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  • Which edition are you using, BTW? I find it does make a difference.

    In V20, I just list a few key pools: Combat 7, Athletics 5, Subterfuge 4, etc. Then give them the normal seven health levels (or four for mooks).

    Sometimes I'll assign a fixed number to their best pool/area of specialism, less to a secondary area of expertise and the least to their tertiary or least favoured area of competence. So 8/6/4 or 5/3/2, etc.

    I sometimes also use the pregen character sheets from various adventures, and then use whichever one fits best in the circumstances, perhaps...
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  • So I think it's fair to say 'many Brujah were part of the Anarchs when Anarchs were part of the Camarilla', based on the text above. 'Many' is the wording used in Cb:BruRev, and that's vague enough to allow you to set that number according to the needs of your chronicle. In that sense, those Brujah are Schrödinger's Anarchs -- both members of the Camarilla and not members of the Camarilla, depending on how you look at it. And you can decide whether many is more than half, a third, a quarter, a sizeable minority, etc.
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  • Definitely. There are lots of interconnected problems, which makes tweaking V5 a big task, even for small changes. You're usually better off tweaking V20, I think....
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  • Difficulty 4 is just too high for this game. Difficulty 2 should be standard (equivalent to the old difficulty 6) and difficulty 3 should be challenging (equivalent to the old difficulty 7) with difficulty 4 kept for things that are quite difficult (old difficulty 8)....
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  • adambeyoncelowe
    replied to Secret Lasombra
    Another thing to bear in mind: many powerful vamps are highly paranoid and don't go out in 'public'. Princes also choose their Elysia and can have a lot of say in what's there or not.

    Dominate your Keeper of Elysium and get them to remove all the mirrors (if there are any), or choose somewhere that doesn't have mirrors anyway. A nice concrete box somewhere.

    You could ban all glass and metal, ostensibly in case it is used as a weapon, and water, in case of bombs. Or you could confine yourself to a dark backroom where Kindred are searched before they can enter and speak...
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  • adambeyoncelowe
    replied to Siochain
    I think that's a solid idea.

    ETA: In fact, the Siochain could have the Mantle of The True Fae, and then you're covered on all fronts. 😁...
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  • I'm stealing these rules if I ever pick this up.

    The monsters seem interesting (though a lot exist in 'exotic third-world slums', which is a trope they should move away from), though it seems with few rules for making more. They're quite different to the standard splats in the WoD, which is okay, but yeah, isn't really One World of Darkness....
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  • Yeah, it's obnoxious. You can't really RP that stuff, beyond letting it flavour some of the character's actions. Though making amends should be grounds for buying up Humanity again (see V20DA for a system for that).



    So, checking the text again, you're both right RAW. V20 and Revised talk about the degeneration roll as 'he feels enough remorse or somehow justifies it to himself', and I think this is symptomatic of how Humanity has been poorly articulated throughout the game (even in V5).

    In my view, as soon as you start saying killing is okay in some circumstances,...
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    Last edited by adambeyoncelowe; 06-19-2022, 02:31 AM.

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  • Well, no. Rationalisation is what you don't want to do. It's the unhealthy response to what you've done, as opposed to remorse.

    When you rationalise things, you're trying to stop the cognitive dissonance of, 'I'm a good person so how come I did a bad thing?' So you start making excuses for the things you do, making it easier to keep doing them.

    You change the above statement to, 'I'm a good person and I was right because...' or 'I'm a good person and what I did doesn't matter because...'

    Essentially, you're deluding yourself that the line isn't here (killing...
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    Last edited by adambeyoncelowe; 06-18-2022, 11:17 AM.

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  • adambeyoncelowe
    replied to Siochain
    At least as far as C20 Siochain go, this isn't really how they work.

    They go through all the Verses and such, at least partly, to prepare them for leaving the old world behind (and partly to show their dedication and suitability for the role).

    They have to become archetypes and maintain that archetypal behaviour, or they stop being Siochain. Being Siochain basically means they become a privileged part of the Dreaming and get some benefits as a result. They are immortal dreams and stories, in essence.

    Let's take the Knight Errant. The C20PG says he can't...
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  • The art also feels like HTR1e toned down to a more realistic level. It's still action movie level, but it's not Arnold Schwarzenegger action movie level....
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  • Possibly. But V5 is no clearer on what Humanity is than earlier editions. It sort of wants to be VTR2e's Humanity (a type of Integrity), but then scrubs all the rules that establish that, ties it into morals again (Convictions, Tenets), and makes it about remorse and Stains rather than detachment and breaking points.

    This is one such muddled element in the mix. The idea behind it could be that Oblivion causes Stains because it has a deadening/detaching quality that makes you less human rather than less humane. And I think that's what it's going for, rather than that it eats your soul....
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  • Yeah. Others have stated it far better than I could. My main problem with it is that it is redundant (or rather, doubly punitive) because, as others have pointed out, using Oblivion to do wicked deeds is already going to get you Stains. So it's simply not needed, except as an artificial deterrent. And that deterrent impacts some playstyles more than others without any dials.

    But it's easy enough to ignore, for sure.
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  • adambeyoncelowe
    replied to Dark Ages Fae
    It's this one: DA: Darkening Sky: https://www.drivethrurpg.com/m/product/125594

    It contains a story in which the True Fae create the context for CTD to arise....
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  • In fact, rereading Players Guide to High Clans for DAV, there are already side effects listed for all the Abyssal Mysticism powers there. So there's already an alternative system that can be used instead of insta-stains.

    I know the powers aren't identical, but you can use the DAV and V20DA side effects/sequelae as good consequences for Oblivion powers that go wrong (if you want that sort of thing)....
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  • If you prefer, you can just pinch the V20DA approach to Necromancy, where there are sequelae for using those powers (V20DA Time of Secrets, p.53). You could adapt something similar for the Abyss Mysticism/Obtenebration powers, making them more Abyssal in nature. Some of the Abyssal monsters in that book would make really cool enemies to encounter if something goes horribly wrong.
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  • Well, MET and V20 have divergent canon. V20 came first, and MET went in several different and distinct directions. Part of that is that MET is designed to be more suitable for LARP, including making options for players to play the kinds of characters they want (this may be why, for instance, V5 basically allows you to play any clan in the Camarilla or Anarchs, instead of requiring some clans be Sabbat or always independent).

    That said, it's an interesting concept. But I suppose it's less necessary if the plan is to merge the Necromantic clans into one (the Hecata), put the Setites...
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  • All good points....
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  • I'd just make that a free part of being a Touchstone. Then if you want Touchstones to be vulnerable to the whims of the plot, you can choose to make them so, perhaps for some meta reward (WP, XP, etc)....
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  • Also, this. Spot on....
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adambeyoncelowe
adambeyoncelowe
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Last Activity: Yesterday, 01:43 PM
Joined: 03-10-2015
Location: Manchester
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