The second anchor obeys the rules of it's type. Your character experiences are dynamic, and resulted in them having a more multi-layered sense of self to connect to in times of crisis and doubt.Įffect: The characters may choose to have a second one of their two anchors (Mask or Dirge in Vampire, Blood or Bone in Werewolf, Elpis or Torment in Promethean, Needle or Thread in Changeling, Root or Bloom in Geist, Balance or Burden in Mummy, and Life or Legend in Beast). The only version where it's particular issue is Deviant, where Conviction and Loyalty don't work like that.Īs a cheap version, Consider the Following: That said, if you don't think it'll fuck up your Willpower economy too much, it might not hurt to give it whirl. Given that almost every anchor in the game behaves just a little differently and don't have the limitations as Virtue and Vice, it's relatively pointless to create merits that increase the character's willpower economy, particularly since lot of that economy is baked into the conflicts of those individual games.
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