Holy Dogs!
Dionysus:
Well, on reading through the rules some more, I noticed the sorcerors get to have a relationship with "demons".
If i were to push the game into more "supernatural" themes, what kind of effect would it be to have a Dog with a "holy" relationship - getting a couple of d10 to use? (with associated narrative light from above etc?) Or even having demonic dogs?
unbalancing?
(yes, I'm working on using the dogs mechanics in a more fantasy setting)
oliof:
I did a fantasy-like setting for dogs in the past, you might even find an AP thread somewhere around.
Thinks to note: Escalation breaks by not having guns; we replaced them with swords, but they are less immediate in turning someone, even a random kid, into a possessed killer.
Dogs' Belief has mechanical effect through rituals, I don't know if they'd need more.
Dogs can have relationships with demons and by extension be sorcerers. It has been mentioned in various AP threads.
Jumanji83:
If a Dog can call upon the Heavens for extra d10s, there just isn't that much temptation to call upon the demons anymore.
lumpley:
For Dogs in the Vineyard proper, the Dogs have increased fallout through ceremony only; the possessed have increased & decreased fallout and extra dice; and sorcerers have possession plus demonic influence dice. They aren't symmetrical, but that works very well for Dogs in the Vineyard proper.
For adaptations, sure, create symmetrical abilities for the PCs. That's a good place to start. Let us know what you come up with!
(Here's a tidbit of Dogs esoterica for you, apropos not much. In initiations, the GM rolls 4d6+4d10, right? That's because the Dogs' Temple at Bridal Falls has the opposite of sorcery, but lacks the opposite of hate & murder.)
-Vincent
oliof:
so, the temple is not a source of love and life?
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