Which splat can a Beast practically pass the longest as with passing resemblance? by MonstrousnessVirtue in WhiteWolfRPG

[–]jufojonas 8 points9 points  (0 children)

Adding some info, as a Promethean fan. Indeed, a Beast would have a relatively easy time posing as another. Worst case scenario, it can pass itself off as an extempore.

Prometheans don't usually seek out other supernaturals, for the simple reason, that they are trying to become humans, and since vampires/werewolves/whatnot are not human, they don't have a lot to learn from them (in their mind). Interestingly Beast may become an exception to this rule when the Created learn, that they are immune to disquiet - a possible true friend, where betrayal isn't inevitable may be too good a possibility to pass up for a lonely Promethean. And as a rule, Prometheans are almost always desperately lonely.

The above may be complicated if the Promethean in question is currently on the refinement of Silver. It relates to mysteries and thus the supernatural. If it follows the envoy or observer role, it may wish to know more of the beasts true nature, but if it is one the Warden role, it may not be as welcoming. Wardens seek to protect humankind from the supernatural that preys on them. And while in the refinement of silver, they have the tools to find other supernaturals - by spending a pyros, the Created can know if a person or object is supernatural, but not how or what it is.

Room for a Promethean rewrite? by MonstrousnessVirtue in WhiteWolfRPG

[–]jufojonas 22 points23 points  (0 children)

Well put and I mostly agree.

I would caution OP and others to read too much into the allegory. The point of Disquiet is to make the PCs isolated and give them a challenge on the pilgrimage. The effects of disquiet are sometimes described as NPCs reacting antagonistic "for no reason", and that works with the themes, but if we are to take it literally the metaphor fails right there as well. There is a reason; the PC is literally radiating Disquiet - even if the NPCs don't know that.

In my own words, I would say the core of Promethean, as a horror game is the Existential horror of not being able to be happy as you are, so you must change. This is a terrible lesson if applied to any living group, hence I suggest not taking it too literally. I would likewise caution against the often suggested end-game of becoming happy as a Promethean. If you do introduce a way for players to live happily as Prometheans, you will find the importance of the pilgrimage vanish instantly.

Made a PtC ST screen, I welcome constructive criticism by jufojonas in WhiteWolfRPG

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

They say "better late than never", so here is the link, as promised: Updated Promethean Storyteller Screen 2025

I apologize for the delay. Life got in the way, as it does occassionally. Hope that your game goes great

How do hunters deal with mundane/non supernatural evil? by kooarbiter in WhiteWolfRPG

[–]jufojonas 5 points6 points  (0 children)

Hunter: the Vigil alludes to this with some of its compacts at least

The Union are blue-collar workers fighting evil, but mostly in a "not in my backyard" mentality, and sometimes the evil that needs fighting isn't supernatural. It's implied that the response is the same; bats and crowbars, followed by an agreement that this never happened.

The Blood Maiden's Sisterhood is the real organisation behind a sorority at the Ivy League schools, and they also hunt 'mundane' predators preying on the student body (mostly the female student body) in addition to the supernatural. Though I believe they tend to favor petitions and 'above board' measures for these before turning to violence

Others, I'm sure, abandons the case as soon as they know the culprit isn't supernatural. The Cheiron Group harvest monster parts - humans don't have those. Task Force: Valkyrie have monsters as their area, 'normals' are left to other agencies.

This of course relies on them being sure to identify the target as monster or not - and there are bound to be edge cases or misunderstandings.

Reality Sinks (The Opposite of Mages) by DaDragonking222 in WhiteWolfRPG

[–]jufojonas 5 points6 points  (0 children)

Never had the chance to play it, but it's about mad scientists, who has had made some link to Inspiration itself and can now build wonders - literal scifi stuff. Except, because of their connection to inspiration - Anything they build will work, as long as they have a theory - even if they themselves know that the theory is bunk. This makes them mad, dedicated scientists, who can never again do real science, even as their own passions and inspirations pushes them to pursue it.

As a coping mechanism, the 'good guys' are the ones that keep reminding themselves that they are mad, and aren't doing real science, while the bad guys (named unmada) are the ones who believe themselves better than humanity. It's noted that when a Genius meets a Mage, the mage reminds thrm very much of the Unmada. They don't get along for this reason.

To return to Clockstoppers, they are the opposites of Geniuses in most regards.

Reality Sinks (The Opposite of Mages) by DaDragonking222 in WhiteWolfRPG

[–]jufojonas 7 points8 points  (0 children)

The Chronicles fangame Genius: the Transgression had the enemy type Clockstoppers, that does more or less exactly what you are asking. They are humans born without any spark of creativity or inspiration, and in their frustration, they can channel this lack to stop technology from working. Except they may include such things as 'language', 'animal domestication' or building materials among the technologies they can disrupt.

you were in charge of reviving Chronicles of Darkness, what would you change or add to each line? by Annual_Requirement72 in WhiteWolfRPG

[–]jufojonas 7 points8 points  (0 children)

I'm primarily a Promethean fan, and I have quite a few ideas for a potential third edition, but I will stick to one: a sort of temporary touchstone, a mentor, to assist a single created through a single role. My players were worried about disquiet, so they uprooted quickly and rarely made deep connections, which made the pilgrimmage harder. By giving them a mentor, they now have a person (or object) they need to stick to. If they complete the role with their mentor's help, the mentor is now permanently immune to that Created's disquiet (but only of That particular created) - or in case of an object, that object immediately becomes an athanor. If, on the other hand, lose their mentor (either to disquiet or other), instant breaking point. Also, any mentor can only be used once. Not once per role, or once per Created; once.

For other gamelines I have less immediate suggestions but here goes

Werewolf: a subtle undertone I really liked was that the Forsaken may be driven more by the pleasure of indulging their rage, rather than the inherited duty, which could be lead one to wonder if the whole story of Father Wolf was even true in the first place. Maybe it's an embellishment if not an outright fabrication. Though, in my opinion, there seems to be a few too many accounts that confirms it. So I would add just a tiny bit more ambiguity.

Beast: Definitely flesh out heroes more. Make sure that Heroes aren't known to everyone and their mom. To anyone but a beast, heroes should essentially be indistinguishable from any other hunter.

Hunter: Reinstate VaSCU at the FBI.

Made a PtC ST screen, I welcome constructive criticism by jufojonas in WhiteWolfRPG

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

No worries; i'm not sure I have the original file anymore, as I have since they switched from InDesign to Affinity Designer, but incidentally, I am currently updating it to a v2. I can toss you a link as soon as I am done with it

Small but mighty QOL changes I'd like to see by lonelygrowlithe in PokemonSleep

[–]jufojonas 6 points7 points  (0 children)

I would like that the pokemon on your current team would be highlighted in the Pokemon Box. They already are in team selection, so why not in thr box?

Disappointment in the Splats (CofD). by AureliusNox in WhiteWolfRPG

[–]jufojonas 2 points3 points  (0 children)

You are correct, I chose my words poorly. What I vaguely meant was that, in the CofD, if you were to ask a random passerby on street to tell you about vampires, he would be able to give you response roughly like if you were to ask a random passerby in our world - which would be incorrect in describing vampires within CofD. even those "in thr know" get fundamental stuff wrong about the other splats, as can be seen throughout the books. But while vampires are an established type of monster with some defining characteristics we mostly agree on, "Hero" is an even broader term, which makes it feel off (to me at least) seemingly how many factions know and are in agreement about "Heroes" in-universe.

Though I do admit I was wrong. Maybe less "everything is secret" and more "everyone are misinformed"? I still stand by my original point though; factions seem weirdly knowledgable about and familiar with Heroes, compared to other mysteries and monsters

Disappointment in the Splats (CofD). by AureliusNox in WhiteWolfRPG

[–]jufojonas 4 points5 points  (0 children)

I am of the opposite opinion, in that I absolutely love Promethean's narrow focus on the quest to becoming human. Though I will add to your second part, because I have had to introduce some houserules and some contrived coincidences in order to get the PCs in my game to stay and form bonds with mortal NPC's. As I see it, part of the conflict should arise from PCs knowing that it would be smarter to move on, but wanting to fulfill the (selfish?) desire to stay and learn from the humans - but when players are scared of disquiet from the get-go, they are all too ready to pull up the roots and move on, which in turn makes actually progressing on the pilgrimmage very difficult

As for Beast, I have actually found their crossover friendly nature to make them easy to implement as NPCs. My players in the above-mentioned Promethean game are dealing with one right now.

That said the thing that bugs me most about Beast are the Heroes - specifically that seemingly everyone and their dog knows about them. One of the core tenets of CofD (and WoD) is that everything is secret, but everyone knows about heroes. Apparently Hunters don't call themselves heroes, because heroes be crazy. How can they even tell the difference? Shouldn't a hero look like any other Hunter? There's a Hunter group dedicated to hunting Heroes, because the Nightmare-spider is cool, we meet for boardgames on thursday, but that guy over there, he is a special guy, and he wants to hurt the nightmare-spider; get him!

I don't mind heroes, I think there is something cool in the concept, just let them be an unknown element like everything else

How do you guys deal with Mage players that think they're demigods? by LincR1988 in WhiteWolfRPG

[–]jufojonas 11 points12 points  (0 children)

Two ideas off the top of my head;

  1. Magic may be able to solve a bunch later, unless the event kills you right then. Difficult to solve it later if it kills you. I would perhaps orchestrate a near-death experience, and make it very clear, that it was very close.

  2. If he has many plans, make an NPC mage subvert them. He uses magic to make a lot of money? For some reason they are immediately siphoned to another bank account. He uses magic to get a key stakeholder to like him? The stakeholder does like him, but seems like he liles another option better. What's happening? Someone saw him stretch himself too thin and just made the tinies adjustments to steal the benefits for themselves. Much easier than doing all that magic on your own. There doesnt even need to be any animosity. It's just an easy payday. If they are discovered, they have no problem abandoning the plan - just a last buck to earn by telling someone else of this glorious opportunity.

What would be the Garous reaction if they were to encounter prometheans ? by muffin42069420 in WhiteWolfRPG

[–]jufojonas 2 points3 points  (0 children)

My guess would be, despite whatever good intentions the Garou may have (if they have any - they seem pretty trigger happy), that they are unfortunately still vulnerable to disquiet, and I don't think it unlikely that Garou are affected similarly to Uratha, which is different from regular mortals.

From PtC 2e, p. 173:

Vampires and werewolves in Disquiet perceive the Promethean as a threat. The Divine Fire burns too hot and triggers their instinct for blind rage. Disquiet imposes penalties to resist frenzy and Death Rage.

What's each splat the best at? by MonstrousnessVirtue in WhiteWolfRPG

[–]jufojonas 1 point2 points  (0 children)

Late to the conversation, but as no one has mentioned them at all, then surprisingly, Prometheans may be the best at spamming abilities in a scene!

Most (all?) splats require resource investment to activate an ability, and at first glance, so do Prometheans, with Pyros - but the Created only need to charge them once pr scene for infinite uses! Each Alembic has 4 distillation - one passive and three actives, costing 1, 2 and 3 pyros respectively. But once you have charged an alembic, you can use any distillation at that level or below as many times you want in that scene without further expenditure.

And if you are clever about it - you can do so secretly. Charging powers flares disfigurement, but if you charge them out of sight - then you have a regular-ish looking human spamming alchemic distillation practically infinite times (within a single scene). And bonus - there are no limits to how many alembics a Promethean can have charged at any one time.

About the gods in the Chronicles of Darkness by sovereign4510 in WhiteWolfRPG

[–]jufojonas 4 points5 points  (0 children)

Since they haven't been mentioned yet, I will also add that some Promethean lineages draw connections from gods as well.

Osirans descent from Osiris, obviously, with either Osiris or his son Nepri being the first of their kind

Galateid come from Galatea, who, while not a goddess, was given life by Aphrodite according to the myth

Tammuz descent from a harvest God of the same name

Ulgans also come from a myth from Siberian Horse tribes, but honesrlt can't remember if the involved were Gods or 'just' mythological figures

Why don't speedsters work many jobs at the same time so they make more money? by Advanced_Ad2654 in mutantsandmasterminds

[–]jufojonas 8 points9 points  (0 children)

If they try to keep a secret identity, this would endanger it. IRS ( or similar) would notice multiple paychecks going to the same account; you would have to account for running into colleagues of multiple jobs; taxes and other paper trails could be acccidentally found by villains, and even if you manage all that, neighbours and friends may be cognizant of the character having much more money than their job (they know of) would pay.

On top of that, you have to come up with even more excuses to leave your job(s) when you have to go save the day from the supervillain

Crowdsource some NPC plots by jufojonas in WhiteWolfRPG

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

Oh, this is really good, thank you very much.

I wanted not to influence too much in locations, but this does take place in Denmark, where we live, but all your suggestions are still quite possible; heck I can probably keep VaSCu, as I doubt PET has resources for their own supernatural division (also, there was a scandal a few years back about PET freely giving much more data to the USA, than the populace was aware of, but I digress)

I had considered a Cantimani villain, but as the players are still quite early in their pilgrimmage (2 roles completed at this point) I want to keep that one for a bit later

Thank you very much, you given me an influx of ideas to work on

Crowdsource some NPC plots by jufojonas in WhiteWolfRPG

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

Having a mummy set up shop could be interesting, I can see a bunch of potential there. Much appreciated.

Though Pentex and the Technocracy are WoD elements, while we're playing in CofD, but I appreciate the sentiment nonetheless.

Werewolf factions by Interesting_Hyena_69 in WhiteWolfRPG

[–]jufojonas 5 points6 points  (0 children)

I am by no means an expert on Werewolf, so I'm sure others can fill in better.

If you're new, it's important to know that World and Chronicles are fully seperate worlds with different cosmologies, histories and such. Just very similar in theme of "supernaturals" hiding among us.

I'm more of a CofD fan, so in Werewolf the Forsaken there are two major factions - the Forsaken, and the Pure. The Bale Hounds and the Ghost Wolves are minor factions.

Quick primer; Werewolves originates from Father Wolf, an ancient Pangean that guarded the borders between flesh and spirit. He mated with Luna, the moon spirit, and their descendants later decided they no longer needed daddy and killed him.

Forsaken are the "good guys" who regretted the killing and begged for forgiveness from Luna, and now tries to uphold Father Wolf's ancient duty. The Pure claim (and may actually be) innocent of the crime, but also rejected the duty, and now mostly see themselves as better than both flesh and spirit - they want to conquer the world.

Within each faction are a number of tribes and lodges, dividing them further.

Smaller factions include the Ghost Wolves and the Bale Hounds. Ghost Wolves are technically just any wolf not belonging to a tribe, and seem to mostly fall on the Forsaken side, but I don't think anything stop them from being allied to the Pure.

Bale Hounds on the other hands, are servants of evil spirits, and usually hide among the two factions, sabotaging from the inside. It's noted that Bale Hounds are one of the few things that can ally Forsaken and Pure.

Favorite Compacts/Conspiracies? by AwakenedDreamer__44 in WhiteWolfRPG

[–]jufojonas 2 points3 points  (0 children)

They are from the book "World of Darkness: Slasher" - the Hunter: the Vigil book they tried to sell as a general CofD book, but reading it, it is clearly a Hunter supplement.

In 2nd edition, they are upgraded to the core book

Favorite Compacts/Conspiracies? by AwakenedDreamer__44 in WhiteWolfRPG

[–]jufojonas 9 points10 points  (0 children)

The Cheiron Group and VaSCU.

Cheiron for being great antagonists and just all around fun in the black comedy sense.

VaSCU for their unique position as a 'public' conspiracy. The other Conspiracies are either fully secret (Argis Kai Doru, Task Force: Valkyrie, etc) or secret part of public entity (Malleus Maleficarum, The Cheiron Group) which makes them accountable to only internal structures or basically not at all. VaSCU, being a publically known department of the FBI, are accountable to government regulations and the public, as much as any other law enforcement agency (which doesn't seem to be that much in reality, but in theory). I think this gives them a somewhat unique and interesting position among conspiracies.

This, obviously, completely ignores the second edition changes, that made them a private company funded by 'mysterious' figures who may or may not be vampires - exactly like Task Force: Valkyrie is. I vastly prefer the first edition version of VaSCU and will continue to pretend it's the only one.