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
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
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.
●●● Feral Claws
Blood Cost: 1 Blood
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
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
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
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.
Phalin:Masquerade Violation: Yes
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.
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
Phalin:●●●●● Savage Warrior
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.
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.
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.
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
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
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.
Description: a Kindred how has achieved this level of Protean may soak none fire, none sunlight aggravated damage with his or her stamina.
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.
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.
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.
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.
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.
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.
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
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.
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.
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.
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.
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.
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.
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.
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.
Hi
Sorry have not posted for a bit have been in Hospital, Food Sucked.
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.
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
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.
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.
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.
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.
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".
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.
Hello
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
3 Vitae also scream oWoD port. Make it 1 Vitae and perhaps 1 WP if you want a really taxing activation cost.
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.
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
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
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
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.