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Night10194 posted:Wait, the Sabbat weren't part of Masquerade from the very beginning?
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# ? Jan 10, 2017 21:26 |
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# ? Jan 22, 2025 11:48 |
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Count Chocula posted:But I tend to associate the supernatural with music, and vice versa. Who are They Might be Giants associated with?
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# ? Jan 10, 2017 21:26 |
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Night10194 posted:Wait, the Sabbat weren't part of Masquerade from the very beginning? They were but they weren't really defined as more than a cult of monstrous vampires that probably ate their own elders ritually and largely existed to give the PCs obvious baddies to set on fire. Stuff like the Paths of Enlightenment, the Sabbat clans and disciplines, and their magical chainsaws wouldn't be defined until they got their own books.
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# ? Jan 10, 2017 21:33 |
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Night10194 posted:Wait, the Sabbat weren't part of Masquerade from the very beginning? They were, but their earliest depictions were a little different from what we got. I forget if we had any depiction of the Lasombra or Tzimisce prior to the Sabbat PG, but overall the Sabbat were very much mysterious boogeymen, a lot more in line with something like the Baali or maybe VII for Requiem. Not necessarily in theme as being demon worshippers or whatever, but very much weird guys with alien powers who seem to be able to break rules like the blood bond which are supposed to be impossible (and will show you how, if you want to make a deal with the devil). Their whole schtick of being freedom warriors for Caine against the antedeluvians emerged early on, but not quite at the start. Personally, as much as I enjoyed the hell out of playing a sabbat in a LARP and running a sabbat game once, I think making them PCs, especially that early on, was a mistake. It basically bypassed a lot of the core themes of the game and that first depiction of them portrayed them as far more competent, savvy, and focused on the objective than the cam, which was typically dysfunctional, myopic, and lying or deluded about the antedeluvians.
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# ? Jan 10, 2017 21:33 |
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God, there's so much you could do with a world where everything is alive and fighting, with vital force and the joy of sensation being primary themes, and with all kinds of awesome lizard people. And none of it will be here.
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# ? Jan 10, 2017 21:33 |
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Mors Rattus posted:God, there's so much you could do with a world where everything is alive and fighting, with vital force and the joy of sensation being primary themes, and with all kinds of awesome lizard people. That said, at least the Torg Eternity people have acknowledged this problem, and are going to be merging parts of the Land Below with the Living Land so you have something to do besides supply runs, not to mention letting Kaah do stuff besides screwing up.
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# ? Jan 10, 2017 21:41 |
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I dunno, the Living Land seems pretty useless as an adventure location to me here, because with those world laws and tech levels really the only adventure available seems to be 'Lose all your kit and your friends, then wander lost in the jungle until you die'.
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# ? Jan 10, 2017 21:52 |
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The other natives of the Living Land had tool use and engineering, and Kaah seems happy to use 'dead' devices himself. Could either of those be reflected in the Living Land's strangely high Tech axiom?
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# ? Jan 10, 2017 21:55 |
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Rock is a dead thing.. dirt is a dead thing (Living things are in dirt, but dirt itself is dead)... water is a dead thing... How can you even have clothes or weapons in this society? Does turning a pelt into a toga somehow bypass the world laws? Is metal dead in a way that rocks aren't?
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# ? Jan 10, 2017 21:56 |
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Ratoslov posted:I dunno, the Living Land seems pretty useless as an adventure location to me here, because with those world laws and tech levels really the only adventure available seems to be 'Lose all your kit and your friends, then wander lost in the jungle until you die'. They have this great idea: a dinosaur-filled dangerous as hell jungle realm full of fanatical lizardmen, run by an insane genocidal maniac conquistador. But they never build off that idea. They didn't have Kaah ever try to do anything outside his realm. They never put anything inside the realm itself besides survival colonies. They never stopped to think "okay, so what are the players supposed to do here? What're the hooks? Why go there?" So, as a result, we get this.
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# ? Jan 10, 2017 21:57 |
Evil Mastermind posted:The storm has a name... - Let's Read TORG Either way I wonder why Baruk Kaah didn't use his Darkness Device Darkness Device to tank the number. seriously his darkness device is just named "darkness device" that's hilarious Also, adventuring in the Living Land really seems like it'd require Storm Knights to automatically resist axioms and world laws they don't like, hard, so you can actually take your cybered-up razorboy from the Technopapacy there without instantly dying because now your cyber-heart doesn't work or whatever. EDIT: And also as you pointed out, reasons to go there.
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# ? Jan 10, 2017 21:58 |
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I actually do have answers to most of these questions, but they'll have to wait until I get home from work.
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# ? Jan 10, 2017 22:01 |
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I would've probably given then weird symbiotic critters - not tech in the sense of biotech grown in a lab, but you have a frog you can squeeze to shoot poison globs instead of a tranq gun, say. Make it this weird place, give it lost temples of the weird bug people, maybe have Lanala be real...and desperately trying to get the lizard guys and any visitors to help her deal with this complete fuckin' creep, but having trouble because her sensory organs are...a bunch of violent lizard people.
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# ? Jan 10, 2017 22:02 |
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Evil Mastermind posted:Well, see, that's the whole problem. No, I mean, it seems so ridiculously inhospitable that any attempt to actually engage with the setting will end up with you dying before you even see one dinosaur or lizard-man.
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# ? Jan 10, 2017 22:04 |
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I am always sad that more people didn't deliberately tank the one adventure that had the bad end of "Kaah gets possessed by someone competent who does the Eideinos equivalent of devil worship' because come on, death god cult with lizards wearing bone armor.
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# ? Jan 10, 2017 22:15 |
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Mors Rattus posted:I would've probably given then weird symbiotic critters - not tech in the sense of biotech grown in a lab, but you have a frog you can squeeze to shoot poison globs instead of a tranq gun, say. Make it this weird place, give it lost temples of the weird bug people, maybe have Lanala be real...and desperately trying to get the lizard guys and any visitors to help her deal with this complete fuckin' creep, but having trouble because her sensory organs are...a bunch of violent lizard people. Guess what? This is something the Ulisses Spiele guys are changing: quote:The Living Land is a lost world, full of dinosaurs (sorta…our raptors don’t have feathers either) and other unusual creatures, incredible wonders from other worlds and previous conquests, and lizard-men capable of invoking powerful miracles. Side note: Since the edeinos are Lanala-worshippers and love experience everything life has to offer, I don't know why the CIA...I mean Delphi Council didn't do what it always does and introduce them to narcotics. Gotta start them with the natural stuff like marijuana and opium, then work them on to the harder refined stuff like heroin and cocaine, then Kaah's forces would be practically falling apart when you get them hooked on crystal meth and crack.
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# ? Jan 10, 2017 22:27 |
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The Living Land was universally voted the least popular cosm, wasn't it? And not because people didn't like the premise, but entirely because of the execution.Desiden posted:They were, but their earliest depictions were a little different from what we got. I forget if we had any depiction of the Lasombra or Tzimisce prior to the Sabbat PG, but overall the Sabbat were very much mysterious boogeymen, a lot more in line with something like the Baali or maybe VII for Requiem. Not necessarily in theme as being demon worshippers or whatever, but very much weird guys with alien powers who seem to be able to break rules like the blood bond which are supposed to be impossible (and will show you how, if you want to make a deal with the devil). Their whole schtick of being freedom warriors for Caine against the antedeluvians emerged early on, but not quite at the start. The Sabbat, also called the Black Hand, controls most of the Northeast US (including Philly and NYC). They Embrace people by torturing them to death first, then burying them, so any who dig their way out are totally nuts and ready to be brainwashed. They're dominated by two clans called the Lasombra and the Tzimisce. The Sabbat acts like a Satanic cult from a horror movie. They love doing stuff like brutal mass-murders, rituals in graveyards, and burning Camarilla vampires alive for stepping on their turf. They enjoy being undead monsters and treating people like food they can play with, like a cat with a mouse. They hate the Camarilla and any vampires who care about acting human. Rumor has it that they allow their young vampires to diablerize the elders to preserve their strength, and that they know how to break the Blood Bond, which tempts some vampires to join them. That's it. They're crazy Omega Man/Texas Chainsaw Massacre serial killing cultists, with hardly a hint of their being some genius conspiracy running it all. They're basically disposable, slasher movie orcs for you to fight.
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# ? Jan 10, 2017 22:31 |
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Halloween Jack posted:That's it. They're crazy Omega Man/Texas Chainsaw Massacre serial killing cultists, with hardly a hint of their being some genius conspiracy running it all. They're basically disposable, slasher movie orcs for you to fight. Honestly they'd have been kinda cool in a 'We need to put down these stupid bastards before they draw the hawthorn and silver down on us.' kind of way if they'd stayed there. And if humans had had any teeth to make vampires want to stay hidden.
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# ? Jan 10, 2017 22:37 |
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The Anarchs got devotions, combination disciplines, as their special power but it didn't do them any favors because they were expensive and the Anarchs didn't have a ritual like the vinuculum to protect groups from blood bonding. Sabbat vampires not only get the benefits of sharing their powers but don't gain blood bonds from learning new out of clan disciplines from pack mates. The Sabbat were pretty much tailored to being played by a group of players like Werewolf. It's also amusing that they're sold as a chaotic rabble when they're an organization with a stricter and larger hierarchy than the Camarilla that pretty much puts vampires in Chinese Communist style work groups. The Camarilla was pretty much a decentralized, feudal organization that kind of had people calling the shots but in reality people just did what they pleased within a loose framework of rules. You can tell the Camarilla was made first because it was almost an afterthought.
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# ? Jan 10, 2017 23:02 |
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I kind of love, btw, the premise that Lanala can sense what her followers experience, but that the connection is one-way. She is blind, deaf and mute, and can only communicate her will through subtle expressions of power - but she can see anything they see, feel anything they feel. That feels really cool to me.
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# ? Jan 10, 2017 23:04 |
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Shadow of the Demon Lord Part 9: The Paths of Trickery and War The Paths of Trickery Assassin This Path provides pretty much what you’d expect. If you want to be a sneaky killer or a spy with a license to kill, you can’t go wrong with the Assassin. They get their core ability early on, and when combined with the talents of a Rogue alone they become formidable fighters, and some Master Paths offer even more abilities that enhance the assassin’s skill at quickly eliminating enemies. Level 3 Assassin You get your two Attribute increases, some Health and an extra point of Perception. You then get either another spoken language or a common or criminal profession. Assassinate is your defining talent, allowing you to make an attack against a surprised creature or one you are hidden from, forcing them to make a Strength challenge roll. If they fail, they take damage equal to their Health, which remember means instant death in Shadow of the Demon Lord. You also get Disguise Expertise, allowing you to spend an action and use a disguise kit to disguise yourself, and Quick Reflexes, which gives you the ability to spend an action to hide or retreat. Level 6 Assassin More health and the ability to Manufacture Poison. This lets you spend a little time and money to create doses of poison, which we’ll go over in a later chapter. Level 9 Master Assassin A bonus to Health and Killer’s Eye, which lets you study a creature that is unaware of you. On a successful Perception challenge roll you make all attacks against that creature with 1 boon and you get 2d6 extra damage. Scout A pretty close analogue to rangers, scouts are the stealthy vanguard of any party. They can use melee or ranged weapons in equal measure, but are focused around a support role in that their observations make their party more effective. A scout in the right place at the right time can melt an enemy with support from their party members. Level 3 Scout Attribute increases, more Health, +1 to Perception and +2 to Speed, which is rare in this game. You can speak another language or get a wilderness profession. You gain Alertness, which gives you a boon to all Perception rolls and you can’t be surprised unless you’re unconscious. Forward Observer gives you a boon to sneaking and hiding when you’re not close to your party, Quick Reflexes allows to to use an action to hide or retreat, and Trackless means you don’t leave tracks on solid ground unless you choose to. Level 6 Scout More Health and Reveal Weakness, which allows you to spend an action to target 1 creature within reach. For one round, all allies get 1 boon to attack that creature. Level 9 Master Scout Another boost to Health and Low Blow. This talent means that when the target of Reveal Weakness takes damage, you can use a triggered action to attack them. Thief Ah the thief. This is a straight continuation of the rogue, with a set of talents to pick from that customize your thief however you like. They have a narrower focus than the rogue, as your choice of thief means you want to really get deep into theivery and subterfuge. Level 3 Thief Attribute increase, +1 Perception and more Health, plus either another spoken language or a criminal profession. Quick Reflexes is one you’ll remember, allowing you to take an action to hide or retreat, and you get two choices from the Thievery Talent list (see below). Level 6 Thief Another +1 to Perception and a bit of Health, plus Dodge, which allows you to take an action or triggered action and choose one creature you can see. For 1 round, they take 1 bane to hit you and you get 1 boon to resist their attacks. You also get another Thievery Talent. Level 9 Master Thief A bump in Health and Opportunist, which allows you to use a triggered action to attack any creature within reach that takes damage. And you get your final Thievery Talent Thievery Talents
Warlock If you’re familiar with the Blue Mages of Final Fantasy, you’ve pretty much grasped what the warlock does. While they do know a little magic of their own, they focus themselves around snatching spells from the minds of their enemies and using their own magic against them. Warlocks generally either didn’t begin as spellcasters, or they never finished their training, instead preferring the quick and easy way to power. Level 3 Warlock You get your Attribute increases, more Health and a point of Power, either another spoken language or a spell and then a choice of a tradition or a spell. Steal Spell is your bread and butter ability, allowing you to make an Intellect attack roll against an enemy’s Intellect when they try to cast a spell. On a success, they fail to cast the spell and if your Power is high enough you gain a casting of the spell that lasts until you expend it or until you complete a rest. You can use this talent once per rest. Additionally, Vanish lets you turn invisible for one round after you take damage, but if you expend the casting of your stolen spell you can extend the duration to one minute. Level 6 Warlock The customary increase in Health and either another tradition or spell. Elude Divination is a talent that makes Divination spells used against you fail. Expert Spell Thief gives you two uses of Spell Steal per rest. Level 9 Master Warlock At this level, the warlock gets a bump in Health and another point of Power, as well as a choice between a tradition and a spell. Your abilities grow and you get Spell Thief Mastery, which lets you Steal Spell three time, and it now always succeeds and you can cast the spell regardless of your Power. And you get Vanishing Escape, allowing you to teleport a short distance when using Vanish. Paths of War Berserker Whatever you’re picturing, you’re right on the money. Berserkers are warriors who lose themselves in their lust for battle, hacking and chopping away until their collapse in exhaustion. Once they start fighting they can’t stop, and this obsession with the fight frays their sanity and makes them susceptible to losing control and attacking anything and everything in sight. Level 3 Berserker Starting out, the berserker gets +1 to two Attributes and a big Health boost. They gain the Berserk talent, which allows them to enter a state of bloodlust for 1 minute. When they come out of it they have to make a successful Will challenge roll or gain 1 Insanity. Berserk grants the following:
Level 6 Berserker Now you get another big boost to Health as well as Ferocious Wrath, which gives you +2 Speed while berserking and gives you 1 boon when attacking frightened creatures. For synergy, you get Frightful Wrath, which frightens creatures who are close by when you start berserking. Level 9 Master Berserker A final big Health increase and Reckless Strike, which lets you make attack rolls with 2 banes but deal 2d6 extra damage on a hit. Fighter That old standby, the fighter. In Shadow of the Demon Lord, fighters are the undisputed masters of what they do. This is a very solid Path that gives you reliable abilities, good tankiness, and ensures that you’re the toughest threat on the battlefield. If ignored, a fighter is devastating. Level 3 Fighter Increase two Attributes by 1, then take a bump in Health and either learn another language or get a profession. You also get a Fighter Talent (see below). Level 6 Fighter Even more Health and Durable, which means your Healing Rate is now equal to your Health divided by 3. Level 9 Master Fighter Another jump in Health, and Weapon Mastery, a talent that makes it so that when you roll a weapon attack and the roll is 9 or less you get to reroll it, but you must use the second result. Fighter Talents
Ranger Relentless hunters and trackers, rangers are another familiar Path, but unlike their D&D equivalents they get no magic spells and no animal companion. Those come later on. What rangers excel at is picking one enemy and hounding them to the ends of Urth without fail. They hunt down enemies and eliminate them, or track them over long distances. Level 3 Ranger You get your Attribute boosts, and a +8 to Health, which is the biggest in game, rivaled only by a Master Path later on. You add tracker to your professions, and you get Alertness, which means you can’t be surprised and get 1 boon to Perception rolls. You also get Hunt Prey, which lets you use an action to designate one enemy you can see as your prey. When you roll to track, find, or attack your prey you get 1 boon. Level 6 Ranger A smaller boost to Health, a +1 to Perception, and two new talents. Expert Guide gives you the ability to always know which way is north, and you can flawlessly retrace your steps. When traveling, everyone shares your Speed. Expert Tracker lets you make an Intellect challenge roll when you study animal tracks, and on a success you learn one true thing about the animal. Level 9 Master Ranger In addition to more Health you get Master Hunter, which prevents your prey from hiding from you and gives you an extra 1d6 damage when attacking them. Relentless Pursuit allows you to move up to half your speed when your prey moves. Spellbinder Another great Path, the spellbinder is all about focusing magical power into a weapon, making it more reliable and invincible. Later on they can invest greater power into it and deal more damage with it. The practice was invented by the fae to deal with superior iron weapons, but the traditions of the spellbinder have carried on. Level 3 Spellbinder Attribute increase, more Health and a point of Power, and you can either discover a tradition or learn a spell. You also get Spellbound Weapon, a rank-0 spell that gives you 1 boon on attack rolls with the weapon, lets you cast spells through it, gives you the ability to teleport it to your hand from up to 1 mile away and you can instantly repair it, even if you only have a single fragment. Level 6 Spellbinder Health boost and either a new tradition or a spell. Your Spellbound Weapon can now be affected by Invest Power, which causes it to light up with eldritch fire and deal 1d6 extra damage for 1 minute, all for the cost of expending a rank-1 spell. Level 9 Master Spellbinder The customary Health and Power boost, another tradition or spell, and access to Magic Weapon, a straight buff to Spellbound Weapon that gives you another boon when attacking with it and makes it alway deal 1d6 extra damage. And that’s it for the Expert Paths! I have a little criticism for the Warlock and Fighter, as the former doesn’t let you do enough with Spell Steal, and Fighter needs access to one more Fighter Talent. Other than that, the Expert Paths are really cool, and give you lots of directions to branch off in. But if you thought the Expert Paths had a lot of variety, just wait until you see the Master Paths! ...but let’s have a preview, shall we? Also, this is the last call for votes on Queegol's Novice Path, and we need to get her an Expert Path too! Next time: Spradley and Queegol Become Experts!
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# ? Jan 10, 2017 23:11 |
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Living Land Q&A!Ratoslov posted:I dunno, the Living Land seems pretty useless as an adventure location to me here, because with those world laws and tech levels really the only adventure available seems to be 'Lose all your kit and your friends, then wander lost in the jungle until you die'. Bieeardo posted:The other natives of the Living Land had tool use and engineering, and Kaah seems happy to use 'dead' devices himself. Could either of those be reflected in the Living Land's strangely high Tech axiom? Kurieg posted:Rock is a dead thing.. dirt is a dead thing (Living things are in dirt, but dirt itself is dead)... water is a dead thing... As for clothing and metal; yeah that's one of those points they really didn't think through. Like I said, there are colonies of humans who're stuck in their neighborhoods due to all the jungle popping up around them, but who haven't transformed yet. Their houses and vehicles aren't affected by the same rot that affects food, because apparently (as worded and described) it only affects food. So a tree will rot in hours, but a wrecked car isn't affected. Zereth posted:Is the tech axiom supposed to be higher than the lizard guys use because they started off with another, more technologically advanced species on their home world? Or is it just "tech axiom as presented does not match with descriptions"? quote:Either way I wonder why Baruk Kaah didn't use his Darkness Device Darkness Device to tank the number. On top of that, a large chunk of the realm is a pure zone, so you'll have to keep paying Possibilities to create a reality bubble around yourself or you'll risk transformation. Halloween Jack posted:The Living Land was universally voted the least popular cosm, wasn't it? And not because people didn't like the premise, but entirely because of the execution.
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# ? Jan 10, 2017 23:29 |
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Desiden posted:Personally, as much as I enjoyed the hell out of playing a sabbat in a LARP and running a sabbat game once, I think making them PCs, especially that early on, was a mistake. It basically bypassed a lot of the core themes of the game and that first depiction of them portrayed them as far more competent, savvy, and focused on the objective than the cam, which was typically dysfunctional, myopic, and lying or deluded about the antedeluvians. Yeah, I think they can be enjoyable to play in their existing form, but it may as well be an alternate reality from the core Masquerade game. Dirty Secrets of the Black Hand fits in that reality, but it doesn't fit in the core game in the slightest, which is why it stands out.
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# ? Jan 10, 2017 23:34 |
Evil Mastermind posted:You don't have to resist them, but when you're outside your character's axioms you'll disconnect on any roll of 1. On top of that, the Living Land has the lowest Tech and Magic axioms in the game, so unless you can use miracles those are going to risk disconnection too.
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# ? Jan 11, 2017 00:39 |
Josef bugman posted:Who are They Might be Giants associated with? Nerds.
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# ? Jan 11, 2017 01:10 |
Mors Rattus posted:God, there's so much you could do with a world where everything is alive and fighting, with vital force and the joy of sensation being primary themes, and with all kinds of awesome lizard people. I thought it was the Sword & Sorcery Realm, as opposed to Aysle's High Fantasy. Fight, struggle against weird lizardmen, trip out in a Dark Souls fog...plus there's a bunch of Apocalypse Now flavor there, with PCs getting more crazed and fanatical as they fight enemies who are one with the land. Some Cadillacs & Dinosaurs too... anyone remember that comic/game? Hidden temples, weird secrets... it'd be a fun place to adventure.
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# ? Jan 11, 2017 01:33 |
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Night10194 posted:Honestly they'd have been kinda cool in a 'We need to put down these stupid bastards before they draw the hawthorn and silver down on us.' kind of way if they'd stayed there. 1. The Sabbat were probably based on the "Children of Satan" coven in Rice's Vampire Chronicles; these were the vampires who rejected humanity, had a sort of anti-Catholic religion, and believed in doing stuff like sleeping in open graves and wearing stolen grave clothes. They didn't exactly revel in mass murder, but believed in feeding without remorse, and in killing vampires who lived among humans. None of them lived longer than about 300 years, because they inevitably go mad, and give their blood to the younger vampires. (Marius later explains to Lestat that actually, spending 300 years living like a hobo in a graveyard is what drives you crazy.) 2. In Requiem 1st edition, the Sabbat role is more or less split into Belial's Brood and VII. The Brood are the My Life With The Thrill Kill Kult types, who get powers from making a connection with "The Adversary" as they lose Humanity points. VII is the inscrutable evil conspiracy; by design, no one knows what they're about, and there was a VII sourcebook that presented several possibilities. Halloween Jack fucked around with this message at 02:28 on Jan 11, 2017 |
# ? Jan 11, 2017 02:09 |
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Fun thing with Shadow of the Demon Lord is that while Warrior 'naturally' leads into fighter, nobody's stopping you from going something like Magician->Fighter->Zealot. And stuff like that can work! As long as you don't pick a weird combination that spreads your stats every which way and focus in just one or two things, you can do pretty well.
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# ? Jan 11, 2017 02:35 |
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I think I'm gonna pick up Shadow of the Demon Lord to look over more carefully on my own. I really like the concept behind its class system so far.
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# ? Jan 11, 2017 02:35 |
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bewilderment posted:Fun thing with Shadow of the Demon Lord is that while Warrior 'naturally' leads into fighter, nobody's stopping you from going something like Magician->Fighter->Zealot. And stuff like that can work! As long as you don't pick a weird combination that spreads your stats every which way and focus in just one or two things, you can do pretty well. Hell yeah. One thing I love is a subtle aspect of the boon/bane system where a class like the warrior gets so many boons and bonuses to their attacks, that once you start building into fighter or berserker or spellbinder, you start getting more than enough boons and can trade them for the banes that come with special attacks. Also the warrior's multi-attack system is fantastic. Just one enemy? No need to roll multiple attacks per round, you just chunk all the damage into one blow, or you can spread it around for crowds. I still maintain that the fighter should get at least one more talent. Hell, the thief gets four!
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# ? Jan 11, 2017 03:01 |
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I did some math on SotDL a while back, and I managed to make a fighter type who did something like 8d6 damage, with possibility of more dice on top of that. It's pretty comparable to high-end mage damage, which is always nice to see.
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# ? Jan 11, 2017 03:07 |
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Why hello, Joseph Joestar.
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# ? Jan 11, 2017 03:47 |
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With what looks like his grandpa with a dyejob on the left. I mean, we joked about Stardust Crusaders being the Nile Empire's tone done right, but the Japanese audience might have run with that.
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# ? Jan 11, 2017 03:49 |
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Kavak posted:With what looks like his grandpa with a dyejob on the left. That is Joseph - you were probably thinking Jotaro.
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# ? Jan 11, 2017 04:02 |
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Robindaybird posted:That is Joseph - you were probably thinking Jotaro. No, it looks like a beardless Joseph expy on the right and neonate Johnathan on the left. EDIT: Why are we wordfiltering tweeen?
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# ? Jan 11, 2017 04:25 |
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Young Freud posted:WEG managed to get the original core books out and it seemed to gather a following. I'm not sure past the covers how much of the interior art changed, but it looks like, given what we've seen from Revised & Expanded, they had a different art direction. It's imagery like this that brings me back to the broken promise at the heart of TORG- a group of cross-dimensional Storm Knights, all from different worlds with their own crazy powers, fighting against impossible odds to turn an invasion of Earth into the liberation of half a dozen other worlds from tyranny. You can technically use TORG to tell that story, but good god drat are you going to have to ignore a lot of rules to do it. It's probably the most heartbreaker game I can think of that doesn't make you start out as a poo poo-farmer with a broken sword.
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# ? Jan 11, 2017 10:43 |
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Maybe I missed this at a way earlier stage in the TORG review but... All of the "invading" cosms have their own Three Laws that they enforce, giving their zones and homeworlds a very distinct flavour, right? Does Core Earth have anything like that? Or is it the only cosm with subtlety for inscrutable reasons?
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# ? Jan 11, 2017 11:31 |
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PurpleXVI posted:Maybe I missed this at a way earlier stage in the TORG review but... Core Earth is revealed in the Delphi Council sourcebook, which is all about Core Earth. The Three Laws for Core Earth are: Law Of Prodigy: Starting Core Earth characters can start with the Prodigy package which gives them a tag skill of +6 (meaning they can start with a skill higher than other characters) Law Of Hope: Characters not from Core Earth have a decreased difficulty to resist Transformation. Law Of Glory: Core Earth characters have a +2 bonus to Persuasion when planting story seeds (which allow them to convert Realms back toward Core Earth)
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# ? Jan 11, 2017 12:16 |
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Young Freud posted:Core Earth is revealed in the Delphi Council sourcebook, which is all about Core Earth. The Three Laws for Core Earth are: These are terrible - isn't the objective of the laws to define a genre? And how is there nothing about how earth shits out probability energy?
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# ? Jan 11, 2017 12:24 |
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# ? Jan 22, 2025 11:48 |
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Cthulhu Dreams posted:These are terrible - isn't the objective of the laws to define a genre? And how is there nothing about how earth shits out probability energy? Interestingly, the upcoming TORG Eternity has changed these a bit. quote:Law of Hope: Channels creativity and Possibility Energy to solving crises. Cosm cards often provide additional Possibilities. Law Of Glory is suddenly a big deal because Core Earthers no longer have to have the Glory card in their hands to play it. Basically, the Glory card, as written originally in TORG, had to be in your hand to be played whenever a character get a roll of over 60 (which, even given the rerolls on 10s and 20s, is a 2 to 0.01 percent event), at which everyone in the player group gained 3 Possibilities at the end of session and the Glory card would help with generating possibilities in hostile Realms so they could eventually be taken back. So, with 4 cards in a 156 card deck, the chances of a player group of 4-5 have a Glory card in hand when one of the players pulled off a 60+ roll would be probably be near 1 in 100,000 per roll. If there was 100 rolls per session, that means you could go 1000 sessions before the cards were right and someone got a roll over 60. At least now in TORG Eternity, Core Earthers can greatly increase the chances for a Glory card to activate and don't have to have one in their hand. And, of course, they maybe rewriting the Glory card by dropping the roll requirements and providing more possibilities, so who knows.
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# ? Jan 11, 2017 12:57 |