Hot answers tagged changeling-lost
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Definitions:
Gateway: any door/arch/reflective
surface; can be opened by spending a
point of glamour
Active Gateway: a gateway that has been opened before. Can be
reopened, either by spending a point of glamour, or by succeeding a Wyrd
roll. [Active gateways can be recognised/found from the hedge side (see below) or, if you have the hedge gate sense Merit ...
10
You are looking at from a slightly wrong perspective. It's not because you buy dot 2 that you get dot 1 for free, it's because the first dot in Darkness gives you the dot one contract and the second dot gives you the second contract.
It works differently with Exp than the character creation points. With Exp a contract cost 5*(New Rating) Exp, but the ...
7
I've done a fair bit of stage acting, improv, and roleplaying. I don't know where I learned this along the way, but certainly someone else deserves credit (blame?) for it.
In order to CONVINCINGLY act/react as some OTHER person in an IMAGINARY situation, one must first be able to:
React as himself/herself in a real situation
React as himself/herself in ...
6
Page 74 of the Core Book has this:
Each category of Contracts contains five “clauses,” or individual
powers, rated from one to five dots. Your character begins with five
dots of Contracts, at least two of which must be spent on either
seeming or Court Contracts. Each dot of a Contract (also called a
clause, as it effectively represents a ...
6
So long as you can establish the basics — you were abducted and taken to another place, where you were made into something strange; you're back now, and something else has been living your life in your absence — I think it's pretty safe to explain the intricacies of the setting as you go. My suggestion would be that, when people are making up characters, ...
5
There is no one answer
Like in Vampire, each Freehold is a kingdom unto itself that exists with little, or sometimes no, reference to others, and as a result the protocol in any given Freehold is a combination of local tastes, local rulers' preferences, tradition, any relevant parts of the oaths that hold the Courts together, and of course the themes and ...
5
Gateways are places that you can move between the Hedge and other "realms", and being active means that it could be used. A active gateway could be used by anyone that finds their way into the Hedge, where an inactive one might have had its power drained, or possibly require a key.
To use the example of a door: If it is active, stepping through it would ...
5
Descriptions of animals are scattered throughout the World of Darkness line; unfortunately, there is no single sourcebook that covers them all. Many of the ones you want can be found in Blood of the Wolf, which is a supplement for Werewolf: the Forsaken. The core-line book Skinchangers also has some.
As for your second question: the Contract you'll be ...
5
The pledge you are looking for is called Commendation and is found on page 189 of the core Changeling book.
Page 181 of the Changeling core book has the Vassalage boon and a side panel that explains that freeholds come in many shapes and sizes but the ones that are enforced by the Wyrd are usually pledges of loyalty sworn to an anointed ruler.
If you are ...
4
I'm about 6 sessions into running my own CTL game. I have a group of fresh out of the Hedge players. The first hook I game then was a task given to them by their freehold in exchange for new identities and basic amenities while they decide what they are going to do. It is a diplomatic mission of sorts that has potential for direct conflict but rewards ...
4
Just a wild guess about how I'd go about this: Use a lot of synesthesia and sense-verb-mixture that makes only partial sense.
An example: The street's singing like a steam train departing for the paleness of the Moon when you exit the building of the bank. It's apparently happy to be trodden by feet as salty as yours - though you couldn't tell for how far ...
3
Kenning isn't generally worth it
Consider the angle that your players aren't using Kenning because, well, Kenning isn't worth the cost; you spend an entire Willpower and the most your character gets is, "Yes, there is something supernatural within sensory range of me," without even the courtesy of learning distance, direction, or relative strength. The ...
3
I do not think you need rules for this. The first thing to note is that for most of the supernatural, the change from mortal to being supernatural is generally a sudden discontinuity in their life. A sudden break with what came before. A vampire goes from being alive to being a vampire in the course of a few minutes. A werewolf is born a werewolf, and ...
3
I've been a player in a 6-month CtL campaign, and I'm currently co-DMing one, so, as you can see, there are plenty of possibilities to use CtL in a campaign setting.
I'll try to adress your various points one by one (although maybe not necessarly in order) :
How to link the characters :
A first good method is to have them be of the same court, or the ...
3
If you're set on fighting close, I'd suggest going with Charges and Brawling Dodge; you'll be fighting like Hobbes the tiger, but there's something oddly charming about that. :) One potential tactic would be the use of Goblin's Malignance (Fleeting Summer 2) to draw the ire of potential attackers onto you, and then lead them on a chase that you'll inevitably ...
3
A very simple arc is that there is an immediate fae threat to the local freehold. Everyone is already there but don't need to have anything else in common. They can have different pasts and be associated to different courts but they should all be united in wanting to defend the freehold. Or at the very least being opposed to the fae.
How to approach ...
2
I run plenty of games where the characters woke up without memories. Exposition is central. You need to give them enough so that they feel a rich world around them and want to continue exploring it. However, you must avoid having one character with all the answers that they can quiz.
Zelazny did just that with Corwin in the first Amber book -- Nine ...
2
About the animals:
The Camarilla, world wide game, (which is offical enough to be hosted on the Whitewolf website) has created a list of animal stats
It references a monster manual that should be linked to somewhere else but I can't get the page to load.
2
I don't think there are any pre-made materials for this kind of conversion, so I'll give you some guidelines.
Combat Conversions
The biggest problem you'll run into is Attack and Damage are resolved in a single roll. You'll need to do your best to balance the dice pool your example zombie is going to have in comparison to its damage. I would also say that ...
2
Though I don't know of any official or unofficial Rules, I can see this be done for werewolf and changeling, but a Mage's Awakening is generally a radical and sudden change. A Mystery Play could probably be roleplayed over the course of a session, but I don't see it extending beyond that.
While not rules per se, there are guidelines in each splatbook ...
2
There are a few ways that come to mind.
First, if any of the characters has a "sense" merit that seems applicable, especially Common Sense, it can be used to drop hints.
Second is by having an NPC that points out how helpful this can be.
This could be by acting as a mentor and guiding them through like they are learning a new ability or possibly by making ...
1
No
All parties involved swear 'on' the same thing - whether it's a Vow, on their name, whatever. They both have to make the same vow, the same oath, swear on the same corporal (or the same type of corporal in the case of, say, two nobles swearing on their titles or two Lost swearing on mortal corporals). The things in a pledge that must be the same are the ...
1
True Fae are, by definition completely alien and uncomprehendable to human mind. Which means, by definition they make very poor player choice. The true Fae do not work by the standard system of motivations that we would think of as humans. Their entire existence is defined by a complex set of rules and agreements.
Two possible solutions would be:
1) Your ...
1
Start off with a journey in progress and a fateful arrival that binds the group together on a personal, humane level. Introduce C:TL elements (society, background) step by step, leave time for the players to focus on each new hook.
An example: Model your group plot arc on Lost, the TV series. Have the players create characters who all have some reason to ...
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