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  • "The winner picks a move from the list below, or two on an exceptional success" is pretty unambiguous. Only the winner gets any actions in a grapple....
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  • HelmsDerp
    replied to Cocaine left in the Hedge
    It depends on how long the cocaine is left there. The usual course of events is that items left in the Hedge eventually become tokens, but there aren't anything like solid rules for how long it takes or what effect the token has. Especially as a limited use item it's less likely to become a token with a dot rating as opposed to a trifle (essentially a limited use 0 dot token)

    Another important question, how well did they hide it? There's every possibility of it being consumed by a hobgoblin or winding up in a merchants stall at goblin market.

    If you just want to apply...
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  • I should clarify that I mean in cases where one party is trying to apply an effect to the other, such as grappling or with various mind control powers. I would not use it when the target of both rolls is a third party.
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  • WHW is correct, it's five or more successes flat, not five more than the opponent

    That said, I house rule that you need to beat the opponent by at least two successes to get the exceptional effect. If you make a good resistance roll that's just not quite good enough I want there to be some value to that....
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  • Probably a case by case basis, but I would expect it to need modifications or work at a penalty.

    Alternatively there's a Monster AA style Tactic in the newest Mortal Remains....
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  • So much depends on how your characters are built. CoD as a system allows for an incredible diversity of characters, and depending on how experience is allocated it's quite possible for a more 'powerful' character (measured by powerstat and/or total exp value) to be outclassed by a less 'powerful' one. I've seen some absurdly powerful combat twinks who can outfight sample antagonists intended to challenge much more experienced characters. If that's the kind of character you built, you're going to favor just punching the big bad in the face whenever feasible.

    A good specific example...
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  • HelmsDerp
    replied to Environmental Immunity
    That's an ST call. The usual rule of thumb is in situations like this you roll Clash of Wills to pierce the illusion. I think it falls under the same category as the example about Needs Must vs the Werewolf power to become untrackable; Figure out a dice pool that makes sense (probably wits or investigation + Lair) and roll against the success gained in casting the illusion.
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  • HelmsDerp
    replied to Environmental Immunity
    The section on immunity does say it doesn't confer supernatural powers for situations that match descriptively but don't impose a tilt. That's pretty straightforward for Traits that give a numerical penalty or deal damage; The Beast ignores any such penalties or damage that occur but isn't immune to other complications. In the case of purely narrative Traits it gets more confusing. Sealed exits probably wouldn't allow you to walk through a bank vault door from the outside, but it should allow you to exit if you get locked inside. The narrative difference being a door to keep you out of an area...
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  • HelmsDerp
    replied to Lots of Beasts Questions
    The Horror occupies the place where a Beast's soul would be, but in some ways this is a less dramatic change than you might expect. The Beast retains all human memories and likely most of their pre-devouring personality. How physically human they remain depends on what Atavisms they learn, but by default they're less altered than many other splats.

    Not only can vampires drink Beast blood, a Beast with the Relentless Hunter Atavism is an ideal partner for vampires because they regenerate extremely quickly. Embracing and Ghouling probably wouldn't work.
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  • HelmsDerp
    replied to Other Atavism Ideas?
    Lowering durability makes it easier to destroy weapons and armor
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  • HelmsDerp
    replied to Other Atavism Ideas?
    The dragonfire atavism can be reskinned pretty easily for other types of damage. Instead of setting things on fire you could have it decrease the durability of objects, but the dicepool should work as is.
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  • HelmsDerp
    replied to Social Combat discussion.
    That section should really lead with Forcing Doors, which is the system for trying to persuade somebody in a single roll. A lot of social interactions are going to be this.
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  • In addition to the other things you mentioned a Lair is also a private sanctuary and a place to heal. Remember, you can spend Satiety to heal while merged with your Horror.

    Attacking people's dreams directly from the Lair is something only a starving Horror does, but you can set Nightmares to trigger only when the victim sleeps and feed that way, like Milo said.

    The Heart looks like whatever makes most sense for the kind of nightmare your Horror embodies. You add new Chambers that are at least tangentially related to that theme, but picking up new Traits isn't a direct...
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  • Vampire is a solid pick for first splat. It's the original, and as such has the most polish to its themes and mechanics. Mage and Werewolf would also work for what you want, but I don't find their mechanics as easy to understand. Beast is another game that you can easily transition to from mortals, and their powers are mostly pretty straightforward, but the crossover focus makes it a somewhat weaker as a standalone game.
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  • HelmsDerp
    replied to Hurt Locker
    Should have been changed to the "Pinned" Tilt. The mechanics are in there they just got the wrong name.
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  • Combat is somewhat weird relative to the rest of the system. It's designed to have much smaller dicepools than other kinds of tasks and require you to spend willpower more often. Seven defense is pretty high though, much higher than most mortals will have. If your buddy couldn't fight a guard either the ST gave the guard too high stats or your friend didn't spec at all for combat and didn't know you can spend vitae to boost your traits as a vamp.
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HelmsDerp
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