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  • adambeyoncelowe
    replied to Future generations?
    Beckett's Jyhad Diary also suggests the 2nd Gens may have been Thin Bloods at one time, but that the blood thickens and stabilises with time.

    I think it makes sense that new Generations stabilise at a certain point, allowing for new Generations higher than them to emerge. That's why 13th Generation was the limit for so long -- because the blood simply hadn't thickened enough for them to be able to Embrace.

    I'd say 16th is the current limit, but this could change as the blood thickens, and that can either happen with time (say, 25-100 years of the highest Generation existing)...
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  • This. If they have to be in at all, have them ironically devoured by some eldritch evil that can't be bothered dealing with bigots. Even the Malfeans haven't got time for the WBC....
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  • adambeyoncelowe
    replied to Upgrading Sorcerer
    Seems fine to me. I'd use Numina XP costs, though, rather than Discipline costs....
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  • Yeah, I think this is right, actually. For Disciplines, you could therefore spend as many WP per turn as a power requires....
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  • To me, it reads like this is only supposed to be the branch of the Cult of Lilith that vampires deal with. In this case, it may be a fringe group or, as others have noted, a Sekhmet cult that has appropriated Lilin ideas and the more benign face of Isis to push their own agenda.

    I would assume the Cult of Isis as it appears in Mummy is either its own thing, or a deeper part of the cult that most vampires would never discover (sort of like how the Lost Tribe is hidden within the Black Hand, or the Tal'mahe'Ra is hidden in everything).
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  • I've quite enjoyed using the TmR in games. They can be anything from a sect that has all the answers to a bunch of delusional elders and their pawns. I tend to make them about as right as any group, in that they may have landed on a kernel of truth here or there, but they aren't objectively right. Furthermore, I have many of the rational members aware that this might be the case, and have them use the sect as a means to an end (vampires are selfish, after all).

    Cautiously accepting the Order of Moloch into the sect's ranks to track down infernalists, for example, is probably a good...
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  • Sorry for the necro, but I was looking for canon connections between the Lhiannon and Ahrimanes. It did occur to me that, at some point, the Lhiannon might have been intended to be the DA analogue of the Ahrimanes, with the idea that the later Ahrimanes circumvented the Lhiannon flaw by using the ritual to create childer instead of reducing their own Generation, but that later writers didn't realise or wanted to flesh out both individually.

    It's also possible they're just redundancies due to writers wanting to portray different sides of pagan religion. Which makes total sense. But...
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  • Honestly, it does sound like your player is being "that guy".

    I would just rule that even if you make someone spend their blood on a Discipline, they still get to choose who to target and how they use that Discipline. You can only force them to spend the blood to activate it.
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  • It's one per turn for any use....
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  • adambeyoncelowe
    replied to Change powers activation
    I suppose you could use Rank or something? But yeah, I think the approach you suggest could work....
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  • The other thing to bear in mind is that Isis was often merged with other goddess cults. And you can see that there was a lot of influence between the Canaanite/Levantine religions, the Egyptian religion and the Arabian religions, with influences also creeping into Greek and Roman religion (and vice versa).

    So it makes sense to me that Lilitu (Mesopotamian) became Lilith (Hebrew) became Isis (Egyptian) and so on. Though, Lilitu was a minor spirit/class of spirits in Sumerian myth and so was Lilith in Hebrew myth, so really, Isis is more like Ishtar/Inanna and her various analogues....
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  • adambeyoncelowe
    replied to Change powers activation
    That works too! It isn't a huge leap, either.

    Oooh, sudden lightning strike: you could always cap auto successes in Disciplines at the player's Discipline rating. So they'll never default to 5+ successes till they max out their Discipline....
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  • My version:

    Bru: Cel, Pot, Pre, Pro
    Gan: Ani, For, Obf, Pro
    Mal: Aus, Dom, Obf, Chi
    Nos: Ani, Cel, Obf, Pot
    Tor: Aus, Cel, Pre, Chi
    Tre: Ani, Aus, Dom, For
    Ven: Dom, For, Pot, Pre

    Total: Ani 3, Aus 3, Cel 3, Chi 2, Dom 3, For 3, Obf 3, Pot 3, Pre 3, Pro 2

    Although, I think a more interesting version of this game would be to do the Hecata thing and blend VTM clans according to the alliances they'd make for survival.

    So, assume all the clans' founders have woken up, slaked their Hunger on their grandchilder,...
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    Last edited by adambeyoncelowe; 09-02-2022, 02:28 AM.

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  • adambeyoncelowe
    replied to Change powers activation
    As an example, here's how Dominate 1 (Mesmerize) works in VTR2e:

    Dominate 1 (Mesmerize)
    Cost: None
    Dice pool: Int + Expression + Dominate v Resolve + Blood Potency (I'd make this Int + Intimidation v temporary Willpower in VTM, to use the VTM dice pool and traits)
    Botch: The person sees through your attempt. Emboldened by this, they can choose to turn a single failure into a success at a time of their choosing.
    Failure: Nothing happens.
    1-4 successes: The target is mesmerised, so they will follow your commands until they are injured or do something that...
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  • adambeyoncelowe
    replied to Change powers activation
    The only thing with Willpower is that a) people only need to specialise in one area to be good at everything and b) Willpower is easy (and cheap) to max out, so you could end up with everyone scoring five successes for every power used.

    VTR2e Disciplines wouldn't require huge changes, and your VTM players would get more powerful Disciplines as a result anyway.

    The main difference is that all of them only require a single success, so anything from 2-4 successes doesn't matter and it won't screw things up if characters have moderate to large dice pools. That means a character...
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    Last edited by adambeyoncelowe; 08-31-2022, 07:59 AM.

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  • Ghouls: Fatal Addiction goes into ghoul physiology in quite a lot of detail, though through the warped lens of Netchurch's own studies. He says there's no decay or breakdown, at the cellular level, for ghouls, but they also possess a unique enzyme (similar to that of planarian flatworms) that allows them to heal through organic processes. That makes me think all the usual biological processes work, but that they stop short of decay and death itself (voidshaper's suggestion that it counteracts the 'death force' seems most apt).

    Ghoul healing basically uses vitae to speed up the natural...
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    Last edited by adambeyoncelowe; 09-01-2022, 05:01 AM.

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  • Agreed.

    I love these ideas.

    All of these are solid, and my favourite homebrew versions of the flaw have some combination of the things you and Monteparnas mention.

    This is the one I use:

    "Clan Curse (Shrouded Soul): You never cast a reflection. Cameras and similar technology (whether live or recorded) capture you only as a blur or distortion. This protects you from discovery by most mortal surveillance, but is a tell-tale sign to hunters. Furthermore, you gain an obsession related to maintaining and checking your appearance — feeling...
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    Last edited by adambeyoncelowe; 08-31-2022, 03:34 AM.

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  • I think so, but it is fiddly. The Blood Potency rules, for example, give bonuses to Disciplines and make Blood Surge more effective to replace things like traits over 5 dots, but the result is a bit more bookkeeping and checking of tables.

    The elders won't be anywhere near on the same scale as before, but they'll still have some advantages. Bear in mind that they will also have a lot of drawbacks, too....
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  • adambeyoncelowe
    replied to Change powers activation
    You know, I think you're right. VTR2e has better powers than VTM anyway....
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  • adambeyoncelowe
    replied to Change powers activation
    In my head, the suggestion to let players achieve what they need to when there's no stress wasn't about conflicts -- which are inherently stressful. It was more about keeping the game moving when failure would derail things.

    For me, I would assess whether a roll would be stressful for either the character OR the player, and if it would be, then you roll. But you'll need to determine what's right for your table, and then stick to that. Maybe come up with a framework that works for you.

    So you have some decision points you need to consider, and here's how I'd do it:...
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    Last edited by adambeyoncelowe; 08-30-2022, 05:36 AM.

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adambeyoncelowe
adambeyoncelowe
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Last Activity: Yesterday, 06:28 AM
Joined: 03-10-2015
Location: Manchester
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