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A Coil for Physical Intensity

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  • Arduras
    started a topic A Coil for Physical Intensity

    A Coil for Physical Intensity

    Hey, just putting this up for review. My last Coil (Erinyes) may have been a been scattered in relation to scope.
    So here is a Coil for the discerning dragon looking to get an edge in a surprise or physical altercation.


    ● Unleash Potential
    Add Coil Dots as dice to the first use of Physical Intensity in a turn.

    ●● Boiling Overdrive
    Each turn spent in Frenzy awards 1 free use of Intensity.

    ●●● Eroding Dragon
    Physical Intensity may now last a number of turns equal to the base attribute. This cannot be used on more than one attribute at a time and the duration may never exceed the attribute.

    ●●●● Beast's Veneer
    May now use Physical Intensity with Resistance Attributes.

    ●●●●● Sanguine Paw
    My use ● more than once. For each use after the first in a turn, take the Tempted Condition. If used during Frenzy, when the Frenzy ends gain the Steadfast Condition. Possible Addition: When the Tempted Condition is gained from ● during Frenzy, it cannot be resolved until that Frenzy ends.
    Last edited by Arduras; 03-23-2017, 03:26 PM.

  • Arduras
    replied
    Originally posted by Elfive View Post

    At five dots, with blood potency 10, this would allow you to add 100 dice to any action for 20 vitae.

    That's insane.
    I mean, anybody with 10 BP is insane ^^"
    That being said, nobody's going to want to roll that many dice, and at least in my group, no one's going to want to use that much vitae. If you want to come up with a better 5th dot power though, be my guest ^^"
    One I'd like is spending WP to extend Physical Intensity for turns equal to coil dots or something similar.
    Likewise - when suffering a condition (Bestial, Competitive, or Wanton) double the duration/number of times Intensity can be used as per the first two dots. The use on any attribute will likely become a scale that can only be used for a night at a time.

    Here's an updated draft, cutting out the bonus = coil dots effect:

    Violent Proponent
    For the benefits of Intensity, having to sacrifice all other options to use it is a curse in the mouth of a gift. At this level you've begun studying your bones and making progress. By storing vitae in your bones, ready to surge forth, you can reserve your other options.

    You can use Physical Intensity a number of times up to your dots in this coil per turn, without counting towards your per turn vitae limit.

    ●● Lasting Impact
    Repeated experiments on bones and how vitae interact with them uncover this level of expertise - able to force some measure of will into your bone marrow, it can sustain intensity for a short while.

    With a Willpower, you can extend Intensity to last a number of turns equal to your dots in this coil. (total, not in addition to 1 turn.)

    ●●● Primal Repudiation
    Only so much can be done with bones, now we move on to the mind. When suffering from Bestial, Competitive, or Wanton both the mind and body suffer together - that suffering is now stoked into cruel or spiteful efficiency.

    When suffering from Bestial, Competitive, or Wanton, your dots in this coil count as double for the purposes of the first two dots.

    ●●●● Feral Ascendancy
    Through intense therapy involving pain and arcane ingredients you've overcome the blood brain barrier, your blood now empowers you beyond what you thought capable before thanks to your research into how vitae interacts with the brain.

    Intensity now affects derived traits.

    ●●●●● Philosopher's Revenge

    (9 agains, 8 agains with an additional vitae, ran out of time to time this morning.)
    Last edited by Arduras; 05-23-2017, 07:40 AM.

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  • Elfive
    replied
    Originally posted by Arduras View Post

    ● You can use Physical Intensity as many times as you have dots in this coil per turn without affecting your per-turn vitae limit.
    ●● Physical Intensity now increases derived traits for the turn it's used.
    ●●● When you use Intensity, it now gives you coil dots extra instead of +2.
    ●●●● When you roll an exceptional success with Physical Intensity, you may take the Ecstatic condition. Once per scene, this awards one willpower.
    ●●●●● You may use Intensity with any attribute.
    At five dots, with blood potency 10, this would allow you to add 100 dice to any action for 20 vitae.

    That's insane.

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  • Arduras
    replied
    It'd be better to just say "Intensity now affects derived traits" imo. Which would be nice.

    Leave a comment:


  • amechra
    replied
    Quibble: An Exceptional Success on grappling lets you pick another Move. No additional roll happens.

    Also, I don't see how forcing an inhuman "adrenaline surge" (i.e., boosting Speed or Defense) doesn't fit with the short burst of power aesthetic. Though I do see that I forgot to mention "for one turn" in there...

    Leave a comment:


  • Arduras
    replied
    Originally posted by Tessie View Post

    It applies to all rolls using the chosen Attribute during the turn. It's just that you rarely get to roll more than once each turn. Generally only if you manage to achieve an Exceptional when grappling so you can take a second grappling action, or when increasing Stamina (for breaking stuff with a Strength+Stamina roll) and being able to contest a power by using Stamina.
    Which is fine, but thematically it's a "short burst" of power, where the physical disciplines expand for more lasting and varied effects - which is why it doesn't typically apply to things like Lashing Out.

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  • Tessie
    replied
    Originally posted by Arduras View Post
    Physical Intensity is a short burst (it only applies to 1 roll usually, not even lasting the turn) and it feels like a rush of burning for a moment as you exert yourself.
    It applies to all rolls using the chosen Attribute during the turn. It's just that you rarely get to roll more than once each turn. Generally only if you manage to achieve an Exceptional when grappling so you can take a second grappling action, or when increasing Stamina (for breaking stuff with a Strength+Stamina roll) and being able to contest a power by using Stamina.

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  • Arduras
    replied
    Originally posted by amechra View Post
    Ooh, I just thought of something.

    What if the first dot let you spend Vitae on Physical Intensity up to [Coil] times per turn without touching your limit on Vitae spent for that turn?

    So a BP 1 Dragon with five dots in the Coil could spend five Vitae on Physical Intensity each turn, while still having access to that one last bit of vitae/turn for other things?

    For the third dot... why not let them use Physical Intensity to gain +2 Speed or +1 Defense?
    Physical Intensity is a burst (it only applies to 1 roll usually) and it feels like a rush of burning for a moment as you exert yourself.

    I like the idea of being able to dump more vitae, but most kindred aren't going to have the reserves to do that very often, that being said it's a pretty good first dot.

    Third dot I think would be nice if it just increased the potency of Intensity from +2 to + coil dots (so it becomes +3,4,5 at 3/4/5 dots)
    This wouldn't be too powerful, especially compared to Zirnitra or daywalking with Ascendant.

    I'd also like to be able to use Intensity with the Predatory Aura, but maybe at only the base +2 but that might not be as thematic.


    ● You can use Physical Intensity as many times as you have dots in this coil per turn without affecting your per-turn vitae limit.
    ●● Physical Intensity now increases derived traits for the turn it's used.
    ●●● When you use Intensity, it now gives you coil dots extra instead of +2.
    ●●●● When you roll an exceptional success with Physical Intensity, you may take the Ecstatic condition. Once per scene, this awards one willpower.
    ●●●●● You may use Intensity with any attribute.
    Last edited by Arduras; 05-18-2017, 07:47 AM.

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  • amechra
    replied
    Ooh, I just thought of something.

    What if the first dot let you spend Vitae on Physical Intensity up to [Coil] times per turn without touching your limit on Vitae spent for that turn?

    So a BP 1 Dragon with five dots in the Coil could spend five Vitae on Physical Intensity each turn, while still having access to that one last bit of vitae/turn for other things?

    For the third dot... why not let them use Physical Intensity to gain +2 Speed or +1 Defense?

    Leave a comment:


  • Arduras
    replied
    Originally posted by Aneas View Post

    I really like your idea of a Coil for Physical intensity! Physical Intensity is one of the best rules in the game imho, and it certainly deserves a coil of it's own. I'm not sure exactly what it is you're trying to accomplish with the Coil though, and figuring out a clear goal and thoroughly exploring the mechanic you're altering is always a good start, at least in my experience.


    If I can give some input, the reason Physical Intensity(PI) is so great is because it creates a direct correlation between power and Vitae. If ya got more Vitae, you are more physically powerful than Kindred with low Vitae. Physical disciplines does this too, but in a more limited fashion and requires purchasing dots, but PI is an innate ability all Kindred have.
    So because of PI, Vitae=Power. You want as much Vitae as possible, yeah? How do you get more Vitae? By having more domain. How to you get more domain? But fucking people over in the Danse Macabre.

    So Power=Vitae=Territory=Politics. Yum.

    Also, by getting people to spend Vitae with PI, you naturally get more of that sweet frenzy/feeding drama. Double whammy!
    So with this in mind, I'd say what your really want to do is encourage the players to spend as much Vitae as possible with your PI. This reinforces the idea of territory=Power and just makes games sessions better.

    I really like the 2nd, 4th and 5th dot in your Coil, but it might be a good idea to look over the other two one more time? They make PI more effective, but that doesn't necessarily translate to more fun/drama. Instead, maybe an effect that incentivies them to activate PI more often? Say they get their +2 the first time they activate PI, but with the first dot in your coil, they get +3 for every Vitae they spend after the last one? Something like that?
    This is an old concept now, but I'm still open to developing it and eventually using in the game I'm in if it can be refined.

    The first dot was originally "the first use of physical intensity in a turn gets awards bonus dice equal to your coil dots" so the first use would be +3 but with 5 dots it'd be +7. I think it was deemed OP though :/

    The second dot should just be something along the lines of "When using Intensity, you get an exceptional on 3 instead of 5."

    The third dot, I like, but it kind of defeats the purpose in a way. At one point it was something like store your blood potency as vitae above what you could normally hold.

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  • Aneas
    replied
    Originally posted by Arduras View Post
    It means you can use it with Resolve and Composure, which are typically used to resist supernatural powers (sometimes on their own against 3 dice pools for the aggressor) I figured that was better than just saying "any attribute".

    edit: So I came up with a new effect, and the coil would no read as follows:

    ● for 1 WP you can use Physical Intensity for free up to [Coil dots] times in a scene. Can't be used more than once per scene.
    ●● The first use of Intensity in a scene awards the a beneficial condition (as per exceptional success) as you revel in the power of the blood. Doesn't stack, if the roll is exceptional take the beneficial condition, but don't take 2 conditions on a single roll.
    ●●● For 1 WP, Physical intensity lasts a number of turns equal to the base attribute, this cannot be applied to more than one turn's worth of intensity at a time.
    ●●●● If you use Physical Intensity more times than your capacity for WP in a scene, regain a WP. Can only regain WP this way once per scene.
    ●●●●● Physical Intensity can now be used for any attribute.
    I really like your idea of a Coil for Physical intensity! Physical Intensity is one of the best rules in the game imho, and it certainly deserves a coil of it's own. I'm not sure exactly what it is you're trying to accomplish with the Coil though, and figuring out a clear goal and thoroughly exploring the mechanic you're altering is always a good start, at least in my experience.


    If I can give some input, the reason Physical Intensity(PI) is so great is because it creates a direct correlation between power and Vitae. If ya got more Vitae, you are more physically powerful than Kindred with low Vitae. Physical disciplines does this too, but in a more limited fashion and requires purchasing dots, but PI is an innate ability all Kindred have.
    So because of PI, Vitae=Power. You want as much Vitae as possible, yeah? How do you get more Vitae? By having more domain. How to you get more domain? But fucking people over in the Danse Macabre.

    So Power=Vitae=Territory=Politics. Yum.

    Also, by getting people to spend Vitae with PI, you naturally get more of that sweet frenzy/feeding drama. Double whammy!
    So with this in mind, I'd say what your really want to do is encourage the players to spend as much Vitae as possible with your PI. This reinforces the idea of territory=Power and just makes games sessions better.

    I really like the 2nd, 4th and 5th dot in your Coil, but it might be a good idea to look over the other two one more time? They make PI more effective, but that doesn't necessarily translate to more fun/drama. Instead, maybe an effect that incentivies them to activate PI more often? Say they get their +2 the first time they activate PI, but with the first dot in your coil, they get +3 for every Vitae they spend after the last one? Something like that?

    Leave a comment:


  • Arduras
    replied
    It means you can use it with Resolve and Composure, which are typically used to resist supernatural powers (sometimes on their own against 3 dice pools for the aggressor) I figured that was better than just saying "any attribute".

    edit: So I came up with a new effect, and the coil would no read as follows:

    ● for 1 WP you can use Physical Intensity for free up to [Coil dots] times in a scene. Can't be used more than once per scene.
    ●● The first use of Intensity in a scene awards the a beneficial condition (as per exceptional success) as you revel in the power of the blood. Doesn't stack, if the roll is exceptional take the beneficial condition, but don't take 2 conditions on a single roll.
    ●●● For 1 WP, Physical intensity lasts a number of turns equal to the base attribute, this cannot be applied to more than one turn's worth of intensity at a time.
    ●●●● If you use Physical Intensity more times than your capacity for WP in a scene, regain a WP. Can only regain WP this way once per scene.
    ●●●●● Physical Intensity can now be used for any attribute.
    Last edited by Arduras; 04-10-2017, 05:10 PM.

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  • S. Brechen
    replied
    What does the "resistance attribute" thing mean ? Stamina is a resistance attribute and it can be boosted with physical intensity (although the benefits are a lot less obvious).

    All in all, I'm not sure I like the idea a lot. This basically translates as "moar dice", which, well... I dunno. Maybe a bit too in your face ? Physical intensity is already pretty powerful, especially at higher BP. I mean, at BP 10, you can spend 15 vitae and have 30 bonus attack dice. Do we need 5 extra dice in addition to that ? Mostly, one thing I kinda like is that celerity and Vigor cmpete with each other. Then, physical intensity gives the extra edge. Having a thing with more dice yet just seems either unnecessary or unbalanced.

    I guess if you want to make an absolute juggernaut of a character, why not, but yeah.

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  • nofather
    replied
    Originally posted by Arduras View Post
    Clash Of Wills is nice, but no Coil currently touches Disciplines at all and it seems taboo to do so since they go on and on for ages about how you can't touch anything other than the core curse/mechanics.
    It's probably because Disciplines already allow for customization via Devotions.

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  • Arduras
    replied
    Clash Of Wills is nice, but no Coil currently touches Disciplines at all and it seems taboo to do so since they go on and on for ages about how you can't touch anything other than the core curse/mechanics.In the game I'm currently playing, people are already spamming Inspired and the like for easy experience and it's being encouraged to game the system any way possible. Steadfast is an easily obtained condition (1 exceptional success, can even use Inspired to get it) so I figured it'd be a cool addition to the Coil. Regarding Frenzy stuff the revised edition doesn't touch it at all just a few posts above this one.\
    I chose Resistance Attributes because they seemed to make the most sense, if I just said any attribute people would say the Coil is OP xD

    So basically replace ●● with May now use Intensity with Clash of Wills, and remove the "Attack" qualifier from ●●●●●
    Last edited by Arduras; 03-24-2017, 09:54 AM.

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