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  • Vampires: Unless you're part of an organization like Null Mysteriis or VALKYRIE who insist on reinventing the lexicon, these are just vampires. Occasionally a werewolf or a chupacabra if you run up against a weird bloodline or a Gangrel you didn't sight much in human form, maybe a zombie or revenant if you didn't see it feed in detail.
    Werewolves: Again, if you see anything past Dalu on the shape scale, you just call 'em werewolves. If they don't go past Dalu, they might be wizards, witches, mutants, hulks, Hydes or Bigfoot.
    Mages: Wizards, witches, Satanists, psychics, genies, or...
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  • It's a general armor rating; the role of ballistic armor is taken up by the Willpower effect. The armor conferred by the base Merit only applies to bashing damage, whereas if you're shot for lethal damage, the Advanced and Epic Merits should be effective against it. I'd allow it to stack.
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  • I hope for something more like the Vampire 2e cover – mostly retaining the iconic 1e cover design, but with enough of a shadow looming over the side to feel like more than a rehash. I felt kind of let down that the Mage and Promethean 2e covers were unmodified outside the title logos, after quite liking Vampire and Werewolf 2e. Changeling doesn't need as much of a major redesign as Werewolf 2e's cover was, having already been, as you say, a very strong design, so I peg Vampire as the sweet spot.
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  • A lot, but my home game has an unusually strong agricultural focus.

    Dumb beet pun out of the way, my play experience has tended to need a few extra beats at the end of a session to even out, perhaps because I play in online games where the action is more zoomed in and decompressed. They definitely weren't "intended to make things take 5 times as long" as cWoD or 1e nWoD, though. It takes five beats to make up one experience, but that's just semantics to keep you working with small numbers: actual purchases tend to cost low numbers of experiences (remember, in the 2e nWoD/CofD...
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  • Scent the Unnatural is what you're looking for. It doesn't depend on purely physical scents.
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  • It's based on scent. Werewolves literally, physically smell different; humans just don't have powerful enough senses of smell to be able to notice.

    So: do the creatures smell different? Mages don't intrinsically smell different. Vampires probably do, unless they're using the Blush of Life. Some changelings might smell different, specifically those with high enough Mantle or Wyrd ratings that subtle signs of their mien slip through the Mask; I would assume most don't.
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  • I'd treat it like the guideline for resisted actions: unless Initiative is especially suited for the nightmare's best or worst pool, just use its normal pool size as the Initiative modifier.
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  • What's the flavor you're looking for here, what is it about the Kindred that this mythic form draws upon? Is it a relatively common capability, as far as powerful vampires go, or is it emblematic of a rare few memorable elders? Is it expressive of the basic nature of the Blood, or a more exotic twisting of the Curse?

    Generally speaking, it probably shouldn't be a Coil unless it's meant as an especially exotic, unusual twist on the Curse. A common expression of powerful vampires might go as low as a base requirement of Protean ●● or even just a raw Blood Potency requirement, while...
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  • I think the question is more the distinction between spirits born of the Wyrm as it exists now, and spirits born of the Wyrm before it was corrupted, when it served its natural role as cosmic destroyer faithfully.

    I'm not necessarily sure any of the latter still exist in the world outside of distant historical settings, though. Are there any rare oddities out there like that?
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  • Well, I mean, your first edition books don't spoil, and first edition was still pretty solid overall. Many of the first edition books are still sold in the same PoD storefront as the CofD 2e books, so you could run a first edition game and your players could still pick up their own copies.

    Demon is an excellent game. The Demon corebook contains an appendix which runs down all the updated second edition rules, so if you don't mind cross-referencing that and the 1e rulebook, you're fine with that one book.

    As a quirk of design, every second edition core rulebook except...
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    Last edited by Stupid Loserman; 04-11-2017, 01:26 PM.

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  • Being familiar with both Demon: the Descent and Exalted, it's impossible to miss the parallels and the way the two concepts might inform one another. Demon is the CofD gameline which straight up has Avoidance Kata in the corebook power list (as Four Minutes Ago), not to mention various other powers like Force Relationship.

    They're obviously not the exact same, nor should they be, but I'm pretty comfortable to hear the Demon book is passing under Vance's eyes.
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  • Stupid Loserman
    replied to Another GMC Tangent
    You're not obligated to like everything. I still think your takeaway is a rather superficial reading, but hey, I don't like everything either. I didn't like the This Is Hell hook either, for what it's worth, though my objection was that it was written in much too broad strokes with little practical attention to helping the ST with what would actually occur in play.

    Not sure what discussion you expect will come out of starting a separate thread for this. Not really anything there to say except "nuh-uh" and "yuh-huh."
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  • Think bigger. Drink their soul and digest it for fuel. Literally; instead of drawing upon Vitae, you can drink the soul of a mortal human. Tick off a box on your resource pool, and now they have no soul, with all the fun consequences that result.
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  • "Because I feel like it once in awhile" is a perfectly good enough reason, I'd say.

    I could see wanting to get away from the bookkeeping of Conditions once in awhile, or to introduce the base system to a group of new players without that level of detail....
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  • The spell's dispellation or expiring duration undoes the existence of the alternate history where the second template was applied, reverting to the original history where the first template was applied.
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    • The game pitch comes before the characters. Get your players together and formulate an idea of what the game will be about, what kind of ring will suit it, and why the ring is working together before your players start coming up with characters, so that they cohere and you don't have to stretch yourself thin incorporating them. This is advice that cross-applies to games in general.
    • Don't nitpick with compromise risks. The consequences of a compromise are significant enough that they build tension well as rare and dangerous moments rather than an ever-present annoyance. A demon has some leeway
    ...
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  • Explicitly yes....
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  • Blood Propulsion from Infinite Macabre, Freezing Bones from Ancient Bloodlines, and Phagia from The Chosen.
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  • Yeah, just worth underlining: if you sign a soul pact with somebody and they become a Cover for you, they don't exist anymore except as a flesh-suit for you to wear. Your Covers can't be stolen by the Gentry while you aren't looking because they're not anywhere in the world except when you're using them. They don't have bodies independent of you....
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  • Stupid Loserman
    replied to Mage: the Desolation
    The power of the Arcana is such that if you don't do a heavy overhaul of the game's mechanics (in which case why use Mage as a starting point anyway), you're probably going to end up with characters as shadow rulers behind warlords and chieftains, shepherding your own power bases and settlements against whatever rival threats populate the wastelands. Almost like a tabletop game of Civilization to an extent, I imagine, as you'll need to be building up infrastructure that doesn't depend on you personally showing up and blessing everything all the time.

    That's not to say that's a bad...
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Stupid Loserman
Stupid Loserman
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