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  • S. Brechen
    replied to Vampires and the World
    Ooh, sick burn. Well, *shrug* I guess, this is back to square one....
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  • S. Brechen
    replied to Vampires and the World
    No, what's worrying me is a great antagonist creature of one splat being nothing more than a monster of the week with a twist for another. A vampire and a werewolf are sitting in a bar, and the vampire just finished talking about the strix and how it turned half a city to chaos. The Werewolf answers : "Oh, I remember seeing one of those with my pack, it looked nasty so we bit it a lot and it died."

    Again, I did not say their being hard to kill was what made them dangerous, but it makes them hard to get rid of, and it makes physical force a very poor solution, physical force...
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  • S. Brechen
    replied to Vampires and the World
    Seems like they are. I thought the roll was a least necessary to cancel the discipline, but it says "The Strix is immune to mind-affecting Disciplines (Majesty, Nightmare, Obfuscate, and Dominate), and if it is the target of one, rolls its Shadow Potency contested by the vampire’s Blood Potency. If successful, the Strix turns the power back on the pretender ". So I guess mental disciplines are a no-go period with this power, and it's shadow potency 1 requirement.



    Look, I don't know, all I'm saying is that aggravated damage from magical sources do bashing...
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    Last edited by S. Brechen; 09-19-2017, 12:15 PM.

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  • S. Brechen
    replied to Vampires and the World
    Ok, so the issue has yet to be resolved entirely. The Werewolf writer is of the opinion that werewolf bite can hurt strix, but of course he would defend his splat. Taken from the same page as what he said, and that he neglected to quote "​They are completely immune to all physical and ephemeral attacks except for Disciplines and Devotions that inflict aggravated damage, which inflict Bashing wounds on them instead." Now, in vampire, Protean 4 claws with the merit to make them aggravated does hurt Strix, but it only deals bashing, so at most I'd give that much to werewolves. Werewolves...
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  • S. Brechen
    replied to Vampires and the World
    Oh, actually, I just thought of it, but beyond the abilities to harm the Strix that most vampires lack, they have one pretty big factor in their favour in that they can only be possessed while in torpor. Revenants have to be asleep, which makes them much easier targets (but still, they sleep during the day, so unless the strix uses twilight form, they can be temporarily safe in a building surrounded by sunlight.

    Mortals aren't so lucky. The book doesn't mention any kind of restriction for them getting possessed. That's one aspect where vampires are really better off than everyone...
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  • S. Brechen
    replied to Vampires and the World
    Yeah, and I played a 1e game where one PC was the reincarnation of Father wolf and the first major Story arc ended up with fighting an amalgamated Azlu and exterminating all the spiders with some super ritual. It's always what you make it. Just pointing out that you can make a werewolf game the most pedestrian affair with no problem and it would still be perfectly within what the book gives you. Idigam can be a major threat, but they're kinda supposed to be rare, like really rare.

    Look, I'm trying to find a way to please TS, here, work with me a little.



    ...
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  • S. Brechen
    replied to Vampires and the World
    To be fair, Werewolves aren't exactly big scale either. They do have precise goals, contrary to vampires, which are "exterminate or assimilate the Forsaken and maybe bring back Pangea" for the Pure and "Keep the world as it is by being a glorified border Patrol" for the Forsaken. The players playing Forsaken most of the time, that means players' most basic goal in a Werewolf game is "maintain status quo". Now, 2e also introduced the hunt thingie so now, games can also revolve around PCs hunting stuff because it's in their blood. Aside from that, the Pure aren't exactly...
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  • S. Brechen
    replied to Vampire vs Mages
    This, but for a good study, there should be several attempts. Let's say a given number of players. Half create a vampire each with those conditions, the other half create a mage each, then pair them off in a 1v1 rpg battlle to the death (or, other ways of ending the conflict in one's favour). Observe the matchups, create a tier list and a strategy guide for the scenario no one will ever play again.

    I'd read the fuck out of that thread....
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  • Well, vampires should think twice before pissing off most other templates. They're really only on sort of equal footing with Changelings (they were in 1e anyway), unless we're talking fire elemental or shit like that. But werewolves ? They don't even really need to detect such attempts, they just need to become angry or suspicious enough that they decide they've had enough of you. And mages, well, mages had the potential to pretty much crush everything else in 1e, so the only answer I'd give would be to just leave them alone. But let's be honest here, nobody really likes vampires in the WoD. attempts...
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  • Mercenary type characters can be tricky to involve in the story. One thing you could do is have them come up with people they know or knew when they were human, that they have reasons to care about (The. It doesn't have to be people they like, it can also be people they fear or hate. The "Mercenary" in my last campaign was a recycled character from a Masquerade game. We changed some stuff in his background so as to keep the general feel of the character and, mostly the dynamic he had with his old coterie. He suggested they got killed, but I insisted that at least two of them were still...
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S. Brechen
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Joined: 07-31-2015
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