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Magic & Other Templates

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EnlitenedDespot Posted: 10 Jun 2009 6:16 AM
Okay, so I vaguely remember a book (could be wrong) or supplement or something that detailed what arcana worked with other templates (ie vampires, changelings, etc.).  I am really just looking for what book or source that this information came from.

If I recall properly, it detailed uses of  Death to observe Vampire Disciplines in action, Fate to see through the Mask of a Changeling or to see a gateway to the Hedge, etc. etc.

The primary reason I ask is because my character is an Acanthus Apostate Solitary (I don't even know if my ST plans on having orders in the game, it's a solo at the moment and may stay that way) with Fate 3/Time 2/Mind 1 and awakened while chasing after some sort of Fae Hunter through the Hedge into Arcadia (this same Fae had abducted my younger sister years ago).  Anyhow, my character is probably going to be bound to bump into Changelings/Fae-related stuff as he tracks the disappearances around the neighborhood and starts using Fate Mage Sight to view all of these situations (perhaps even Time to review the past events themselves).  I just want to have the information of what I can and can't figure out for my ST/me as a player so we don't sit around and scratch our heads at what I can and can't do (my character has no idea so it's up to my ST to be able to merit it out).

Thanks for your help.
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Tome of the Mysteries will have advice on crossovers in general, but Rites of Spring is where you'll find Changeling specific stuff, and Dancers in the Dusk, too, for specific stuff about dreams.
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Tome of Mysteries covers up to Prometheans.  The information your looking for on changelings is scattered around in different books of the changeling line.  Rites of Spring details a few things, while Equinox Roads has a section on including other supernaturals in a Changeling game, including Hedge hopping. 

Dancers in the Dusk describes a few things about mages vs changelings in the dream / Oneiros.  Astral Realms also has a few ideas on  how mages and fae might interact in the Astral / dream worlds from a Mage perspective.
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                              Hello, I am wondering  ---  well, I want to create a World of Darkness World, a daunting task, personally, but I will love the games that come out of it.  Anyway, I am not sure if the canon sensed that normal mortals would play with Mortal Mystics would play with Mages (in the same world) . . . I don't think attribute, skill, merit increases really reflect the advantage that Mages should have beginning a game (if Greaters are greater than lesser than greater than non-Supers) . . . has this been covered in a book, if it takes a few weeks to buy the book can anyone give some advice?!
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I have no idea what you just said, so here's a rabbit with a pancake on its head.

Er. Mages will be inherently more powerful than thaumaturges, psychics or sleepers. There's no 'fix' to this because it's meant to be like that.

Does that help?
"Let us consider that those who are dead are, by definition, not living." - Royal Heart
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Crabbadon:
I have no idea what you just said, so here's a rabbit with a pancake on its head.

Er. Mages will be inherently more powerful than thaumaturges, psychics or sleepers. There's no 'fix' to this because it's meant to be like that.

Does that help?


I spit my Coke Cola onto the screen thanks to you sir.
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Ha, ha, I didn't explain myself fully apparently  ---  I know that Mages have stronger magic, but remember in the old game, mages had more skill and attribute dots even from the beginning.  How do you reflect non-super traits being stronger in some groups and is there any set house rules that can help make this more uniform?!
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Ophidimancer:
Tome of the Mysteries will have advice on crossovers in general, but Rites of Spring is where you'll find Changeling specific stuff, and Dancers in the Dusk, too, for specific stuff about dreams.


Personally, with Alpha's Howl and blood binding, and ward against magic. Tome of the Mysteries should be ignored. That said it should be very hard temporarily null out powers but not impossible.
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Diana Prince:

Ha, ha, I didn't explain myself fully apparently  ---  I know that Mages have stronger magic, but remember in the old game, mages had more skill and attribute dots even from the beginning.  How do you reflect non-super traits being stronger in some groups and is there any set house rules that can help make this more uniform?!


Uh. Are you talking about how Supers often gain some boost to attributes or skills? In general, again, this isn't broken, it's part of the template and 'balanced'. If you want them all to have ordinary mortal levels, then... don't give them the bonus attribute dot/speciality?

Or are you talking about "how can I make them more powerful in mundane traits like they were in MtAs", to which my advice is "give them more dots". Add one or two to each category. Or give starting experience to be spent on mundane abilities.
"Let us consider that those who are dead are, by definition, not living." - Royal Heart
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