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  • Legendre
    replied to Messing with the Harpy
    I don't treat it as an official position, either. It's actually more of an insult in my WoD -- a way of acknowledging that someone has a certain amount of status and credibility, but at the same time belittling them as being obsessed with gossip and silly social status games. That said, everyone knows who the Harpies *are* in my games, and they do well to avoid pissing them off unintentionally.

    As for tactics, I agree with Pang4. Making shit up is amazingly good... but that kernel of truth is super important, because it puts the target of the lie on the defensive and puts them in...
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  • I can understand that.

    But learning how to deal with those problems, how to turn them from bugs into features, made me into a much better ST. Communal havens feels like a crutch.

    And -- without getting all judgy about it -- it also totally feels like the "Hall of Justice" and I am SOOOOOO going to steal that phrase as a way for this one NPC to refer to the way that all the coterie members in my current game hang out at the Toreador's "public" haven. (Which, of course, is not where she sleeps.)...
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  • I don't play V5, so I don't know how ingrained into the game's structure something like a coterie haven is, but when I read the first post of this thread my immediate reaction was along these lines. Maybe with a bit of "WHAT THE HELL?" thrown in.

    The idea that the players/characters in *any* of my games would ever have a communal haven... I mean, they barely trust each other enough to work together when their collective asses are on the line. And even then they're edging for position and angles over each other.

    I've always thought that was a feature (not a bug)...
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  • Man oh man... how could I have left this off the short list? It's fantastic, and a favourite of mine as well. Fully recommend, NuHxnger36!!!!!!...
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  • I have five answers.

    #1: "Still apply" according to whom? If you're the GM, anything goes if you say it goes.

    #2: All the old books are excellent reading. I personally find the second edition materials to be the most interesting, but the 3rd/Revised materials are excellent as well -- particularly the Guide to the Camarilla and the Guide to the Sabbat.

    #3: The "By Night" books are magnificent if you're never run a vampire game before, or if you're just getting started and want to have an idea of what a vampire city *looks like*. They're...
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  • Yeah, I got one. It's a Ravnos/Nagaraja hybridish thing, created because I don't have either of them in my games. The clan was created in and is firmly based in India in my games, but there's no reason that they couldn't travel.

    ASURAS

    Description
    The Asuras are a mysterious, little-known clan of vampires who live primarily (and almost exclusively) in India and other parts of Southeast Asia. They have not indicated any affinity for either the Camarilla or the Sabbat, although some Ventrue in India have had dealings with them. By and large, they remain in their...
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  • I'm not sure where "validity" enters into the discussion, nor can I for the life of me fathom why -- presuming that you are intending to use "invalid" as a loose, generic placeholder for "unwarranted" -- you would think that I would proffer suggestions on how to *fix* a problem if I didn't think it existed. For that was indeed what I was doing.

    But in any case, your question is a good one. Why bother buying the new books? It is a question for which I have consistently failed to arrive at anything approaching a satisfactorily motivating answer....
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  • Completely agree.

    If only this was the sort of game where you could just make believe whatever you wanted... maybe you could just decide to bring it back.
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  • This is a fantastic idea. It's so good I can honestly say that I wish I'd thought of it, and if I were still playing Vampire in the canon WoD (where the Tremere "stole" their vampirism) I totally would.

    Thank you for sharing this. I'm filing this away in the back of my head to do something with it someday.
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  • Some good ideas here. Lemme take another stab. (Original post will be edited)
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  • The Path of Augury

    This path harnesses the mystic power of vitae to fuel divination. With the exception of Divination Sense, all powers require the use of some sort of instrument — Tarot Cards, casting bones, runes, entrails, etc. Any user of the Path automatically receives a complete understanding of all such techniques

    Note that the second, third, and fourth rank powers on this Path cannot be used to determine anything about the Caster, his or her actions, omissions, choices, or fate. The result of those powers assume that both the Caster and anyone aware of...
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  • They should BOTH make you better at things AND maybe have some specific powers as well. ...
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  • Lament of Phobos
    This path draws on the predatorial humors of the blood to create, analyze, and play with the fear of others.

    ● Behind Every Shadow
    (Sight) (Gesture) (Personal) (Resistance) (Time)
    By expending a Blood Point, the caster may cause the target to imagine that he or she is being watched by a malevolent presence. The target will “feel” the presence staring out of closets, from underneath beds, dark corners, dimly lit alleys, unlit windows, and any other appropriate location. While this power is in effect, the target gives away Advantage on...
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  • Whiteboarding: New/Revised Thaumaturgy Paths

    As you might be able to tell from the recent post on Thaumaturgy Frameworks, I'm in the middle of doing a rework of Thaumaturgy for my games. One of the things I've decided to do is add several paths. This means (in addition to converting them over to be compatible with the rules I use) tweaking the every living crap out of them in order to make sure that they are balanced. (That goes for whether I'm doing something from scratch or hijacking an existing path.) I thought I'd see if there was any feedback or criticism to be had on the thematic, balance, and mechanical aspects of a few paths...
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  • Converting everything to rituals actually sounds like a great idea, but a f*** load of work. Definitely has potential though.

    Are you saying (talking mechanics for a second) that the tiers should lock each other down so that primary is limited by home, secondary by primary, etc.?

    So a tertiary path, say, ould only be learned as a fourth path (at the soonest). Do I have that right?

    Finally, I forget what Path of Conjuring does in canon... but I've put a lot of work into making the paths a little more balanced. So I'm less worried about that sort of...
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  • Whiteboarding: New Thaumaturgy Framework

    UPDATE: Revised version below.

    So I'm working up something for the next revision of my homebrew rules, and I wanted to run it by some fine people of knowledge, skill, and distinction in order to see how it "felt" on both a mechanical and a thematic level. I can't find any of those, so I suppose I'll have to settle for all of you.

    The idea is that there aren't just dueling schools of *thought* within the Tremere, but actual different theoretical schools of Thaumaturgy that approach using the power of the blood in different ways. When you pick Thaumaturgy as...
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    Last edited by Legendre; 03-20-2020, 03:25 AM.

  • Unbelievably crappy Malkavian characters defined by a gimmick. What did you think I was talking about?...
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  • In 1995, I realized that there were two types of vampires in the game: vampires with mortal identities, and what I like to call, for lack of a better term, "Professional Vampires." The Professional Vampire doesn't have a day job: he or she is either independently wealthy or just takes whatever he or she needs. At most they have a paper identity, something that will allow them to own things (if they don't do it through retainers).

    As I've almost exclusively played "Behind the GM Screen" for the last 36 years, I don't have a lot of Player Characters to talk about....
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  • You say these things as if they weren't all symptoms of the same problem......
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  • This strikes me as part and parcel of everything that is wrong with how people play Malkavians. But hey.... it's your game.

    If you do use a real 8-Ball to have in-game effects, remember that when/if you're coding it to game events, 8-balls have a fairly strong bias towards positive responses. So depending on what you want to be more likely, you can ask "SHould I kill X" or "Should I let X live."

    If your players are unaware of the bias, you can have a lot of fun with this. If they are aware of the bias, you might want to ride herd on that a little...
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Legendre
Legendre
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