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  • Theodrim
    replied to Flaw "cursed" ideas please
    The character suffered a miscarriage of justice, and in turn ended up committing a crime themselves in retribution? That's how I read that, anyhow.

    So, three-point flaw?

    If the character is accused of a crime, vindicating evidence and testimony will never withstand trial. Whether or not they actually committed said crime. Murder weapons or stolen goods always turn up missing, witnesses are discredited or suffer untimely deaths (if mortal), alibis can never be proven, etc. In a Dark Ages setting this is eminently appropriate as a character can always vindicate themselves...
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  • Theodrim
    replied to Flaw "cursed" ideas please
    I'm bringing this up specifically because curses tend to be catered to character backstory more than anything else, but in the case of my character she had a spirit mentor which was a moderately-powerful water spirit in the locality. An unintended consequence of her pact with this spirit, was the arcane curse. She also had the "cannot cross running water" flaw as a result of this pact, being the spirit in question was a river spirit.

    Moral of the story, curse ideas and potential plot hooks stemming thereof, will generally reveal themselves organically as a player fleshes...
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  • It's just ambiguous wording. By RAW you still get overage, it's just resolved as a single attack even though you're hosing an opponent down as opposed to taking a single shot. That's what that "single bullet" wording really means.
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    Last edited by Theodrim; 05-13-2017, 09:09 PM.

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  • Theodrim
    replied to Flaw "cursed" ideas please
    Well, I played a Telyavelic Tremere recently with the arcane curse flaw from LotC that could perhaps provide some guidance. What her curse was, she always smelled like water lilies, the scent overpowered all other ambient scents, and the scent continued to permeate the air for a while (not unlike a strong perfume) after she left a room. Doesn't sound like much of a curse at all, until you realize she could be tracked by scent by even so much as a mortal (provided they were hot on her tracks) and the strength of the water lily scent could be enough to cause a Masquerade breach under the right circumstances...
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  • No shit. It is, however, the root cause of the chief problem expressed in any and every given discussion about Celerity, which is the overwhelming power combat-focused characters can bring to bear with it. Which is precisely why I bring up overage; any discussion about Celerity that preserves the root cause of this problem will never, ever yield balanced results. Look at DAV20 Celerity; it's the most heavily-nerfed iteration of Celerity that has been or likely ever will be introduced into this game, and it's still regarded as overpowered. Why? Because it addresses a symptom, not a cause.
    ...
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    Last edited by Theodrim; 05-10-2017, 07:45 PM.

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  • And, the reverse scenario as-written is what, exactly? Even with Fortitude and armor, characters lose to Dex/Cel maxers with zero chance to put up a decent fight.

    And, you're treating blood as if it wasn't a finite resource limited in per-turn expenditure by generation. Unless you're 9th or 8th gen, it can and most likely will take multiple turns to buff to generation max, and by doing so you're depriving yourself of blood which can be spent to heal or buy Celerity actions later down the line.



    You have to have learned that discipline, first, and not "every"...
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  • Well, yes, but there's a pretty huge qualifier there. Due to how soak pools work in cWoD, if damage and soak pools are on at least rough parity with one another, attacks more often than not are going to be fully soaked or deal middling damage. Without overage, if a given character can't punch through their target's soak pool in a given hit, all Celerity 1, 2, 5, or even 10 will do is drain their blood pool; it's better for that character to buff Strength (assuming melee or thrown weapons) with that blood, instead, to increase the likelihood of dealing damage. Otherwise, you're just playing the...
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  • Without retreading what I already mentioned in the OP, what my ST and I have in mind for this character is the Ventrue Primogen is a class-A hard case, who due to his station and ambitions often finds himself constrained in how to respond to emergent and ongoing situations and schemes. Much the same as any other Camarilla bred-and-raised Ventrue, for whom dignitas is paramount and who are conditioned to respond in the moderate, carefully-curated ways typical of Ventrue. The Primogen is also one of the city's couple straight-up, honest-to-god elders, opposed to older, but well-entrenched, ancilla....
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  • When you're getting overage on each and every extra attack, each less likely to be defended in turn due to how multiple actions work in this game, meaning each successive attack tends to have more overage, you're damned right Celerity actions contribute to overage....
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  • Not in my experience, no. In fact, it's the opposite situation. After nearly a decade running with this house rule, between Potence/Fortitude and Celerity my players will opt for the former almost every time. In fact, the only time they purchase into Celerity, is if it's in-clan. With that house rule, the only one that's considered "must-buy" even at out-of-clan costs is Fortitude.

    With no overage, damage pools become small enough they can be reliably soaked, especially with Fortitude. In turn, that means you can get away with not spending actions to defend. As a consequence...
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  • Theodrim
    replied to Paths by Usefulness?
    Ah, my bad then. I was making that point because there are situations where a vampire would end up (exactly at) incap and at zero blood, but not due to starvation. Like for example, if a vampire is incapped then exsanguinated, or if a vampire had been reduced to zero blood prior, then knocked into incap.

    The other PoB powers make good examples, here. If a vampire is incapped then hit with Blood Rage, and that use drains all their remaining blood, they enter torpor. Or, if a vampire is drained of their remaining blood via Theft of Vitae, and they take a hit reducing them to incap,...
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  • Theodrim
    replied to Paths by Usefulness?
    Okay, first, I'd suggest actually reading those excerpts. It lays it damned clear. "...further damage...", "...and then takes another level...", "...and then she takes a further level...", this is plain-text English; if you are at Incapacitated, and then you take more damage, then and only then will you enter torpor from damage. Not voluntarily, not starvation, from damage. Which is precisely what is being discussed.

    You do not enter torpor at the incapacitated health level, unless you are at zero blood. To enter torpor at incapacitated, you have to either...
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    Last edited by Theodrim; 05-09-2017, 10:59 PM.

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  • Theodrim
    replied to Lore of the Bloodlines
    For what it's worth, since it seems to be a bone of contention, blood "mixology" has an established pedigree in VtM. Various sources alluded to it here and there as a pastime/hobby/pursuit even as far back as the First City; the Book of Nod, if I remember right, reports it to be a staple of the Blood Feasts presided over by Caine and the Second Generation. I want to say newer material (before LotB) even presents it as a practice carried into modern nights by various Keepers of Elysium, and priests and higher during Blood Feasts and auctoritas ritae which feature them. I want to say there's...
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    Last edited by Theodrim; 05-09-2017, 10:47 PM.

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  • Theodrim
    replied to Paths by Usefulness?
    Incorrect. It's if a vampire exceeds Incapacitated with bashing or lethal that they enter torpor; if they exceed incap with aggravated, they meet Final Death. Incapacitated is simply a health level where the character can take no action except for healing or drinking offered blood.

    The only time a vampire at incapacitated enters torpor, is if they are incap and at zero blood points.

    In V20 modern, this is on page 121. In Revised, it's page 140....
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    Last edited by Theodrim; 05-09-2017, 09:49 PM.

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  • I've always liked the V20 version, because it incentivizes not simply buying Celerity actions each and every turn, and making them costly to buy at 1BP/actions.

    Beyond that, I still insist Celerity itself isn't the problem when it comes to combat, overage is. Having played with it as a house rule for years myself, I can say from firsthand experience over the course of several chronicles nuking combat overage alone is more than enough to get players taking serious looks at, well, anything but Celerity.
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    Last edited by Theodrim; 05-09-2017, 09:32 PM.

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  • Theodrim
    replied to Paths by Usefulness?
    My top five always have been and always will be:

    1. Focused Mind. This is about as close to a God-Power as you'll ever get. Focused Mind is what Temporis should have been. There's a lot of ink spilled about level 5, but all the levels are exceptionally powerful. 4 I believe to be the most powerful in the entire line, actually; people grossly underestimate how powerful two Thaumaturgy actions in one turn can be.

    2. Praapti. Teleportation, enough said. Pray you never run into a PC or NPC with both Praapti and Celerity.

    3. Spirit Manipulation. Even considering...
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  • Theodrim
    replied to The Capuchin
    I don't like how that story played out, but this isn't a fantastic way to summarize that.

    Nictuku were a recurring feature to the Nosferatu lore throughout Revised edition, at least, and Vasilisa was a central character to the real-world Baba Yaga myth, which meant there'd be a reference to here somewhere, some time. When Vasilisa showed up in NoP, she did exactly what Nictuku were said to do -- show up out of nowhere, mercilessly and effortlessly whack a Nosferatu, and disappear never to be seen again. The fact a lone Nictuku did this to the progenitor of the entire Nosferatu clan...
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  • Merit/flaw suggestions needed (Ventrue antitribu)

    So, I'm in a Vamp game at the moment (Anarch chronicle) where I was playing a Telyav Tremere; over the course of the past few games, but especially the last one, I more or less made a unilateral decision the PC didn't really fit with the rest of the group being a loner, who was on the run and living with a dark secret, and to boot supermoral (Humanity 7 with every intent to increase it, high Conscience and Self-Control) and not likely to willingly associate with the other PC's. So, I rerolled and instead made a character who would fit, interact with the party, and play a role in the chronicle...
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    Last edited by Theodrim; 05-09-2017, 08:08 PM.

  • Theodrim
    replied to Room 101 music
    "Hey Mickey" by Toni Basil on infinite repeat.
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Theodrim
Theodrim
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Last Activity: 05-15-2017, 12:15 AM
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