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  • EndlessKng
    started a topic Show of Power and Mage Spell Factors

    Show of Power and Mage Spell Factors

    So Show of Power lets you use another types supernatural power as if you rolled one success on its activation, 3 if you exceptional the Show. That works well enough for many Vampire and Werewolf powers, where successes often define effect.
    But what about Mage Spells?
    In 2E. successes no longer determine the overall effect when casting; factors are calculated before the roll, and the effect is based on those. The successes, at most, determine if you exceptional and get an unexpected bonus.
    But then, if I am using Show of Power to emulate an instant-cast spell that I witnessed...
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  • EndlessKng
    replied to Ministries and Paths
    Dataweaver and Errol cover it, I think. The Seals each rule an Arcanum, but they still need others to serve it, and as long as the arcanum isnt your Inferior you can still become an Adept and be terrifyingly powerful, gain four dots of benefit from your Crown level if Prelacy, and overall serve your master in your own way. Mastery should be fairly rare imo anyways.

    And, while the Exarch may rule an arcanum, that isnt the only thing they are. You can rule over something with other tools. The Exarchs and Ministries are as much symbols of philosophies or philosophies themselves as...
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  • ...and yet. It makes so much sense. Best I had been able to do for Dio was, like, True Brujah from masquerade with a pallet swapped lure of flames.

    Bravo, good sir.

    EDIT: OK. Time to add some more to my stuff.

    Giving it some thought, I think I'm going to go with the Beast/Mage/Vampire first, and focus on that one. May come back to another later, but focusing on one for now.

    Options chosen were 1 and 2.
    For Option 1, I'm going to go with this interpretation, just to set a rule: 25 Experiences per template (the minimum for an Elder), a...
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    Last edited by EndlessKng; 02-09-2019, 12:36 AM.

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  • Apparently got ninja'd by the OP. But glad I was accurate at least....
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  • So my read is that all power stats and fuels are separate. You have one pool of Willpower, but, in your examples, you'd be keeping your Satiety, Mana, and Vitae/Aether separate, as well as Lair, Gnosis, and BP/Primum. The board won't let me copy, but it does say that "you keep all relevant traits and pools remain separate."

    As for the V/V Analogues, I think that you get any and all unique ones, which does create ways to play you more easily (since Social Maneuvering would have more things to play with - unless you are just a Demon/Mage, and only have a Virtue and Vice),...
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  • Well damn. Like... when I said I did a lot of this lately, I mean that this has been a thought in one form or another since November, and I have literally devoted most of my free time to experimenting with this... so that's actually kind of cool. Mind, I have some alternative ideas of how this could play out... but it's a fun thought experiment anyways and I like the challenge of having constraints that I CAN'T arbitrarily change. (Also, if you haven't checked it out, look up John Wick's "The Flux." At one point I think he made it free but it may not be. But given what you described,...
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    Last edited by EndlessKng; 02-05-2019, 12:29 AM.

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  • So I had actually been playing with some similar concepts of late... far more broken, of course (I was curious what happens if you take a mortal character through the first four steps, and then add in just about every 2E major and minor template, and some of the 1E ones that haven't been translated, save for a few of the Hurt Locker ones - basically the ones that aren't Atariya and Psychic Vampire). I also had a similar idea surrounding just doing the Minor templates and seeing how that turns out (it's... weird). Also, the whole "slots" thing and how some are a bit "bigger"...
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  • My read on it is that it's an ST call ultimately, but the bit about how a "light based invisibility" spell would hide from Mind Sight does make that a bit odd.

    Personally, my house rule is that an appropriate Arcanum MAY reveal the use of some sort of effect and hint at what it is doing, but you would, as described, need a more specialized spell to do a separate Clash to break it. For example, with Face in the Crowd, that is making you blend in with everyone. I'd say that it conceals the Vampire from Death sight (after all, they're just a person), but allows Mind Sight...
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  • Ah, sorry. Forgot to cite my sources

    Travel Agent is a merit from Secrets of the Covenants. Specifically it is an Invictus merit, representing the interconnections of the Covenant and how they tend to provide token favors and protection to members. Mechanically it works much the same - you set a minimum threshold of successes to interfere with travel, you can use half the dots as allies and/or contacts in new cities, and the part I traded out was that when you arrive you can specify a "receiver" (which could be a person or group) and come in with a piece of social equipment...
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  • Work (and running a LARP) has kept me from coming up with ideas, but I appreciate both the support and the suggestions!

    Let me reread those and see what I can come up with. I have a couple ideas for Yuri's Group, but I am not sure what would fit well together (the Support Network Merit seems like it would make sense there, but may be too on the nose). Maiden's Blood also has a few ideas...

    Given that it's a sorority with chapters, it stands to reason a merit that emphasizes this interconnection makes sense. You may not be able to secure a loan from a sister in a distant...
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  • WELP.

    Bring it on then. I no longer have any fears or concerns.

    I am, I believe the phrase is, down with the sickness....
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  • Yeah... the Cainite Heresy feels like a Conspiracy at least with their reach, but most of them feel a lot like "Compacts with extra powers," especially after C&C gave us Compact Endowments. Mind, I love Compact Endowments (see my thread, which one day I'll add another entry to when work isn't making me hate everything and eating my soul...), but the Merrick Institute feels far more like a Compact with an Endowment that happens to be supernatural instead of purely mundane. Same with the Knights of Saint Aiden - Ink is real cool (easily top three Endowments in the game for me), and...
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  • A bit more to add from some reading I did today:

    As much as I said to avoid Exploits, probably avoid Exploited Gadgets harder. They are obviously off in some way and often lose their original functionality. Their primary advantages - limiting Compromise from using the Exploit, and saving the Aether to activate the effect - are less beneficial than the costs for this concept (you have to keep it up almost constantly with Aether; if it ever runs dry, bury it in cement because either breaking it or trying to refuel it will cause it to go ka-blewy).

    Embedded Gadgets are...
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  • My only concern about this is a possible situation like Dark Eras had (and Beast's Kinship Nightmares to a lesser extent), where the book came out so far in advance of some of the cores that the mechanics were hard if not impossible to adapt (see the Courts from Dark Eras which make mention of the Goblin Vow and Approaches in their Mantles - you could adapt Goblin Vow since the 1e merit was fairly and intentionally light on mechanics, but the Approaches thing is far harder and may have to be replaced outright) or reference concepts that may not exist in the new game (see the Geist kinship merits...
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  • EndlessKng
    replied to Strix Species
    From a writing perspective, it could have been something they added in after the mechanics were set. They may have come up with the idea later in the process, and only then added it to the book without giving it much teeth (or with the intent to let each ST define other varieties or differentiate sub-types). So no real rules as of yet, but homebrew may help.

    I know that LostLight did a homebrew idea building on the Edimmu from Ancient Bloodlines as a counterpart of sorts to the Strix. He also created an expansion of the Ale concept from the end of the Dhampir chapter of "Half-Damned;"...
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  • EndlessKng
    replied to Kindred Psychic Vampirism
    So I'm of two minds on this point.

    The first is that the "unaging" isn't quite a weakness, per se. Or rather, it's only a weakness if you wish to utilize it. Granted, I don't know a lot of people who wouldn't want to stop getting older (at least once they've hit their twenties), but the Unaging effect isn't a requirement or a bug in the way that many other forms of mortal-attainable "eternal youth" are. Compare to both ghouls and ghost eaters (at least per the kickstarter previews). Ghouls have a very "small" maintenance requirement - just one vitae...
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  • Agree with Satchel. There are four embeds that specifically use Stealth: Ambush (Instrumental, Wits), Alibi (Manipulation, Mundane - involves separating a Cover for a scene so you can sort of be in two places at once), Lost in the Crowd (Wits, Mundane; allows you to hide in the midst of a large enough crowd), and Never Here (Manipulation (-Resolve), Mundane; forces targets to forget the Demon's presence at an event). In addition, Interference is a good one to have, since it can help cover up after a Cover loss (it diffuses the demonic signature after a failed compromise; Manipulation+Subterfuge)....
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  • The mention of Gilded Cage gave me an idea. It may be a bit of homebrew, and if you have any Ordo players it may not be a good idea since it steps on the Coil of Zirnitria a bit, but...

    In the old Tal'Mahe'Ra, they often met in the Underworld/Shadowlands, at Enoch. It wasn't uncommon for members to have Necromancy, or at least know someone who does, so they could get to their base. In a homebrew LARP set in the Dark Ages, the True Black Hand was just the Black Hand (pre-Sabbat), and members could take a merit from the BNS VTM book that let you buy rituals without having to buy...
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  • EndlessKng
    replied to Least disruptive Awakened
    I may recommend having *A* dot of spirit, and just the one. 2E makes dabbling a little less costly, as it doesn't block the progression of other arcanum (the way the ladder of arcanum did in 1E). I recommend that only so that you can see the spirits as well and interact with them alongside the werewolves; they are still the masters of the spirit world, but it doesn't lock you out completely, which could be an issue. But, that is up to you - perhaps it would be fun to be the one person who can't deal with spirits in the group.

    I think the "no order" idea works well too;...
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  • One thing about the Tal'Mahe'Ra, at least in their portrayal in the V20 supplement - they aren't just one thing, but a gathering of interests and cults that have shared overall aims but different focuses (or, from the other angle, a group that has a lot of compartmentalization that would appear completely disparate if you didn't know better). So, it's possible that an equivalent wouldn't be one thing, but a group of the various mentioned parties. VII could be focused on taking down vampires in general, drawing on elements from any or all three versions of the book (using all three gets complicated,...
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EndlessKng
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