aWoD: Continued
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- CatharzGodfoot
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You've got a contradiction between the non-playable types entry near the top and the stat blocks farther down with zombies. I assume that you've changed it such that only luminary zombfies can spawn, but the earlier text doesn't reflect that.
The law in its majestic equality forbids the rich as well as the poor from stealing bread, begging and sleeping under bridges.
-Anatole France
Mount Flamethrower on rear
Drive in reverse
Win Game.
-Josh Kablack
-Anatole France
Mount Flamethrower on rear
Drive in reverse
Win Game.
-Josh Kablack
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Username17
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Username17
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Which ones? In the last pass on the disciplines I addressed a lot of discipline issues people had brought up like Cleanse The Body being inferior to Blood Bondage or counterspelling being unclear. I probably need to tweak a lot more things, but I'm genuinely not sure what you're talking about here.Orion wrote:Are we ever getting fixes for the discipline issues I flagged?
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- CatharzGodfoot
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Does beast form give any sort of animal senses or other abilities beyond +2 to strength or agility? Do animals like wolves and rats need actual write ups? And does Cleanse the Body for sure not work on the character using the ability?
Last edited by CatharzGodfoot on Tue Jan 05, 2010 5:02 am, edited 1 time in total.
Minor word-usage error: In the "Caught" section of "Long Chases," you say "effect" when you should say "affect."
Typing error: In the section on Leviathan Spawn, the second last sentence begins " Hey become Leviathan spawn..."
Also, does anyone have good examples of books that really manage to get the "atmosphere" of WoD across in a more specific way than this document has the time and space to? I am finding that I am totally drawn to this game, but I have absolutely zero experience with WoD, except some articles about the Vampire PC game that came out a couple of years ago.
Typing error: In the section on Leviathan Spawn, the second last sentence begins " Hey become Leviathan spawn..."
Also, does anyone have good examples of books that really manage to get the "atmosphere" of WoD across in a more specific way than this document has the time and space to? I am finding that I am totally drawn to this game, but I have absolutely zero experience with WoD, except some articles about the Vampire PC game that came out a couple of years ago.
Last edited by Blicero on Wed Jan 06, 2010 7:08 am, edited 2 times in total.
Out beyond the hull, mucoid strings of non-baryonic matter streamed past like Christ's blood in the firmament.
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Username17
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I would like to recommend a number of World of Darkness books, but frankly only if you are getting access to them for free. Because those books have a very bad material to dollars ratio. But reading the opening story in like Tales of Precinct 13 or the What is the WoD? section of the main WoD book is not a bad plan. I mean, it's not a bad plan if you can pick the book up for free and read that section and put it down again.
In general, I suggest watching TV shows like Supernatural or the last season of Angel, because that is free. But you can go far reading things like Hellboy and the Dresden Files.
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In general, I suggest watching TV shows like Supernatural or the last season of Angel, because that is free. But you can go far reading things like Hellboy and the Dresden Files.
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YES.FrankTrollman wrote: But you can go far reading things like Hellboy and the Dresden Files.
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Reading through the Dresden Files struck me as WoD with the EVIL knob turned down a bit. Sure, there are a lot of monsters that prey on humans (Dresden finds out that the number of people who flat-out-disappear from the United States population is close to the same ratio as loss of herd animals to predators in Africa) and bad shit happens, but it's more cheerful and optimistic.
Also, I'm sure, it's funnier or at least more self-aware. I mean, a pair of people wearing black robes and cloaks and hoods show up and Dresden starts making jokes about Nazgul to see if they get it.
Last edited by Maxus on Wed Jan 06, 2010 4:08 pm, edited 1 time in total.
He jumps like a damned dragoon, and charges into battle fighting rather insane monsters with little more than his bare hands and rather nasty spell effects conjured up solely through knowledge and the local plantlife. He unerringly knows where his goal lies, he breathes underwater and is untroubled by space travel, seems to have no limits to his actual endurance and favors killing his enemies by driving both boots square into their skull. His agility is unmatched, and his strength legendary, able to fling about a turtle shell big enough to contain a man with enough force to barrel down a near endless path of unfortunates.
--The horror of Mario
Zak S, Zak Smith, Dndwithpornstars, Zak Sabbath. He is a terrible person and a hack at writing and art. His cultural contributions are less than Justin Bieber's, and he's a shitmuffin. Go go gadget Googlebomb!
--The horror of Mario
Zak S, Zak Smith, Dndwithpornstars, Zak Sabbath. He is a terrible person and a hack at writing and art. His cultural contributions are less than Justin Bieber's, and he's a shitmuffin. Go go gadget Googlebomb!
- CatharzGodfoot
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I'm a little concerned by the combination of Call of the Lamprey and a lunar power schedule (most likely used by reborn). Having both automagic lunar power recovery and what is essentially a feeding option might be a bit much. I'd love to play a character with that kind of versatility.
The law in its majestic equality forbids the rich as well as the poor from stealing bread, begging and sleeping under bridges.
-Anatole France
Mount Flamethrower on rear
Drive in reverse
Win Game.
-Josh Kablack
-Anatole France
Mount Flamethrower on rear
Drive in reverse
Win Game.
-Josh Kablack
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Quantumboost
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- CatharzGodfoot
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I'm pretty sure that weather created by Chasing the Storm is completely nonmagical. You use magic to create the weather pattern, but then it just does its thing.Quantumboost wrote:If your material chosen for Flesh of Marble is silver, iron, or wood, does hitting supernatural creatures of the appropriate types with your fists etc. deal aggravated damage? Also, can you toss salt at a hurricane created by Victory of Typhon and weaken it?
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Username17
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I would love to see how that worked out in play. It's not something that I can run numbers on, because Call of the Lamprey doesn't do very good damage. I know that it is unlikely to push individual battles into breaking in any meaningful way, but the extra diversity on the resource management side is pretty keen. Even just getting it on a Troglodyte, who can then feast on the long dead or draw power by leaving wounds but no marks on the living is a pretty neat increase in potential recharge options.CatharzGodfoot wrote:I'm a little concerned by the combination of Call of the Lamprey and a lunar power schedule (most likely used by reborn). Having both automagic lunar power recovery and what is essentially a feeding option might be a bit much. I'd love to play a character with that kind of versatility.
But it's something that I can't wargame.
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Quantumboost
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Another interesting effect of Call the Lamprey (and to an even greater extent, Theft of Vitae) is that it makes it plausible that a Revenant could actually avoid straining the Masquerade - since they don't *need* to actually eat brains to get power, they don't have the "distinctive kill method" or "requires death of the victim" that seems to be the major driving force behind them being unplayable types.
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DragonChild
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I'm planning on running aWoD soon, and one of my players had asked about the Path of Conjuring, which can be found here: http://www.patman.org/wod/disciplines/wwpaths.asp . Any comments on if it would be a bad idea to adapt this, and if not, how to do so? It seems pretty damn open to me, which is one of the things I'm worried about, but then, a lot of the later sorceries are kinda crazy.
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Quantumboost
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The first few powers on that list are.... pretty much Object of Envy. To "adapt" that, the player can simply take Trail of Tears up to Advanced (anyone can do it even at character creation, and Water Prison allows them to make simple objects outright, albeit out of existing water). Then one of their goals is to gain that power, which would provide plenty of plot hooks involving Demons (since Ifrit have that ability) and The Hollow Ones (since Trail of Tears is their specialty). In a Power Fantasy game, they could possibly even just have it outright.
"Reverse Conjuration" just sounds like the ability to dispel Astral magic, which anybody can do in aWoD. I... don't actually know if Objects of Envy can be dispelled like that, but it looks like they can, so that's trivial to have.
The last power is "has a minion" and there's all kinds of those powers, just not ones that make them come from *nowhere* (although summoning Ghost or Demon lackeys is vaguely like that).
"Reverse Conjuration" just sounds like the ability to dispel Astral magic, which anybody can do in aWoD. I... don't actually know if Objects of Envy can be dispelled like that, but it looks like they can, so that's trivial to have.
The last power is "has a minion" and there's all kinds of those powers, just not ones that make them come from *nowhere* (although summoning Ghost or Demon lackeys is vaguely like that).
Last edited by Quantumboost on Fri Jan 08, 2010 6:42 am, edited 1 time in total.
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The Lunatic Fringe
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@ the guy with the link
Talking about the disciplines as they are:
I seriously cannot fathom a "simple" and "featureless" object "with no moving parts" so useful that having it around for less than half a minute is worthwhile - but that cannot simply be placed ahead of time into one's pocket (in some form). Perhaps one exists, but I can't think of it off the top of my head and that means that I'm going to buy some other discipline with more obvious uses.
Level 2 gives you infinite money, which may or may not matter in your game.
Level 3 has no meaningful guidelines - seriously, name for me the threshold for a gun off the top of your head. How about an iMac?
Level four is requires you to spend 2(willpower) + (action) to negate an expenditure by your opponent of (willpower) + (action). There are tactical uses for this power, but not enough (and not common enough) to justify learning a fourth-level sorcery.
Level five also has no guidelines. "A creature" is summoned. What sort of creature? A carp? An elder Khaibit necromancer? The Fringe is confused...
Let's compare it to an existing AWOD discipline: Obtenebration. This may seem like an odd comparison, but it is a choice that a player might really face.
1) Eyes of the night lets you spy on people unnoticed. Shadow play lets you case diversions or escape from crowded places. Yes and Yes.
2) Call the Lamprey kills people (without soaking!) and refreshes your mojo. Solid Darkness can be used to do ranged legerdemain or strangle people who have their backs to a wall. Awesome.
3) PiT gives you teleportation (stand on a skyscraper so that you can see the shadows for miles around). Shadow Body gives you super hiding and walking through walls. These are good things to have. Moreover, they have actual rules.
And that's the problem with the Path of Conjuring stuff. With the exception of level 2, which is either going to be irrelevant or houseruled to death, there is simply no reason to take it over Obtenebration. Or any other discipline in AWoD
If you were to adapt it, you would need to remember a couple of things:
First: any power that gives you an object must be better than sticking the object in your fanny pack when you leave the house. Better enough to justify learning the discipline and then spending something to activate it.
Second, objects are worth stuff to people. If you make the discipline to good, you will be handing your players the "infinite cash" code.
I'm not an experienced game writer by any means, and have never written WoD stuff before, but here goes (without numbers):
Alchemy
it means "the Chemistry" in Arabic! Girls flip for guys who know stuff like that!
Basic Disciplines
Analyze - you learn the chemical makeup of a substance by looking at it. This can be quite complex - especially if you're looking at a biological organism.
I have a Wrench - You have a Wrench! Normally, objects like lighters and Swiss army knives can just be sort of assumed to be around in someone's pocket. Things like socket wrenches, maps of the Vatican, and Lithuanian phrasebooks cannot (unless it fits the character, but I digress). With this passive power, you always have whatever minor object you need. Even if you just went through metal/magic detection. This doesn't work for anything large or complex. All such objects are worn - dog-eared and scratched - and none will sell for more than a quarter or so if a buyer can be found at all.
Advanced Disciplines
Plastic World - One medium sized object (like a door or something) becomes softer by some amount. You can mold it like clay.
Sort of Like Lassie - You create a homunculus - a small, mindless, waxen, roughly human being that can (and must when ordered by you) do basic tasks. They are prone to melting and are mushy enough that fighting is a losing proposition for them. Also, they cease animation with the sunrise. Still, they can fetch things, run for help, and spy. They move oddly quickly and have really horrendous stealth and disguise (as a statue, at least to the unaware) bonuses.
Elder Disciplines
Transitive Relation of Everything - You can make a complex object out of random parts. A small glider out of old computers, for example. It falls apart in a little while.
You Arr a Pirate - By being in the close vicinity of an object that contains information and making a suitable expenditure of power, even if it is closed or otherwise unavailable, you can store that information for later access. The next time that you open a repository of the same variety (book, flash storage device, computer with hard drive), the information appears and you may read/access it (overriding any passwords and such - though encrypted data stays that way).
Right, I'm fairly certain that was terrible, and as previously noted: there are no numbers, but ah well. Criticism would be quite welcome.
Talking about the disciplines as they are:
I seriously cannot fathom a "simple" and "featureless" object "with no moving parts" so useful that having it around for less than half a minute is worthwhile - but that cannot simply be placed ahead of time into one's pocket (in some form). Perhaps one exists, but I can't think of it off the top of my head and that means that I'm going to buy some other discipline with more obvious uses.
Level 2 gives you infinite money, which may or may not matter in your game.
Level 3 has no meaningful guidelines - seriously, name for me the threshold for a gun off the top of your head. How about an iMac?
Level four is requires you to spend 2(willpower) + (action) to negate an expenditure by your opponent of (willpower) + (action). There are tactical uses for this power, but not enough (and not common enough) to justify learning a fourth-level sorcery.
Level five also has no guidelines. "A creature" is summoned. What sort of creature? A carp? An elder Khaibit necromancer? The Fringe is confused...
Let's compare it to an existing AWOD discipline: Obtenebration. This may seem like an odd comparison, but it is a choice that a player might really face.
1) Eyes of the night lets you spy on people unnoticed. Shadow play lets you case diversions or escape from crowded places. Yes and Yes.
2) Call the Lamprey kills people (without soaking!) and refreshes your mojo. Solid Darkness can be used to do ranged legerdemain or strangle people who have their backs to a wall. Awesome.
3) PiT gives you teleportation (stand on a skyscraper so that you can see the shadows for miles around). Shadow Body gives you super hiding and walking through walls. These are good things to have. Moreover, they have actual rules.
And that's the problem with the Path of Conjuring stuff. With the exception of level 2, which is either going to be irrelevant or houseruled to death, there is simply no reason to take it over Obtenebration. Or any other discipline in AWoD
If you were to adapt it, you would need to remember a couple of things:
First: any power that gives you an object must be better than sticking the object in your fanny pack when you leave the house. Better enough to justify learning the discipline and then spending something to activate it.
Second, objects are worth stuff to people. If you make the discipline to good, you will be handing your players the "infinite cash" code.
I'm not an experienced game writer by any means, and have never written WoD stuff before, but here goes (without numbers):
Alchemy
it means "the Chemistry" in Arabic! Girls flip for guys who know stuff like that!
Basic Disciplines
Analyze - you learn the chemical makeup of a substance by looking at it. This can be quite complex - especially if you're looking at a biological organism.
I have a Wrench - You have a Wrench! Normally, objects like lighters and Swiss army knives can just be sort of assumed to be around in someone's pocket. Things like socket wrenches, maps of the Vatican, and Lithuanian phrasebooks cannot (unless it fits the character, but I digress). With this passive power, you always have whatever minor object you need. Even if you just went through metal/magic detection. This doesn't work for anything large or complex. All such objects are worn - dog-eared and scratched - and none will sell for more than a quarter or so if a buyer can be found at all.
Advanced Disciplines
Plastic World - One medium sized object (like a door or something) becomes softer by some amount. You can mold it like clay.
Sort of Like Lassie - You create a homunculus - a small, mindless, waxen, roughly human being that can (and must when ordered by you) do basic tasks. They are prone to melting and are mushy enough that fighting is a losing proposition for them. Also, they cease animation with the sunrise. Still, they can fetch things, run for help, and spy. They move oddly quickly and have really horrendous stealth and disguise (as a statue, at least to the unaware) bonuses.
Elder Disciplines
Transitive Relation of Everything - You can make a complex object out of random parts. A small glider out of old computers, for example. It falls apart in a little while.
You Arr a Pirate - By being in the close vicinity of an object that contains information and making a suitable expenditure of power, even if it is closed or otherwise unavailable, you can store that information for later access. The next time that you open a repository of the same variety (book, flash storage device, computer with hard drive), the information appears and you may read/access it (overriding any passwords and such - though encrypted data stays that way).
Right, I'm fairly certain that was terrible, and as previously noted: there are no numbers, but ah well. Criticism would be quite welcome.
Last edited by The Lunatic Fringe on Fri Jan 08, 2010 7:38 am, edited 5 times in total.
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Username17
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The Path of Conjuring is totally broken for the same reason that Mage magick is. At early levels the restrictions keep you from doing anything you want, but don't stop you from calling forth 70 kilograms of plutonium or solid nitrogen and then watching the entire building explode. At higher levels, there are no meaningful guidelines at all.
If you wanted to be a "Conjurer" you'd probably want to be able to do some the following:
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If you wanted to be a "Conjurer" you'd probably want to be able to do some the following:
- Get followed around by your pet Mirror Goblins like Mr. Gone.
- Banish people to Hell.
- Snap your fingers and pull useful items out.
- Create sumptuous feasts and stuff.
- Teleport
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10 foot cube of featureless concrete, located in mid air, directly above that guy's head, right now. Alternatively, a 15 pound chuck of some dangerous element, like polonium or pure sodium.The Lunatic Fringe wrote:I seriously cannot fathom a "simple" and "featureless" object "with no moving parts" so useful that having it around for less than half a minute is worthwhile - but that cannot simply be placed ahead of time into one's pocket (in some form). Perhaps one exists, but I can't think of it off the top of my head and that means that I'm going to buy some other discipline with more obvious uses.
FrankTrollman wrote:I think Grek already won the thread and we should pack it in.
Chamomile wrote:Grek is a national treasure.
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Username17
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Now, while I wouldn't do it because the fact that certain powers "go together" is part of the flavor and part of the grounding that the players have to allow them to make sense of actions that happen in the world - I don't think there's any specific game balance problem with making a new sorcerous path that's essentially a "best of" as relates to some other schtick you wanted.
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- Basic Disciplines:
- Conjure Images (compare to Distant Reflection or Eyes of Night)
- Conjure Something Dangerous (compare to Pain Drops or Grass Rope)
Advanced Disciplines: - Conjure thralls (compare to Reanimate or Nightcry)
- Conjure useful items (compare to Mirror Pocket)
Elder Disciplines - Teleport (compare to Parambulum in Tenebris)
- Planar Gateway (compare to Shadowgate or Scorch the Gateway)
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DragonChild
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- CatharzGodfoot
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Fair enough. It jumped out to me more as a way around built in restrictions than something overpowered.FrankTrollman wrote: I would love to see how that worked out in play. It's not something that I can run numbers on, because Call of the Lamprey doesn't do very good damage. I know that it is unlikely to push individual battles into breaking in any meaningful way, but the extra diversity on the resource management side is pretty keen. Even just getting it on a Troglodyte, who can then feast on the long dead or draw power by leaving wounds but no marks on the living is a pretty neat increase in potential recharge options.
But it's something that I can't wargame.
Here's a more aesthetic issue: I don't like that a mi go's bugs can't come out in sunlight. Alcohol (the swarm goes into a drunken stupor) or especially water (wasps hate water!) seem like more appropriate weaknesses. I realize that this would probably kill the 'one type, one weakness' paradigm (you can't just make all leviathans vulnerable to water), but I feel pretty strongly about this.
Then again, if I run it it's my game, and it's a pretty minor change. I don't have to allow three kinds of prometheans either.
Last edited by CatharzGodfoot on Fri Jan 08, 2010 8:05 pm, edited 2 times in total.
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Username17
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Wooden cage. Coffins work pretty well.Orion wrote:How could one imprison a Wraith? Keep its Fetters locked up obviously, but what's to keep it from wandering out at night and causing trouble?
Well, as you've noted - Deep Ones can't be vulnerable to water. It would cause a paradox wave to swallow the sun. About the best I could do as far as that goes is to swap Lycanthropes and Leviathan Alcohol for Sunlight. Do you strongly feel that's a better assignment?Catharz wrote:Here's a more aesthetic issue: I don't like that a mi go's bugs can't come out in sunlight. Alcohol (the swarm goes into a drunken stupor) or especially water (wasps hate water!) seem like more appropriate weaknesses. I realize that this would probably kill the 'one type, one weakness' paradigm (you can't just make all leviathans vulnerable to water), but I feel pretty strongly about this.
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No, I don't. Ever since Bigby Wolf drowned his sorrows with booze in a small cabin in the woods, I can't help but think that alcohol is the perfect weakness for lycanthropes, and refuge for those who don't want to transform. Soaking in a tub when the full moon rises just doesn't have the same appeal.FrankTrollman wrote:Well, as you've noted - Deep Ones can't be vulnerable to water. It would cause a paradox wave to swallow the sun. About the best I could do as far as that goes is to swap Lycanthropes and Leviathan Alcohol for Sunlight. Do you strongly feel that's a better assignment?
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Sunlight is probably the best compromise. I was thinking that you could do some kind of shuffle where prometheans become water vulnerable, but nothing really makes as much sense for sunlight vulnerability as vampires and leviathans.
As another aesthetic mi go issue, have you considered putting them on a feeding schedule? Or is that (especially when combined with the sunlight weakness) too vampiric?
Oh, and Tongue of the Serpent needs associated attributes & skills. Maybe a brief description of how poisons work could be useful in Tongue of the Serpent.
Last edited by CatharzGodfoot on Fri Jan 08, 2010 8:08 pm, edited 2 times in total.