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  • No problem. Truth be told, it's not too bad until players either build up a respectable amount of Celerity and attack dice pools through experience, or twink their attack dice pools at chargen. But once that happens, the horses are already out of the barn and there's no getting them back in. It's kind of a "fighter with Power Attack in 3.5 edition D&D or Pathfinder, because the damage bonus gets weapons-grade stupid while so little of a well-built character's total attack bonus comes from BAB, and every motherfucker who pulls this shit beelines a ghost touch weapon or magical effect that...
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    Last edited by Theodrim; Yesterday, 01:01 AM.

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  • It's just a term for excess successes on the attack roll that carry over to the damage roll. Say you roll five successes on an attack roll, and your target gets two to dodge. Two successes are deducted from the attack roll, leaving three; of those three, one is required for the hit itself (since attacking is a simple pass/fail check), and two successes are added to the damage roll as extra dice. So, if the attacker had Strength 3 and a sword (Str +2L), they'd be rolling seven dice of damage; three for Strength, two for the weapon, and an extra two from extra successes on the damage roll.
    ...
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    Last edited by Theodrim; 09-18-2017, 06:49 PM.

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  • Yup. It's incumbent upon the ST and player to role-play out the effects of degeneration. Game mechanics and stats are simply a vehicle for adjudicating the game in a transparent and consistent way. If the ST isn't giving players an opportunity to role-play out degeneration (or the lack thereof) or Humanity/Path development, it's an ST problem, and vice versa in the case of the player....
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  • Honestly, Fortitude as-is, is just fine by removing combat overage. Combat overage is the root cause of almost every criticism of how damage and soak are resolved in cWoD games, because it's what causes the disparity between damage and soak dice pools, and by extension over-values Dexterity, way over-values Obfuscate (because it denies defense rolls allowing for "full" overage, or forces defenders to roll at sharply-increased difficulty), devalues Potence with thrown and melee weapons, and pushes Celerity into a whole new level of overpowered above and beyond what it already was if you're...
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  • Yes, thin blood is a function of generation, meaning that if a thin blood character eats their way to 13th or lower they lose the corresponding flaw. No, they won't manifest a clan; that is a function of the Becoming, which is as much nurture in a vampire's formative nights (literally, nights) as it is nature by way of the blood. Once a Caitiff, always a Caitiff, with the lone exception of the Baali's second Embrace.
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  • Well, there are two caveats there.

    One, was I had a problem player in the group at the time who bought a little too heavily into the "World of Darkness is a game of intrigue, secrets, and antagonism even towards other players if necessary". He wasn't a griefer per se, but he definitely wasn't the most cooperative-minded player to begin with, and he's the one who kicked off the party's spiral towards paranoia and division. I also made the mistake of letting him play a deep-cover Black Suit, but once the Technos clued in the cabal had run into some Pretty Serious Shit, Panopticon...
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    Last edited by Theodrim; 09-14-2017, 07:36 PM.

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  • The thing to remember with Presence is, the only time the power actually doesn't work (or stops working, in the event of an extended Dread Gaze or Summon attempt) is if the vampire fails or botches the activation roll. Even if you spend your Willpower and succeed the Willpower roll, it's still in effect; your character is just forcing themselves to overcome the emotional control. This is typified perfectly in the write-up for Majesty, "...the vampire still feels the crushing disapproval..." or whatever the fuck it says exactly.

    If a character is Entranced, they're entranced...
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  • Not a Vampire game, but I'll share what happened during my Mage game that fundamentally changed how I run my shit.

    The first major story arc in my Mage game, involved a Nephandic archmage and her planned ritual to cause a mass Nephandic Awakening. Details aren't terribly important. What is, is the Nephandus hit on the idea to plant the main components of her ritual -- a Qlippothic ritual dagger, and her chosen human sacrifice which was a spiritual clone of herself imparted with a shard of her own Avatar -- among the party through a series of feints and carefully-orchestrated tactical...
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  • You don't necessarily need to have a Nagaraja in the game to introduce players to the TMR, mind. A koldun would suffice, and be more appropriate for the setting. But if you must, feel free to use the story hook I employed to keep one of my players' Giovanni character in Transylvania -- it's a funky place on the other side of the Shroud, what with all the Vicissitude shenanigans and short, brutal mortal lives (also the giant Earthbound/Talon of the Wyrm/Antediluvian?/demon/what-the-fuck-ever living there permeating every last inch of the land and its denizens), with more than ample opportunity...
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    Last edited by Theodrim; 09-12-2017, 03:58 AM.

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  • Point taken, but a few caveats:

    The way I envision this power, conservation of mass still applies and the transition of metal into blood only applies insofar as changing into and out of its original form (so, more akin to the modern nights Path of Transmutation levels 2 and 3 than Conjuring). As far as most of the "other" applications, it is as you mentioned stuff you can do otherwise through disciplines or combos, easier and faster. With regards to Zulo form, I see the armor as not changing shape, but rather migrating as the vampire shifts into the form, to supplant the...
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  • The problem with your line of reasoning, is that by it the Tremere wouldn't be considered "the wizard clan"; they'd be considered "the totalitarian Antediluvian cult" clan. The Nosferatu wouldn't be considered "the spy clan", they'd be considered "the ultra-paranoid anti-Methuselah clan". The Tremere's principal concern is serving the Pyramid and therefore Tremere and the Inner Council, and the Nosferatu's principal concern is hiding from and fighting the Nictuku.

    Except they're not. The Tremere are indisputably "the wizard clan",...
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    Last edited by Theodrim; 09-06-2017, 04:40 PM.

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  • My group are real sticklers for transparency. It boils down to half good-faith; half making sure what I or other players when they ST do isn't too ludicrous and has some grounding in rules, half interest in what can and can't be done within the constraints of the rules and powers available by RAW. It's a trait my group picked up from our monster Mage game, where most of the players had never played MtAs before and had little idea what one could really do with their spheres -- my players would call BS on a given NPC rote/procedure here or there, or call BS on me nixing an Effect or Effect's difficulty/success...
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    Last edited by Theodrim; 09-06-2017, 03:18 PM.

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  • Zulo form, too; given the additional height, changes to body mass distribution, carapaces, and spikes, it's unlikely worn armor would survive the form shift, or the Tzimisce would have to remove their armor (or never wear it to begin with).

    And indeed, even taking into consideration the widely permissive restraints of Vicissitude, "rejection" would remain a core issue.

    As for "why Fortitude"? Well, not only does no other discipline really relate to this exact combination, Fortitude is generally regarded as the "crafting discipline" for supernatural...
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    Last edited by Theodrim; 09-06-2017, 12:41 PM.

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  • Vicissitude combo discipline for DA:V, need critique

    I'm preparing to run my TC chronicle, and I'm in the process of creating a Tzimisce NPC for which I have in mind a specific combination discipline that, as far as I know, lacks any published analog. So, I'm stuck making my own, and figured I'd share it here for the sake of critique and feedback. So, if you have anything to add, please feel free.

    Corpus of Steel
    Fortitude 2, Vicissitude 3

    A further evolution of Fleshcraft's ability to armor oneself with displaced flesh and viscera, and Bonecraft's ability to fashion plates and exoskeletons of bone, Corpus of Steel...
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  • Okay, this is getting long in the tooth for a pseudo-derail. I'll ELI5 this.

    The Ventrue can do what they do without ever breaking a single law, including changing the law to suit their whimsy. Especially changing the law to suit their whimsy. It doesn't matter how many disciplines they have and at what levels; having an ability is not a mandate to use it, and the employment of their powers can be a violation of the Masquerade when there are perfectly legal, more elegant, less Masquerade-endangering, and just as expedient mundane means available.

    The Giovanni cannot....
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    Last edited by Theodrim; 09-05-2017, 08:54 PM.

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  • Theodrim
    replied to Ventrue Character Concepts
    It's important to bear in note the characteristics Ventrue hold as ideal are naked ambition as tempered by self-control, pride, and will. They only trend towards sociopolitical elites, and then the sociopolitical elite of a given time, place, and culture, because they tend to be healthier, better educated, and better-connected within the upper echelons of society. The Renaissance is no better example of this phenomenon, when the Ventrue moved from embracing exclusively among royalty and nobility to the emerging merchant class. If there were ever a time and place in history where hook-nosed redheads...
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    Last edited by Theodrim; 09-05-2017, 08:39 PM.

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  • You're really missing the whole point of the front operation thing, aren't you...



    Okay, first, being "old New England money" doesn't mean they're not organized criminals. The early Patriot movement was bankrolled by organized criminals, for chrissake -- the colonial tea smuggling cartels, including John Hancock, among them. Just as one example, the Boston Tea Party was over a tax cut; colonial tea smugglers had cornered the market after the Townshend Act, and Parliament needed to shift the balance of trade back to the East India Company's favor. It wasn't just...
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  • Criminal enterprise is necessarily attached to the Giovanni, unlike any other clan including the Ventrue. They recruit outside the original Giovanni family by bringing entire organized crime families into the fold (see, the Milliners). They ghoul and embrace from within those organized crime families (see, the synonymity of "being made" with the Proxy Kiss). Their clan hierarchy is that of an organized crime family, even using the language of Italian organized crime families and applying them to other ethnic crime families. Giovanni fingers in legal enterprises is the incidental factor,...
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  • Or, it could be that no matter in what part of the world, and regardless of Giovanni families' ethnicity or nationality, they're still involved in organized crime. What's important to remember, is the term "Mafia" has evolved to encompass more than La Cosa Nostra; generally, nowadays it means any organized crime syndicate based on nationality, ethnicity, or familial connection. See, the Yakuza, which is referred to as "the Japanese Mafia".

    Mileners are "evil Kennedys"? Okay. The Kennedy family had ties to the Irish "Mafia". The Dunsirn represent...
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  • Funny you should mention that, considering House Diedne literally were druids and they were written out of every game line except for AM itself, to make way for the Verbena and to feed backstory to the Tremere for the sake of VtM. And, they pretty much were "literally nuked"; well, the Dark Medieval equivalent thereof, being fed to the Flambeau....
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    Last edited by Theodrim; 09-02-2017, 08:37 PM.

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Theodrim
Theodrim
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