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  • Into how much damage would you translate it? I don't think you can go over supernatural hellflames from dark thaumaturgy, which is 3 aggravated damage each round at difficulty 9 to soak, that translate roughly in 1,5 damage each round to a fighting garou. If you can run away after dropping the bomb or drop it from very far it's workable; any other way you have a raging garou ready to hugh you to burn you with your own chemichals, which would damage you much more than they damage him, unless you have 8 fortitude....
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  • Yeah, effectively I was underestimanting the social problems that come with the Caitiff status... IT could be a bit too much....
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  • Ah ok, I read that. I interpret it as a specific and not general rule; it is in fact, none of the other transformation powers mention anything similar. I think the rationale behind this choice is that protean 4 is much less attention drawing, so it is brutally needed power wise....
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  • Or is a person that has one rational view of what ethics and morality are, and a natural drive that require other behaviours... Which makes for an excellent tragic character. Not for an excellent problem solver....
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  • It depends on what type of chronicle are you are going to be playing in... If the focus is 75% on personal horror and drama and 25% on problem solving and adventure, conflicting nature\path are perfectly fine... If the ratio is reversed it's much less playable....
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  • Crap, I missed this. So no serpents + zulo... Which page are said rules on? What about protean claws on a zulo? That is spelled out as transformation too......
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  • You took the Personal Aura merit, and Road\Path seems the most important part of your concept; I say: devise your own path! Paths are probably the most inspiring part of the game. Even without having bought the merit, I am playing a Caitiff on its own path, which is the driving force behind said character choices! More, you want a challenging character to play? Devise the path, max out conviction or conscience depnding on how you build the path, then choose a nature that is conflicting with the beliefs of the path. The bigger the conflict, the more challenging the character.
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  • I'l post another horror, with the caveat that's not particularily playable as a character but more of a system bending exercise, and that it relies on the RAW, probably a sane storyteller wouldn't allow this.

    Sabbat monster:
    Obtenebration 5 for Ahriman's Wight abyss mysticism, then Vicissitude to translate your new 5 health levels into soaking dice. Then translate your Str and Dex into more soak dice; then use Embrace the Dark to raise all your physical attributes to 5. You could renounce to the "torpor" and Incapacitated" health levels too. I would say take Vicissitude...
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  • Yes I agree with this. I was only reasoning about raw numbers: no matter how hard you twink, it's unlikely that a pure thaumaturgy vampire will have the numbers to one shot a Luna's Armor powered crinos, and the defenses of similar characters are hardly as strong as the offense, but I was just white-rooming the situation. Superior ability to dictate how the battle is fought is, without a doubt, THE most effective thing; Dominate, ghouling and blood bonds would be my weapons of choice if I had to play a vampire that has to wage a war against werewolves in a braoder sense, with some touches of...
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  • This is not even a character, it's just math exercise I don't think that there is anything more efficient than a large pool with low difficulties, plain and simple. With Thaumaturgy you don't get a 2 difficulty if you use the top tier powers... The ritual I mentioned before gives -2, the focused mind 5 gives -2... If you could somehow put in Path of Blood at 10 that would do the trick, but still the pool is limited to 12 with an enchanted talisman. The point with a physical attack is that success in attack translates to more damage....
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  • 1)Yes, activation roll that goes quite easily considering maxed out will. To make it easier to both create and activate, consider the character having the armor of diamond serenity ritual cast at the beginning of each night; rites of blood makes it possible to learn rituals cross-school.

    2)subject to gamemaster interpretation. "The storyteller always has final autority etc. etc." Given what you are referring to is not called "skills" but "abilities" in the game, And given that for example Black Spirals have a level 3 fetish that gives 3 armor, I think...
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  • Let's suppose a conservative 3 potence celerity and fortitude... What kind of garou would beat the build I posted previously?
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  • It's not remotely as cool as the assamite sniper or the path of spirit tremere, but if you want to create a stupidly powerful combat character: Focused Mind thaumaturgy at 5, berserker merit, path of spirit thaumaturgy at 4, then sprinkle on some physical disciplines, max out dex and melee, some auspex to avoid surprise. Create for yourself a sword with Create talisman ritual, then make it a 5 dice fetsh with spirti manipulation 4. Make another 5 dice fetish that is an heavy armor, making it a 10 dice soaking armor. On round 1 or pre fight you use focused mind 2 and 5, and go berserker. All your...
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  • Examples of non physical non blood powers: Temporis, lots of necromancy, Presence,
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  • V20 V20DA: Some doubts about disciplines

    Some doubts about some disciplines; how do you interpret these?

    Locked conteplation V20DA: The primary effect of this power may be
    activated reflexively as a defensive action.

    Can the player only activate it as a pre-defense? Or is it possible to activate it to lower the difficulty of an active action too? If possible, would this use be reflexive as the defense one, or active?
    Finally, how does the defensive "part" of the power interact with surprise? If you are caught unaware (ambushed) can you activate it or not?

    Nocturne V20DA :...
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SpiritCrusher
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