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<blockquote data-quote="mhacdebhandia" data-source="post: 2800773" data-attributes="member: 18832"><p>I would describe <strong><em>Hunter: the Reckoning</em></strong> as "Angels have just shown you that there are monsters in the world and given you the ability to do something about them - but wait, you're just a bus driver, and you don't even believe in angels . . ."</p><p></p><p>It's very much like the movie <strong><em>Frailty</em></strong> directed by Bill Paxton.</p><p></p><p><strong><em>Werewolf: the Forsaken</em></strong>'s werewolves aren't "furry eco-terrorists" or "warriors of Gaia" anymore - now, they're creatures walking in both the material and the spirit world, policing the divide within their own territories. They stop humans from harming the spirit world and keep spirits from setting themselves up as gods and puppet masters in the material world as they did in forgotten ages past.</p><p></p><p><strong><em>Mage: the Awakening</em></strong>'s mages are human willworkers who (mostly) use the traditions of lost Atlantis to call down the laws of a higher, Supernal reality upon the Fallen world we live in in order to accomplish their desires. They're not reshaping subjective reality like the mages of the old game.</p><p></p><p>A fair criticism of new Mage is that it's very tied to Atlantis and western occult traditions, with only a little wiggle room in the core rules for mages with different perspectives.</p><p></p><p>There's also <strong><em>Promethean</em></strong> which riffs on <strong><em>Frankenstein</em></strong>.</p><p></p><p><img src="http://www.users.bigpond.net.au/mhacdebhandia/promethean.jpg" alt="" class="fr-fic fr-dii fr-draggable " data-size="" style="" /></p></blockquote><p></p>
[QUOTE="mhacdebhandia, post: 2800773, member: 18832"] I would describe [b][i]Hunter: the Reckoning[/i][/b][i][/i] as "Angels have just shown you that there are monsters in the world and given you the ability to do something about them - but wait, you're just a bus driver, and you don't even believe in angels . . ." It's very much like the movie [b][i]Frailty[/i][/b][i][/i] directed by Bill Paxton. [b][i]Werewolf: the Forsaken[/i][/b][i][/i]'s werewolves aren't "furry eco-terrorists" or "warriors of Gaia" anymore - now, they're creatures walking in both the material and the spirit world, policing the divide within their own territories. They stop humans from harming the spirit world and keep spirits from setting themselves up as gods and puppet masters in the material world as they did in forgotten ages past. [b][i]Mage: the Awakening[/i][/b][i][/i]'s mages are human willworkers who (mostly) use the traditions of lost Atlantis to call down the laws of a higher, Supernal reality upon the Fallen world we live in in order to accomplish their desires. They're not reshaping subjective reality like the mages of the old game. A fair criticism of new Mage is that it's very tied to Atlantis and western occult traditions, with only a little wiggle room in the core rules for mages with different perspectives. There's also [b][i]Promethean[/i][/b][i][/i] which riffs on [b][i]Frankenstein[/i][/b][i][/i]. [img]http://www.users.bigpond.net.au/mhacdebhandia/promethean.jpg[/img] [/QUOTE]
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