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Xelkelvos
Dec 19, 2012

food court bailiff posted:

Whoa, totally missed that. A bit too rich for my blood though considering I have like half of those now - I really just want like Hunter or something. Is there a real Hunter 2E? Or is it just Mortal Remains updates?


Also - someone toss me some creepy Mage-related ideas that use those weird "elsagate" finger family children's Youtube spam videos, they're so insidious and weird that I really want to use them in a game but am still relearning the system too hard to know what really fits.

Mortal Remains is the 2e rules update for Hunter. I don't recall if it's a comprehensive update, but it gets most of it.

I can definitely think of a few Demon related reasons for those bizarre Youtube spam videos.

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MollyMetroid
Jan 20, 2004

Trout Clan Daimyo
There are plans to do a 2e Hunter and it'ss in development.

gtrmp
Sep 29, 2008

Oba-Ma... Oba-Ma! Oba-Ma, aasha deh!

food court bailiff posted:

Also - someone toss me some creepy Mage-related ideas that use those weird "elsagate" finger family children's Youtube spam videos, they're so insidious and weird that I really want to use them in a game but am still relearning the system too hard to know what really fits.

Leakage from the timeline of the Prince of 100,000 Leaves. Sometimes, when a video on that timeline's Youtube would be removed for inappropriate levels of graphic violence and disturbing themes, the wires get crossed and it gets shunted into our timeline's Youtube instead. ("Inappropriate" by the standards of that world might mean that they're took extreme, or alternately, that they're not extreme enough.)

"Elsa" and the other characters in those videos are changelings who are being tormented by an overstimulated, childlike Keeper who wants to be entertained by the same stories over and over but who doesn't want them to actually be the same story every time. The other players in the videos are forced to resort to more and more extreme variations on the same stock tales in order to keep their captor from getting bored and punishing them, and they've all been beaten down to the point that they'll inflict almost any imagined torment on "Elsa" if they think it'll stave off the Keeper's wrath.

"Elsa" is a ghost in the machine, who was horribly murdered on camera and, in the process, somehow bound into a realm of digital media where she has total control over her virtual world. The trauma of her death left her spirit unaware of how she died, and each video is her trying to recreate the circumstances of her death in a different way - but playing out the actual act of her own murder over and over again would drive anyone mad, so she creates allegorical scenarios involving normally harmless children's characters. She's hoping that one of her videos will be close enough to the actual event that it'll jog her memory, and once that happens she can create a final video where she plays out her own murder and gets closure on her murder - but that only works if someone can bring themselves to watch that one last video and do whatever is ultimately needed to lay her ghost to rest.

Xelkelvos
Dec 19, 2012

MollyMetroid posted:

There are plans to do a 2e Hunter and it'ss in development.

Ooh neat.

01011001
Dec 26, 2012

MollyMetroid posted:

There are plans to do a 2e Hunter and it'ss in development.

Yep, some early playtest stuff was posted. I liked where it was going for the most part.

Mors Rattus
Oct 25, 2007

FATAL & Friends
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Changeling at 97k after the weekend.

New stretch goal: 103k, increased art budget.

Der Waffle Mous
Nov 27, 2009

In the grim future, there is only commerce.

Axelgear posted:

I wish to hear more.

The whimsy was really played up. The primary antagonist was a small child goblin queen with a candy obsession, plus a hunstsman who's somehow under her power.

We got into some of the nitty gritty about hedge shenanigans. One player was able to shift non-reality something fierce.

And then there was a game of charades to decide the fate of a former member of our motley who went privateer.

He, uh, is the goblin queen's dog now. Which is at least better than being sent back to our keeper.

RBA-Wintrow
Nov 4, 2009


Clapping Larry
That sounds interesting! Can you tell us more?


Changeling Preview 2 for Kickstarter backers just became aviable. Link in the mail.

Mors Rattus
Oct 25, 2007

FATAL & Friends
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Major Changeling template notes:

Seeming gives a free attribute dot, Court gives a free Mantle dot.

Instead of Virtue and Vice, Needle and Thread. Needle is your true self that you use as a shield to avoid becoming what you aren't. It is also, quote, "like the changeling's Myers-Briggs personality type" which is perhaps the most unfortunately stupid way to phrase that. People view you through the lens of your Needle. Examples: Bon Vivant, Daredevil, Protector. Any time you overcome a small hurdle to reaffirm your Needle, you get 1 Willpower. When you do something very risky or terrible to affirm your Needle, you regain all Willpower.

Your Thread is the motivation that keeps you going and ties you to reality - a mix of drive and fear. Examples: Acceptance, Family, Honor, Revenge. When you withdraw from others or lash out in pursuit of your Thread, you regain 1 Willpower. When you commit terrible acts or risk Clarity damage in pursuit of your Thread, you regain all Willpower.

You also get a Touchstone, similar to vampires have. You count out a number of boxes equal to Composure+1, and put your Touchstone on that box of your Clarity track.

You starts with 4 Common contracts from among Court, Regalia and Goblin, two of which must be from your favored Regalia, and 2 Royal contracts from Court or favored Regalia.

Your max Clarity is Wits+Composure. While you have a Touchstone, you get -2 dice on all Clarity damage rolls, or -3 if you have more than one. If you have no Touchstone, you get +2 dice on all Clarity damage rolls. As long as your Touchstone's box isn't full of severe Clarity damage, it's attached. While it's attached, you regain 1 WP any time you defend your attachment to it, and if you take serious harm in the process, you regain all WP. You reattach a Touchstone when you heal the severe damage in its box - the only way you lose one altogether is if the Touchstone dies or is otherwise inaccessible. If you lose all your Touchstones entirely, you get the Delusional condition. You must resolve this and get an appropriate relationship to get a new Touchstone, and there's a merit to have multiple Touchstones, but your max Is the number of Clarity boxes to the right of your first one.

Incidentally, your Fetch can be a Touchstone.

Wyrd does the normal power stat stuff, and also:
1. Fae creatures get +1 per dot of Wyrd you have to track you, to a max of +5.
2. You get more Frailties as Wyrd rises, with the first one coming at Wyrd 2.
3. You reduce Fatigue penalties and get a bonus to resist disease as Wyrd rises.
4. As Wyrd rises, you can carry more Goblin Fruits outside the Hedge.
5. You get +(Wyrd) to all rolls to remember or interpret your dreams while awake, tho not to oneiromancy rolls.
6. You get +20 years of life expectancy per dot of Wyrd. Your Mien starts to peek through a bit once you get past natural human life expectancy.

Frailties are the limits of fairy tale creatures. They are either Taboos or Banes. A Taboo is a compulsion or restriction on your behavior. A Bane is a supernatural weakness. Banes ignore all armor and protective magic, and damage from a Bane cannot be healed in the presence of the Bane. To act against a Bane requires you to spend 1 WP per action, with no dice benefit. Against a minor frailty you also get -3 to actions against the source, and -5 for major.

You can spend 1 WP to resist a minor taboo's rules for a scene, and minor banes deal 1L per turn of contact/being in the situation.

Minor Taboos: You can't approach a dwelling with milk set out by the door. You must count spilled rice grains. You can't step on lines.
Minor Banes: Touching wolfsbane. The sound of church bells. Hearing your name spoken backwards.

You can spend 1 WP to resist a major taboo's rules for a turn or a full WP dot for a scene. Major banes deal 1A per turn of contact/being in the situation. If killed by a bane, your body unravels spectacularly into thorns or leaves or gossamer or whatever.

Major Taboos: You can't go outside while the moon is in the sky. You must walk backwards.
Major Banes: Touching glass. The sound of a child's laughter.

Mors Rattus
Oct 25, 2007

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Your Clarity track is not a morality stat. It's a healthbar for your self-ownership of your perceptions. While breaking points cause Clarity damage, other things can attack your Clarity without being a breaking point - most notably, taking physical damage to your dream form. You cannot raise Clarity directly, but it goes up as Composure and Wits do, and you can get extra boxes by recovering Icons. Clarity is at least part of your dream form's health bar.

When you take a breaking point, you roll dice equal to its severity. The severity can be modified by various factors - the more an event resembles your Durance, the more damage it's likely to do, as well as if it affects someone you're close to. On the other hand, you take less damage from stuff that aligns with your Needle or Thread, if you spent Willpower to do the thing that caused the breaking point, or if the breaking point results in rejection of the True Fae.

On a dramatic failure, you regain 1 WP. On a failure, nothing happens. On a success, you roll your Wyrd to determine how much mild Clarity damage you take, and if one of your three rightmost Clarity boxes is marked, you get a Clarity condition. Extra successes do not add to Clarity damage. On an exceptional success, same but the damage is severe instead.

Severity 1 breaking points are stuff like being told your experiences are unreal by a convincing stranger, spending all your Glamour in a single day, going a full day without human or changeling contact, meeting your fetch the first time or breaking a mundane promise.
Severity 2 breaking points are stuff like being gaslit by an authority you believe in, eating nothing but goblin fruit all day, having someone break a mundane promise to you, discovering someone lied to you about something minor or taking psychotropics.
Severity 3 breaking points are stuff like being gaslit by someone you trust, having a non-fae magical power confuse your senses or reenact something your Keeper did to you, killing someone else's fetch or having someone break a pledge to you.
Severity 4 breaking points are stuff like being presented 'evidence' that your experiences are unreal, accidentally killing a human, breaking a pledge, killing your fetch or another changeling, kidnapping or capturing someone or having a family member die.
Severity 5 breaking points are stuff like suffering deprogramming or other extended efforts to persuade you your experiences are unreal, killing a human on purpose, torturing someone, using Glamour to force someone to alter their behavior, spending time in Arcadia, reaping Glamour or killing your Touchstone.

Mild clarity damage is basically Bashing. Severe is basically Lethal. While your Clarity is undamaged, you get +2 to Perception rolls. When you have only 3 or fewer Clarity boxes unhurt, you hallucinate if a perception roll gets a dramatic failure. For every 2 points (or fraction thereof) below 5 boxes of clarity, you get -1 cumulatively to Perception rolls. So someone with max Clarity 4 that is undamaged has +2 from undamaged Clarity but -1 from Clarity 4. If you take mild damage when the track is full, you become Comatose but can't take more Clarity damage until you heal at least 1 point. If you take severe while your track is full, same but Comatose becomes Persistent and can only be resolved with the aid of friends.

Clarity heals by interaction with Touchstones (even unattached ones) - you heal 1 severe Clarity damage per scene interacting meaningfully with them, or all levels of mild damage. You can also heal Clarity by resolving Clarity conditions. If you have no Touchstone you can't heal Clarity until you get one.

Clarity conditions caused by mild damage are normal, severe damage are Persistent. Whenever you resolve a normal one, you heal 1 Clarity damage of any type. Whenever you resolve a persistent one, you heal 2.

The possible conditions:
Broken (Persistent), Comatose, Confused, Delusional (Persistent), Dissociation, Distracted, Fugue (Persistent), Numb (Persistent), Shaken, Sleepwalking (Persistent), Spooked, Withdrawn.

If you have your Clarity track with at least half its boxes undamaged, you can do kenning by spending 1 Willpower. The ST then rolls your current Clarity secretly to detect supernatural stuff. Each success reveals one supernatural creature, item or effect, if any are present, and this explicitly automatically fails against any concealment magic. You also don't know what kind of magic is present, just that it is, except on an exceptional success.

Mors Rattus
Oct 25, 2007

FATAL & Friends
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Anyone who looks at you sees your Mask except you, other Changelings and faerie creatures, or supernatural beings with mystical perceptions. (So mages, for example, can probably pierce the Mask pretty easily.) The Mask covers any object originating in Faerie, which appear to mortal eyes as exceptional but mundane objects. You may spend 1 Glamour to see someone else's Mask for a few seconds - but not your own. You may also spend 1 Glamour to force your Mask to the fore, causing everyone except you to see it unless they use some magic to pierce the illusion. However, your shadow reflects your Mien, not your Mask, to other fae.

You can spend 1 Glamour to burn your Mask away entirely, dramatically shattering it. For the rest of the scene, everyone can see your Mien. This ends with the scene, or when you spend 1 Glamour to end it early. While your Mask is gone, all Contract successes are exceptional, and if the number of successes is mechanically relevant, you use the highest among your actual successes, your Wyrd and your Mantle. For unrolled Contracts, you instead remove 1 Door from your next Social Maneuvering check against a witness after using them, which doesn't stack. All mortals that see you become Spooked. You open all gateways to the Hedge within (Wyrd*10) meters, and any roll to track you by a True Fae or Huntsman automatically succeeds within that range while your Mask is down.

Changelings can't be confined. This ability is known as portaling. If bound or held, you may spend 1 Glamour to slip free reflexively. Clash of wills if the bonds are magical, and no penalty to retry except the spent Glamour.
If you have a closeable door, window or other portal (a manhole works), you may spend 1 Glamour and ask it to open to the Hedge, and it will. You don't pick where it leads, but the same door will always lead to the same place. You can do the same in reverse to any appropriate portal in the Hedge, using it to flee to the human world. The only limit is you have to be able to fit through the portal.

Portaling fails only against one thing: iron. A changeling cannot escape iron bonds or an iron enclosure. That said, it has to be iron, not steel. The limit? Conceptual. Iron is what most people think is iron. Swords are mostly steel, but an iron gate is iron. No fae magic can ever manipulate iron by any means. Even metal elementals explicitly cannot use magic on iron.

Cold iron is special. It is a major Bane frailty for all True Fae and changelings. It must be mostly pure iron, cannot have had magic involved in its creation in any way, and must be handforged, not mass-produced or made using a machine.

Changelings can spend Glamour and Willpower to cause Bedlam in nearby people - causing anyone in sensory range to be overcome by whatever emotion the changeling is channeling - and it explicitly works across cameras or recordings. Anyone that fails to contest the power gets a Condition based on the emotion, usually one of the four seasonal court emotions. Wanton for desire, Competitive for wrath, Frightened for fear, Lethargic for sorrow. Targets rationalize the emotion as normal while experiencing it, but may question it afterwards.

Mors Rattus
Oct 25, 2007

FATAL & Friends
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Merit stuff! Resources is now able to be a group merit - anyone contributing dots to it for the group can take advantage of the full rating of all contributed dots added together. You can push this over five dots, but the only benefit of that is more than five people can have access to Resources 5 for one dot. Allies, Contacts, Library, Retainer, Staff and Status have all had this benefit given as well.

Some interesting new merits:
Arcadian Metabolism (2 dots): You heal 1B/minute and 1L/day.
Brownie's Boon (1 dot): Halve the time for any mundane extended action that no one is watching you do. You can spend 1 Glamour to halve it again (so 1/4 time). If you roll an exceptional success, you could use that to halve it again, getting poo poo done in an eighth of the time.
Cloak of Leaves (1-3 dots, Autumn Mantle 3+): You have turned your fears into a shield. Any supernatural ability (such as a Contract, spell, Discipline or kith blessing) targeting you to cause damage or physical Tilts gets a penalty equal to your merit dots.
Court Goodwill (1-5): You can take the Court Mantle merit at 2 dots lower than your dots in this. You may use this as the Allies merit, except you can't use it to block anyone with the Court Mantle of the appropriate court and get penalties when doing it to anyone with Court Goodwill in that court. You also get a free one-dot Mentor in the appropriate court.
Fae Mount is complicated but one of its benefits you can take is Actormask, which lets your mount exist (with a Mask) in the real world for 1 Glamour per scene.
Market Sense (1 dot): You know how to get the best out of goblin markets. Once per chapter, you may reduce your Goblin Debt by 1.

Mors Rattus
Oct 25, 2007

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The Hedge is extremely active and alive in this edition. If you're in a chase scene in the Hedge, it actively is trying to get you in deeper into the Thorns or nearer Arcadia as you go. If you're navigating, it hedgespins itself to try and make things weirder. Hedgespinning is core here, and can be done with just about any roll - when you make a roll, you can spend Glamour to choose to put some of the successes towards hedgespinning to subtly alter the scene around you, changing details of it, like making a tree sprout swords when making a survival check to find tools. The main limit is: subtle shifts must be minor changes (in effect; they can be as fantastical as you want in aesthetics) and must be thematically related to your action somehow.

If you rolled an exceptional success, you can spend extra Glamour to cause a paradigm shift instead of the normal exceptional benefit, and that lets you broadly rewrite the area in larger ways. The problem with doing this is that it affects you emotionally, so you get an emotional Condition after the scene ends. ('Problem.')

An Icon is a part of a changeling's soul lost to the Thorns. If you recover one of your Icons, you get a lot of benefits - extra willpower, bonus Clarity boxes, some memories of your Durance and maybe some memories you lost of your human life. Very handy! But if anyone else has one of your Icons, they can use it to track you and to see visions of the memories locked within it. Huntsmen and privateers will use them as leverage over you, and hobs may hide them if you piss them off. A great way to gain an ally is to give them one of their Icons back.

Axelgear
Oct 13, 2011

If I'm wrong, please don't hesitate to tell me. It happens pretty often and I will try to change my opinion if I'm presented with evidence.
My impressions are mostly negative overall. The Contracts feel fairly meh, the Clarity rules combine with Touchstones to be awful, the Needle and Thread are a great idea that is poorly executed, the Pledgecrafting system seems more trouble than it's worth (except for Sealing), and there is so much wrong with Wyrd...

That said, Court Mantles are great, Cloak of Night feels like it should be tattooed on the forehead of anyone who tries to design a Stealth system, and the new Hedge is honestly all I really wanted from 2e. I got what I was after, so I'm pleased, even if I'm not happy.

Mors Rattus
Oct 25, 2007

FATAL & Friends
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Axelgear posted:

My impressions are mostly negative overall. The Contracts feel fairly meh, the Clarity rules combine with Touchstones to be awful, the Needle and Thread are a great idea that is poorly executed, the Pledgecrafting system seems more trouble than it's worth (except for Sealing), and there is so much wrong with Wyrd...

I'm not sure I read the same Contracts you did - they seem pretty potent and cool to me.

Mors Rattus
Oct 25, 2007

FATAL & Friends
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KS at 102k.

Stretch goal: 107k, Winter-themed novella.

RedSnapper
Nov 22, 2016
My Mage campaign finally got off the ground. The players were kind enough that only three of them took dots in Time and I ended up with

- Peter: A socially awkward Entropy/ Correspondence mage working for the national lottery (who's technically a low-ranking Syndicate member);
- Gabriel: A Time/ Entropy guy with a weird Hermetic-Technocrat paradigm (also working for the lottery);
- Dom: A Mind/ Life life coach, Gabe's cousin;
- Maja: A travelling writer with Correspondence/ Entropy/ Time
- and Seraphine: a Spirit/ Time orthodox Hermetic from the XIXth century who got displaced in time after a Paradox backlash. Also Gabe and Dom are her brother's great-great grandsons and her culture shock serves as our primary source of session humor

Just in the first session they managed to steal from a murder scene, break into the same murder scene a few hours later, almost start a magic fight in front of no less than five TV crews, and learn an improtant lesson about the Nephandi courtship customs. All in search of a kidnapped friend while a god-powerful Marauder is stealing Warsaw's landmarks and preparing to hijack the Palace of Culture

All as planned.

If things keep going that well, my next week's update will include a piece on cautious use of stable time loops for the purposes of non-invasive railroading and, hopefully, an elemental manifestation of razor wire.

Hiro Protagonist
Oct 25, 2010

Last of the freelance hackers and
Greatest swordfighter in the world
Is The V20 Dark Ages Bundle worth getting it I don't have a nostalgic history with oWoD?

That Old Tree
Jun 24, 2012

nah


Hiro Protagonist posted:

Is The V20 Dark Ages Bundle worth getting it I don't have a nostalgic history with oWoD?

If you have even a mild interest, nostalgic or no, that's a pretty hard price to beat.

As to the products themselves, I've never gotten around to reading them, but I heard they were pretty good. I seem to recall hearing that it's the most "let's try to be a lot less racist than the original material" of all the oWoD revival stuff. I think David Hill was on it, and made it a point to dwell a lot more on the Muslim influence on Medieval Europe? Again, I'm half-remembering second-hand descriptions of the books. Hopefully someone who knows more than jack poo poo can come by and expound.

That Old Tree fucked around with this message at 20:19 on Nov 24, 2017

Lord_Hambrose
Nov 21, 2008

*a foul hooting fills the air*



Hiro Protagonist posted:

Is The V20 Dark Ages Bundle worth getting it I don't have a nostalgic history with oWoD?

The Dark Ages stuff for Vampire was always really good, and I was really happy with these re-releases. This is a great time period to do a Vampire game, for sure.

If you are a classic horror fan these are great read, and I prefer this to modern vampire.

Loomer
Dec 19, 2007

A Very Special Hell
DA was always a better setting than the Modern Nights, even as a Gehenna-junkie. The V20 supplements for it are no exception. Plus, they tend to produce enormous amounts of nerdrage over things like the psychotic vampire viking-shaman bloodline not giving a poo poo about gays or transgender people joining them or the African bloodlines of uncertain origin or even the idea that maybe, just maybe, vampiric night society doesn't have a strict 'women in the kitchen!' rule like 'historical times did'.* More nerdrage is always better.

Did not, actually. In certain times, social strata, and places there was a strong public/private divide and certain roles were very much male-dominated, but the time period in question had women doing a surprising amount of strongly public-sphere work not only in rural communities but as the owners of businesses passed on by their fathers/husbands/sons, while the stereotypical 'kitchen wench/cleaning wench' had a drat good shot at being a man, rising to 'almost exclusively' for a little while later in the middle ages, before collapsing into 'not in my lifetime!' by the 1800s.

thorsilver
Feb 20, 2005

You have never
been at my show
You haven't seen before
how looks the trumpet

That Old Tree posted:

If you have even a mild interest, nostalgic or no, that's a pretty hard price to beat.

Yeah, that's ridiculously good value. Been considering getting Dark Ages 20 for awhile, so this was an instant buy.

For what it's worth, given I only just downloaded them, I've heard lots of good things about Dark Ages 20. Medieval Vampire was always good, and from what I understand this version is a bit tightened up and expanded, and lovingly put together, so I'm super excited to get reading.

Hiro Protagonist
Oct 25, 2010

Last of the freelance hackers and
Greatest swordfighter in the world
Speaking of Dark Ages, does A Thousand Years of Night have a way to take former Dark Ages or Eras or whatever characters and bring them into the modern setting? Because that would be awesome.

Shockeh
Feb 24, 2009

Now be a dear and
fuck the fuck off.
Total non sequitur; As a setting I had barely any knowledge of, the wife and I have been watching Outlander and 18th Century Scotland would be fantastic for a Vampire chronicle.

Mors Rattus
Oct 25, 2007

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Changeling: Sitting at 108k.

New stretch goals:

108k: Fear-Maker's Promise Compendium added to the 1e bundle (met).
112k: Book of Kiths, now called Kith and Kin, get a section on the Mirror Regalia.

Spector29
Nov 28, 2016

So, as someone who wants to spitball character stuff, I'm noticing a few things missing. (obviously, since the kickstarter isn't even over)

I'm not exactly a scholar on CTL's 1st edition, but did they have rules for restoring the heart of a Huntsman? Because from what I can tell, 1st ed Hunters were always just Fae who didn't put up with Fae poo poo(tm) and hunted runaway changelings to pass the time. Seems like that's someone with no heart to restore.

Is it assumed then that Hunters are getting a rewrite as well, or am I missing something from another book?

Mors Rattus
Oct 25, 2007

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Huntsmen aren't Hunters or the Wyld Hunt. Huntsmen are new.

Spector29
Nov 28, 2016

Mors Rattus posted:

Huntsmen aren't Hunters or the Wyld Hunt. Huntsmen are new.

I keep forgetting that WoD has 'Hunters' as it's own splat, so you can't use Hunter generically without sounding like a dumbass. Thanks, though!

Any speculation on what they are? From the sounds of things they're abducted Mortals who've had their personality replaced with a Fae title. If that were the case, would that make them more or less interesting?

I don't hear about Changeling very often as a Mage player, so I'm genuinely curious.

I Am Just a Box
Jul 20, 2011
I belong here. I contain only inanimate objects. Nothing is amiss.

Spector29 posted:

I'm not exactly a scholar on CTL's 1st edition, but did they have rules for restoring the heart of a Huntsman? Because from what I can tell, 1st ed Hunters were always just Fae who didn't put up with Fae poo poo(tm) and hunted runaway changelings to pass the time. Seems like that's someone with no heart to restore.

You're thinking of a confusion of two things that are, I think, still around in second edition: bridge-burners (who think the Durance is such miserable bullshit they're willing to wreck everything that feeds anything into the Hedge) and loyalists and privateers (who insinuate themselves into changeling freeholds so that they can betray them and hand people over to the True Fae, respectively because they have been gaslighted into willing submission or to pay off the debt for deals they made for their own interests).

The Huntsmen are elements of Arcadia itself, the remnants of whatever originally called Faerie home before the True Fae found it and crafted it into their godly kingdoms, stitched back together with Glamour and things left behind by escaped changelings, as living weapons to be sent into the mortal realm to recapture them. At least in David Hill's version, their existence was torturous, and their loyalty was a function of the promise that when their job was done, they would be torn apart and given the sweet release of death.

Something like that. This is off the top of my head without checking.

Pope Guilty
Nov 6, 2006

The human animal is a beautiful and terrible creature, capable of limitless compassion and unfathomable cruelty.
Is there any reason why bridgeburners are wrong, beyond "it would make life shittier for existing changelings"? Is this a Banishers situation?

Mr. Maltose
Feb 16, 2011

The Guffless Girlverine
Things that feed the Hedge: Narrative, Creativity, Emotion, Things Of That Nature.

Pope Guilty
Nov 6, 2006

The human animal is a beautiful and terrible creature, capable of limitless compassion and unfathomable cruelty.

Mr. Maltose posted:

Things that feed the Hedge: Narrative, Creativity, Emotion, Things Of That Nature.

Wait, really? So basically bridgeburners have to go full Autumn People?

Gerund
Sep 12, 2007

He push a man


Bridgeburners are more like a philosophical spectrum as I've run them (canon is, therefore, slightly loose). Some would prefer tearing down any portal to the hedge once created by gentrification and replace with yupscale condos et al. Some are going into the other side and tearing up trods and trying to thicken the thorns and prevent too many hollows being created. Some are actively trying to smother majik where it is created, tokens and fruit and glamor-spun goods.

None of this is super wrong per se, but its a direct contrast with the urge to buy all the super powers that exist.

Kellsterik
Mar 30, 2012
First game I ever ran, one of my players was like "so bridge-burners are the good guys, right?" I convinced him to play a Scarecrow Minister instead. The main problem with them as PCs, similar to Banishers, is that they hate the stuff that makes the setting fun.

ZearothK
Aug 25, 2008

I've lost twice, I've failed twice and I've gotten two dishonorable mentions within 7 weeks. But I keep coming back. I am The Trooper!

THUNDERDOME LOSER 2021


I dunno, I think a Bridge-Burner campaign could be a fun twist on the Changeling chronicle. Find places where magic is entering the world, defeat whatever creature or power is keeping it open, eventually have to deal with the Freehold and Fae as enemies trying to stop your grand plan, confront the ludonarrative dissonance of using magic against magic. It definitely has the workings of a very fun Chronicle, even if not a longterm one.

Yawgmoth
Sep 10, 2003

This post is cursed!

Kellsterik posted:

First game I ever ran, one of my players was like "so bridge-burners are the good guys, right?" I convinced him to play a Scarecrow Minister instead. The main problem with them as PCs, similar to Banishers, is that they hate the stuff that makes the setting fun.
This is kind of the in-character reason why the bridge-burners are bad, right? If you seal off the Hedge from the mortal realm, we lose that connection to stories and creativity and all that good interesting poo poo.

Lurks With Wolves
Jan 14, 2013

At least I don't dance with them, right?
Besides, faerie magic is one of the things stopping the keepers from coming here and ruining everything in the first place. It seems pretty likely that any dedicated group of bridgeburners is going to kick over some ancient ward by accident before they can completely cut off Arcadia from an area.

ZearothK
Aug 25, 2008

I've lost twice, I've failed twice and I've gotten two dishonorable mentions within 7 weeks. But I keep coming back. I am The Trooper!

THUNDERDOME LOSER 2021


Lurks With Wolves posted:

It seems pretty likely that any dedicated group of bridgeburners is going to kick over some ancient ward by accident before they can completely cut off Arcadia from an area.

That's the third act complication of the Bridge-Burner Saga.

Joe Slowboat
Nov 9, 2016

Higgledy-Piggledy Whale Statements



I'll be honest I'm always surprised by how often Banishers get given a 'yeah they're probably right' response on this forum?
Like... at least in Second Edition, Supernal Magic is probably the only thing capable of threatening or even challenging the hold of the Exarchs, and while Seers would rather Banishers not kill them all, it seems perfectly functional if not ideal for the Exarchs' plans that the watchtowers be toppled and all sorcery vanish from the fallen world.

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Archonex
May 2, 2012

MY OPINION IS SEERS OF THE THRONE PROPAGANDA IGNORE MY GNOSIS-IMPAIRED RAMBLINGS

Joe Slowboat posted:

I'll be honest I'm always surprised by how often Banishers get given a 'yeah they're probably right' response on this forum?
Like... at least in Second Edition, Supernal Magic is probably the only thing capable of threatening or even challenging the hold of the Exarchs, and while Seers would rather Banishers not kill them all, it seems perfectly functional if not ideal for the Exarchs' plans that the watchtowers be toppled and all sorcery vanish from the fallen world.

The metaplot/assumption in game is that if a Banisher ascends with the intent of getting rid of the mage version of magic then that's probably game over for the Mage game line. It wouldn't just be the watchtowers that went away. It'd be everything related to the supernal. The only thing there'd be left is the rare odd human who had something special about them that let them tap into it without supernal guidance and all the tier 4 supernaturals that have access to supernal powers by default.

So at worst what you'd have is a bunch of dickhead ascended humans raging futilely at their inability to screw over, destroy, or alter the world and everyone in it on a whim. Which is not what the Exarch's, Seers, or the Orders want since they're basically Scooby Doo tier mystery junkies that clued into the cosmic equivalent of one of those "Three great secrets to get rich!" advertisement banners that are usually full of viruses.

That's also the reason why every arch-mage will drop whatever they're doing regardless of affiliation to prevent that from happening. From what I remember it was even mentioned that that included up to potentially annihilating an entire timeline and everyone in it when it looked like a Banisher was about to actually run the gauntlet and ascend properly. Which kind of goes back to the original argument of Mages being selfish pricks. If the Orders really wanted to stop the Exarch's (And at that tier of power most don't. In Imperial Mysteries it was mentioned that in reality very few arch mages that ascend even bother fighting their influence on the world.) they could have taken one for the team by now.

Bridge burners however are different in that they tend to overlook the fact that Changelings tend to need contact with their supernatural origins (At least, in 1e. Not sure if they're changing that in 2e.) to stay relatively sane and balanced according to their respective morality meter. Or failing that it's a really good idea to have a few quick escape routes in case their Keeper comes calling.

Archonex fucked around with this message at 19:36 on Nov 26, 2017

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