Partida Rol por web

Changeling The Lost: Mas Alla del Horizonte

Creación de personajes

Cargando editor
08/12/2014, 01:59
-Luna-

Tu además añádete 2 puntos de experienca más por la interpretación, pero no se lo digas a nadie :P

Cargando editor
08/12/2014, 02:00
-Luna-

Tu además añádete 2 puntos de experienca más por la interpretación :P

Cargando editor
08/12/2014, 07:39
Hieronymus Azacinto
Sólo para el director

:D  Gracias!!!!

Cargando editor
08/12/2014, 16:02
Macario Llenç i Mur
Sólo para el director

¡Genial! Gracias. 

¿Podré subir a Contratos de Sueño 3?  Sería para tener Bastión de Sueños, armadura o mejor ataque en la onieromaquia.  Si no alcanzara, entonces sería para subir a Manto de Primavera 2.  ¿Cómo se cuenta este gasto de puntos?

 

Cargando editor
08/12/2014, 17:36
-Luna-

Tabla de costes de puntos de experiencia

Méritos - Nivel a alcanzar x2

Habilidades - Nivel a alcanzar x3

Atributos - Nivel a alcanzar x5

Wyrd - Nivel a alcanzar x8

Claridad - Nivel a alcanzar x3

Contratos afines (relacionados con la Corte o el Semblante) - Nivel a alcanzar x4

Contratos no afines - Nivel a alcanzar x6

Contratos Goblin - Puntuación x3

Especialización de habilidad  - 3

Puntos de Voluntad - 8

Por cierto, al ser tres puntos por escena, ganariais seis en total, contando el Prólogo, y la escena del sueño.

Cargando editor
08/12/2014, 17:41
-Luna-

Subir Contratos de Sueño al 3 te costaría 18 puntos de experiencia, mientras que subir Manto al 2 te costaría 4. También podrías pagar el coste en puntos del Token que conseguiste para quedártelo permanentemente (si no los pagas, en algún momento te lo reclamarán o lo perderás).

Cargando editor
09/12/2014, 18:12
Hieronymus Azacinto
Sólo para el director

Master, qué habilidad me serviría para percibir cosas?  otra duda, por cada punto que coloque a una habilidad me cuesta 3 independientemente del nivel?

Cargando editor
09/12/2014, 22:56
-Luna-

Percepción funciona solo con dos atributos (Astucia + Compostura), pero Investigacion puede servirte para examinar escenarios.

Y no, cada punto de habilidad cuesta tres puntos multiplicados por el nivel que quieres coger. Por ejemplo, si tienes Atletismo al 2 y quieres subirla al 3, te costaría nueve puntos de experiencia, y subirla al cuatro te costaría un total de 21 (3 para conseguir el nivel 3, y 12 para el nivel 4)

Cargando editor
10/12/2014, 00:54
Macario Llenç i Mur
Sólo para el director

Bien, subiré entonces a Manto de Primavera 2 y subiré Empatía a 2.  ¿Si alcanza, vdd?  

¿El token son los pinceles, verdad?  Quizá acabando la escena actual pueda usar los puntos para quedármelos.  No he visto aun cómo funcionan.  ¿Tienen algún drawback?  

Cargando editor
10/12/2014, 01:19
-Luna-

Todos los tokens tienen desventajas, pero de momento mejor que no lo sepas. Por mantener el misterio y tal :P

Por otra parte, tienes un total de 8 puntos (6 por las escenas y 2 de interpretación). Subir Manto al 2 son 4, y Empatía al dos son 6. En total son diez puntos, así que te faltarían dos puntos de experiencia para poder comprar las dos mejoras. Los puntos son acumulables; puedes guardarlos para mas tarde.

Cargando editor
10/12/2014, 02:19
Macario Llenç i Mur
Sólo para el director

Bien, pues Macario subirá de Empatía.  Y guardo los otros dos puntos para la siguiente subida de Manto. :)

Cargando editor
16/12/2014, 02:50
Theo
Sólo para el director

>Freehold Roles
Suspicion never quite leaves Darklings. Somebody’s
eye is sure to fall on the Darklings when treachery or trickery bring harm to their freehold, and in return the Darklings often feel (and rightfully) they are not entirely trusted.
Most Darklings are also aware they are prone to mistrust
and paranoia, so are they really under constant suspicion or
do they only think that?
It certainly doesn’t help that Darklings are the ones
the freehold turns to when they want someone to spy on or
double-cross outsiders. If you need to do something while
your back is turned, the saying goes, get a Darkling to do
it for you. Their natural aptitudes, their innate Contracts
and their servitude among the Gentry all combine to make
Darklings naturals at spying, thieving and assassination.
All claims of sunny innocence aside, the Spring and
Summer Courts have as many Darklings as their gloomier
opposites. Darklings may be drawn to those brighter Courts
as a way to fil their own need for brightness in their lives,
or they may imagine it will be safer to hide behind the brilliance of Summer in full power. Just because the Summer
and Spring Courts may hide their Darklings behind smiles
and song doesn’t mean they aren’t there.
There are often particular offies that Darklings are
well suited to, with names such as “The Summer Queen’s
Left Hand” or the “Shadow on the Path.” They act as spymasters, watching over possible enemies and making sure
that their own Court is clear of turncoats and undercover
agents. Left to their worst impulses, a Court heavily inflenced by a Darkling spymaster resembles something from
the old Soviet cold war era where shaking hands with the
wrong person can earn a trip to the Court’s hidden prison.
Contracts of
Shade and Spirit
At some point in the past, the Gentry apparently bargained even with Death itself. While changelings may not
have access to the great boons of immortality and unaging
eternity granted to the True Fae, changelings can access
lesser boons agreed upon between fae and death.

Ghostly Presence (•)
The dead are among us, unseen and unheard by the
living. This clause allows the changeling to see, hear and
speak to any ghosts in her area (same room, or conversational distance outside) in Twilight for a scene.
Cost: 1 Glamour
Dice Pool: Presence + Wyrd
Action: Instant
Catch: The ghost is someone the changeling knew in
life, or the changeling is a Gravewight.
Roll Results
Dramatic Failure: The clause fails, but the changeling
thinks she is talking to a ghost and holds a conversation
with empty air.
Failure: The changeling cannot see or speak to the ghosts.
Success: The changeling sees, hears and can speak to
ghosts in the area as if they were living.
Exceptional Success: The nearest other living individual is also affected by the clause — whether the changeling
wants him to be or not.

Dread Companion (••)
Normally the dead are barred from any interaction
with the living. This clause thins that barrier. With Dread
Companion, a ghost is given the ability to affect one sense
(sight, touch, hearing) of everyone participating in the
clause for one scene. If Dread Companion is cast indoors,
everyone in a single room is susceptible to the clause; if the
clause is cast outside, everyone within sight of the changeling using the clause is affected.
Cost: 1 Glamour
Dice Pool: Manipulation + Wyrd
Action: Instant
Catch: The changeling presses a drop of her own blood
to the forehead of everyone participating in the clause.
Roll Results
Dramatic Failure: Instead of giving the ghost the
power to interact with the living, a minor, malicious spirit
gains the freedom of sensory interaction for the scene. The
spirit will act in as cruel and vicious manner it can, with the
sense available, for the duration of the scene.
Failure: The ghost is unable to interact.
Success: The ghost is able to interact with the living
for the scene.
Exceptional Success: The ghost can be seen as well
as whatever other sense has been selected. If sight was the
chosen sense, then touch is the one added for free.

Haunting Intercession (•••)
There are those who desperately wish for one more
night with the departed: enemies seeking fial vengeance
or forgiveness, lovers hoping for one more embrace, mothers
who did not get a chance to say goodbye to their sons. A
changeling who invokes this clause gives a ghost one more
chance to speak and be seen by the living.
Cost: 1 Glamour
Dice Pool: Manipulation + Wyrd
Action: Extended (one success per target)
Catch: The changeling has set up a “dead supper”: a
complete meal served on never-used plates and silver, with a
Elementals 27
place for everyone who wishes to participate in the intercession, including the ghost.
Roll Results
Dramatic Failure: The ghost is not made manifest to
the living; severe poltergeist activity is generated instead. For
the duration of the scene, the location is full of loud roaring
noises and horrible smells, hair and clothing are pulled and
the like. The dishes are thrown and shattered; fragile objects
are particularly subject to the poltergeist activity.
Failure: The ghost is not made manifest.
Success: The ghost materializes fully for the scene.
The ghost can be interacted with as if it were alive, from
conversation to lovemaking to violence.
Exceptional Success: The ghost remains material from
sunrise to sunset, able to move freely and interact with
whomever the ghost chooses.

Waking the Dead (••••)
The dead tell no tales. Most of the time. Invoking this
clause allows the changeling to call up a non-sentient echo
of the dead and communicate with it. This ghostly shadow
is not a true ghost but an echo without self-awareness or
intelligence; the echo fades at the end of the scene.
Cost: 2 Glamour
Dice Pool: Strength + Wyrd
Action: Extended (one roll per turn, target is four)
Catch: The changeling “feeds” the shade by wounding
herself and offering her blood, taking one point of bashing
damage per question.
Roll Results
Dramatic Failure: The information provided is incomplete or incorrect in some signifiant way that is not
immediately obvious to the changeling.
Failure: No shade appears.
Success: The shade appears, as if standing on top of
its grave and will answer one question per success precisely
and honestly. The shade will not provide any information
beyond what is requested.
Exceptional Success: The shade will provide any important additional information that the changeling might
not have known to ask for, or knew she needed.

Opening the Black Gate (•••••)
There is a barrier between the living and the dead, which
can only be crossed at great risk. This clause creates a doorway
between the mortal world and the Underworld. This passage
cannot be created in the Hedge, or Arcadia; attempts to do so
are quite likely to draw the attention of the Gentry.
Cost: 2 Glamour, 1 Willpower
Dice Pool: Stamina + Wyrd
Action: Extended (fie successes; each roll represents
one turn)
Catch: The clause is invoked at midnight in a mausoleum, and the changeling invokes the laws of hospitality
while the clause is in effect.
Roll Results
Dramatic Failure: The passage is one-way. Those who
take it will be trapped on the wrong side. The living can
only pass to the Underworld — but not back — and the
dead can only enter the mortal world, not return.
Failure: No passage is created.
Success: A passage, the size of a normal door, is created
between the land of the dead and the world of the living for
one night. When the sun fist breaks the horizon in the mortal world, the door shuts forever, and those on the wrong side
of it will be trapped unless they fid, or make, another exit.
Exceptional Success: The passage lasts for a lunarmonth. The dead and living can cross over in this locationfor as long as the location remains intact. If a changelinghas used the catch to invoke this clause, she has to maintain the laws of hospitality only for that fist night. Thechangeling has no mystical control over who uses this door;she can only control access in the usual fashion, by guarding it, locking it, bricking it up, etc.

Notas de juego

En qué caso puedes usar esas cosas? xD

Cargando editor
16/12/2014, 03:13
-Luna-

En campañas en la que los fantasmas tengan un rol importante. No es el caso, así que no te recomiendo que los adquieras.

Cargando editor
16/12/2014, 03:20
Theo
Sólo para el director

Puedo adquirir cualquier tipo de contrato si me llegasen los puntos de whitewolf.wikia.com/wiki/Fleeting_Winter ohttp://whitewolf.wikia.com/wiki/Eternal_Winter  ?

Quizá me los guarde para subir el wyrd más adelante...

 

Cargando editor
16/12/2014, 03:26
-Luna-

Puedes adquirir a coste reducido los de Darkling y los de Invierno, y a coste normal los demás (exceptuando los de otras cortes estacionales, que solo se pueden adquirir si perteneces a la corte correspondiente)

Cargando editor
16/12/2014, 03:40
Theo
Sólo para el director

Vale,  me gasto 4 puntos en The Dragon Knows - Upon looking in a target's eyes, the changeling can sense the reason for their sorrow. Nivel 1 de contrato de invierno fugaz y me guardo los otros 2 para poder gastar 8 la próxima vez xDD