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  • You explicitly don't roll your Satiety potential in a feeding roll if it's below your current Satiety level and there is nothing to indicate that a lower potential translates to automatic gains of any magnitude — the closest the game comes to that is the Beat criteria for the Ravenous Condition....
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  • Pilgrimage can only be raised at specific points by spending a specific type of experience that you're actively discouraged from holding onto — alternatives are finite and/or drawback-intensive, while Pilgrimage is easier to lose the higher your rating.

    This is to say nothing of how "Experience" does not necessarily translate to "any type of Experience, including the kinds that only exist for the sake of raising the Integrity analogues of a splat" — it feels entirely in keeping with the way Ziva works that applied vampirism enables a subject to more easily...
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  • Vampire's Touchstone mechanics specifically include "think about how the character might lose this relationship and what they might do when it is threatened."

    Humanity being an abstract concept doesn't make the maintenance of a character's relationship to their Touchstone exist in purely abstract terms. You're one of a handful of immortals in the city and your waking hours are limited — you think nobody's going to notice that you visit the graveyard every couple of weeks or hang out every Monday night with the guy who beat you to the QB spot or never let that tacky old...
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  • It's a sufficiently likely incitement to frenzy that "you no longer risk frenzy from exposure to fire or sunlight" is the entire effect of a third-dot Coil and healing the absolute lowest amount of damage you can take per interval still costs roughly half the average vampire's Vitae stores per hour to break even. I'd say rapidly starving and having to devote Willpower to staying lucid is about as much of a penalty as you need short of the Lethargic Condition....
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  • Does not follow. "Regardless of what the place's normal layout is, if someone is in one of your Chambers without permission it's going to take a long time for them to get from one door to another" is not "If you haven't got this Merit, it takes less than ten minutes for someone to move through one of your Chambers regardless of how big the area is."...
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  • I'm not sure why you would expect there to be any mechanical benefit to having Integrity at less than half the starting level. It occupies the point at which you can justifiably change your Anchors around a bit without direct supernatural involvement, but that's sort of cold comfort....
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  • I mean, they do, it's just that the mechanical benefits are entirely separate from bolstering your Detachment rolls — you still get Willpower for fighting to keep up the relationship with them, they can still talk you down from frenzy, making meaningful connections with them still helps you resolve Conditions that mess with your ability to resist frenzy, and they still count as your Touchstones in all the ways your clan banes care about. They just aren't giving you a bonus die or two on a specific type of roll....
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  • Touchstones having the relation they do with detachment, I think it's a safe bet that a Touchstone ceasing to be attached just means the relationship is no longer strong enough to do more than justify the vampire's continued activity — they still care about them (they're still an Anchor), but they've stopped being able to draw upon that connection to reinforce their ability to keep up the practice of relating to humans as more than food.

    The Touchstone Merit represents additional things that your character treats as Anchors and can use to vent troublesome frenzy-related Conditions...
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  • It's a literal physical space that you've copied into your weirdly real pocket of the collective unconscious with a nightmare filter put over it. It's part of an overlap with a layer of the Astral that hews close to the geography of the material world where characters can physically walk through the dreamscape to intrude. Unless there is a Lair Trait or a Merit in place to meddle with the task of physical traversal, a Chamber based on a run-down gas station is going to be the same size as that run-down gas station.

    Beast's approach to the most mentally-oriented otherworld on the books...
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  • Yes. That's contingent upon other characters doing their thing as opposed to you fulfilling your own Hunger at the lowest possible threshold when you're above the Satiety rating where that can satisfy your Horror.

    The physical dimensions of a Chamber and the placement of the Burrows therein matter....
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  • Satchel
    replied to Crafting in 2nd edition?
    That's not the Fragile Condition, that's the Fragile equipment tag. Willow's talking about the Fragile Condition in the Building Equipment section of the ChroD corebook on pages 100-103, as she already said....
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  • In all likelihood, given that it would be very strange for there not to be an exception built into those Conditions if there were supposed to be one and they're by no means the only mechanics based on that threshold....
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  • Lowered exceptional threshold from all three Conditions it can impose means easy Inspired for playing into those weaknesses, especially with the +2 bonus the vampire gets within the scene to pursue those drives. Combine this with the fact that it costs nothing to use the aura against mortals, and…...
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  • The second dot enhances your predatory aura and your Kindred senses when you're in frenzy after the first dot lets you declare a frenzy for any simple goal. The predatory aura is one of the simplest ways for a vampire to regain Willpower and Kindred senses directly help you track people down. If you're making a character with a strong attachment to a Haven or Feeding Grounds it directly benefits that kind of territorial character concept.


    Does the Auspex multiplier for Kindred senses apply to all its ranges or just the scent-based range?...
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  • They feel emotion regardless of their form, they just retain control over any possible outward expression of it they might make.

    The opposite, in fact — reference the Demonic Conditions on pages 209-10 of the corebook....
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  • I really fucking don't, is the thing, at least not in the baffling framework you're using where the crown jewel of your argument is that a set of books specifically conceived of as collections of in-universe documents and a category of book that has the words "fiction anthology" specifically contained in its titles are what you want less of and this somehow has anything to do with the volume of text in any other book where there isn't an immediately-discernible divide between "this is part of the game-fiction" and "this is the stuff that involves your character sheets."...
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  • When you use an analogy where you liken the process of publishing a book with much of the material stripped out to the much less involved process of a restaurant putting only one of two components of their entrée on a plate, you are implying that the explanation of "in this textual medium where the mechanics reference specific fictional constructs that we describe outside of the framing of the dice mechanics, taking the dice mechanics in isolation is functionally detrimental to reader understanding" is unsatisfactory just because you don't care for nonspecific varieties of those types...
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  • In this extension of the analogy the chicken is… what, exactly?

    You've pretty much just spoken in the abstract — and derisively so, at points — to a vague supposition that the setting and the mechanics being written to directly inform each other is just sort of a lazy lie that you've been told to keep you from getting "just the mechanics," so I assume you are not counting, say, Mage 2e's setting-chapter breakdown of what the Lex Magica is as a totally separate thing from the mage-specific-rules-chapter blurb of what the Lex Megica Merit does, or that Demon's supplementary...
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  • You got a yes or no answer to your question and this tortured analogy is not going to get you a "yes."...
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  • Yup. Losing less valuable elements provides a minor bonus to the compromise roll and losing more valuable elements provides a penalty; the Player's Guide covers this as well.

    You do have to and in fact that's one of the main ways that you recoup the loss — using Legend to replicate Skills and Merits your Cover should have that you absolutely don't gives you the Impostor Condition, which gives you a Cover Beat once you buy a dot in one of the traits you faked. You can't use Cover Experiences to buy it, but spending Cover Experiences to raise your Cover directly improves your ability...
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    Last edited by Satchel; 06-13-2018, 08:57 AM.

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Satchel
Satchel
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