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This may be more of a thematic question than a rules one but what happens to large keystones when they're in twilight?  If I have a car/motorcycle/riding lawn mower/refrigerator as a keystone does it just obediently follow me around like a ghost puppy?  I know you need to pay plasm for it to materialize physically but I'm more concerned about this twilight state.  This also applies to other awkward keystones (an everburning torch, for instance) but isn't quite the problem it is for large ones...

Somewhat related to that is the appearance of the Geist in Twilight.  Can other twilight dwellers (or those who can see into it) see the Geist?  Does a Sin Eater appear the same way as a possessed person might?  This may very well be in the book but I ate the book faster than Christmas Dinner and I don't think I fully appreciated all of the nuances :)
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Pookzilla:
This may be more of a thematic question than a rules one but what happens to large keystones when they're in twilight?  If I have a car/motorcycle/riding lawn mower/refrigerator as a keystone does it just obediently follow me around like a ghost puppy?  I know you need to pay plasm for it to materialize physically but I'm more concerned about this twilight state.  This also applies to other awkward keystones (an everburning torch, for instance) but isn't quite the problem it is for large ones...


It becomes a part of the geist....pge 193.

Pookzilla:

Somewhat related to that is the appearance of the Geist in Twilight.  Can other twilight dwellers (or those who can see into it) see the Geist?  Does a Sin Eater appear the same way as a possessed person might?  This may very well be in the book but I ate the book faster than Christmas Dinner and I don't think I fully appreciated all of the nuances :)


most ghosts notice that Sin-Eaters are different from other mortals and many approach them asking for help. 43. thats all I could find

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MrPrim:
Sin-Eaters can spend 1 Plasm to ignore a point of damage done to them


Question: Is this subject to the normal rules for spending Plasm? In other words, are powerful SEs able to absorb more damage per incoming attack because they can spend more Plasm per turn? I didn't see anything in that section that would suggest otherwise, but it does seem a little ineffective for "young" characters that way.
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Neisseria:
MrPrim:
Sin-Eaters can spend 1 Plasm to ignore a point of damage done to them


Question: Is this subject to the normal rules for spending Plasm? In other words, are powerful SEs able to absorb more damage per incoming attack because they can spend more Plasm per turn? I didn't see anything in that section that would suggest otherwise, but it does seem a little ineffective for "young" characters that way.


Well, the sample given for that shows a Bound reflexively spending 3 plasm to reduce 3 points of lethal damage. Since it doesn't say it is restricted, I'd say you can spend as much as you want. However, that is a quick way to drain yourself.
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MILLANDSON:
Well, the sample given for that shows a Bound reflexively spending 3 plasm to reduce 3 points of lethal damage. Since it doesn't say it is restricted, I'd say you can spend as much as you want.


True, but isn't it right under a section that mentions the expenditure limit (albeit briefly), so maybe they thought the restriction didn't need to be stated again? And the example could relate to a more powerful SE (unless it says otherwise, in which case my mistake, can't check because I'm at work and my book isn't).
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Is there any way to regain "permanently" lost dots of Synergy from the various resurrection effects?   

EDIT:   Also, under the Revenance merit for tier 3 founders, it says, "The founder’s maximum Psyche does not decrease (though he does lose a Psyche dot as usual)."   What's up with this?
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Blunt Vorpal:
Is there any way to regain "permanently" lost dots of Synergy from the various resurrection effects?   

EDIT:   Also, under the Revenance merit for tier 3 founders, it says, "The founder’s maximum Psyche does not decrease (though he does lose a Psyche dot as usual)."   What's up with this?


There doesn't seem to be a way to regain permanently lost dots of Synergy, though I'd be tempted to add a way as a house rule.

As for the Revenance merit, what it means is that, when you die and are ressurected, you lose the 1 dot of Synergy you normally lose, but your maximum Synergy doesn't drop by 2 like it usually does. I think it's a typo.
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Neisseria:
MILLANDSON:
Well, the sample given for that shows a Bound reflexively spending 3 plasm to reduce 3 points of lethal damage. Since it doesn't say it is restricted, I'd say you can spend as much as you want.


True, but isn't it right under a section that mentions the expenditure limit (albeit briefly), so maybe they thought the restriction didn't need to be stated again? And the example could relate to a more powerful SE (unless it says otherwise, in which case my mistake, can't check because I'm at work and my book isn't).


Ahhh, I've been looking at the Systems section, rather than the Healing section under the Plasm trait explaination. It doesn't mention the restriction in the Systems section, and it also doesn't mention the Psyche level of the SE in the example, but since it's mentioned in the Plasm section, and there is a limit put on Plasm use, I think that you could be right, it is limited to the max Plasm you can use a turn.
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Neisseria:
Question: Is this subject to the normal rules for spending Plasm? In other words, are powerful SEs able to absorb more damage per incoming attack because they can spend more Plasm per turn? I didn't see anything in that section that would suggest otherwise, but it does seem a little ineffective for "young" characters that way.


No. Author intent (that's me) is that you can spend as much plasm as you like to patch up wounds, regardless of Psyche.
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MILLANDSON:
Ahhh, I've been looking at the Systems section, rather than the Healing section under the Plasm trait explaination. It doesn't mention the restriction in the Systems section, and it also doesn't mention the Psyche level of the SE in the example, but since it's mentioned in the Plasm section, and there is a limit put on Plasm use, I think that you could be right, it is limited to the max Plasm you can use a turn.

Indeed, I just got home and realised we were looking at two different sections once I had the book in front of me :)

Part of the reason I'm taking such an interest in the rules of Geist (apart from the awesome source material) is that it's the first WoD game my girlfriend has wanted to run, so I'm trying to help her figure out some of the "grey areas" we've come across...
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JNewman:
Neisseria:
Question: Is this subject to the normal rules for spending Plasm? In other words, are powerful SEs able to absorb more damage per incoming attack because they can spend more Plasm per turn? I didn't see anything in that section that would suggest otherwise, but it does seem a little ineffective for "young" characters that way.


No. Author intent (that's me) is that you can spend as much plasm as you like to patch up wounds, regardless of Psyche.


Awesome, thanks for that!
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JNewman:

No. Author intent (that's me) is that you can spend as much plasm as you like to patch up wounds, regardless of Psyche.

Thanks for the clarification. Much obliged.
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And I used to think Prometheans were hard to kill... :P
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I've got a probable Third-Tier Errata issue: the benefit for Forge Key talks about buying each dot of the new Key as if it was foreign to the character's Threshold; and once you achieve five dots in the Key, he can teach it.  I'm assuming that this is a holdover from an earlier phase in the design when Keys weren't binary; now that they are binary, how do the rules change?
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Chaka:
And I used to think Prometheans were hard to kill... :P
Prommies need to be killed three times before they stay dead- these guys get at least five resurrections out of the deal.   Plus, no bane.   They don't freak at holy objects like ghosts, and don't suffer aggravated damage like the other two undead races, vamps and prommies.  

Add in the insane dice pools for using Manifestations, and.... well, lets just say that the WoD has one heck of a power curve.  
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