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  • I didn't suggest that, but if that works for you just go ahead....
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  • Juggling is an apt analogy for Spell Control. Each spell you have control over is a ball you're juggling. For each ball you juggle (over the limit you're comfortable juggling), it's harder to add another ball. While you don't intend to juggle an instantaneous spell, it's still going to be difficult to grab that extra ball and throw it away due to all the balls you're already juggling.
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  • I don't really know how to balance requisitioning for high Resources/Status ratings, but I do want to point out that five dots of Status is typically reserved to the top brass within an organisation, or at least someone with enough authority that the vast majority of the organisation will listen to them even if their rank doesn't technically reflect that. Your character might be held in high regards due to circumstances you've described, but is it to the point where the majority of the local GotV considers him (formally or informally) their superior? If not, then fewer Order Status dots might...
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  • You're definitely supposed to have multiple scenes per session, and one scene per RL hour is quite reasonable. Consider that earning Beats (regular and Arcane) are limited to once per scene (per source for the Beat, so only one resolved Condition and one resolved/advanced Aspiration, and so on), so it's quite important to have multiple scenes during a session if you want the characters to progress.
    I want to point out that the approximate in-game length of a scene is one hour, but it is a loose approximation that can be anything from a few minutes to multiple hours depending on what's happening...
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    Last edited by Tessie; 10-11-2021, 05:39 AM.

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  • You're absolutely correct. The book clearly state that Fiends of Duat and Akathartoi are the same thing. I think it makes literally zero sense that Fiends of Duat, who are defined as beings from Duat, and Akathartoi, who are defined as beings from the Inferno, would be the same thing when Duat and the Inferno are . However, I just remembered that Akathartoi once was used as name for all denizens of the Lower Depths on the account that the Inferno was the Lower Depths at one point, before the whole concept was revamped and expanded. As such, I think it's very likely the writer for that particular...
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  • If, hypothetically speaking, there was reason enough to reuse themes from existing games, I would be quite interested in new games based on Beast and Mummy.
    Beast has been badly hurt by its reputation, but it's also, in my personal opinion, not great mechanically speaking, and I also think a lot of people were disappointed by the "type of monster" was chosen for Beast.
    Certain design decisions, such as lack of gameplay loop outside of "feeding leads to complications leads to Satiety expenditure leads to feeding", no organisational systems other than "broods...
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    Last edited by Tessie; 10-04-2021, 01:51 PM.

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  • Utterances are the main powers of mummies. I just included some info about Dave Brookshaw for those who don't know....
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  • (^ Headcanon from former Mage lead dev who's worked with all twelve CofD games.)...
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  • Hunter: The Vigil, the only game left that hasn't been released with the Revised Storytelling Game ruleset, has been sent out to kickstarter backers. I think there's a good chance it gets released on DTRPG before the end of the year, meaning there's nothing left to update to this edition.
    That said, 3E should indeed be very far away. With the RPG industry's current slow pace, it'll take many years before OPP gets through the life cycles of the current edition of Deviant, Mummy and Hunter....
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  • The only difference is that PGttCC includes the line that says to use an Attribute for powers that aren't dot rated. That line is actually missing from all core books for splats that generally use dot rated powers. MtA adds additional rules with Advanced Potency and non-standard CoWs for ephemeral entities, DtR uses +5 instead of +4 for permanent powers, both WtF and MtC uses a different trait instead of an Attribute for powers that aren't dot rated, and GtSE is the worst offender by using the activation dice pool (Attribute+Skill; no Supernatural Potency/Tolerance at all) for Ceremonies.
    ...
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  • That makes more sense. But it's also an even better example for why including the options' respective franchises in the opening post would be a good idea....
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  • I asked because I honestly had no idea what you referred to before I googled it, and others might also appreciate the clarification. Maybe InGen is more prominent in the new movies, but I have no recollection of what the company was called in the original film. In contrast, the other three are heavily featured and name dropped in their respective franchises.

    My vote goes to B.

    Edit: Typing out the sources for all four might save some people some confusion.
    In the same order:
    Jurassic Park (film franchise)
    Angel (TV series, Buffy spin-off)
    Overwatch...
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    Last edited by Tessie; 09-28-2021, 11:59 AM.

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  • "Ingen" as in InGen from the Jurassic Park franchise?
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  • Tessie
    replied to Monster Mash 2021 - Round 2
    A gets my vote.
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  • Tessie
    replied to (2e) Secrets Ripped From The Sky
    You say it's not a "Hitting Things With Magic power" but it explicitly hits a target. They could at least type out what they intend to happen to the target, even if it's just "it takes xx aggravated damage" or "it dies unless it's invulnerable".
    There are multiple ways in the game to greatly reduce damage taken from fire and/or Environmental Tilts. Most of those does not also protect against physical force, but could apparently still fully protect you from a meteorite to the face.
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  • Tessie
    replied to (2e) Secrets Ripped From The Sky
    It's still weird how there's no impact damage from a meteorite hitting a target so hard buildings within a large area starts to collapse.
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  • The reason each gameline has its own systems that works in particular ways is because they are designed to facilitate certain themes, moods and stories that the games are about. Those things are the main identity of each game, with the game's monster type being chosen to fit that identity. If you remove the unique systems and replace it with generic systems that are supposed to fit multiple games, then you'll lose the identity of the
    I do absolutely think there's merit in a game that's about playing monsters just for the sake of playing monsters (and I do absolutely think a large part of...
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  • Edit: I believe this is the first time I've been subject to the double post bug.
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  • Tessie
    replied to About the Unaligned
    .

    A Ghost Wolf is a werewolf that simply hasn't chosen a Tribe (whether it's an active choice or due to isolation), but, as you say, the state of being a Ghost Wolf is significant because of metaphysical and mechanical consequences of that choice.

    During character creation, being a Ghost Wolf is as significant and almost identical to not having a Clan: Losing out on a free trait increase (Renown/favoured Attribute) and on an XP discount (Tribal Gifts/in-Clan Disciplines). That alone justifies having a write-up in the style of the Tribes....
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  • Would be a start.

    Actually, I would like for Bloodlines to be completely reworked. Right now we've got three or more different broad concepts stuffed into a single, limited design space that has to compete for a singular slot on the character sheet.
    Like, imagine if Tremere and Scelesti were still treated like Legacies in Mage 2e. Or if Entitlements and Empty Changelings were just reduced to a set of Kiths in Changeling 2e. That'd be a huge step backwards. In my opinion, Vampire 2e should've already branched out with weirdness that does not fit the Bloodline model....
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Tessie
Tessie
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Last Activity: Today, 06:10 PM
Joined: 05-27-2016
Location: Sweden
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