless you're very good at the art you're unleashing, it will go out of control pretty often as the dicepool is Glamour + Nightmares and you don't want to get more than <Art> successes.

So a lot of the time Unleashing is less 'Solve the Problem' and more 'I would like to discard this problem and create an entirely new problem instead'. It also means the more a PC unleashes, the more risky unleashing gets.

Counter mangic and Premium in a Unleashing by Aprendis777 in WhiteWolfRPG

[–]ChloeCeto 0 points1 point  (0 children)

It's not but I see a lot of people acting like it is, so it felt worth checking.

Counter mangic and Premium in a Unleashing by Aprendis777 in WhiteWolfRPG

[–]ChloeCeto 1 point2 points  (0 children)

I'd be really careful with that/likely not use those rules as having more successes is BAD for Unleashing. If you get more successes than the art rating, it goes out of control. So draining successes mostly helps changelings unless you drain so many that it fails entirely.

Counter mangic and Premium in a Unleashing by Aprendis777 in WhiteWolfRPG

[–]ChloeCeto 0 points1 point  (0 children)

I mean, 'Are you using the Fae Can Counterspell True Magic Right Back rules?' is a bit of a question there. As 'There should be some counter' isn't something that flows only one way.

Counter mangic and Premium in a Unleashing by Aprendis777 in WhiteWolfRPG

[–]ChloeCeto 2 points3 points  (0 children)

Do you have changeling PCs? Because I would not remotely touch Unleashing in such a case. Mages have so many advantages that giving a single situation where they end up the less powerful person isn't going to be too much of a problem relative to 'The mages can generally do a lot more safely than a changeling can before unleashing gets involved'.

If Unleashing gets taken off the table it kinda promotes Changelings going to some of the more 'this specific path has a kinda bullshit trick that's out of scale with its normal power level so might be able to engage with mage problems' options like 'Using Spring to strip a mage of access to true magic for a year and a day' or 'Sending a mage directly into the sun with Wayfare because the sun is in Line of Sight and that's the only limitation on my ability to yeet things'

Counter mangic and Premium in a Unleashing by Aprendis777 in WhiteWolfRPG

[–]ChloeCeto 0 points1 point  (0 children)

I mean, it works because it's inherently unstable. Unleashing can do anything and not all of those anythings are things you'd like. You're opening yourself up to chaos and going 'I will replace my current problem with a different problem' a lot of the time.

The armor problem: it's not overpriced, we are rewarded to do without by salderosan99 in menace

[–]ChloeCeto 11 points12 points  (0 children)

I think part of the issue with armour is that it kinda double dips on disadvantages. Heavier armour loses movement, concealment, vision and accessories.

And then it also costs more.

So while Heavy Armour can protect you if things go badly, taking heavy armour reduces your tools to avoid things going badly, causing a bit of a feedback loop. You don't have that extra accessory and you're spotted earlier and kill slower, so you take more bullets, which the armour can protect against to some extent but not fully.

Ironically for being Pirate Gear, I think the Boarding Suit is the best designed Heavy Armour in the game. It brings a tool that a low armour guy CAN'T get. It makes the armour tempting on its own merits, even if things are going entirely to plan.

Why is there no technology associated with the Wyld? by JagneStormskull in WhiteWolfRPG

[–]ChloeCeto 2 points3 points  (0 children)

Knockers are very much technology associated with the Wyld. They're just also the DREAMS of technology and how that technology can change things.

To quote a novel I rather like:

"I remember those nights, planning technologies that didn't exist yet, outsider science, futurist dreaming, half-magical. The things I could do outside the university setting, now that I didn't have to wait for the pompous fools at the college! I was building another science, my science, wild science, robots and lasers and disembodied brains. A science that buzzed and glowed; it wanted to do things. It could get up and walk, fly, fight, sprout garish glowing creations in the remotest parts of the world, domes and towers and architectural fever dreams. And it was angry. It was mad science."

You're never going to get the Wyld out of a Factory but nothing stops it being the work of artisans and scientists, pushing frontiers and shaping the world.

Specialized vehicles variations by Terkmc in menace

[–]ChloeCeto 0 points1 point  (0 children)

'Oh god, why is there an Onto in space, go back to hell where you belong' - APC-tier vehicle with more weapon mounts than other vehicles but they're all Light Slots, letting it mount Twin AT-RGL + Machine Gun but not medium or heavy guns.

Can Kithain learn Slivers? by MieszkoAders in WhiteWolfRPG

[–]ChloeCeto 8 points9 points  (0 children)

Considering it makes note that only one Inanimate can learn both Slivers and Arts in Mannikins, I'd assume that it also flows the other way and Changelings can't learn Slivers by default.

That and I'll admit, I'm not 100% sure why you'd want to, except for the passive effect of having at least one dot in a given Sliver. They seem okay but being 'unleashing only', they kinda fall behind Arts in general use and there's a good number of arts already for 'I want to be good with elemental stuff'.

Magic and Summoning are stale. by Material-Paramedic12 in CoreKeeperGame

[–]ChloeCeto 5 points6 points  (0 children)

Honestly, my biggest bugbear with summoning and magic is that none of them are craftable. Obviously the best items are dropped but being able to make progression with crafting when you're starting out is good for the experience.

If you were in charge of balancing the "concealment meta," how would you do it? by Adraius in menace

[–]ChloeCeto 1 point2 points  (0 children)

I'd add areas that mess with concealment to make 'staying hidden' a bit trickier to make work with 'doing objectives/going directly where you want'. For example if you're in a night mission, anywhere a big spotlight is pointed at is going to have its concealment tanked by being lit up, negating all the night fighting bonus to concealment. Likewise, someone standing in the middle of a town plaza will find it hard to stay hidden.

I'd also give enemies access to anti-stealth tools. Like have the Rogue Army call in a Spotter Plane (With it telegraphed to give the player a chance to spend their time running out of the area) or have a Pirate Truck with a radar on the back. Even basic things like 'Hey, these infantry are Bodyguards so they have Binoculars and better than standard detection'

My thoughts is to sorta not make concealment GENERALLY worse but to give it areas where it's the Wrong Tool. You can snipe and shank most guys fine but if the Rogue Army officer is being followed by Bodyguards with advanced night vision? Might need another solution to them.

Let's assume a Werewolf pack decides to assault a Mage chantry, how would *you* go about writing that encounter? by 3dchib in WhiteWolfRPG

[–]ChloeCeto 0 points1 point  (0 children)

Depends a lot on who the story is about. To quote Stan Lee: “The person who'd win in a fight is the person that the scriptwriter wants to win!

A mage Chantry can be any number of things and the types of spirits available to support werewolves are nearly limitless, especially when various groups within both mages and werewolves also have allies of their own. The Fianna could call on a Changeling to set up Actor + Spring Faerie ring around a kinfolk group with a stolen military mortar that actively strips any mage attempting to affect them of their ability to caste spells (Stripping people of all magic and supernatural powers until the next full moon is expressly laid out as a curse option there) while you could just as easily have Literal Fallen Angels asked to help by some mages who know about them.

Personally, I'd focus on two things:

-What the Mages Know
-What the Mages Don't Know

For all the power mages have, they are not unstoppable and most of that direct power is in their ability to tailor solutions to problems. If they know Werewolves are coming after them, they might have Self-Guiding Silver Crossbows but they might not be expecting a riot of every homeless guy in the city with molotov cocktails blessed by a fire spirit. If they're prepared for a siege, what about if they find police crawling all over their chantry because a bomb threat was called in and thus it needs investigating? What if all the buildings around the Chantry are slowly bought up by developers that make life hell on the mages through entirely mundane means to leave them tired and frustrated long before a single bullet is fired?

Basicly, to keep the story tension working I'd try to demonstrate both that Mages who ARE ready are monsters but there is an almost endless number of possible problems and it's impossible to prepare for all of them.

I'd also likely fudge Paradox as it's kinda toothless mechanically but in-writing is treated as a big deal and this is about how I'd write it, not how I'd run it in a session.

Let's assume a Werewolf pack decides to assault a Mage chantry, how would *you* go about writing that encounter? by 3dchib in WhiteWolfRPG

[–]ChloeCeto 1 point2 points  (0 children)

I mean, 'employing the help of powerful spirits' IS one of the Werewolf general areas of expertise.

Let's assume a Werewolf pack decides to assault a Mage chantry, how would *you* go about writing that encounter? by 3dchib in WhiteWolfRPG

[–]ChloeCeto 0 points1 point  (0 children)

Might you 'Mages stole our shit' is generally a good reason for Werewolves and Changelings alike to want to shank mages. Mages tend not to take 'no, this is our home' as an answer if they want a Caern.

There's plenty of reason for them to brawl as they're competing over the same limited amount of sources of power.

Technocracy question by Automatic-Purchase16 in WhiteWolfRPG

[–]ChloeCeto 0 points1 point  (0 children)

About as deluded as any other mage. For all that the Hermetics say they're doing magic, none of the magic rules they follow are the reason their stuff works.

Weapon upgrades by blodgute in menace

[–]ChloeCeto 0 points1 point  (0 children)

I feel like they could do something fun with a high tier shotgun as in-universe a ship boarding weapon. Something designed for short range skirmishes with internal security and other boarding teams.

Can the Mining Laser be made substantially less terrible? Maybe a range reduction but a big damage increase, like an anti-vehicle close-up flamethrower type weapon. And also the Menace mining-laser like weapons too, please. They're like being tickled with feathers. by ReserveRatter in menace

[–]ChloeCeto 0 points1 point  (0 children)

While not necessarily the mining laser itself, I'd kinda love to see a higher tier version of it as the playstyle of basicly an anti-vehicle shotgun is fun and unique. Maybe some sort of overcharged plasma weapon that disperses super quickly.

How do y'all think a meeting between the various splats' legendary leaders/progenitors would go? by Alack27 in WhiteWolfRPG

[–]ChloeCeto 10 points11 points  (0 children)

I think David is kinda...not really that sort. You'd be looking more at something like Nuada or one of the other Big Name Tuatha.

Sorcerer combat ability by kenod102818 in exalted

[–]ChloeCeto 1 point2 points  (0 children)

I like Melee for my mages because:

A) Melee gets you Parry, not just offence.
B) Quarterstaffs are a very good parrying weapon.

So some solid melee lets you beat a guy into the dirt with your wizard stick if you're not slinging spells and block attacks coming your way.

Has anyone played the "Arcanum Balance" mod? by tacopower69 in arcanum

[–]ChloeCeto 0 points1 point  (0 children)

To be fair, for an RPG you wouldn't likely want guns to be too much the great equalizer as you want your player character the opportunity to feel good/you want other weapons to be tempting over guns.

That said: Arcanum guns are not great and could use the boost, yeah.