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  • Zanos
    replied to Generation and Blood Potency
    Aren't you the same person making topics about embraced mortal sorcerers getting like 10 starting dots in disciplines?


    I actually think the opposite of this would be interesting. Generation is a floor for blood potency. So a 13th gen wakes up from a 300 year torpor at BP 1, but a 4th gen wakes up from torpor at BP 10. And then 3rds do whatever because they're beyond the rules.

    You could either keep the feeding restrictions, making higher generation vampires inherently a threat to other kindred, or have feeding restrictions scale with how far you are from your "natural"...
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    Last edited by Zanos; 04-22-2017, 11:13 PM.

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  • Zanos
    replied to Clan and Sect advantages
    I thought the chargen rules were for vampires with 1-10 years of experience. Freshly made characters would be fledglings and use the "I was Embraced yesterday" sidebar, which I think is near the end of the v20 book.
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  • Zanos
    replied to Rising from Torpor
    Path of Blood 2 allows a thaumaturge to force a target to expend blood. A liberal ST might let you use that to force a kindred to spend blood to wake up.
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  • Zanos
    replied to Clan and Sect advantages
    I would balance this with flaws and such rather than giving every clan an equally potent starter package. So on the surface Tremere looks pretty attractive for a fledgling. You're pretty much guaranteed to get a decent education about how vampires work, probably even taught about the various clans/disciplines, and sheltered by the clan until you're ready to play with the other vampires. They even give you room and board. Hell, just being known as a Tremere makes other kindred respect you. When you're in earshot, at least.

    But none of that stuff is optional. You mentioned that one...
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  • Zanos
    replied to Withstanding Sunlight
    That's not terrible, since you can blood buff your stamina higher than you can probably get your fortitude....
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  • Zanos
    replied to Vampire Competitions
    A person hunt, also......
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  • Zanos
    replied to Withstanding Sunlight
    The non-exotic answer is fortitude and heavy clothing. Being fully covered sets the soak difficulty to 5 and the damage to 1 per turn, so a vampire with high fortitude is going to be able to spend a pretty decent amount of time in the sunlight.

    EDIT: 5 Dice at Diff 5 gets at least 1 success 90% of the time. I think a turn is 3 seconds and you can't botch soak rolls. If you're okay with getting burned down to crippled, you could spend on average 3 minutes in sunlight. Not great, but might be helpful.
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    Last edited by Zanos; 04-17-2017, 12:48 PM.

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  • The clan stereotypes are tools. You can make a character that checks all the boxes for the clan stereotypes and is still perfectly three-dimensional. Playing a character in clear defiance of what is typical for a clan is of no more inherent value than playing one that is, and can wander into snowflake territory much more easily if you aren't careful.


    Gonna have to ask your ST. It isn't really clear if the clan requirements for combination disciplines are ironclad, or if it's just the clan that invented or typically cultivates that power. If I recall, a couple of combination...
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    Last edited by Zanos; 04-16-2017, 06:47 PM.

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  • It says you pour blood over the item to be warded, which creates a magical glyph. It doesn't say that the glyph is literally a painting made out of blood. And I think reading it that way makes wards not function in a lot of situations they're intended to. A bit of rain will ruin a warding circle and a cup of water or anything but the most gentle of handling will scuff the blood off of a warded object. For the warding circle it means that you would have to draw a 10foot radius circle with 3 pints of blood. That...might be possible, I'm not actually sure, but it doesn't scale with the size of the...
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    Last edited by Zanos; 04-12-2017, 04:25 PM.

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  • Reading Warding Circle against Ghouls in v20(which the others are based on), nothing actually suggests that the ritual is physical, and the roll to identify that you're about to enter one is based on identifying the mystical tingle you get rather than any sort of physical perception.

    It doesn't seem to me that there's a physical circle made out of silver or blood or whatever actually on the ground or that it can dispelled by scuffing it if there is any. Seems like the only way to remove it is by Unweaving....
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    Last edited by Zanos; 04-12-2017, 02:23 PM.

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  • Throw some carpet on there, call it good.

    Nothing prevents the Tremere from literally just making the walls on top of the circle, in all seriousness....
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  • Zanos
    replied to Artwork Tropes
    I disagree.
    ...
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  • Nothing prevents you from using more than one circle, and considering the vast majority of known Regents are generation 7 or higher, with many being generation 6 or higher, it's pretty safe to say that the people maintaining these wards are going to have very high thaumaturgy ratings.

    So yeah, if you're trying to get into a chantry, roll willpower, difficulty 10. You also need more successes on this roll than the caster rolled when casting the warding circle, so even if they rolled but a single success, the intruder is going to need two....
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    Last edited by Zanos; 04-11-2017, 09:41 AM.

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  • Why the hell would you build a chantry above ground out of flammable materials?

    If you're going to bother to magically ward something 8 ways to sunday you could start with making the walls out of something conventionally sturdy.

    In any case a difficulty 8 willpower roll is pretty high, and the Tremere in charge of warding chantries probably have higher than 5 thaumaturgy....
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  • Warding circles are also much more powerful than wards, requiring a fairly hard willpower roll to even cross.
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  • Maybe this is some kind of meta-joke......
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  • Zanos
    replied to An Undead ecosystem
    Yep. So is "Outright Public Humilation", although that's a little more extreme. Still, a Gangrel rolls against that at difficulty 10, so if they've been humiliated at a nightclub or something similar, they might drop a lot of bodies.

    Even the easier difficulty frenzies can be failed pretty regular since you're rolling a virtue against them and have a maximum dice pool of 5. A Brujah with average self control(2) is going to fail a difficulty six frenzy check 36% of the time. To be fair, I think there's some mechanic for using willpower to suppress frenzy?...
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  • Well, rules wise it doesn't work quite like that as I mentioned. Wards do dice of damage, and damage instances are soaked separately. So in your smack example, the ghoul takes 3 dice of damage rolled against difficulty six four times, and rolls stamina against difficulty six to soak four times. Against anyone with even moderately good stamina you aren't going to do much damage, if any at all. Against a creature with fortitude you most likely deal no damage. Of course if you hit them with a million damage instances they're going to roll poorly on some of those soak rolls and you're going to roll...
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  • Zanos
    replied to An Undead ecosystem
    You might want to tweak the Giovanni for such a setting hack. Most vampires are still pretty young in modern nights with mostly human moral compasses, and even if the Giovanni wield a lot of influence through Necromancy people are still going to not want to deal with them much because of their other practices.

    Unless you want weird orgies to be the new social norm for your Vampires. Not my cup of tea personally.


    Much like a Kindred's beast goes on a murder spree, sometimes at the slightest provocation like having their shoes insulted?...
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  • Pretty sure that's 12 dice of lethal damage, soaked in 4 separate instances with normal stamina. Even if it was I'm not sure why you'd want to smack your own ghoul with 12 levels of lethal damage. I mean, it's YOUR ghoul. Might as well key your own car. Or in this case, throw it a trash compactor, because that ghoul is super dead.

    Ward's are hilariously pretty bad at their intended task of stopping people from touching your stuff. I'd probably change them to do 3 dice of aggravated damage but only make them work against people intentionally touching a warded object so touching warded...
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    Last edited by Zanos; 04-10-2017, 12:44 PM.

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Zanos
Zanos
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Last Activity: Yesterday, 02:47 PM
Joined: 03-22-2016
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