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  • "Theme dots may be bought independently of the Ritual
    Discipline for (new rating x 5) Experience"

    Themes used to cost as much as Attributes so it would be easy enough to stick with that. I think the formula the Devs had offered was 3 dots times cost multiplier divided by 5, or 3 in this case.
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  • Okay. It sounded cool. I was wondering how I could have missed something like that....
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  • Diggs
    replied to A Thousand Years of Night
    Book mentioned Utukku of Ur a few times but one was when talking about lost clans and it was in the list with the others then. I think the suggestion was made that the number of lost clans would not be small. It seemed like the "blood pikachu clan" (forgot spelling and don't feel like looking it up) was teased before an official version was delivered. Maybe there will be some new options in the future.


    If it helps, Spinning the Web offers up to 9 experience. My idea of a Methuselah as a story character is different from a player character. If I made stats that felt...
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  • Forgot about it before but after coming to note the progress of Geist, I thought I should point out that Hunter had to begin from scratch and Geist was obviously being considered and unofficially worked on long before it made it on the schedule which is why it went through the first stage so fast. Assuming equal pacing, Geist should actually come out before Hunter.
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  • Diggs
    replied to A Thousand Years of Night
    Utukku seem to be a lost clan. Is this a new reference? I don't remember seeing it before.
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  • nofather
    where is
    ‚Äč
    from?...
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  • Diggs
    replied to A Thousand Years of Night
    I would think a prerequisite for being an Elder is learning to avoid Mummies.

    I liked the review and the critique, the more information the better to me.
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  • I think they had a few "origins" to explain new Beasts in their head and they had to switch out their first choice because the people that loved it so much didn't seem to follow it very well. The character had a definite choice to become a Beast in the Homecoming. Beasts were always like Werewolves in that they come from a proto-version. Werewolves change from Wolf-blooded which through random circumstance are changed from mundane mortals. Beasts always had their "Beast-Blooded" but there were no mechanics to represent them as they are indistinguishable from mundane mortals....
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  • There was a preview of the second section of the book. The Long Solo

    The outline seemed to suggest to me the first of five sections would be a player's guide type thing. The second section they previewed. The third section is more of a storyteller's guide type with a small section of new powers. The fourth section is a storyteller's guide. The final section is antagonists. I expect the mechanics to take up about as much as the last book, less than half.

    It is likely someone will come along within a few days to offer at least a brief description of each section, servant,...
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  • They haven't finished writing the book yet. If they do a KS, it will be after the book is finished. Instead of a note in the Meeting Notes about the book coming out "on Wednesday", a Kickstart release will be announced. Probably months away from either happening. Well, that is actually a definite. The "probably" is more whether it is a couple, few or several and it will probably () be closer to the latter than the former.
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  • If there is no specific plot purpose for the coterie which should make the formation obvious then organically. After each player has a character concept, complete character is better, have each player share what they want the other players to know about their character and each person can figure out what they think about the other player characters in character. Basically, each player creates a relationship tree with the others. The coterie would be a web of shared interests and mutual acquaintances such that any one character may not have a strong connection to the rest but at least an indirect...
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  • Have you tried dropping a body on them? Everyone makes mistakes. Even if there is no other known family and no other kids in that particular home, I assume there are other children around. Do these girls not have friends? Have a monster mistake another child for one of the three and kidnap/murder victim your way through the plot.
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  • Hurt Locker has the merits you are looking for in 2e. Generally speaking, others have addressed the issues and changes.
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  • How would one go about explaining how a finished product will look when it is unfinished? I swear it's like people want to discourage open development. Hard to believe anybody would want to offer any previews. Whatever happens is going to happen. Worrying about something beyond your control is about as useful as a one-legged man at an ass-kicking contest. There is no point in even addressing any concerns unless there will be a kickstarter because by the time the questions can be answered the book would be ready for print soon enough.
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  • Maybe because Vampire: The Dead Man's Party would have led to a lawsuit. Vampires view their existence as a dance for the poetry, as in they move around without really going anywhere in their "lives". Music is associated with dancing. Someone thought it was cute to speak in terms related to practices associated with the dead before the disposal of the corpse for the walking corpses.
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  • Diggs
    replied to What Makes this game Fun?
    Aside from common sense, there is the very real limitation of not being able to make eye contact with yourself. The victim needs to be able to have that "look into my eyes" effect happen which rules out mirrors to use on oneself....
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  • Diggs
    replied to Mortal Definition
    I don't think there is a definition provided for mortal in any book, at least not a very clear one. Some writers have weighed in on subjects like what counts as mortal or a person. I read mortal as any human or very human-like person. Vampires, werewolves, prometheans, changelings, mummies, demons, and beasts are not mortal. Hunters are mortal, unless indicated otherwise. Mages are mortal except as indicated otherwise. Ghouls, wolf-blooded, sleepwalkers, alchemists, and the like are also mortal except as indicated otherwise. Sin-Eaters also appear to no longer be mortal but I don't know how the...
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  • Diggs
    replied to Launching big object
    Perhaps then there is a misunderstanding of the system. To avoid an attack an action is required because the only way to do that is to Dodge. A character can Defend to avoid damage from an attack but they would still get hit unless it was some "Five Finger Death Punch" situation. For example, a target might Defend to reduce the pool so that no successes are rolled; the car falls short and slides into the target pushing them back a few inches when the target puts their hands up to defend resulting in no damage.

    Or we can have something realistic. A person can "roll with...
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  • Diggs
    replied to Launching big object
    Rules say you actually aren't supposed to be able to Dodge when you can't apply Defense.

    Breaking this down, a car is around size 10 requiring an equal Strength + Vigor to throw with a weapon bonus of 3 or, for an additional Vitae cost, 3 + Vigor as a weapon bonus. As an improvised weapon the attack penalty is minor. With an expected 8 or more lethal damage for an attack, I think normal people would Dodge if they can. An Elder could potentially throw an SUV and it would be lethal damage even to vampires.

    Rather than eliminate Defense and fall into a problem when something...
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    Last edited by Diggs; 05-29-2017, 08:10 AM. Reason: mind was somewhere else

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  • Since mandragora count as eyes for rituals, I would say the Acolyte could choose for the plant to go "blind" as long as the plant was also the one petrifying. Other interpretations are possible and some would be problematic, yes.
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Diggs
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