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  • Aahz I swear you can't use Willpower for automatic successes on Soak
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  • Quarter all fire damage, +4 dice against bashing damage, +2 dice against lethal and aggravated damage. In my opinion having Visceratika 4, Fortitude 4 and this combination power puts you in a much stronger position than many Elders with Fortitude, since fire is a serious risk to Elders. Remember that Lure of Flames and even natural fires can be REALLY high soak difficulties. Mithras, caught in a storm of incendiary grenades, would be ash in a few seconds since his Fortitude 9 wouldn't do much to soak against Difficulty 9. Cutting the damage down to one quarter of its dice pool is a really neat...
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  • For a Nosferatu Apostate, The -1 difficulty to all physical rolls one is great....
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  • Koldunic Sorcery level 1 gives you a Ritual which restores 1 point of Willpower each night. There are Necromancy powers which restore Willpower. A full day's sleep also restores a point of Willpower. The flaw is pretty bad but not unplayable....
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  • 11twiggins
    replied to Combo Disciplines
    I use a Mentor and Research system which greatly cuts the costs but demands they stay on the good side of the backgrounds that facilitate those reduced costs....
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  • Lore of the Bloodlines, in the Harbingers chapter....
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  • 11twiggins
    replied to Combo Disciplines
    But the 3x sum of levels thing is dumb because the sum of the levels is not an accurate measure of how powerful the power is. An Animalism 5 + Fortitude 1 power won't actually be weaker than an Animalism 5 + Fortitude 3 power, in my experience, but that's 6 more EXP.

    The highest level included is a better measure of the power level, since any power which includes a level 5 Discipline will typically be quite powerful, whereas powers which only include level 1 Disciplines will typically be less powerful.

    And yes, the ones which combine with the Physicals are very good....
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  • 11twiggins
    replied to Combo Disciplines
    My problem with the powers is how horribly expensive they are. I'd argue that acquiring the necessary powers should be the main cost. When I'm coming up with costs for Combination Disciplines, I just take charge 4-8 EXP depending on the levels involved. A Power combining level 1s is 4 EXP, level 2 and lower is 5 EXP etc.

    This way someone with Visceratika 4 and Fortitude 4 might actually think "hmm, 7 EXP for a power which lets me double the effects of Visceratika 4 for a Scene, that's actually a pretty great deal!" rather than "I'm not spending 25 EXP just to improve...
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  • I think that's a fair response. For example, the one which gives you 1 BP from a skeleton means you can break into a crypt which hasn't been disturbed for 1000 years and there still be an active (insane) Samedi in there, surviving on bones of the old city's inhabitants, and animals and rats etc. which fall down there. And while it's a great way to introduce plot-related powers, Elder Games are a thing and Dark Ages Vampire is a thing, PCs can have level 6 powers. On top of that, it would be nice if they were balanced and they were plot-generating. Like if this power let you get 10 points of blood...
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    Last edited by 11twiggins; 04-11-2017, 06:17 AM.

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  • We're talking about a CHANTRY. Therefore (in my cities) the Ward Against Ghouls and Ward Against Kindred and Ward Against Lupines (and Spirits and Ghosts...) will extend a good bit beyond the Chantry. Not a huge amount, just enough that someone standing outside it couldn't throw a grenade at the building. These cost a lot of blood and takes up a lot of time, however the Chantry has a rota where Tremere maintain the ward (good way to soak up the Downtimes of a Tremere player is to have them given boring jobs like that; gives them an incentive to rise up the ranks and also balances them having access...
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  • 11twiggins
    replied to Mantis: Rebirth
    Ryoga84 I really strongly agree with you that they shouldn't have a Swarm form. Swarms work for flies, cockroaches, spiders and beetles, but the Mantis is solitary by and large.

    I think Rage works, but I think a link to Helios would make sense. Insects are cold-blooded (well they don't have blood, but you know what I mean, many insects rely on sunlight to get their best activity done) and therefore they would revere Helios regardless of any true link to him. I think that it would make sense if the Weaver struck a bargain with Helios that he would help make her Insect Races, as insects...
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  • Agreed, however that's a Ritual you need to cast earlier in the evening, and so the comparison was a bit tenuous IMO. Definitely worth noting, especially if you have Early Riser, but those with Abyss Mysticism are kind of screwed anyways so......
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  • This post is going to be edited a few times to add Paths. I'm doing them from scratch because the Sorcerer book's Paths were always mechanically odd.

    Path of Healing:

    Dice Pool: Path of Healing + Medicine (or Alternative)

    Modifiers: +1 difficulty on unwilling target, +2 difficulty on supernaturals the user hasn't studied and practised on.

    Wounds:

    The number of points of damage healed. Speeding the natural healing processes reduces the difficulty by 2 and simply divides the healing time by the level being used.

    So if...
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    Last edited by 11twiggins; 04-14-2017, 12:49 PM.

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  • 11twiggins
    replied to Mantis: Rebirth
    However in the Ananasi lore, which is pretty much legit (well, they're right about most things and wrong about a few things, and the things they're wrong about they're VERY wrong about) the Weaver created all of the Insects to be her minions during the primordial times. Human Scientists think that the Mantis evolved 175 million years after spiders, but using that IRL fact in WTA would override an aspect of the Ananasi lore which is quite nice. Now I'm all for overriding, questioning and ignoring lore (points to own past involvement on WTA forum) but I kind of like the idea of them being an oddity,...
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  • System:

    Roll Path Rating + Something (an Attribute or Ability), Difficulty is 3 + Level of Highest Aspect. Dice pools are always effected by Wound Penalties (which can be ignored for a turn with Willpower, remember).

    [I'm borrowing from DA:F with that first bit, always liked the Dominion + Something thing] [I like the idea of Sorcerers being wound-adverse]

    Casting Time: 1 turn for Spells, 15 minutes per level of Ritual. Spells can be made extended rolls. Some Paths demand extended rolls, and in some Paths the "Spells" can last hours as a balancing...
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    Last edited by 11twiggins; 04-10-2017, 03:42 AM.

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  • 11twiggins
    replied to Another Way to Blood Bond
    As a side note, there's a Vicissitude + Auspex power which lets you fake taking Vinculum.
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  • 11twiggins
    replied to Mantis: Rebirth
    Hmm... okay, I can see the following. Pentex do an experiment to try and move past the failed Cockroach experiments. They choose the mantis for its aggressive behaviour, hoping to make something better than the Warwolves (deemed a failure as they're incapable of being properly controlled). They successfully breed a human embryo with Mantis DNA held in a plasmid within each cell, ready to be called upon... and this is when Mantis struck. Yes, she could never rejoin with flesh, but these humans had given her flesh. She didn't realise that it was a trap.

    The net result was a failed experiment...
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    Last edited by 11twiggins; 04-08-2017, 11:26 AM.

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  • WoD Hermeticism isn't the same as IRL Hermeticism.
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  • Kammerer Okay, so when Eritrus' foundation was laid down by Goratrix literally cutting off his member, as the ultimate symbol of masculine power (an underlying part of House Tremere's paradigm in the WoD), was that some kind of subtle comment on weapons and occult mysticism?
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  • It's hard to define, and I have a few systems in mind like "thematic to Vampires" and "Vampire vs. Vampire Wizard" and "supernatural vs. magical", but while these systems all work up to a point things become subjective in each case. I can tell you that Lure of Flames MUST be Blood Magic, since it's an unambiguous case... but what about Reading Minds? Or making supernatural poisons?

    I think Blood Magic is a good system for unifying powers which are too niche or odd or un-Vampiric or rare or specific to be Disciplines. I mean Focused Mind could work as...
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11twiggins
11twiggins
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Last Activity: 04-22-2017, 09:19 AM
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