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Walking Shadows: Nagloper & Vicissitude

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  • Walking Shadows: Nagloper & Vicissitude

    Bloodline #4 of 6 (so far). The Nagloper were fairly challenging to design, because there just flat out isn't much on them. In the Kindred of the Ebony Kingdom they're pretty much two-dimensional villains. So after a great deal of thought, we went with a taboo-breaking approach, and a few connections to a very VtR-ish antagonist crew. The final result is not, I think, as good as the Mnemosyne or Scathain, but I like it all the same.

    And yes, it's yet another version of Vicissitude. This one is based on Charlaquin's Vicissitude-as-Blood Sorcery, save that I expanded and rebalanced things some. Truthfully, I feel a little awkward putting it up since there's already three versions of Vicissitude out there, but since I made this for my game I may as well put it up. As usual, kudos to Isabella for serving as a bouncing off board here, and to Charlaquin for providing mechanical inspiration. If you haven't, I recommend checking out my Cruac & Theban Sorcery post (you'll find it via my signature) in order to understand what I'm talking about with some of the blood sorcery things.


    Nagloper

    For over a thousand years, the Nagloper (Khoikhoi: ‘Night Walker’) have been the perfect horrors. Where other Kindred pretended to be pathetic, puling mortals, the Nagloper were petty gods and vengeful ancestors, walking with one foot on the earth and one foot in the supernatural. Humanity was of interest to them only as a source of reverence, tribute, and playthings for the whims of their Beast – until it all changed. Now, the Nagloper elders find their old sorceries faced with widespread assault rifles and hand grenades, while their younger scions seek to replace perfect monstrousness with social transgression.

    Motif
    All Nagloper tales begin with Smoke Bird. Described variously as a sardonic, smoke-eyed giant or as a bloody-beaked eagle of smoke, Smoke Bird took his childer and showed them that they were greater. They were not pathetic humans, nor would they demean their natures by pretending to be such. The Nagloper were paragons of monstrousness, flesh-twisting demons that cared nothing for the taboos and restrictions of the mortal herd.

    Since their creation somewhere in present-day Namibia between the 6th and 8th centuries, the Nagloper spread far and wide across Africa. Solitary and territorial by nature, the Nagloper would became terrifying boogeymen, monsters capable of twisting bone and flesh, of making horrors of their servants, notorious for making devil's pacts where they would offer healing to loved ones or relatives in exchange for the petitioner breaking every mortal law. For centuries, they sated their malign hungers on helpless villages. Then came modernity.

    In the last century, the Nagloper have been forced to deal with changes that European Kindred have been acculturating to since the Renaissance. The old ways of the Nagloper simply don’t work very well anymore, not when the mortal herd gathers in ever-larger cities and wields ever more deadly weapons, when fewer believe in old superstitions and more believe in modern medicine.

    These new days have given rise to a new breed of Nagloper, younger, more urban, more modern in their sensitivities. No longer content to dwell in caves or remote huts, they live in the teeming cities of humanity – and in so doing, humanity has come to rub off on them. These new Nagloper twist Smoke Bird’s teachings from monstrousness to transgression, finding ways of violating taboos without necessarily riling the slumbering lion of humanity.

    All Nagloper, young and old, have a keen sense of tradition and etiquette, with hospitality being of particular importance. A Nagloper is expected to accommodate even the most loathsome foe in the best he has to offer for three days – who is in turn expected to give the Nagloper gifts for the privilege, among many other laws of hospitality. These traditions and rules keep the bloodline a coherent body despite the fact that most Nagloper are territorial and antisocial, the line selecting for outcasts and those who break taboos. Elder Nagloper are likely to be inhuman monsters, long since shedding their mortal forms. Younger Nagloper are just as likely to be members of some outré subculture, freaking people out in (to the despair of their elders) a more human fashion.

    Theme
    Vampire as Transgressor of Taboos
    The vampire is the ultimate violator of taboos – they break laws of nature by their very existence, and they breach every human taboo against violence and cannibalism with every sip of blood. The old Nagloper knew this, and they reveled in it, becoming antithetical to humanity in every way they could. But in the modern world, transgression is cheap. The younger Nagloper find entire communities of mortals to help them break mortal social mores, which begs the question of whether they’re really breaking any taboos at all.

    In London
    London, so far from the Naglopers’ traditional haunts, so alien to the sensibilities of the elder Nagloper, has but a single representative of the bloodline. His name is Malik Faye, he was a good-natured kid born in the North Peckham Estate (a sink estate if ever there was one), attended the local comprehensive, and fell in with the Modern Primitive movement. Much piercing and scarification later, Malik and some friends managed to go to Africa, hoping to score some wicked authentic tribal tattoos.

    Malik’s Sire had only recently awakened from Torpor, and choose Malik as his childe on the grounds that he was large, muscular, and seemed to be the only one that looked right with his twisted and tormented flesh. It took the elder Nagloper only a little time to realize just how horribly it had miscalculated – Malik Faye would never be a proper monster of Smoke Bird’s line, but the sunk cost fallacy prevailed. For four years the elder Nagloper tried to turn Malik into a suitable horror, but eventually it gave up and threw him out of its haven.

    Nowadays, Malik Faye is the quintessential Modern Nagloper. Enthusiastic and easy-going, unusually friendly for a Nosferatu, he works in a tattoo parlor and is heavily involved in London’s BDSM and Modern Primitive scenes. He’s easily one of the Ordo Dracul’s nicest vampires. He drives his sire to despair.

    Clan: Nosferatu
    Bloodline Disciplines: Nightmare, Obfuscate, Vigor, Protean; Nagloper also know the Blood Sorcery of Vicissitude
    Bloodline Weakness: The Curse of Soil
    Smoke Bird was a cthonic creature, and his childer are much the same. A Nagloper cannot slumber well unless he buries himself beneath at least an inch of soil -- a Nagloper who fails to do so takes a (10-Humanity) Penalty to all Mental and Social rolls until they manage to sleep in peace.

    Most Nagloper are taught Protean 1: Unmarked Grave by their Sires soon after the Embrace, as the physical act of burying yourself in soil is a decided chore otherwise.


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  • #2
    Vicissitude
    Vicissitude, to use it's most common name, is a form of flesh-twisting Blood Sorcery that has emerged (or been taught) independently in several parts of the world. The Tzimisce bloodline of the Carpathians are the most notorious practitioners, as well as the most prolific Western writers on the subject, but they are by no means unique. To the Nagloper, it is Smoke Bird's Lessons, while the Ghilan of Arabia refer to it as the Thousand-Skinned Path. It is a gory art, and a very precise one, that allows its users to warp skin, twist flesh, and sculpt bone. Certain scholars have noticed a sharp similarity between Vicissitude and Protean, and consider whether the latter Discipline is in fact a series of Vicissitude rituals deeply internalized by the Kindred and activated instinctively.

    Vicissitude is the magic of Vitae, originally taught to certain Kindred by the Strix. It is similar to Crúac, in certain fashions. First and foremost, Vicissitude deals with the Flesh. It is the art of transforming the living (or unliving) body of a man or a vampire or some large beast -- it has little influence over insects or plants and none over inorganic objects. Secondly, Vicissitude is Personal. It is a magic that operates by touch, as the flesh-warper runs his fingers through the body of his subject, or alters his own form by an act of will. Finally, Vicissitude is Entropic. The human body has limits, and even undeath can only go so far in lifting them. A flesh-warper can rearrange his canvas as he likes, but he must have material to work with, for every gift he grants he must take something away. No such laws limit his ability to take away, though.

    Vicissitude is a Blood Sorcery, the same as Crúac and Theban Sorcery. It operates identically to those rituals, with the following differences:

    The Sacrifice
    Vicissitude alterations cost one Vitae per dot of the rite. The first Vitae is spent by the caster as though fueling a Discipline. Any remaining Vitae used must be injected into the subject's body (or simply burned if the caster is working on himself). Vitae used for Vicissitude is rendered inert, and causes neither vinculum, nor addiction, nor is suitable for feeding.


    The Request
    Dice Pool: Presence + Medicine + Vicissitude
    Exceptional Success: The ritualist makes great strides in achieving the ritual. The player decides which of the following effects takes place in addition to accumulating successes.
    • Reduce the target number of successes by her dots in the Ritual Discipline.
    • Apply the Inspired Condition if and when the ritual succeeds.
    • Add her dots in Ritual Discipline to the spell's Potency.

    Suggested Modifiers
    +1 to +3|Power is turned on or applies to a vampire with whom the ritualist already has blood sympathy.
    0 | The ritualist is unaffected by threats or distractions
    –1 to –3 | The ritualist is rushed or distracted. The penalty is cumulative with multiple distractions.
    0 to +3 | The ritualist prepares an elaborate ritual above the minimum sacrifice.
    0 to +3 | The ritualist doubles the time per roll (to a max of x8 time spent for a +3 bonus)
    0 to +3 | Ritual Area Merit
    0 to -10 | Nagloper Weakness

    Vicissitude and Range
    Without exception, all Vicissitude powers operate by touch. In order to make the Alterations of Vicissitude, the caster must have physical contact with the subject.

    Vicissitude and Duration
    Vicissitude Alterations are treated by the body as physical wounds -- specifically, as though the Vicissitude Alteration was an amount of Lethal damage equal to the Target Number of Successes. Mortals will heal alterations over the course of a few weeks, while vampires may shed alterations swiftly but at a prodigious cost in Vitae. Abilities which speed up healing work on Vicissitude (so altering werewolves is rarely worth the trouble). Mortals or naturally-healing supernaturals have no choice as to healing their forms, but a vampire may choose to maintain a Vicissitude Alteration indefinitely.


    Vicissitude alterations fade away gradually, but mechanical effects remain until the last point of 'virtual damage' has been healed.

    Hanging Spells
    A user of Vicissitude may spend 1 Vitae to extend a single Hanging Spells for a further 24 hours.


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    • #3
      Alterations of Vicissitude

      Note: Unless otherwise stated, a flesh-warper may use all Vicissitude Alterations on either himself or upon a subject present at the ritual (this involves a certain amount of surgery, usually, and is basically only usable on willing or captive subjects).

      Rank 1 Alterations

      Supplication of Skin
      Target Number of Successes: 7
      Resisted by: Stamina
      At its most basic level, Vicissitude allows the flesh-warper to alter the subject’s appearance. The flesh-warper can change the subject’s skin, hair, or eye color, add or subtract a few inches of height or girth, broaden or slim his build, alter his facial features, or make similar cosmetic alterations.

      This Alteration may be used in one of two ways. First, it may be used to grant the subject the Striking Looks merit at up to (Potency) dots, rendering them as beautiful or terrifying as the flesh-warper chooses (note that Striking Looks ratings of 3 or higher are patently inhuman and Masquerade-breaching). Alternatively, the flesh-warper may grant the subject up to a (Potency) bonus on Wits+Subterfuge rolls to impersonate someone else.

      In either case, this Alteration inflicts 1B damage that cannot be healed until the Alteration goes away -- think of it as a sort of full-body bruise.

      Revert the Mundane Clay
      Target Number of Successes: 5
      Resisted by: Stamina
      With this simple ritual, the flesh-warper can remove any and all Vicissitude Alterations on the subject. Removing the flesh-warper's own alterations is effortless, while removing those of another flesh-warper requires this ritual's Potency to exceed that of the Alteration in question.

      Reforge the Body
      Target Number of Successes: 7
      Resisted by: Stamina
      With this Alteration, the flesh-warper may shift up to (Potency) dots of Physical Merits from one place to another. This cannot transmute Striking Looks or Fighting Styles, but three dots of Iron Stamina could be transformed into a 3-dot Giant Merit, for instance.



      Rank 2 Alterations
      Mandate of Flesh
      Target Number of Successes: 7
      Resisted by: Stamina
      With this Alteration, the flesh-warper may shift up to (Potency) dots of Physical Attributes from one place to another. This can exceed the subject's normal maximums, but if this occurs then the effect is clearly supernatural.

      Mutilate the Earthly Form
      Target Number of Successes: 8
      The flesh-warper abandons subtlety, containing the awful, corrosive power of Vicissitude in his hands. This is a Hanging Spell. At any point while the Rite is active, the ritualist may strike the target with his open palm (this necessitates an Instant, Dex+Brawl minus Defense attack in combat) and activate the spell as a Reflexive action. The target instantly takes (Potency) Lethal damage (Max of flesh-warper's Vicissitude x2), as the flesh-warper drags his hand through the target's body, shoving muscles, bones, and organs out of alignment.

      The damage caused by this Alteration heals normally.

      Excise the Corporeal Flaws
      Target Number of Successes: 5
      In the process of this Alteration, the flesh-warper smooths away wounds, digs out bullets with his bare fingers, sets bones and weaves back together arteries. Each dot of Potency gained with this Alteration may be used to heal 2 Bashing wounds, 1 Lethal wound, or five dots of Potency can be used to heal a single Aggravated wound.

      This cannot be used to regrow lost limbs, however (that is the province of Heal the Carnal Flaws below).



      Rank 3 Alterations
      Solicitation of Bone
      Target Number of Successes: 5
      Resisted by: Stamina
      This level of Vicissitude allows the flesh-warper to rearrange the subject’s flesh and bones to create physical tools. The objects so created must have no electrical elements and no more than three moving parts (which are replicated with tendon and muscle), and are attached to the character's body. Within those limits, the flesh-warper can create anything -- skeleton keys, syringes, hidden compartments, swords, and so forth.

      Despite their unusual origins and nature, these function as normal objects with an equipment bonus of (Potency), to a maximum of an actual object's Equipment Bonus + 1. The objects may or may not be visibly uncanny when 'at rest' (a bone skeleton key may be hidden beneath a flap of flesh in the flesh-warper's finger), but they are always visibly and gruesomely supernatural when used.

      The subject only has so much spare flesh and bone, however, so a single character may not have more than (Stamina) flesh-warped equipment on them.

      Exhortation of the Predatory Form
      Target Number of Successes: 10
      Resisted by: Stamina
      With this Alteration, the flesh-warper can grant the target a single Predatory Aspect (as per Protean 2) per dot of Potency. Unlike the sometimes-subtle, elegant modifications of Protean however, those Aspects granted by Vicissitude are always very obvious.



      Rank 4 Alterations
      Gift of Slumbering Flesh
      Target Number of Successes: 7
      By using this Alteration immediately before another Alteration, the subsequent use of Vicissitude is rendered into a Hanging Spell, prepaid for seven days, with a trigger of the flesh-warper's choosing.

      In other words, a flesh-warper could use this to transform his ghoul into a bat-winged, exo-skeletoned horror by imbuing him with Mastery of the Vital Corpus, Solicitation of Bone, and Mandate of Flesh, all linked to the flesh-warper's command. For the next week, the ghoul will remain looking as he always did, if perhaps somewhat sickly. But if attacked, the flesh-warper need only whistle as a Reflexive action, say, and the ghoul will transform into a horrible monstrosity capable of rending flesh and smashing bone.

      Unfortunately, Slumbering Flesh is not without its costs -- holding such alterations in the body is painful. A Hanging Alteration of 1st or 2nd level inflicts 1B damage, of 3rd or 4th inflicts 1L damage, and a Hanging 5th Alteration inflicts 1A damage that will not begin to heal so long as the target has the powers imbued in him.

      Heal the Carnal Flaws
      Target Number of Successes: 10 to 30+
      Not all of the flesh-warper's magics are of necessity malign -- though some clever Tzimisce or Nagloper know to use this power as payment for some devil's bargain. By very carefully targeting the entropic power of Vicissitude into the (almost always mortal) body and making minute alterations to the body's natural biology, the flesh-warper can cure illnesses, heal wounds, transmute organs, and regrow limbs.

      Illnesses that would heal of their own accord or minor injuries such as a missing fingertip require only 10 successes and inflict no greater price. More serious diseases (cancer, Ebola) or injuries (spinal damage, missing arms or legs) require 20 or even 30 successes depending on the severity of the damage, and consume one or two of the target's Stamina dots. If this would reduce the target to Stamina 0, they perish instead, their bodies incapable of withstanding the enormous strain of the healing. But that aside, provided the person is healthy enough there is little a flesh-warper cannot do to their body -- a this power can even be used to create a biologically perfect gender change. Only certain forms of brain damage or very mystically potent wounds lie outside the flesh-warper's grasp.

      Unlike other Vicissitude powers, Heal the Carnal Flaws is permanent once enacted.



      Rank 5 Alterations
      Mastery of the Vital Corpus
      Target Number of Successes: 20
      Contested by: Stamina+Blood Potency
      With this Alteration, the master flesh-warper can grant the target a single Unnatural Aspect (as per Protean 4), with a second Unnatural Aspect per three dots of Potency beyond the first. Needless to say, this is rather obvious.

      Exaltation of the Primordial Mind
      Target Number of Successes: 20
      Contested by: Resolve+Blood Potency
      With this Alteration, the master flesh-warper sets to work on the target's neurochemistry, heightening reflexes, deadening pain nerves, prioritizing adrenaline flow, and otherwise transforming the target into a perfect horror -- albeit at the cost of the subject's higher faculties.

      The flesh-warper is able to shift up to (Potency) dots from Mental Attributes into Physical Attributes of their choice. This can exceed the subject's normal maximums, but if this occurs then the effect is clearly supernatural. A subject reduced to 0 in a Mental Attribute automatically fails all rolls involving the attribute.
      Last edited by NeoTiamat; 02-04-2014, 05:48 PM.


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      • #4
        Very cool! I like the way you took the basic structure of my version of Vicissitude and created specific "rituals" for it, where I just made the "themes". Would you mind if I incorperated them into my Masquerade conversion? Also I very much like your version of "healing" the changes, and might use something similar, as I was not entirely satisfied with that in my own version. If you don't mind, of course.


        Going by Willow now, or Wil for short. She/Her/Hers.

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        • #5
          Go for it! If I put something up here, consider it free to use and abuse at your discretion. All I ask is that you credit me, and maybe let me know how it goes.


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          • #6
            You both made absolutely fantastic versions of Vicissitude, wow.

            Guess I'll have to make MORE changes to the one I'll be using in my games!

            I like the balancing factors of the rituals that you've got here quite a bit! I've got a question about Vicissitude though: Does it cap Humanity the way that Cruac does? Because I think that's a little mechanic that particularly makes sense for Vicissitude.

            Oh, this begs the question: Did you do a write up for the Tzimisce? Since I saw they were mentioned so much in there!...
            Last edited by Leetsepeak; 02-02-2014, 12:13 PM.


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            • #7
              Heh. The Tzimisce were mentioned because I know absolutely nothing about African cultures (oops), and so they were an excuse for me to have Tzimisce-y style names for the Blood Sorcery and the rituals. I admit that the bloodlines I am converting are a bit randomly selected -- they're basically those Bloodlines who have had NPCs in my game associated with them who have become prominent enough that I'm converting them. So Malik Faye is a fairly prominent NPC, so he gets his bloodline converted. But no, no Tzimisce writeup at this present time.

              The balancing factors were something I worried about, hence why I basically integrated it into the very core idea of the sorcery -- you can't make something from nothing. So with Vicissitude, either
              1) It takes away from one stat while you add to another (Mandate of Flesh, Reforge the Body)
              2) Is extremely obvious (Exhortation of the Predatory Form, Mastery of the Vital Corpus)
              3) Inflicts permanent damage (Supplication of Skin, Gift of Slumbering Flesh)
              4) Is not actually much of an improvement on mundane capabilities (Solicitation of Bone)
              5) It's some other kind of power that isn't really problematic (attack powers like Mutilate, healing powers like Excise or Heal, or Revert which is basically a cheap Alteration-remover).
              Every power should fall under one of those.

              And I definitely think Vicissitude should cap Humanity. That said... for Cruac but especially for Vicissitude, I feel that's a slightly pointless effect. The starting vampire can learn up to Cruac/Vicissitude 3 without any problem, and I think that unless you have a really rather notably moral Kindred, you'll be down to Humanity 4 or 5 before you get to the heady heights of either Cruac or Vicissitude. Compare this to Theban Sorcery, where maintaining Humanity 5 for an elder vampire is a challenge.

              I might recommend setting it to 'Your max Humanity is reduced by Vicissitude/Cruac+2', since then it would actually sting. Assuming you want it to sting, anyway.


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              • #8
                How about if performing a Vicissitude "ritual" is a Breaking Point at Humanity [6 - ritual level]?


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                • #9
                  That might be overdoing it, though something like 8-Ritual may be good.

                  That said... I'm not at all certain that I even like having Blood Sorcery interact with Humanity in this forcible fashion? I'm not really a fan of going 'This form of magic is EVIL'. A vampire using Vicissitude could stick to only altering himself, and for that matter, could use the healing aspects of Vicissitude to do good. In which case, Vicissitude is arguably much less malign than, say, Dominate or Nightmare, which have rather few such positive uses. So why penalize the user of Vicissitude, but not the user of Dominate?

                  I think it comes down to the type of story you are telling. There is definitely something to be said for the idea of corruptive power, and it's a powerful story trope. I'm not really certain that singling out Cruac and Vicissitude is the best way to go about it, though.


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                  • #10
                    Originally posted by NeoTiamat View Post
                    That might be overdoing it, though something like 8-Ritual may be good. That said... I'm not at all certain that I even like having Blood Sorcery interact with Humanity in this forcible fashion? I'm not really a fan of going 'This form of magic is EVIL'. A vampire using Vicissitude could stick to only altering himself, and for that matter, could use the healing aspects of Vicissitude to do good. In which case, Vicissitude is arguably much less malign than, say, Dominate or Nightmare, which have rather few such positive uses. So why penalize the user of Vicissitude, but not the user of Dominate? I think it comes down to the type of story you are telling. There is definitely something to be said for the idea of corruptive power, and it's a powerful story trope. I'm not really certain that singling out Cruac and Vicissitude is the best way to go about it, though.
                    Very true, and you would presumably suffer breaking points anyway if you're mutilating people all willy-nilly.


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                    • #11
                      I think I have a concern about Excise the Corporeal Flaws. My beef with it is that it's useless except for with Mortals, since Kindred and Ghouls can both heal themselves like vampires anyway. It makes it feel inefficient and very niche. Perhaps to represent the power of Vicissitude, it allows you to spend additional Vitae for twice the healing efficiency? So you can instantly heal 4 Bashing for 1 Vitae, 2 Lethal for 1, and 2 Aggravated Damage for 5 Vitae?

                      That's one suggestion, curious what you think.


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                      • #12
                        *waggles hand* I hadn't considered that. That said...

                        <> Key point is that it lets you heal other people with your Vitae, with no risk of blood addiction or Vinculum.
                        <> You can also use it on other supernaturals, which can be fairly nice if you're in a party with them.

                        That said, I'll think on it. You raise a good point about efficiency, so I might do this. Hm.


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                        • #13
                          Yeah, while I like those two benefits, I think there ought to be some sort of additional boon to make it not useless outside of those situations. Maybe the added efficiency only counts for other Vampires/Ghouls?

                          Also, made another Alteration that might be worth considering. I think it represents well the idea of turning a normal person into a slavering, simple-minded monster, and can help amp up the physical strength of one's monsters:

                          Rank 5 Alterations

                          Priority of Monstrousness
                          Target Number of Successes: 20
                          Contested by: Resolve + Blood Potency
                          With this Alteration, the flesh-warper may commit a truly horrifying act, destroying the mind of their subject to empower the body. The flesh-warper is able to shift up to (Potency) dots from Mental Attributes into Physical Attributes of their choice. This can exceed the subject's normal maximums, but if this occurs then the effect is clearly supernatural. If any of the subject’s Mental attributes are reduced to zero, they become mindless and die.
                          Last edited by Leetsepeak; 02-02-2014, 11:28 PM.


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                          • #14
                            Maybe add a "for each point transferred, the subject loses one point of Humanity/Integrity/Willpower" or something like that, to emphasize the fact that you're turning them into something decidedly not human?


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                            • #15
                              Re: Healing
                              Let me fiddle with it a bit, I'm knee-deep in wrestling with some very problematic Kallisti devotions, then I'll come back and see about working something out. I may up the general efficiency of the spell by allowing the first two Vitae (those spent on the power activation) to be used for healing as well, or just go with the doubling of efficiency route you suggest. Tricky tricky.

                              Re: Proposed Alteration
                              Hm. I am... not sure. Well. It's mechanically sound. Couple of thoughts.
                              <> With the exception of Stamina, my understanding is that being reduced to Attribute 0 does not kill you in NWoD. Rather, you automatically fail all rolls that involve that Attribute. So, you could reduce your creations Intelligence or Wits or Resolve to 0, but it means, respectively, that it's movie-zombie smart, that it can be fooled by Bugs Bunny-level disguises, or that it is absolutely helpless in the face of any sort of mental attack (including a basic Intimidation roll, perhaps).
                              <> I do note that you can turn your minion into something of a slavering monster already with application of Vinculum and the Conditioning Devotion.
                              <> I will note that my approach to Integrity et al is a bit different (I have an alternate system via my sig). I'm not really enthused with the idea of someone else mucking about with your own Humanity, not directly.


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