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  • Extensive wrangling over the means and method of True Faith and it's place in the setting seems a little serious for the kind of lighthearted and non-serious games that you'd expect an actual literal katana-weilding vampire ninja concept to get traction in.



    I'm not creative enough to come up with enough suitably wacky concepts on my own ...
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  • A perfectly acceptable character concept in a less than serious game. Fits right in with the gothic lolita necromancer who carries a scythe and only buys disciplines that let them animate hordes of zombies, or James Bond-as-Assamite concepts, or gonzo fleshsculptor Tzimisce artists, or eyepatch-wearing Lasombra who are permanently talking like it's talk like a pirate day everyday.

    So it's always a good idea to make sure everyone is on the same page when it comes to game tone when they're making characters.
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  • TidyGamer
    replied to Are Chickens viable familiars?
    A chicken familiar makes more sense for some characters than others....
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  • I don't understand why people turn their noses up at Animalism 3. It's a solid, nonviolent, subtle long term mortal pacification power. I don't think that any clan who has an affinity with animalism has in-clan access to social disciplines that can do the same thing. I can think of dozens of times in the last game I played where that power would have be AMAZINGLY useful to have.
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  • TidyGamer
    replied to What to get my future niece or nephew?
    I got one of these for my nephew for them to store his toys in and he loved it (and more importantly all his cousins were hella jealous)

    My sister swears by baby rockers, because sometimes that is the only way to get a newborn baby to take a nap so mommy can just SIT DOWN for five minutes

    Barring that, another practical gift is lots of blankets, so they can cycle through all of them easily. When baby throws up on one, they can just switch it out with another one while the first goes into the wash. Which also brings to mind Baby Safe Laundry Detergent, the washer and...
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  • tl;dr - Auspex lets you winnow out the general white noise of traditional Kindred Paranoia and focus on actual threats instead of wasting time and energy on what someone might be planning. To get a similar influx of knowledge, Kindred without Auspex need to invest heavily in allies and contacts and with those there will always be the worry that they've been suborned somehow, or that they're working in collusion with unseen enemies.
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  • Mr. Thorn (Destroyer/Saboteur) was charged with missions where reputations and fortunes needed to be destroyed nearly as often as ones where people and places 'simply' needed to be rendered down into their component pieces. His freshly-fallen natural form is that of a nearly man-shaped tangle of fractal-edged razor wire that coils and gyres around a core of headache-inducing visual static. An asssassin's body, he can thread himself through astonishingly small openings and penetrate into the most secure parts of an enemy's stronghold. When it comes time to destroy a target, hellish razor wire snares...
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  • Important NPCs get full sheets, but otherwise I never bother with them for general NPCs. 4 dice for a task they are professionally good at, 6 dice for things they're particularly good at. 8 or more dice in something only happens if they're an expert in something. Nothing changes for Elders that I don't need to fully stat up, except that they have more things they have 6 dice or more in.

    I do the same thing for powers, winging it on determining the dice pool they have for each effect based on how skilled I want them to be based on the purpose they have in the story.
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  • I played in a couple games with Telgar and we used his version of Celerity http://wiki.stryck.com/WoD/Celerity It should also be said that Potence and Fortitude both are similarly adjusted into a 5-power setup like the other disciplines.
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  • Einstein's theories were not the result of a particularly successful Int + Science roll, they are the basis of an arbitrary number of Int + Science rolls that are attempting to disprove them. 'E=MC2' was not hiding behind a Diff 10 roll that requires 10 successes, people throw dice at the equation in an attempt to find things that it doesn't cover because then they can try and come up with a better equation that they hope is more resilient than the one they have disproved.
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  • Sans magic somehow being incorporated into a project, the work of an Elder with 12-18 dice in a skill function is extremely good, but it's extremely good in a way that's similar to what a group of normal mortals can do. An elder with 18 dice is as good by themselves as a skilled firm of experts working together to write a contract, which I think is pretty amazing. They aren't so superior that a firm of experts can't tackle the work done by a lone elder and eventually pick it apart for the loopholes though, for that you need some kind of combo discipline or blood sorcery.
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TidyGamer
TidyGamer
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Last Activity: Today, 07:24 PM
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