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  • I just don't agree. There are some things that vampires just should be able to do in my mind, like seeing the dark, and jumping off of buildings or out of high windows and landing undamaged, and walking around barefoot in subzero weather without the slightest care in the world....
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  • Except many bloodlines were born thousands of years after that, yet still have weaknesses. Hence my theory that a weakness forms as a result of an obsession that creates an affinity for certain disciplines at the cost also creating a weakness.
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  • I think a big part of the reason that all of that was simplified was because it's now intended as the stat block for the antagonists. You're not supposed to work towards playing a Dread Necromancer. You're a neonate with such high humanity, low bane-rating, and low disciplines that you are practically human. The Dread Necromancer is the sire you are going to kill using the subtle advantages inherent in high humanity, low bane-rating, and the understanding of modern technology. You don't need attractive discipline options because you're never going to get enough discipline points for that to matter....
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  • I'm not a fan of that. Different Antes laired in different places, and popped out most of their baby 4rth gens in those places. Tzim laired in the Carpathians. Of course the most powerful Tzims are going to be from there. Lasomba laired in the Mediterranean and popped out most of his baby 4rth gens there. Of course most of the most powerful Lasombras are going to be from that region. The only clan with a legit reason to be spread randomly would be the Gangrel, as Ennoia was a wanderer....
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  • My headcanon is that clan weaknesses and discipline spreads are created by obsession. Ennoia obsessed over animals, so she gained the ability to progress at the animal related disciplines more easily, but also started to transform randomly into an animal. Troile obsessed over sparking violent rebellions and so gained the ability to create and participate in violent rebellions more easily, but was also filled with rage him/herself. Ventrue obsessed over controlling a changeless empire, and gained the ability to be more changeless and enforce changelessness, but lost the ability to even change his...
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  • The original had a heavy element of "Family Guy" and "American Dad" style parody humor. A parody style that carried over into the "Bloodlines" game, which has a heavy element of that same sort of humor. It really feels like that's gone, because the game has been taken over by people who have zero sense of humor.

    It also feels like it is now a game purely focused on having you only play the protagonist in the sorts of movies where the half-turned eventually kill the real vampires. You're Mina in "Dracula", you're Michael in "Lost Boys",...
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  • Blood potency increases being a mixed blessing at best is not a bug, it's a feature. The dirty little secret of this edition is that you aren't intended to play a vampire, not really. You're intended to play someone with little or no blood potency, but also low bane rating and high humanity, who fights the REAL vampires: the creatures with high power, but also high bane-rating and low humanity. You're supposed to loathe the REAL vampires, and kill them using the subtle advantages of high humanity and low bane-ratings. It's a vampire-hunter game where you are akin to the half turned types like...
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  • CajunKhan
    replied to Leaving the Sabbat
    I see the idea that the vinculum is some super-blood-bond as being Sabbat propaganda. The Sabbat have made a point of portraying the vinculum as some bond of unbreakable eternal loyalty that makes the Sabbat eternally unified and invincible beyond the comprehension of pathetic Cammies and Anarchs. Meanwhile the reality is that it is blood-bond-lite, with all the limitations of a regular blood bond, while also only creating a mild feeling of affection that smooths over minor conflicts, but is easily overwhelmed by severe conflicts.
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CajunKhan
CajunKhan
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Last Activity: Today, 07:41 PM
Joined: 07-29-2014
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