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The time now is Sat Mar 14, 2009 12:16 pm

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Frost
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Wed Jan 07, 2009 3:49 pm
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Lesser templates = affected by Lunacy

Major templates = Not affected by Lunacy
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Sheriff Ishani Naetesh, Gabriel Marcus, Shadow, Lioni Dupree, Veritas, Bella Orchid, Valencia, Zen, Jamie Jones (JJ), Lisaundra Frost, Karma, Maxine Fairchild/Ankh, Lavender Rose, Detective Venessa Blas
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Frost
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Wed Jan 07, 2009 4:03 pm
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Also we are not giving the Mges a weakness. They have one, it's called being mortal. Sorry guys, but it was not written into the splat and I am not going to make up a rule like that for the sake of balance. I would rather deal with them as they are.

I also agree with sjones. We have nerfed the Mages enough. Maybe we should concentrate on giving the other splats some advantages against them instead of taking more away from them.
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Sheriff Ishani Naetesh, Gabriel Marcus, Shadow, Lioni Dupree, Veritas, Bella Orchid, Valencia, Zen, Jamie Jones (JJ), Lisaundra Frost, Karma, Maxine Fairchild/Ankh, Lavender Rose, Detective Venessa Blas
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Kai
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Wed Jan 07, 2009 4:09 pm
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We've been focusing on what Mages have that the other splats don't, what are some of the things the other splats have that mages dont?
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shouldabeenadog
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Wed Jan 07, 2009 4:18 pm
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Well, allow me to disgorge the werewolves answer.

Werewolves are part spirit, which allows them to interact with spirits in a way no spirit mage ever will. It allows allows them to use essence and gifts. Additionally, werewolves had 5 different forms to shapeshift into, all of which have very useful utilities.
Werewolves can also use rites, which is spirit magic that draws on ancient compacts between werewolves and spirits.

Forsaken also have a place in the world. They have a duty lined out for them, the same as their fathers and grandmothers and so on back. They keep the spirit world and the physical world seperate. Mages have no place in the world set out for them, no duty or responsibility.

Forsaken also have a powerful benefactor (luna appx. rank 9) who watches over them and sends her spirit choirs to bless werewolves when then have done good deads (renown).

and thats all i've got for now. More as i recall it.
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Nightroad
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Wed Jan 07, 2009 4:21 pm
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Mages are incrediably versitile but yeah they do have several things that make them fair.

They are squishy as all get out.

Without four hours of prep and the right arcanum mages can't do much combat wise that any other mortal can do.
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[Werewolf]
Taylor Roads, SL:2 Blue Eyes
Honor 3, Glory 1

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Blackfire
*Jacket(Armor 3)
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*rapier +2 dur.

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1. Wand (celestial fire -casting 7 -paradox 2)
2. Wand (celestial fire -casting 7 -paradox 2)



[Mortal]
Gregory Farland
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Soul
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Wed Jan 07, 2009 5:10 pm
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Without four hours of prep and the right arcanum mages can't do much combat wise that any other mortal can do.
The question here is XP. A Mage with 0 XP, i agree, is not that far placed from mortals in combat. A Mage with 100XP is a completely different story however.

I'm still a firm believer, that Mages increase in power much faster per point of XP than the other Supernaturals. i.e. a Mage with 300XP will be far more powerful than any other splat with 300XP.

They just get the most for their XP... Buying a single dot in any Arcana gives them an entire array of powers, while a Vampire/Werewolf/Changeling only gets a single one, for nearly the same XP (add to that x-over spells and creative thaumaturgy...)

I rest my case Smile
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Kai
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Wed Jan 07, 2009 5:12 pm
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I just want to throw out there that as much as i believe in balance, I also want to say that I enjoy playing mages, mostly because of the over the top stuff, and the safety inherent in being a mage against most other splats (if you are prepared). That is why I enjoy playing mage. So as much as everyone tries to chase this perfect balance, I also want to keep in mind the personality of the people drawn to mage, and the enjoyment for them

With that in mind, I certainly don't want a mage to avalanche a situation, but I think the mages in the game have done a great job of not trying to overrun a situation.

This is just my 2 cents.
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tsameti
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Wed Jan 07, 2009 5:16 pm
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True, but creative thaumaturgy doesn't garner the same size dice pools as other supernatural powers do. It's the 4+ Arcana rotes that are continuously scary.

One thing thing that Dog has done is slightly reduce XP costs for gifts. It levels the playing field a little, and it's not a nerf to anybody else. This is probably just something we'll have to keep tweaking as we go.
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Soul
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Wed Jan 07, 2009 5:49 pm
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Quote:

With that in mind, I certainly don't want a mage to avalanche a situation, but I think the mages in the game have done a great job of not trying to overrun a situation.
Says the guy who ran my Vampire off the scene ;P

I believe as long as Mages don't dominate any and all encounters (which they haven't so far, which I think is great), we should be fine.
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sjones7060
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Wed Jan 07, 2009 5:51 pm
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I dont use rotes that often. I normally am to involved in upping other Arcanes / Gnosis or merits. I'm a merit junkie. So scary rotes arent gonna be a issue from me.
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tsameti
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Wed Jan 07, 2009 5:57 pm
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Ah! Then that shall be your weakness!
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West
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Wed Jan 07, 2009 6:00 pm
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His weakness is that he can't have platonic interaction with Fae females.
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Dog: Protean 1
Asa: Protean 1, Striking Looks 2 (handsome), Presence 4 ((-1 Vitae)) Resilience
Nightfall: Polychromatic Fairest, Striking Looks 2 (Intense Eyes) -2 Glamour -1 WP
Zero: TrAur$, Untouch$
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shouldabeenadog
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Wed Jan 07, 2009 6:01 pm
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One of these days i'm going to sit down, read every mage book neccessary, and turn them all into antagonists for a pair of young mages who know the truth:
Only your own magic can elevate you to the heavens.
I.E. a rote-free Ascension game. Join the oracles. (or exarchs, something that needs to be solved.)

[/threadjack]
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tsameti
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Wed Jan 07, 2009 6:02 pm
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West wrote:
His weakness is that he can't have platonic interaction with Fae females.

Whatsoever has indicated that this is restricted to fae?

Dred! Whip me up a bloodsucking seductress!
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sjones7060
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Wed Jan 07, 2009 6:03 pm
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Yeah but my 13+ Seduction will be yours for every PC Very Happy Then I get the Hypnotic Voice Merit and ........*grins*
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Wed Jan 07, 2009 6:04 pm
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Ew... Necro... I dont wanna get freaky with a corpse...




......okay wait show me the picture first...
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Lermanicus
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Wed Jan 07, 2009 6:09 pm
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sjones7060 wrote:
Ew... Necro... I dont wanna get freaky with a corpse...




......okay wait show me the picture first...


Oh come on who does it like to crack open a cold one now and then?
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Nothing is random, we just don't understand the variables.
Lt. August Kordecki (Mortal)
John Dee (Awakened)
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Dredloke
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Wed Jan 07, 2009 6:11 pm
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Vampires are not Corpse......and pictures come from LF not me but a Seductress is very easy to make.....
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West
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Sun Jan 11, 2009 10:04 pm
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OK, final draft Supreme Augmentation is going to be limited to 2X your Arcana dots for Potency.
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Dog: Protean 1
Asa: Protean 1, Striking Looks 2 (handsome), Presence 4 ((-1 Vitae)) Resilience
Nightfall: Polychromatic Fairest, Striking Looks 2 (Intense Eyes) -2 Glamour -1 WP
Zero: TrAur$, Untouch$
West: SupAug$*, Misdir$ + MenS$, 3rd Eye$ + MTM$ (PerInv, Acc, PsySwX3)(4.0)
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Lermanicus
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Sun Jan 11, 2009 10:06 pm
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West wrote:
OK, final draft Supreme Augmentation is going to be limited to 2X your Arcana dots for Potency.


What about Supreme Honing?
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Nothing is random, we just don't understand the variables.
Lt. August Kordecki (Mortal)
John Dee (Awakened)
Nicodemus Panagopoulos (Ghoul)
Twinkee Joe (Forsaken) Glory 1 Honor 2 Purity 2 Wisdom 1
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Kai
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Mon Jan 12, 2009 12:46 pm
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Your ruling makes baby jesus sad.
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West
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Mon Jan 12, 2009 12:53 pm
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Lermanicus wrote:
What about Supreme Honing?


Supreme Honing stays as written.

Power vs. Flexibility
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Dog: Protean 1
Asa: Protean 1, Striking Looks 2 (handsome), Presence 4 ((-1 Vitae)) Resilience
Nightfall: Polychromatic Fairest, Striking Looks 2 (Intense Eyes) -2 Glamour -1 WP
Zero: TrAur$, Untouch$
West: SupAug$*, Misdir$ + MenS$, 3rd Eye$ + MTM$ (PerInv, Acc, PsySwX3)(4.0)
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tsameti
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Fri Jan 16, 2009 1:37 pm
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Rereading Mage Sight descriptions.

It looks like only Prime Sight allows you to detect someone's aura.

Mind requires a separate one dot Aura reading spell.

The other Arcana are used to scrutinize active spells and supernatural powers, not necessarily the people themselves.

Thoughts?
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West
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Fri Jan 16, 2009 1:52 pm
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this is really tricky because the book uses the terms aura, resonance, and nature interchangeably as well as presenting conflicting information between the Sight desciptions and the lengthy section on Resonance and Scrutiny rules.

It is generally accepted that only Aura Perception reads emotions, and that Supernal Vision will discern Nature with one success whereas the other Sights require five or more successes.
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Dog: Protean 1
Asa: Protean 1, Striking Looks 2 (handsome), Presence 4 ((-1 Vitae)) Resilience
Nightfall: Polychromatic Fairest, Striking Looks 2 (Intense Eyes) -2 Glamour -1 WP
Zero: TrAur$, Untouch$
West: SupAug$*, Misdir$ + MenS$, 3rd Eye$ + MTM$ (PerInv, Acc, PsySwX3)(4.0)
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shouldabeenadog
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Fri Jan 16, 2009 1:52 pm
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As I understood it, prime sight was neccessary to see the supernatural aspect of an aura. Whereas mind just showed emotions. Life sight should not reveal "Hey, that guys a promethean!"
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Twilight Valley Forum IndexOOC Mage DiscussionMage Venue House Rules (Proposed)
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