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  • Simple question about Resilience. Do the Active effects last against a single attack or for the entire turn? Also, can someone activate Resilience when they take damage, or do they have to declare it before the attack is rolled?

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    • Originally posted by Emerus View Post
      Simple question about Resilience. Do the Active effects last against a single attack or for the entire turn? Also, can someone activate Resilience when they take damage, or do they have to declare it before the attack is rolled?
      It is for attack. Which is good because you can reflexively reduce the same amount of damage from multiple sources.
      You can activate it reflexively, hence also after the attack is rolled and after surprise attacks.

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      • Originally posted by Marcus View Post

        It is for attack. Which is good because you can reflexively reduce the same amount of damage from multiple sources.
        You can activate it reflexively, hence also after the attack is rolled and after surprise attacks.
        Does that mean that you can also activate celerity after your opponent rolls to see if they'd hit you at all and only then side step the atack? Similarly, can I look at how much damage my opponent is going to inflict to me before I decide if I'm going to heal? If I don't need to heal now, I can do some ability on my turn.


        Imo, rolling dice is resolving an action and you complete resolving one action before moving on (even if it's a reflexive action).

        However, in terms of Resilience, I housrule it that you may activate it after seeing damage, since it's a pretty... not exciting discipline otherwise.


        My Bloodline conversions
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        • Resilience is for a turn, and affects every single attack of the bane/non-bane sort you activated it for within that whole turn. Thus the Duration entry of "one turn" for active effects and the entries going into "all (Bane/non-bane) sources of damage." If you activate it and then 10 people attack you before your next turn, you subtract Resilience from the damage of all 10 of those attacks.

          By RAW they'd need to activate it before the damage is calculated, as such, but given Resilience is more about ignoring harm than preventing it, I tend to be lenient with that, myself.


          Originally posted by Griautis View Post
          Similarly, can I look at how much damage my opponent is going to inflict to me before I decide if I'm going to heal? If I don't need to heal now, I can do some ability on my turn.
          While the other examples are valid, you can heal whenever you want if you still have per-turn Vitae left, and it won't affect your next turn, because your per-turn limit resets on the start of your turn. You can ABSOLUTELY wait to see how much damage they did before healing, because healing is an 'after the fact' sorta thing, not preventing anything, like Resilience or Celerity would be.




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          • Originally posted by Griautis View Post

            Does that mean that you can also activate celerity after your opponent rolls to see if they'd hit you at all and only then side step the atack? Similarly, can I look at how much damage my opponent is going to inflict to me before I decide if I'm going to heal? If I don't need to heal now, I can do some ability on my turn.


            Imo, rolling dice is resolving an action and you complete resolving one action before moving on (even if it's a reflexive action).

            However, in terms of Resilience, I housrule it that you may activate it after seeing damage, since it's a pretty... not exciting discipline otherwise.

            You can definitely use Celerity (Interrupt) when the enemy perform the attack but before he roll for it as what you are doing is to anticipate the attack with your supernatural speed and reaction time. But if the attack is rolled and he hit, it already includes the damage, hence you cannot logically anticipate it unless you go back in time. In fact, if you decide to go first in initiative (not interruption), you must declare it before the actions are declared.
            you can heal whenever you want in the turn. You suffer damages and you can decide to heal them up if you like before the turn ends. If the damages would have led you in torpor but you are able to heal them up before end of the turn (meaning you have enough blood to spend), you can prevent torpor.

            About resilience, in my opinion is not a houserule as you are dealing with that: the active effect is reflexive and it subtract damages, which means that you can decide to subtract them also after they have been dealt as per healing them up. In fact there is no real distinction between resilience 1 and healing for one vitae when applied to bashing damages. The difference start to come up when dealing with lethal and/or aggravated damages (or when resilience exceed the first dot).
            Last edited by Marcus; 02-08-2021, 06:28 PM.

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            • I was re-reading the Coil of Zirnitra.
              "Some Dragons have developed this Coil to regain the lost gifts granted to them by their heritage as part of a werewolf family. Some use it to recover the magics tied to their mortal bloodlines."
              Does this mean that it s possible to buy normal supernatural merits that was considered allowed by this heritage, or does this mean that even werewolf Tells, proximus spells and similar powers are included?
              I was thinking about a possible Hypathian ex alchemist character, and i m wondering if he could use the coil to re learn magnitude (1exp per dot) and distillations (1exp per level for each single one) without using the Grafting Unholy Flesh scale.
              Do you think it would be too overpowered?
              Last edited by Neos01; 02-11-2021, 04:59 AM.

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              • Originally posted by Neos01 View Post
                I was re-reading the Coil of Zirnitra.
                "Some Dragons have developed this Coil to regain the lost gifts granted to them by their heritage as part of a werewolf family. Some use it to recover the magics tied to their mortal bloodlines."
                Does this mean that it s possible to buy normal supernatural merits that was considered allowed by this heritage, or does this mean that even werewolf Tells, proximus spells and similar powers are included?
                I was thinking about a possible Hypathian ex alchemist character, and i m wondering if he could use the coil to re learn magnitude (1exp per dot) and distillations (1exp per level for each single one) without using the Grafting Unholy Flesh scale.
                Do you think it would be too overpowered?
                My understanding is that when development on 2e first started, the plan was that Tells, Proximus Blessings, and all sorts of other half-template abilities would be specialized Supernatural merits. SotC was written before werewolf/mage had definitively changed that.

                So, long story short, RAW no, but an ST could allow it and be within RAI.



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                • Originally posted by falco1029 View Post
                  My understanding is that when development on 2e first started, the plan was that Tells, Proximus Blessings, and all sorts of other half-template abilities would be specialized Supernatural merits. SotC was written before werewolf/mage had definitively changed that.

                  So, long story short, RAW no, but an ST could allow it and be within RAI.
                  SotC came out after both WtF 2e and MtA 2e. Also, Tells and Proximi Blessings are specialised Supernatural Merits. The only thing missing from the text of Zirnitra is an explicit confirmation that the vampire can ignore the "half-template" restrictions on those Merits.


                  Bloodline: The Stygians
                  Ordo Dracul Mysteries: Mystery of Smoke, Revised Mystery of Živa
                  Mage The Awakening: Spell Quick Reference (single page and landscape for computer screens)

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                  • Originally posted by Tessie View Post

                    SotC came out after both WtF 2e and MtA 2e. Also, Tells and Proximi Blessings are specialised Supernatural Merits. The only thing missing from the text of Zirnitra is an explicit confirmation that the vampire can ignore the "half-template" restrictions on those Merits.
                    Yes, in fact my main dubt is about that missing explicit confirmation.
                    What is your opinion about it?
                    I m also worried about a possible game balance break...
                    but i admit that the idea of an Hypatian vampire that uses a Coil to recover his former Alchemist s powers sounds so cool and badass in my mind
                    Last edited by Neos01; 02-12-2021, 10:40 AM.

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                    • Originally posted by Neos01 View Post
                      Yes, in fact my main dubt is about that missing explicit confirmation.
                      What is your opinion about it?
                      I m also worried about a possible game balance break...
                      but i admit that the idea of an Hypatian vampire that uses a Coil to recover his former Alchemist s powers sounds so cool and badass in my mind
                      The flavour text is quite clear about the subject. At the very least, vampires who used to have another template should be able to buy Supernatural Merits that were available to their previous template. However, that means a former Proximus should still have to conform to the limitations to their previous state, which determines which Arcana they may buy Blessings from as well as how many dots' worth of Blessings they may purchase. For vampires that didn't belong to a different template, I'd suggest having a Merit with a Coil of Zirnitra prerequisite to count as being part of that template for purposes of template restrictions.


                      Bloodline: The Stygians
                      Ordo Dracul Mysteries: Mystery of Smoke, Revised Mystery of Živa
                      Mage The Awakening: Spell Quick Reference (single page and landscape for computer screens)

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                      • Originally posted by Tessie View Post

                        SotC came out after both WtF 2e and MtA 2e. Also, Tells and Proximi Blessings are specialised Supernatural Merits. The only thing missing from the text of Zirnitra is an explicit confirmation that the vampire can ignore the "half-template" restrictions on those Merits.
                        It was written before they were out, was my wording. There's previews for SotC toys from beforehand, and it's not surprising that they didn't get changed, given the process for OPP stuff.

                        And no, they are not specialized supernatural merits, they are a Wolf-Blood template feature and merit, and a proximus merit. Supernatural Merits are a special category of merit.



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                        • Is vicissitude around in 2.0?

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                          • Originally posted by viridian sun View Post
                            Is vicissitude around in 2.0?
                            It's from a different game, so I'm not sure why it would be, barring STV products or the Translation Guide.


                            Resident Lore-Hound
                            Currently Consuming: Hunter: the Vigil 1e

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                            • Originally posted by viridian sun View Post
                              Is vicissitude around in 2.0?
                              Closest thing to it is the Chimera Virus from Spilled Blood.


                              Check my homebrews:
                              Vampire Bloodlines: Abhartach, Kiasyd, Melissidae
                              Ordo Dracul Coils: Primal Blood
                              Mage Legacies: Infernal Ones, Daoine

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                              • What constitutes an apocryphal Coil for the Ordo Dracul? Would a Transhumanist Coil be considered apocryphal? Like, something that let's the vampire augment itself with cybernetics and artificial limbs, organs and stuff like that?


                                Check my homebrews:
                                Vampire Bloodlines: Abhartach, Kiasyd, Melissidae
                                Ordo Dracul Coils: Primal Blood
                                Mage Legacies: Infernal Ones, Daoine

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