Last night I held another character creation session. Only one of my players was able to make it, and it was the only night he was able to make this week. So, I created another character alongside him, and we used the character I had created on Monday night – Crazy Tom – to fill out our novels and guest star roles. It worked fine, but Tom’s novel’s getting crazy long.
Here are the folks we came up with last night:
Matthew Cross, star university athlete with an inside line on death.
Paul Roman, our first spellslinger, who has a few… issues.
Innnnteresting. I suppose that Sorcerer is different than Wizard.
And, it’s intriguing how the different qualities effect the spell stunts. Particularly intriguing how thamutology is just (Summoning).
Question: When does one skill suppliment or effect/restrict another? I”m looking at his Discipline stunt, and I’m not quite getting what rules would cause it to be useful.
Thaumaturgy isn’t just Summoning. Summoning is this character’s specialty in Thaumaturgy.
Skills restrict and complement each other just like in SotC. Basically, if you’re trying to defuse a bomb in the middle of a fight, your Scholarship is going to be affected by your Discipline – how well you can disarm the bomb in that situation depends on how well you can concentrate. If your Discipline is higher, you get you’re full Scholarship score. If it’s lower, you get a -1. For complementing the skill, let’s say you’re doing some Lore research to figure out some mystical riddle, and the magical book keeps changing the words you’re reading. If your Discipline is higher than your Lore, you get a +1 to your Lore because your ability to concentrate keeps the words focused and unchanging.
Jim makes it clear they are different in Blood Rites:
Murphy frowned. “What do you mean, a sorceress at least?”
“Kind of an industry term,” I said. “Plenty of people can do a little magic. Small-time stuff. But sometimes the small-timers practice up, or tap into some kind of power source and get enough ability to be dangerous. A sorcerer is someone who can do some serious violence with magic.”
and
“Wizard means that you can do sorcery if you need to,” I said, “but it also means you can do a lot of other things too. A wizard’s power isn’t limited to blowing things up, or calling up demons. A good wizard can adapt his magic in almost any way he can imagine. Which is the problem.”
The surprise for me is that Sorcerers dont appear to get soulgaze.
Conversations with Jim lead me to believe that soulgazing was Wizard-specific.
Speaking of soulgazing (and subsequently, the Sight), are there any tips in the info about describing a Soulgaze/Sight experience? For the most part they appear so very abstract and metaphorical, so I’m curious if there are any tips for the GM.
Not a lot in this draft – the systems for handling the Sight and Soulgazes are dealt with very narratively, with some mechanics for the fallout. Advice is very basic. That’s one of the things I’m passing along in my playtest notes. But, as has been said elsewhere, these are early days and early drafts; the final product will be more complete and polished.
Soulgazes would appear to be the perfect mechanism for assessing a human NPC’s (or PC’s) aspects.
Out of curiosity do the rules give guidance as to who a Soulgaze will work on? We know it works on Human, but doesn’t work on Monsters – but having said that it works fine on White Court Vamps…
There is a discussion of who a Soulgaze will work on.