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  • TheVarulfen
    replied to Werewolf and Blood Bond
    Making the blood bond nearly impossible... nearly. There's always a chance, but it's way to high a risk to try. A welp might not be able to resist a persistent vampire, but no stronger werewolf could be blood bound, realisticly.
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  • TheVarulfen
    replied to Werewolf and Blood Bond
    Werewolfs make a gnosis dice throw to see if they vomit up vampire blood, don't they? Use that system to see if the werewolf can expel the vitae fast enough to not have it affect him. The dice throw might become harder (less chance to vomit it up) or maybe the werewolf in question gets hyped on the experience and fights the reflexive vomiting (storytellers discrecion). Tadaa.
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  • Justifying bad deeds is about as human as it gets. Sure, the humanity morality system is about human ideals, but justifying something is a mechanism that's used to process what you did and why. So this is actually a pretty good way to describe what happens in a characters mind. Degeneration is really not giving a thought about if something could be bad or evil or whatever....
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  • TheVarulfen
    replied to Playing a Dragon
    Bygone Bestiary would be the best source, I feel. A really powerfull dragon would be an advanced character, but that book has all the bits and pieces....
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  • It's kind of weird, that's right. But the rules are quite ok. Melee is all about using weapons (and weapons have a lot of different modificators in M20) while martial arts is about striking the opponent with very specific maneuvers. There are a lot of defensive abilities as well and a disarm mechanic....
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  • M20 has an entire section on martial arts maneuvers. It's a core ability that's similar to melee and brawl, but far more refined. While you have distinct weapons with special abilities in melee, you can use special attacks in brawl and martial arts that let you refine your fighting stile.
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  • Spirit/Pride: Enhances a possessed body. Give him some Fomor powers, but make them less disfiguring and more like a real enhancement.

    Time/Greed: Maybe have him deal some damage to a random character on the end of each turn. Make it a dice throw and on a botch, he's hitting himself. It's some time magic that summons up future damage the character may take at any time. (And maybe write down who was hit, so he may negate that damage later on. He already suffered it by then.

    Space/Gluttony: Some Fullmetal Alchemist vibes here (also with Sloth). Maybe this one's less about...
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  • It's kind of easy with the classical elements. Earth/Sloth would be a strong tanky type, the one who charges in head first and uses some kind of grab attack but is really really slow, so the players have some time to react. Water uses mind control or minions to fight for her. She could have some buffs to those under her sway (ignore health penalties or something along the way). Air/Envy is really fast and attacks multiple times per turn, but has difficultys focusing on one target, nerfing her down a bit. And Fire would be a powerfull but not as durable fighter, dealing aggravated damage.
    ...
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    Last edited by TheVarulfen; 09-06-2017, 09:55 AM.

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  • TheVarulfen
    replied to Abominations
    Their existence is a mixture of Werewolf Rage and the Vampire Beast calling to them all at once. They were servants of Gaia, holy warriors of earth. Now they're some... well abomination. They are powerfull, when confronted directly. They have Disciplines, Rage, Gifts and whatnot, but they are feeling the call of two extremely different destinys. They can't follow one whithout abandoning the other. The more they grow in power, the more they lose their werewolf conscience to their corrupted vampire side.
    Think a vampire is damned? This destiny is the worst imagenable for a werewolf.
    ...
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  • I don't know for the vampire, but the werewolf could get hunted by a Hunter, maybe a big game hunter type. The mage seems like either a Syndicate member or maybe a member of the Order of Hermes. He could ultimatly be hunted down by the opposite faction and end up a beggar.
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  • TheVarulfen
    replied to Remote Sniper Rote
    Even when the bullet vanishing is not vulgar, the fact that another person drops dead somewhere in the world because of a random stray bullet shouldn't be. Where does it come from? It's illogical for a HAP to just accept this....
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  • TheVarulfen
    replied to True Names
    It's basically a paradigm thing. You learn true names by researching in books or using your Lvl 1 Spheres to analyse an object/person.
    For an NWO-Agent a true name could also be a tax number or anything used to identify a person.
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  • TheVarulfen
    replied to Remote Sniper Rote
    Teleport something small in your pocket: coincidental (most times)
    Teleport something in an open space: vulgar

    Keep it simple, guys. As long as it's observable by any person around it's vulgar and that's it. No need to drop weapon distribution statistics or anything.

    Another way to look at it (from a ST perspective): Is that rote powerfull enough to break the game? Then it's vulgar. There's always something to make any effect vulgar in specific situations.
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TheVarulfen
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