How good is Vampire the Requiem second ed?
Hello! The title says it all, I bought the first ed when released a long time ago and played only one scenario. I'd like to know if I should buy the new one!
Hello! The title says it all, I bought the first ed when released a long time ago and played only one scenario. I'd like to know if I should buy the new one!
So, I'm trying again to read the Magic System and this time, I'm sure I'll fully get it!
I have just a hard time understanding the example about the primary spell factor. The rules say "the player may move the primary factor up its chart a number of steps equal to the character’s rating in the spell’s highest Arcanum minus one" (p.114). Ok, I got that part. But then, the example is: "a Forces spell with a primary spell factor of Duration would last for 5 turns when cast by a mage with her Forces Arcanum rated at 3 and a –2 penalty to her casting roll". But I don't get why the mage in this example would have a -2 penalty and the duration would be 5 turns. Unless the mage already got a -2 penalty to get a 2 turns duration and then, after applying penalties, this same mage would get a the "free" steps on the same chart, giving them a 5 turns duration for a -2 penalty.
Am I correct?
Je dois être idiot mais depuis le début de la nouvelle ère, je ne sais pas comment augmenter le niveau des unités prêtées, elles sont toujours au niveau 0 et je fais au mieux 2% au Colisée. Quelqu'un sait ce qu'il faut faire ?
While I was reading a wikipedia about Mage the Awakening, I came across the "the Prince of 100,000 Leaves" and learnt that he was a "sentient, alternate timeline comprised of anti-history" and, ok, so even timelines can be antagonists in Mage the Awakening? This is really cool but I have no idea on how it could work. I was wondering if it was "just" some kind of alternate reality.
I was thinking, for my first chronicle, about an alternate timeline where Atlantis never fell, the Abyss never came into existance and Mages have successfully replaced the Exarchs. Thousand years later, they're petty tyrants and their hubris lead them to destroy the reality. They're about to disappear into nothingness and they want to invade another timeline to escape their fate. The first step of their plan would be sending through the Mind Arcana visions to the Awakened about an ancient rituel to discover the real path to Atlantis and kidnapp every Mage stupid enough to try it, brainwash them and send them back as their sleeper agents!
At the end of the last episode of Season 2, Jacoby helps Sarah Palmer to get to Major Briggs and she speaks to him with a real strange voice that is not hers. Something or someone uses her to tell Major Briggs "I'm in the Black Lodge with Dale Cooper". At first, I thought it might be Mike: the message doesn't sound menacing, so I was thinking that Mike would try to inform Briggs as the Major seems the most informed about the Black Lodge.
Now with the S3 and what we know about Sarah Palmer, it could be Judy as well but I don't really get why she would tell Briggs about having "kidnapped" Dale.
I absolutely love Promethean: The Created, and I keep trying to get back to writing a short campaign to introduce this wonderful RPG to my players, but I’m overwhelmed by the task. If you’ve run one or more scenarios for Promethean, please share your settings! I'd love to see other ideas!
For now, the direction I'm exploring to create my setting is to have the campaign take place in a near future America, swept by dust storms and in the middle of a civil war. The idea is to create a post-apo atmosphere when the players leave the major urban centers and to play on the contrast between cities, villages, and nature.
Let me share some more context. I recently rewatched the Twin Peaks Revival and wanted more... I learnt that Mulholland Drive was originally set to be a spin-off focused on Audrey Horne and rewatched Mulholland Drive as well and now, I want it to be part of the Twin Peaks universe really bad.
I know the movie has its own ways to be interprated (and I think the movie makes a real good job to do so) but I was wondering if the murder mystery at its core could be a Blue Rose case. I mean, there's a lot of elements that could fit the Twin Peaks universe, with the blue key, the Silencio club and those strange old characters—and I figured someone smarter than me had probably already thought of it!
I recently discovered the game “Arc: Doom” through its description on Drivethrurpg, and from what I’ve read, it seemed pretty similar to the description of Mork Borg, with characters fighting against the approaching apocalypse. I think Mork Borg probably has a more desperate atmosphere, but I’m wondering what the differences between the two games are—does anyone know? Thanks!
I'm currently reading the second edition of Promethean and I'm having a huge blast: the game is a real improvment of the first edition and I'm considering writing a little campaign but first, I'm trying to fully understand what the Flux is. I might have missed the explanation in the book so feel free to point me to the right page, but from what I understood, it is the opposite of the Azoth and is the primal "energy" that guides Pandorans. But where does it come from? Is there an "Anti-Divine Fire" that craves for the return of the Flux? Thanks for you!