Risen of the Pit
Mongoose
I'm a big fan of this setting, but there are a few questions I've been having.
First up, can anyone explain to me what the following are? I know they're directions and time-zones, but I can't find an explanation in any book.
Abmouth
Pitwards
Clockwise
Widdershins
Witching
False Dawn
Secondly, are Deceivers who choose a distinct gender able to bear half-demons? The sidebar on Demonic Pregnancies in the Half-Demon entry in the Book of the Tormentor's Antagonists section mentions "Succubi and female Deceivers", and the Noble Mutation of Gender in the same book says it can't be taken by Deceivers, Mortals, Malcubi or gendered Angels, but there's no mention in the Deceiver breed entry in Book of the Damned that they can create half-demons, while for Malcubi it's mentioned as part of their Allure Breed Mutation.
Third, the flavour text of the various books occasionally mentions what are obviously Random mutations, but they are often 'flavoured' differently to the game's version- for example, a Deceiver who clearly has the first two links of Flies, but who has maggots crawling across/out of his decaying flesh instead of being surrounded by flies, a demon covered in spiders, and a Fiend who speaks from a nest of cockroaches living in his muzzle. My question here is: would you allow a character to change the "fluff" of mutations like this? I mean, there's no real rule change, but I was just curious.
Fourth, for the Chain of Claws, do you have to take each of the subsequent links seperately for each limb, or do they apply to all limbs? I can understand needing to buy the (Enhanced/Retractile) Claws mutation once for each limb to have it, but needing to buy Rending Claws, which gives you the Rend special attack, seperately doesn't make any real sense to me.
Fifth, the 4th Breed mutation of the Beast causes them to become quadrapedal. My query is this; would it be valid to have it that the beast doesn't start going around on all fours but instead mutates in such a way that its hands aren't really free? Having legs fuse into a tail (especially if it has the Chain of the Carriage) and having to half-drag half-sliter, or hands twist into long, insectile barbs of bone (explaining the upgraded Claw damage), for example?
Finally, out of curioisty, have any Infernum GMs out there ever run a Free City campaign? If you have, did you ever come up with any ideas for Noble Mutations of the Heresy?
First up, can anyone explain to me what the following are? I know they're directions and time-zones, but I can't find an explanation in any book.
Abmouth
Pitwards
Clockwise
Widdershins
Witching
False Dawn
Secondly, are Deceivers who choose a distinct gender able to bear half-demons? The sidebar on Demonic Pregnancies in the Half-Demon entry in the Book of the Tormentor's Antagonists section mentions "Succubi and female Deceivers", and the Noble Mutation of Gender in the same book says it can't be taken by Deceivers, Mortals, Malcubi or gendered Angels, but there's no mention in the Deceiver breed entry in Book of the Damned that they can create half-demons, while for Malcubi it's mentioned as part of their Allure Breed Mutation.
Third, the flavour text of the various books occasionally mentions what are obviously Random mutations, but they are often 'flavoured' differently to the game's version- for example, a Deceiver who clearly has the first two links of Flies, but who has maggots crawling across/out of his decaying flesh instead of being surrounded by flies, a demon covered in spiders, and a Fiend who speaks from a nest of cockroaches living in his muzzle. My question here is: would you allow a character to change the "fluff" of mutations like this? I mean, there's no real rule change, but I was just curious.
Fourth, for the Chain of Claws, do you have to take each of the subsequent links seperately for each limb, or do they apply to all limbs? I can understand needing to buy the (Enhanced/Retractile) Claws mutation once for each limb to have it, but needing to buy Rending Claws, which gives you the Rend special attack, seperately doesn't make any real sense to me.
Fifth, the 4th Breed mutation of the Beast causes them to become quadrapedal. My query is this; would it be valid to have it that the beast doesn't start going around on all fours but instead mutates in such a way that its hands aren't really free? Having legs fuse into a tail (especially if it has the Chain of the Carriage) and having to half-drag half-sliter, or hands twist into long, insectile barbs of bone (explaining the upgraded Claw damage), for example?
Finally, out of curioisty, have any Infernum GMs out there ever run a Free City campaign? If you have, did you ever come up with any ideas for Noble Mutations of the Heresy?