The Witch Loux: Fact or Fiction?

By admin

The inception of the witch Loux is a mysterious and intriguing tale that captures the essence of magic and darkness. Loux, a young woman with extraordinary powers, finds herself drawn into a world of witchcraft and sorcery. As the main character, Loux's journey begins when she discovers a hidden book in her late grandmother's attic. Little does she know that this book holds ancient secrets and spells that will unlock her true potential as a witch. **The main idea of the story revolves around the transformation of Loux from an ordinary girl into a powerful witch.** Intrigued by the book, Loux begins to unravel the secrets within its pages.


*Shrug* What else are you going to spend them on? None of the other skills are going to be any more useful.

That said part of the problem I m seeing with Occult is that the WoD is filled with bizarro monsters and things, and having one skill be the end-all-be-all of knowledge seems to kind of gross. Nondetection Cloak At 10 th level an occult slayer is able to cloak themselves from magical detection once per day as if by the Nondetection spell PHB, pg 263.

The occult hunter system

** Intrigued by the book, Loux begins to unravel the secrets within its pages. She learns about the existence of a hidden society of witches who have secretly protected the world for centuries. With the guidance of a wise old sorceress, Loux learns the fundamentals of witchcraft and the responsibility that comes with wielding such power.

[Hunter: the Vigil] High Occult/Possible Problem Character (1 Viewer)

*Shrug* What else are you going to spend them on? None of the other skills are going to be any more useful.

So all skills in the games you run are worthless? Ooookayyy.

Delirium

Va, Gioca!
Validated User None of the other skills are going to be any more useful.
Your Hunter games must be quite extraordinary.

macd21

Validated User
Validated User Sure they will.

Why? They have a better chance of success - same as Occult 4 will have a better chance of success than Drive 4. In fact I'd say that Occult 4 is a far more useful investment of skill points as than Drive (which rarely comes into play in any game I've played in or run).

Yes, it's true that higher combat skill have clear benefits, as you clearly cause more damage. However the difference between Firearms 1 and 4 equates to about 1 point of damage, so it isn't a huge increase.

macd21

Validated User
Validated User So all skills in the games you run are worthless? Ooookayyy.


Not at all. All of the skills are useful (some admittedly a little moreso than others). But none are game-breakers, occult included. In my games a character with Occult 4 is useful to have around. A character with Firearms 4 is useful to have around. A character with Medicine 4 is useful to have around. But a character with Firearms 4 is only going to do a little more damage with each attack. Someone with Medicine 4 will be a bit better at patching up wounds. Someone with Occult 4 will know about more supernatural myths and legends. I contend that Occult 4 =/= knowledge of the Vampire Covenants, the Uratha Tribes, the Mage Orders. Occult 4 = folklore about vampires, mages, werewolves and others.

San Dee Jota

Validated User
Validated User

But basically making Occult a collection of trivia from folklore and new-age isles? That's kinda crap. It's a skill right up there with Academics and Firearms. It should be useful.

Perhaps Occult should be a specialty of Academics? Then again, I'm a fan of games either reducing skill bloat (Savage Worlds) or embracing it (GURPS).

Also I'm firmly in the "a success is a success, and a high Occult just makes a success more likely". Does this mean that the rank novice with Occult 1 can know stuff the Occult 4 character doesn't? Yes. Just like the guy with Firearms 1 can hit something the guy with Firearms 4 misses. But just as Firearms 4 doesn't magically let you use AK-47s, neither does Occult 4 measure the level at which you magically know Daeva from Ventrue. You get more dice, making you more likely to succeed, and that's bonus enough in my book.

That said part of the problem I'm seeing with Occult is that the WoD is filled with bizarro monsters and things, and having one skill be the end-all-be-all of knowledge seems to kind of gross. Want to know about Vampire clans? Roll Occult. Mage Watchtowers? Occult. Werewolf STDs? Occult. Abyssal manifestations of mathematics? Occult. Promethean reproductive failures? Occult. I'd hate to see the WoD mechanics go towards skill bloat for one aspect of the game, but Occult really does seem to be a grossly overpowered skill (and Academics is possibly worse, in a clever player's hands).

Edit: It occurs to me you could simply create Merits for things like Vampire Lore or Werewolf Lore, which would give a bonus to relevant Occult rolls. Default Occult would still be valuable for covering broad types of knowledge ("Iron repels faeries. Almost all vampires can cross running water. Werewolves exhibit weird, shamanistic powers.") but it wouldn't let you know that there's a Left-handed path of mages that serve the Abyss with temporal manipulations. You'd need a Mage Lore or Abyss Lore Merit to even have a chance at knowing (and rolling for) such knowledge.

Double Edit: Merits would probably make more sense as Skill Specialties. D'oh.

The inception of the witch loux

**The story emphasizes the importance of responsibility and the consequences of using power without caution.** As Loux delves deeper into her witch training, she discovers her unique abilities and strengths. She learns how to harness her powers to manipulate nature, communicate with spirits, and cast spells. However, with every step she takes, she becomes more aware of the temptations and dangers that come with her newfound powers. **The theme of temptation and the struggle to resist the allure of dark magic is a recurring element in the narrative.** Loux's journey is fraught with challenges and obstacles. She faces opposition from other witches who view her as an outsider and a threat. She must prove herself and gain the trust and respect of her peers. Along the way, she forms unlikely alliances and learns valuable lessons about loyalty and friendship. **The narrative explores the themes of acceptance, friendship, and the importance of unity in the face of adversity.** As the story progresses, Loux uncovers a dark conspiracy that threatens not only the secret society of witches but the world as a whole. She must confront her fears, tap into her deepest powers, and make difficult choices to prevent catastrophe. Her journey leads her to discover the true meaning of being a witch and the sacrifices that come with it. **The storyline emphasizes the importance of self-discovery, courage, and sacrifice in the face of great danger.** In conclusion, the inception of the witch Loux is a thrilling and captivating tale of a young woman finding her place in a world of magic and mystery. It highlights the transformative journey of a seemingly ordinary girl into a powerful witch, the challenges and choices she faces, and the lessons she learns along the way. This enchanting narrative resonates with readers, encouraging them to embrace their own hidden powers and fight against darkness..

Reviews for "The Witch Loux: An Icon of Witchcraft"

1. Jane - 2 stars - I really struggled to get through "The Inception of the Witch Loux". The story seemed convoluted and confusing, with too many characters and subplots that didn't seem to add anything to the overall narrative. Additionally, the writing style felt disjointed and inconsistent, making it difficult to fully engage with the story. Overall, I found it to be a disappointing and frustrating read.
2. Mark - 1 star - I found "The Inception of the Witch Loux" to be extremely boring and uninteresting. The pacing was slow, and I struggled to connect with any of the characters. The plot lacked originality and felt predictable, with no surprises or twists to keep me engaged. I was hoping for an exciting and captivating witch-driven story, but this book fell flat for me.
3. Sarah - 2 stars - "The Inception of the Witch Loux" had a promising premise, but it failed to deliver. The characters felt one-dimensional and lacked depth, making it difficult to care about their individual journeys. The world-building was also lacking, leaving me with more questions than answers. The writing itself was decent, but it couldn't make up for the lackluster plot and underdeveloped characters.
4. John - 2 stars - Unfortunately, "The Inception of the Witch Loux" didn't meet my expectations. The story felt scattered and disjointed, jumping between different timelines and perspectives without clear connections. This made it hard to follow and engage with the narrative. Additionally, the dialogue felt forced and unnatural, making it difficult to connect with the characters. Overall, I was left feeling disappointed and unsatisfied with this book.

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