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Player Opinions on a Combine Vampire: The Masquerade and Requiem Settings

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I wrote a simple system to combine BP and Gen.

BP is how much blood is in your pool.  Gen is the cap of your pool, immunity to diablre, etc.

BP increases with age, gen with diablre.
Let me live in a house by the side of the road
Where the race of men go by-
The men who are good and the men who are bad,
As good and as bad as I.
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I mean immunity to dominate.
Let me live in a house by the side of the road
Where the race of men go by-
The men who are good and the men who are bad,
As good and as bad as I.
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Thanks lundstroms2004 always helpful to know that others have done.

 

            After some play testing and some discussion we have decided to re-vamp some of the disciplines one of the first once that came up was Protean. So below is the first levels of a new Protean discipline, we have tried to make it more focused than previous versions, more about manipulating you own flesh, than about some of its more strange capabilities.   

We do have some problems we gave it a level based on a level of Serpentis but this allows the kindred to soak aggravated damage with stamina, but this may be changed as this may make a Gangrel very tough as the have Fortitude / Resilience as well. So we may replace Leathery Hide with ether Feral Senses or Gleaming Eyes, as the level 2 ability.

If any one has any thoughts ore suggestions id be happy to hear them.     

● Gleaming Eyes

            Blood Cost:  N/A

            Dice Roll: N/A

            Difficulty: N/A

            Masquerade Violation: Yes

Description: This Level of Protean allows the kindred to see relatively clearly in near total darkness with limited colure perception; the kindred’s eyes reflect light like those of animals.

 

● Feral Senses

            Blood Cost:  N/A

            Dice Roll: N/A

            Difficulty: N/A

            Masquerade Violation: no

Description: with this level of Protean the kindred’s senses of sight, herring and smell are heightened to those of the beasts, the kindred receives a -1 difficulty bonus on all appropriate perception + alertness rolls       

 

●● Leathery Hide

            Blood Cost: N/A

            Dice Roll: N/A

            Difficulty: N/A

            Masquerade Violation: Yes

Description:  a Kindred how has achieved this level of Protean may soak none fire, none sunlight aggravated damage with his or her stamina. 

 

●●● Feral Claws

            Blood Cost: 1 Blood

            Dice Roll: N/A

            Difficulty: N/A

            Masquerade Violation: Yes

Description: This Level of Protean allows the kindred to grow three inch claws from the tips of his or her fingers, these claws allow the kindred to inflict aggravated damage with there hand attacks.     

 

●●●● Beast of Night

            Blood Cost: 2 Blood

            Dice Roll: N/A

            Difficulty: N/A

            Masquerade Violation: Yes (If Seen Transforming)

Description: with this level of Protean the kindred to transform his or her self into a creature of the night. Bat, Cat, Crow, Hound, Rat, Wolf

 

●●●●● Savage Warrior

            Blood Cost: 3 Blood

            Dice Roll: N/A

            Difficulty: N/A

            Masquerade Violation: Yes

Description: With this Level of Protean the kindred may transform his or her self into a feral beast, a muscular form standing six or seven feat tall with razor like claws. The kindred’s Physical Attributes are increased by two, and all Social Attributes are reduced to zero, in addition all hand and bite attacks inflict aggravated damage.         

 

> Great Chiroptera

            Blood Cost: 3 Blood

            Dice Roll: N/A

            Difficulty: N/A

            Masquerade Violation: Yes

Description: a Kindred how has achieved this level of Protean may transform his or her self into a enormous bat, in this form the Kindred can fly and has and additional three points in all physical attributes, has all social attributes reduced to zero and may make strength + three aggravated damage bit attacks. 

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Glad to see things progressing. Since you mention that its a mix between Protean and Serpentis, are any Clans going to have it except for the Gangrel?

While I can understand that there are no rolls at lower levels to activate. Perhaps you should add roles at the higher two/three levels, since they are pretty powerful.

Phalin:
Masquerade Violation: Yes


I wonder if this is actually necessary? Don't feel very stylish to have this kind of information that most ST should be able to figure out for themselves.

Phalin:
Description: with this level of Protean the kindred’s senses of sight, herring and smell are heightened to those of the beasts, the kindred receives a -1 difficulty bonus on all appropriate perception + alertness rolls       


Phalin:
Description:  a Kindred how has achieved this level of Protean may soak none fire, none sunlight aggravated damage with his or her stamina. 


This makes me wonder if you are using the NWoD or OWoD rules? Soaking, difficulty on a dice role? Perception and Alertness as attributes/skills/whateve?  All of these are part of the OWoD rules.

Phalin:
Description: with this level of Protean the kindred to transform his or her self into a creature of the night. Bat, Cat, Crow, Hound, Rat, Wolf


Perhaps you should elaborate somewhat on how the selection of animal takes place? Or can one turn into about any animal? Also "creature of the night" is a bit vauge. Maybe a system where you can turn into any preditor or scavanger (possibily only landbased?) animal, chosen when the power is bought, would fit better? 

Phalin:
●●●●● Savage Warrior


Very combat oriented, but I suppose you already knew that. But since you've added this possibility, I think that perhaps I would have to ask if Werewolves are cannonically part of this setting? Otherwise, with this power, it could be a possibility to hint that its not known if Werewolves do exists or if its just a myth that is attributed to Kindred that dissapeare while traveling between settlements. Potentially it could have a basis in rural Kindred attacking tresspassers unfamilier with Protean.

I personally would however probably lower the blood cost and remove the aggrevated damage and say that the creature inflicts lethal damage (which is pretty good on its own) and then the player will have to grow Feral Claws for aggrevated damage.

The description part could also need a few more details. How do these Kindred look after the transformation? Are they like werewolves? Like the War Form from the old Vissicitude? Are they like man-animal hybrids based on the animal contected to the "Beast of Night" power?

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Gurkhal

I wonder if this is actually necessary.

 

    Well no its probably not necessary, but after an incident in one of the test games we felt it best to make it absolutely clear exactly what is and is not, masquerade breech besides may of the older descriptions do indeed have passages that tell you if the affect breeches the masquerade, this just seemed like the obvious conclusion of that,

its also for easy use, you must have done the classic of reading several pages of a section only to find the information you wanted in the last 3 lines. I admit though it is a bit overzealous perhaps.       

 

Gurkhal

This makes me wonder if you are using the NWoD or OWoD rules.

 

            Sorry about that some times I don’t think and just revert back to OWoD terminology and rolls, its just what I am more used to it,  Perception + Alertness = Wits + Composure.

            As for the rest we are making this a bit of a highbred system so there are things we have decided to keep, for example we just agreed that in the case of Fortitude vs. Resilience that Fortitude (Preventing Damage) makes more sense than Resilience (Giving Life Points).

            And yes soak rolls do make the game a bit slower but not so much slower, trust me try playing a d20 game then you know what slow is.

 

Gurkhal

Perhaps you should elaborate somewhat on how the selection of animal takes place? Or can one turn into about any animal? Also "creature of the night" is a bit vauge. Maybe a system where you can turn into any preditor or scavanger (possibily only landbased?) animal, chosen when the power is bought, would fit better? 

 

    Before it is completed we will have a full description and a full list of animals along with statistic changes and so on, we are in to minds about how the choice of animal occurs we are currently thinking about limiting a player to a single animal, and dropping it to level 2 instead and requiring the player to have some kind of affinity to the appropriate animal. But nothing in set in stone yet.      

    As for Savage Warrior well yes it is very combat oriented, it is based on Horrid Form "Zulu" and your suggestion is almost right on the money, are idea is that werewolves do exist and are distantly related to the Gangrel probably through kinfolk, (still need to Wright up the Gangrel section) and that a vast majority of recorded were creature activity is actually based on sightings of this form, as were creature have delirium and so tend to go unnoticed.         

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Phalin:

● Gleaming Eyes

            Blood Cost:  N/A

            Dice Roll: N/A

            Difficulty: N/A

            Masquerade Violation: Yes

Description: This Level of Protean allows the kindred to see relatively clearly in near total darkness with limited colure perception; the kindred’s eyes reflect light like those of animals.

● Feral Senses

            Blood Cost:  N/A

            Dice Roll: N/A

            Difficulty: N/A

            Masquerade Violation: no

Description: with this level of Protean the kindred’s senses of sight, herring and smell are heightened to those of the beasts, the kindred receives a -1 difficulty bonus on all appropriate perception + alertness rolls   



This is tiptoeing into the realm of Auspex IMO. At least power(s) like this should have an additional effect that Auspex cannot reproduce.

I think Machiavelli have given some adequqte examples and perhaps I'm reproducing them here. But if you use PT I would give som sort of bonus in that area, bonuses to Survival, Intimidation (maintaining the position as "alpha dog" or some such. I would not, seeing that the rest of the Discipline is heavily combat oriented, give any combat bonuses at this level.

Phalin:

●● Leathery Hide

            Blood Cost: N/A

            Dice Roll: N/A

            Difficulty: N/A

            Masquerade Violation: Yes

Description:  a Kindred how has achieved this level of Protean may soak none fire, none sunlight aggravated damage with his or her stamina. 



This feels horribly overpowered just like the old Serpentis 3 was! For the price of two dots (given that you invest some in your stamina which is highly unlikely that you don't) in a Discipline you can get (practically) 5 dots worth of Resilience/Fortitude. I know there is a sunlight/fire drawback here but my experience is that AG-damage seldom comes from those sources. And even with that limitation it's too good. Give a minor +1 or +2 armor bonus instead or some such. But better yet hava a NOT combat oriented ability such as Earth Meld and leave this kind of power to a devotion based on Protean and Resilience.

Phalin:

●●●●● Savage Warrior

            Blood Cost: 3 Blood

            Dice Roll: N/A

            Difficulty: N/A

            Masquerade Violation: Yes

Description: With this Level of Protean the kindred may transform his or her self into a feral beast, a muscular form standing six or seven feat tall with razor like claws. The kindred’s Physical Attributes are increased by two, and all Social Attributes are reduced to zero, in addition all hand and bite attacks inflict aggravated damage. 



Once again, very overpowered. Compare to other physical disiplinces and you get more bang for the buck investing in this than purchasing the ordinary physical disciplines. I think you are looking too much at the oWoD disciplines and that does not work if you use primarily the nWoD rules.

I would change this power to give some sort of armor bonus, bonus to close combat attack rolls and NOT go the route to increase physical attributes and think it is somewhat justified just because you lower all social attributes. Needless to say most likely when such a power is turned on discussions have already ceased and the time to kick ass has begun. Thus such a thing as no social rolls is not a penalty or hindrance what so ever.

Make it cost 1 Vitae (very few powers in nWoD costs more to activate actually).
2 armor (does not stack)
+2 to close combat attacks (stacks with all out for example)
+2 size (gives +2 Health)
-2 dice to resist anger frenzy

Claws and fangs does lethal damage unless Protean 3 is activated. Actually this power is just better than Protean 3 and such a design is no good. There is a chapter on designing disciplines in Vampire: the Requiem that covers just this with powers of higher levels being simply better than one on a lower level (and much more). Give it a read. It's good before starting to design powers for nWoD.

That is how I would design a combat form power instead.

Sorry if I'm being overly negative. I find your general take on Protean to be good. Focus on shape shifting instead of the Beast (which I find to be the realm of Animalism). But perhaps you are trying to mesh too much into it and I find it too unbalanced. Perhaps you ought to think of less powerful generalized abilities and then convert some to Devotions?

Cog.
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Phalin:

As for the rest we are making this a bit of a highbred system so there are things we have decided to keep, for example we just agreed that in the case of Fortitude vs. Resilience that Fortitude (Preventing Damage) makes more sense than Resilience (Giving Life Points).

            And yes soak rolls do make the game a bit slower but not so much slower, trust me try playing a d20 game then you know what slow is.



I'm very sorry to hear that. If/when I play this I suppose I'll have to change it back into Resilience from VtR. But to each their own.

Phalin:
Before it is completed we will have a full description and a full list of animals along with statistic changes and so on, we are in to minds about how the choice of animal occurs we are currently thinking about limiting a player to a single animal, and dropping it to level 2 instead and requiring the player to have some kind of affinity to the appropriate animal. But nothing in set in stone yet.     


If the focus is shapeshifting, then yes dropping it to level 2 would make sense, at least for me.

Phalin:
As for Savage Warrior well yes it is very combat oriented, it is based on Horrid Form "Zulu" and your suggestion is almost right on the money, are idea is that werewolves do exist and are distantly related to the Gangrel probably through kinfolk, (still need to Wright up the Gangrel section) and that a vast majority of recorded were creature activity is actually based on sightings of this form, as were creature have delirium and so tend to go unnoticed.      


Sounds good, although I would formulate it something along the lines of "some believe that the Gangrel and Werewolves are related..." rather than stating it as a fact. If that, of course, was your intention.

Otherwise I'd like to add that I second Cog in almost (note "almost") every point he makes.

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            Ok Just to Clarify something the plan my group and i are working on is not to just port the Masquerade / oWoD setting on to the Requiem / nWoD rules. It is to combine the best of both games into a new set of rules as well as update what most people seem to consider superior pack story and plot of Masquerade, that’s not to say that ether if these games is not perfectly good game in there own right, just deferent from one another.       

 

Gurkhal

            I'm very sorry to hear that. If/when I play this I suppose I'll have to change it back into Resilience from VtR. But to each their own.

 

            Well that’s you choice and I will not attempt to dissuade you, however I will clarify the reasoning behind our decision, it actually very simple, when they removed the old Soak system, it left them with basically 2 options as I see for Resilience automatic damage reduction (far to overpowered) and increased health, and I agree with there decision, however, after an incident in requiem where 3 players lost there characters due to Resilience deactivating, most of my group including myself feel that Fortified or Soak Damage Reduction is a better option,  the problem that requiem suffers from in this regard is simple. In WW hast to make the game as simple as possible, they tried to cut out as may dice rolls as possible, but this leaves very few options for other ways to achieve as similar affect.

            Anyway this is simply the feeling of my group, and as I say if you proffer Resilience use it I cannot and would not attempt to stop you.   

 

Cogitare

            This is tiptoeing into the realm of Auspex

 

            Yes I suppose it probably is, as far as Feral Senses is concerned as for Gleaming Eyes Auspex dos not allow you to see in the dark, or atlases the oWoD one did not, I will be hones and say I don’t know if the new one dose.

           

            Any way I think Feral Senses is a bit out of the original intention anyway, Gleaming Eyes is basically just a re work of Gleam of Red Eyes, the original level one power. So it will probably be maintained.

 

Cogitare

            This feels horribly overpowered just like the old Serpentis 3 was!

 

            I cannot say I disagree with you particularly when you think about Gangrel having Fortitude / Resilience as well, so I think this well be replace with something not shore what yet but we will see

 

Cogitare          

            But better yet have a NOT combat oriented ability such as Earth Meld and leave this kind of power to devotion

 

            Not a bad plan but as we already have Flesh of Marble in as a Combination Discipline it will probably just get dropped.

As for Earth Meld we plan to move it to probably animalism, this is partly due to the fact that if you’ve ever looked at any actual vampire folklore Earth Melding is incredibly common, and it never made that much sense having it restricted to one clan.

 

Cogitare

            Once again, very overpowered. Compare to other physical disciplines and you get more bangs for the buck investing in this than purchasing the ordinary physical disciplines.

 

            The is another one I am in two minds about, as we have essentially taken level 4 Vicissitude aka Horrid Form "Zulu", and downgraded its statistic modifiers and made it level 5 Protean. And well this is not necessarily the best plan ever it dose seem to be the most logical conclusion of the focus on shape shifting.    

I suppose one option is to give it the Leathery Hide power (above) or just a simple armor value and remove its physical capabilities though this is still not ideal.

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Bump.

Like the last time I bumped this thread, I don't want to lose it to oblivion. To good for that.
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It was such a long time since I wrote the post to which you are replying so I have to look what I wrote and try to remember my chain of thought here :)

Phalin:

Yes I suppose it probably is, as far as Feral Senses is concerned as for Gleaming Eyes Auspex dos not allow you to see in the dark, or atlases the oWoD one did not, I will be hones and say I don’t know if the new one dose.

           

            Any way I think Feral Senses is a bit out of the original intention anyway, Gleaming Eyes is basically just a re work of Gleam of Red Eyes, the original level one power. So it will probably be maintained.



Auspex 1 in V:tR gives total nightvision (that is even in complete and utter darkness). That is why I would not have Protean 1 stepping in on that territory because it would just be a crappier version of Auspex 1 since that power not only gives nightvision but super senses (vision, taste, hearing, touch, smell).

It's no biggie but as I stated in my earlier post I would give Protean 1 something that Auspex 1 could not easily reproduce. And this is true in general, having two different disciplines having even similar powers is very tricky especially if they're at different power levels and/or one is more potent than the other (at same or lower level).

Phalin:

Not a bad plan but as we already have Flesh of Marble in as a Combination Discipline it will probably just get dropped.

As for Earth Meld we plan to move it to probably animalism, this is partly due to the fact that if you’ve ever looked at any actual vampire folklore Earth Melding is incredibly common, and it never made that much sense having it restricted to one clan.



Thematically I would not go with Earth Meld being Animalism since that is the power of control over beasts and Beasts. Transforming your body to having it becoming one with the earth has nothing to do with that as I see it. If you dislike Earth Meld being a core power for Protean I would make it a Protean + Resilience Devotion (for easy access by Gangrel) instead.

But if your goal is to just have it more readily available make it a Devotion of more common disciplines or put it under Animalism (which I still see as thematically dodgy).

Phalin:
 The is another one I am in two minds about, as we have essentially taken level 4 Vicissitude aka Horrid Form "Zulu", and downgraded its statistic modifiers and made it level 5 Protean.


Yeah, but Zulo form from oWoD Vissicitude (as was the whole discipline) was horribly broken. Toss it out the window and do something better instead. Raising attributes should be the purview of physical disciplines (Vigor, Resilience, Celerity, Praestantia (if you have VII) and such). Having another discipline being able to raise say Strength than Vigor gets really messy (see what I write above about your Protean 1 vs. Auspex 1).

Phalin:
And well this is not necessarily the best plan ever it dose seem to be the most logical conclusion of the focus on shape shifting.


I'm not arguing the shape shifting thing. That part I like and think you should stick to. What I am saying is that you try to, more or less, directly port oWoD logic into nWoD and that does not work well. The power level where generally higher in oWoD and there where for example quite a lot of powers adding to physical stats. In nWoD you do not see that other than for physical disciplines, not even blood buff gives bonus to physical traits per se. In nWoD you generally get bonuses to die rolls instead. The difference is subtle but a good one. Just because you get a bonus of +1 on all physical die rolls for being in frenzy does not raise your Strength from 3->4, just die rolls derived from that stat.

Phalin:
I suppose one option is to give it the Leathery Hide power (above) or just a simple armor value and remove its physical capabilities though this is still not ideal.


How about my suggestion? Not to your liking? :)

Cog.
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If anything, I would recomend not altering Protean too much, I would say that actually it works best the way it is, for if you atempt to mainstream it solely to shapeshifting into monstrous things, you lose a lot of its scope, as my suggestion, it goes from here

Check the devotions in here http://wiki.white-wolf.com/worldofdarkness/index.php?title=Devotions_%28Strigoi%29

Most made thinking of the Tzimisce powers in mind, those should give you a bit of a guiding idea, I would recomend making Visicitud (If there must be put) as a few devotions including both Protean and Dominate, Zulo Form could actually need both Resilence and Vigor (To make sure the shape is crazy strong) and allow you to gain size, become horrible and maybe have armor (Check out some of the Devotions in the Carthian book they have a good number of those)
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Hi

 

Sorry have not posted for a bit have been in Hospital, Food Sucked.

 

Cogitare

What I am saying is that you try to, more or less, directly port oWoD logic into nWoD and that does not work well. The power level where generally higher in oWoD and there where for example quite a lot of powers adding to physical stats. In nWoD you do not see that other than for physical disciplines, not even blood buff gives bonus to physical traits per se. In nWoD you generally get bonuses to die rolls instead. The difference is subtle but a good one. Just because you get a bonus of +1 on all physical die rolls for being in frenzy does not raise your Strength from 3->4, just die rolls derived from that stat.

 

            Well no and yes, as I have said where not trying to port one onto the other, where trying to combine the two, I do agree some party of both games are so incompatible that they require a total rewrite, and oWoD is a more high powered game.

           

Gleaming Eyes Vs Auspex

            Yes I see what you saying about disciplines doing the same thing. This one I think will have to be considered when we stat the work on Auspex as we wear planning to change the discipline around, more along the lines of reducing difficulties and adding dice to pools for some rolls.

 

Cogitare

Raising attributes should be the purview of physical disciplines (Vigor, Resilience, Celerity, Just because you get a bonus of +1 on all physical die rolls for being in frenzy does not raise your Strength from 3->4, just die rolls derived from that stat. 

 

            Under normal circumstance I would agree with you but, my problem it this,

2 Vampires, one changes into a Wolf, the other changes into a Bat. They would not have the same physical statistics as one another nether would they have the same physical statistics as they had in there human form; the same goes for Savage Warrior / Horrid Form "Zulu".

 

            However this my be more to you liking

 

●●●●● Savage Warrior

            Blood Cost: 3 Blood

            Dice Roll: N/A

            Difficulty: N/A

            Masquerade Violation: Yes

Description: With this Level of Protean the kindred may transform his or her self into a feral beast, a muscular form standing six or seven feat tall with razor like claws.

The difficulty of all physical checks is decreased by 2.

The difficulty of all Social checks is increased by 2

In addition all hand and bite attacks inflict aggravated damage.

          

Cogitare

Thematically I would not go with Earth Meld being Animalism,

 

                Well again I must agree with you hear I don’t like Earth Meld in Animalism but we don’t really want it In Protean ether with the emphasis on shape shifting. But short of creating a hole discipline around it or leaving it a Combination Discipline / Devotion (I hate the Term) I cannot see a better option at leased some animals live underground so calling it Den or Nest of Soil or something sort of tenuously links it in.   

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Phalin:
Well no and yes, as I have said where not trying to port one onto the other, where trying to combine the two, I do agree some party of both games are so incompatible that they require a total rewrite, and oWoD is a more high powered game.


I have done this, or to some extent, since I run my game in a oWoD setting with nWoD rules. Doing this I have ported all of the clans which I am interested in along with their signature Disciplines.

Right now, looking at your posts and your examples, things are quite spread out as to what from each game you like to keep and such. I would recommend that you based your game on either oWoD or nWoD and then ported in what you like from one or the other. Total mesh will inevitably be total mess. ;)

Phalin:
Yes I see what you saying about disciplines doing the same thing. This one I think will have to be considered when we stat the work on Auspex as we wear planning to change the discipline around, more along the lines of reducing difficulties and adding dice to pools for some rolls.


If you are to rewrite Auspex it might work. Depending on what you do. I am not a fan of the wording how Auspex 1 works in nWoD (very arbitrary and up to the ST) so I basically give +1 to most perception rolls per dot in Auspex when Auspex 1 is activated. The night vision thing is specifically stated in V:tR so that comes as well. If you remove that a Gleam of Red Eyes type power is much more justified.

Here is one place where the mesh gets messy. Will you be using variable difficulties (your post indicates so) or will you have a static diff as in nWoD. Just this decision will indicate heavily towards which game you lean. If you go with static diff. nWoD will seem to be the base game, if not oWoD will seem to be the base for your rules.

Phalin:

Under normal circumstance I would agree with you but, my problem it this,

2 Vampires, one changes into a Wolf, the other changes into a Bat. They would not have the same physical statistics as one another nether would they have the same physical statistics as they had in there human form; the same goes for Savage Warrior / Horrid Form "Zulu".



Wolf does not change your physical stats but Bat will lower your Str to one (1). That is true and I actually forgot this! Even though this is in V:tR I do not find this ideal in any way.

In any way I do not see the need to raise ALL physical attributes due to Zulo form. That is a remnant that screams oWoD and direct port from Vicissitude. Raising Strength and Stamina and Size is something I could live with. But why Dexterity?

Phalin:

●●●●● Savage Warrior

            Blood Cost: 3 Blood

            Dice Roll: N/A

            Difficulty: N/A

            Masquerade Violation: Yes

Description: With this Level of Protean the kindred may transform his or her self into a feral beast, a muscular form standing six or seven feat tall with razor like claws.

The difficulty of all physical checks is decreased by 2.

The difficulty of all Social checks is increased by 2

In addition all hand and bite attacks inflict aggravated damage.



It's better. But again difficulties?

Getting +2 to physical checks and -2 to social one's seem ok and perhaps even a bit underpowered for a level 5 power. I would add some defensive capabilities (armor due to leathery hide or some such, perhaps defence calculated based on the higher of dex and wits) and loos the aggravated damage. This power essentially negates the use of Claws of the Wild otherwise since it's just plain better in all instances. Have the attacks deal lethal and then Claws of the Wild can be activated Reflexively with an additional 1 Vitae cost.

3 Vitae also scream oWoD port. Make it 1 Vitae and perhaps 1 WP if you want a really taxing activation cost.

Cog.
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Hello

Cogitare

        Getting +2 to physical checks and -2 to social one's seem ok and perhaps even a bit underpowered for a level 5 power. I would add some defensive capabilities (armor due to leathery hide or some such, perhaps defence calculated based on the higher of dex and wits) and loos the aggravated damage. This power essentially negates the use of Claws of the Wild otherwise since it's just plain better in all instances. Have the attacks deal lethal and then Claws of the Wild can be activated Reflexively with an additional 1 Vitae cost:

 

Phalin

        We its getting closer then, think you may be correct about aggravate damage and some sort of amour or other defensive capability, part of the idea of this was that you actually activated Claws automatically with this but it could easily be left separate.

Thought about decreasing difficulty to hit the vampire with this as there size would obviously be larger than there normal, have not decided on that, like you opinions              

 

Cogitare

        3 Vitae also scream oWoD port. Make it 1 Vitae and perhaps 1 WP if you want a really taxing activation cost.

 

Phalin

            Yes it is more old than new but it dus work with the new blood system we have got worked out, its also a bit of a deterrent for the power gamers out there and in general.

 

 

Phalin

            And now for something completely different

 

Ghash Ironhand

            First of all, try to make it unique; don't just put the Masquerade setting on the new system

 

Phalin

            Well this is something I have been thinking about from day one, but I must admit I have had some trouble coming up with some things that mach this, until.  

Some suggested a bit of creative plagiarism I suppose you could call it, now im not talking copy and pasting another setting into this, but perhaps the odd bit here and there,                                
       Classic Example: WW made some references to Vampires and the Nazi’s so maybe we expand on that take a bit of the plot of hell boy and a bit of Wolfenstein for instance, or inset a bit of
H. P. Lovecraft or Silent Hill all that mist could be the veil to the shadow lands.


        Ok, this isn’t exactly original and I don’t like the idea of port huge chunks of plot and background without good reason, and I certainly don’t suggest this lightly.

However I am taken back to a vampire game I played when I first started playing, the ST basically used H. P. Lovecraft, Shadow Over Innsmouth, as the plot for the game, he replaced deep ones with I think wear-sharks or they may have been defiler demons, ether way it worked well, im not suggesting anything on that’s scale but you get the point.

 

        Anyway id like you opinions on this idea as im just not shore my self, anyway we have already the Vampires, Nazi connection well before this idea!

 

            Thanks for the help and support                

 

        

 

 

 

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Phalin:
Thought about decreasing difficulty to hit the vampire with this as there size would obviously be larger than there normal, have not decided on that, like you opinions   


Armor, if you use V:tR rules, decrease chance to do harm but I would not see it as it makes the wearer (or in this case user of Protean) harder to hit but hits do him less harm instead. This due to how the system works nowadays.

If using a more oWoD kinda feel such a power might grant added soak dice or some such.

Phalin:
Yes it is more old than new but it dus work with the new blood system we have got worked out, its also a bit of a deterrent for the power gamers out there and in general.


Ok.

Cog.
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