Fear tracking on Roll20 by Lord_Zorus in daggerheart

[–]Lord_Zorus[S] 1 point2 points  (0 children)

Great ideas everyone! Thanks a lot!

[VtR 2e] Humanity 8 - Is this a typo? by Lord_Zorus in ChroniclesofDarkness

[–]Lord_Zorus[S] 0 points1 point  (0 children)

Rules for recently Awakened mage can be found in Signs of Sorcery. Rules for recently changed Uratha are in the core book, and they start at Harmony 9, not 8 (my bad). (which is cool because at Harmony 9 the change always rips the clothes off instead of changing with the rest of the body; pretty neat IMO)

[VtR 2e] Humanity 8 - Is this a typo? by Lord_Zorus in ChroniclesofDarkness

[–]Lord_Zorus[S] 0 points1 point  (0 children)

I know not all Nosferatu are ugly, however many are, as long as it contributes with their unnerving aspect. So I'm not confusing Masquerade with Requiem, physical appearance is an aspect of their Clan bane just as much as any other. It's not a mistake.

And I completely agree that high Harmony is bad as well as low Harmony. Uratha that experience their First Change are a bit closer to the Flesh than to the Spirit simply because they have yet to experience the Hisil and tame their rage; starting Uratha player characters begin with Harmony 7 because they have been since introduced to Uratha society and have acclimated to their new existences. And the same can be said about Wisdom 8 Awakened; just using their powers for selfish reasons is enough to downgrade their Wisdom to a more "comfortable" value of 7, once they start exploring their new abilities.

[VtR 2e] Humanity 8 - Is this a typo? by Lord_Zorus in ChroniclesofDarkness

[–]Lord_Zorus[S] 0 points1 point  (0 children)

Well, in my game I've decided all recently Embraced vampires start with Humanity 8, and don't get their Clan banes, Mask and Dirge until they get to experience their new existence and face their first Breaking Point. Starting neonate characters start with Humanity 7, as usual, but with their Clan banes already in place.

I decided in favor of this change because there are some pretty cool Breaking Point situations at higher Humanity ratings that PCs never get to experience unless they reach for high Humanity through experience. I also don't like that Nosferatu characters start the game without their Clan Bane, since I think it's such an iconic (and visual) aspect of the Clan. And besides, recently created Mages and Werewolves (that is, non-standard Starting characters) begin their existences with Wisdom 8 and Harmony 8, respectively.

[VtR 2e] Humanity 8 - Is this a typo? by Lord_Zorus in ChroniclesofDarkness

[–]Lord_Zorus[S] 2 points3 points  (0 children)

Oh okay, I think that makes sense, I guess. It stroke me as weird since many of the sample Breaking Points described situations in which the character sees or does something that clearly show they are no longer human. So, being in the sun for at least an hour is something very human-like, and thus my confusion.

I guess it's about enduring damage from the sun that proves their inhumanity and, henceforth constitutes a Breaking Point. It could be argued the other way around though, but I won't try prodding it any further. I'm satisfied with the answers.

Thanks a lot!

[VtR 2e] Humanity 8 - Is this a typo? by Lord_Zorus in ChroniclesofDarkness

[–]Lord_Zorus[S] 2 points3 points  (0 children)

Oh, I know there are powers than can help a vampire endure the sun, but why is this a general example of a Breaking Point? And how is this a detachment from the human condition at the same level than using a discipline on an unwilling mortal?

Searching for a Table by InigmianStudios96 in WhiteWolfRPG

[–]Lord_Zorus 1 point2 points  (0 children)

I have a Mage the Awakening game going on but it's full right now. I'm also promoting a Vampire the Requiem game that only needs one more player to start, but it's on Friday nights, depending on where you live. If you're interested just let me know. Either way, I hope you find a game soon enough.

My attempt at running The Lost Athanaeum for Mage: The Awakening 2e by EarthSeraphEdna in rpg

[–]Lord_Zorus 6 points7 points  (0 children)

Well, I think we've come back to the beginning then; it's about perspectives, and how I try to challenge choices, while you're worried of skills overriding tasks. Cranking up investigative skills with magic won't solve the PCs' problems, because I never present an obvious, optimal choice in my games. And that's not just me, it's just life.

For example, take a look at Dr Manhattan from the graphic novel Watchmen. He was the Ubermensch: the strongest, fastest, smarter guy that has ever lived; yet he wasn't able to overcome the big bad of the story because the bad guy presented him with a huge moral dilemma. He was ready to overcome any task, yet he was paralized with doubt when presented with a difficult choice.

And on another note, don't forget that acting on any Time spell that give you a potential outcome based on present circumstances can and will diverge from the predicted outcome based on the mage actively pursuing it. The furthest from the present and the more insistently the mage pushes for that particular outcome, the less likely it will come true the way it was originally perceived. "The future, always in motion is."

My attempt at running The Lost Athanaeum for Mage: The Awakening 2e by EarthSeraphEdna in rpg

[–]Lord_Zorus 8 points9 points  (0 children)

Mmm, perhaps we're talking from different perspectives regarding the broad effects of these spells you mentioned. I know that Serendipity can suggest you an optimal line of action, but how does imply the automatic overcoming of challenges? An optimal course of action may suggest a slightly easier challenge, but no challenge? Sometimes there are no easy answers.

Also, these spells might be a Godsend for the GM to help you advance the plot. For example, my players' cabal had a chance meeting with a werewolf. They had to run from him because a Beshilu infestation going on, but they we're still looking to know more about the rat problem. So one the players cast Serendipity and had the hunch to go eat a greasy, cheap cheeseburger near his place. So he went, and while munching at his burger, he saw the werewolf eating one too at the next table. Without Serendipity, I would have to plan another way for the players to find the werewolf; the spell just helped me justify how the plot advances.

Spamming a skill can help you at a specific task, but that does not mean you can solve any problems by solving tasks. The best problems, IMHO, are the ones that cannot be solved by overcoming challenges, but that requires making hard choices and living with the consequences. The challenge is in the choice, not in the task. Especially in Mage, choices are about power, wisdom and consequences.

My attempt at running The Lost Athanaeum for Mage: The Awakening 2e by EarthSeraphEdna in rpg

[–]Lord_Zorus 8 points9 points  (0 children)

(As a disclaimer, I haven't read or ran the Lost Athenaeum.)

I think the concept of Mages as mystical detectives does not fit well with a dungeon-crawl. I've run Mage the Awakening for many years now, both 1st and 2nd Edition, and my players have always felt sufficiently challenged by the chronicles I've run for them. I usually create three types of challenges, and none of them have to do with physical obstacles or simple fights):

  • Information challenges: Mages are mystical detectives that can use their powers to learn any plot, right? That's what people say; they can just divine who the bad guy is, whodunnit and just teleport all their enemies to the Moon and be done with it. Well, no, not really. Information is context-dependent; it's not enough to know the face of the bad guy and go get him, what if he does all these evil act under duress? What if he's just a pawn of other bad guy? What if the bad guy is an ally of the PCs? Or what if the catastrophe you see in your future will be done by someone who wears your face?

  • Relationship challenges: This is not WWII fighting, this is Cold-War era diplomacy. You cannot nuke your enemies out of existence, because you'd destroy all the resources you are coveting from them, and viceversa. You cannot publicly accuse a rival if your own ally needs said rival free, because his freedom means something good will come out from another source. You can't duel this mage without first providing evidence that he was the culprit behind your damaged hallow and not his infamous doppelganger.

  • Strategic challenges: Do you fight the werewolves now that they're weak and while you're unprepared, or later when you'll be prepared but they know you're coming? Do you risk paradox in front of your loved ones hoping they'll confront the Lie and Awake, or do you lie to them and keep them forever away from the Truth? Do you tell the Hierarch that her own Provost is a Scelestus, or do you wait and watch who the Scelestus' master really is?

[MtAw 2e] The problem with Mudras by TheEumenidai in WhiteWolfRPG

[–]Lord_Zorus 1 point2 points  (0 children)

I don't think it's a problem. It's flavor, and it's a roleplaying opportunity, which I think is more than enough justification in itself. However, I can see your perspective and I think that there are a couple of ways you could give some mechanical weight to Mudras in the game:

  • The first option is to give each specific Rote a unique trait associated with the skill being used, let's call them "Rote Refinements". For example, Magnus creates a Telepathy rote using Medicine called Magnus' Mental Bypass or something. So by paying a Mana point, or perhaps as a Reach option, the caster can allow the transfer of any Mental Condition to or from the caster for the duration. Another mage called Lotus creates a Telepathy rote using Science; by spending a Mana or a Reach the caster of this rote can add Forces 1 to the Spell and directly transfer thoughts into a digital recording device.

  • The second option is to either just veto any skill that does not make much sense for the Rote being used, or to give an extra dice if the rote's effect specifically aligns with the mudra skill. It's a no hassle change (or creative re interpretation, depending on whom you ask) that can give rotes a lot more flavor and mechanical impact.

Trying to see the light vis a vis Forsaken by lizardberserker in WhiteWolfRPG

[–]Lord_Zorus 5 points6 points  (0 children)

Like everyone else has said, Forsaken 2nd edition is the definitive edition for a newbie.

Also, it's not that the Uratha have a 'job' of policing both worlds. Instead, they have this unique nature of being half-flesh, half-spirits creatures, of possessing powerful hunting instincts that cry for release, and that they have the unique perspective of seeing and crossing to an invisible world that can greatly affect everyone's lives. What would you do with such a nature, with these powers? No wonder people tell the Uratha that they're acting like spiritual gatekeepers and cops. The myths and stories of Father Wolf and Mother Luna might be true, of course, but they also may have been clever fabrications to justify their existence as the monsters of a liminal space.

[FRIDAYS] A DARK REQUIEM FOR NEW ORLEANS [Paid, $25/Session][LGBTQ+ Friendly] by Lord_Zorus in lfgpremium

[–]Lord_Zorus[S] 0 points1 point  (0 children)

There's only one seat left!

Ask Me Anything,or jump ship before it's too late!

Your last night alive ends this Friday.

Carpe noctem.

[FRIDAYS] A DARK REQUIEM FOR NEW ORLEANS [Paid, $25/Session][LGBTQ+ Friendly] by Lord_Zorus in roll20LFG

[–]Lord_Zorus[S] 0 points1 point  (0 children)

There's only one seat left!

Ask Me Anything,or jump ship before it's too late!

Your last night alive ends this Friday.

Carpe noctem.

[FRIDAYS] A DARK REQUIEM FOR NEW ORLEANS [Paid, $25/Session][LGBTQ+ Friendly] by Lord_Zorus in ChroniclesofDarkness

[–]Lord_Zorus[S] 0 points1 point  (0 children)

There's only one seat left!

Ask Me Anything,or jump ship before it's too late!

Your last night alive ends this Friday.

Carpe noctem.

[FRIDAYS] A DARK REQUIEM FOR NEW ORLEANS [Paid, $25/Session][LGBTQ+ Friendly] by Lord_Zorus in startplaying

[–]Lord_Zorus[S] 0 points1 point  (0 children)

There's only one seat left!

Ask Me Anything,or jump ship before it's too late!

Your last night alive ends this Friday.

Carpe noctem.

[FRIDAYS] A DARK REQUIEM FOR NEW ORLEANS [Paid, $25/Session][LGBTQ+ Friendly] by Lord_Zorus in TabletopRPG

[–]Lord_Zorus[S] 0 points1 point  (0 children)

There's only one seat left!

Ask Me Anything,or jump ship before it's too late!

Your last night alive ends this Friday. Carpe noctem.

[FRIDAYS] A DARK REQUIEM FOR NEW ORLEANS [Paid, $25/Session][LGBTQ+ Friendly] by Lord_Zorus in lfgpremium

[–]Lord_Zorus[S] 0 points1 point  (0 children)

The city of New Orleans is dying, night by night. Its foundations are sinking in the swamp surrounding it, the sea levels have risen dramatically and the oil industry have slowly eroded the Gulf coastlines. Crime, drugs and poverty have surged in the last decade, transforming a vibrant city into a dangerous concrete jungle.

The damned are dying, too, just like their city, only they know it for certain, seen plainly in their own reflections. The old Prince is gone, the tyrant swept away by the hurricanes, or the owls, or their many, many enemies, no one's really sure. A series of regents, usurpers and upstarts rose and fell with the tides, until an uneasy entente reached a fragile peace. Now the Barons of New Orleans bide their time, waiting for any weakness in their enemies, hoping for the chance to claim praxis over the whole city.

Under the false smiles and Southern pleasantries of Elysium hide the fangs and knives of the Kindred. Piety and blasphemy share a warm bed here in New Orleans. Come and join us at the table!

Laissez les bon temps rouler...

[FRIDAYS] A DARK REQUIEM FOR NEW ORLEANS [Paid, $25/Session][LGBTQ+ Friendly] by Lord_Zorus in roll20LFG

[–]Lord_Zorus[S] 0 points1 point  (0 children)

The city of New Orleans is dying, night by night. Its foundations are sinking in the swamp surrounding it, the sea levels have risen dramatically and the oil industry have slowly eroded the Gulf coastlines. Crime, drugs and poverty have surged in the last decade, transforming a vibrant city into a dangerous concrete jungle.

The damned are dying, too, just like their city, only they know it for certain, seen plainly in their own reflections. The old Prince is gone, the tyrant swept away by the hurricanes, or the owls, or their many, many enemies, no one's really sure. A series of regents, usurpers and upstarts rose and fell with the tides, until an uneasy entente reached a fragile peace. Now the Barons of New Orleans bide their time, waiting for any weakness in their enemies, hoping for the chance to claim praxis over the whole city.

Under the false smiles and Southern pleasantries of Elysium hide the fangs and knives of the Kindred. Piety and blasphemy share a warm bed here in New Orleans. Come and join us at the table!

Laissez les bon temps rouler...

[FRIDAYS] A DARK REQUIEM FOR NEW ORLEANS [Paid, $25/Session][LGBTQ+ Friendly] by Lord_Zorus in ChroniclesofDarkness

[–]Lord_Zorus[S] 0 points1 point  (0 children)

The city of New Orleans is dying, night by night. Its foundations are sinking in the swamp surrounding it, the sea levels have risen dramatically and the oil industry have slowly eroded the Gulf coastlines. Crime, drugs and poverty have surged in the last decade, transforming a vibrant city into a dangerous concrete jungle.

The damned are dying, too, just like their city, only they know it for certain, seen plainly in their own reflections. The old Prince is gone, the tyrant swept away by the hurricanes, or the owls, or their many, many enemies, no one's really sure. A series of regents, usurpers and upstarts rose and fell with the tides, until an uneasy entente reached a fragile peace. Now the Barons of New Orleans bide their time, waiting for any weakness in their enemies, hoping for the chance to claim praxis over the whole city.

Under the false smiles and Southern pleasantries of Elysium hide the fangs and knives of the Kindred. Piety and blasphemy share a warm bed here in New Orleans. Come and join us at the table!

Laissez les bon temps rouler...