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To make them more powerful

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MaskOfWinters Posted: 2 Nov 2009 7:20 AM
I'm about to begin a new chronicle in two months, in which i'd like to make vamps and weres more powerful than they are.

I'm thinking about those changes (feedback appreciated :-P):

1) 
Vampires can spend blood points to enhance physical attributes for one scene (like it was in Masquerade), one point for one dot up to the usual cap. They cannot spend more points this way than their Blood Potency. 

2)
Resilience does function like in MET, it is a permanent addition to Health

3)
Regeneration boost to weres (like the Armory hack)

4)
8 again to strength pools (including combat) in Gauru and 9 again in Urshul and Dalu (like the Armory hack)



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MaskOfWinters:
Vampires can spend blood points to enhance physical attributes for one scene (like it was in Masquerade), one point for one dot up to the usual cap. They cannot spend more points this way than their Blood Potency. 
  Isn't this rather redundant in the face of Resilience and Vigor?   Same cost for nearly the same exact effect.   Is it an instant or reflexive action?   Does it stack with or replace standard blood buff rules?

MaskOfWinters:
2)
Resilience does function like in MET, it is a permanent addition to Health
Not sure how MET works, but I do like permanent the addition to Health- removes that whole "you suddenly fall into torpor at End of Scene" crap.   We're not playing Magic the Gathering, with a very specific End of Turn phase here.   That tendency always annoyed me.

MaskOfWinters:
3)
Regeneration boost to weres (like the Armory hack)

4)
8 again to strength pools (including combat) in Gauru and 9 again in Urshul and Dalu (like the Armory hack)
Together, I think these two are slightly excessive.   Not to mention- the only reason for these to rules to exist are to make non-combat wolves superior in combat.   It doesn't add anything other than deal-massive-amounts-of-damage and absorb-any-kind-of-damage; very dull.  It also reduces the impact and viability of the other forms in combat, something that I'm very much not a fan of.   Relying on pack tactics and the various forms is one of my favorite aspects of the new werewolf.

Of course, if that's the style of game you want, then go for it.   But personally I find the rational behind these hacks ("This hack allows werewolves to reach their true potential as combat monsters."  "Werewolves are usually depicted as obscenely powerful brutes, capable of smashing down any obstacle with ease.") to be very silly and rather redundant - that's why we have the ability to spend multiple essence to heal and Strength Gifts.   You can have similar effects just by improving the PU progression.
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Blunt Vorpal:
Isn't this rather redundant in the face of Resilience and Vigor?   Same cost for nearly the same exact effect.   Is it an instant or reflexive action?   Does it stack with or replace standard blood buff rules?


- Instant action
- One blood point = one bonus dot 
- Maximum expenditure equal to Blood Potency (ex. BP 1 characters can spend only 1 blood point this way)
- Capped to the usual limit (Five until Blood potency 6)
- Stacks with normal buff but i use another cap for blood buff (stolen from MET too), the maximum bonus is +5 to any given roll

Yes it may seem redundant but let's think at the advantages of Vigor and Resilience over it:

1) Resilience is not really a point given the fact that is now permanent in the matter of the Health boost. It'll be always better.

2) Vigor, on the other hand, let you break the attribute cap of 5, has a much lesser cost (1 blood point for n points of strength) and gives a little boost to jumps, finally i made it reflexive instead of instant (as per core rules)

Blunt Vorpal:
but I do like permanent the addition to Health- removes that whole "you suddenly fall into torpor at End of Scene" crap


Exactly

Blunt Vorpal:
Together, I think these two are slightly excessive.   Not to mention- the only reason for these to rules to exist are to make non-combat wolves superior in combat.   It doesn't add anything other than deal-massive-amounts-of-damage and absorb-any-kind-of-damage; very dull.  It also reduces the impact and viability of the other forms in combat, something that I'm very much not a fan of.   Relying on pack tactics and the various forms is one of my favorite aspects of the new werewolf.


I understand it but my point is to make them frightening monsters without too much details, they are antagonists NPC for the most part (like it was in Masquerade), useful to instill fear into vampires. Yes i'm resuming the old Vamp-Were war with different origins and reasons, something to do with Striges (too long to explain, my english would fail me :-P)


 
By the way thanks for your quick reply



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chrstnsln22:
This is really is a nice idea. I think it would be great to do this. I just agree with number one and 4.

The rationale behind the first is to make BP more useful without changing the blood expenditure chart and, more importantly, make every vampire (including non combat focused ones) potentially strong in combat (more than they are normally)

Still i have yet to playtest them, we'll see


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Want to make them more powerful without a major change?  Just use the Giest Psyche progression for Blood Potency.  I tested it one game and was shocked on how much more scary a vampire is just by changing that one thing.
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Deimos_Masque:
Want to make them more powerful without a major change?  Just use the Giest Psyche progression for Blood Potency.  I tested it one game and was shocked on how much more scary a vampire is just by changing that one thing.


yeah i've already tried with Prommie/Mage one, Geist progression seems bit too much to me, it creates other problems (less hunger frenzy risk for example), not sure i'm prepared for this.



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MaskOfWinters:
it creates other problems (less hunger frenzy risk for example), not sure i'm prepared for this.
O_o  Really?   When I used the Mage progression, I found that it created *more* hunger problems.   With the ability to spend more blood per turn, the players acually spent vitae faster in a shorter amount of time.   

Then again, there's a reason that the Coil of Blood was in high demand in my game...
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Blunt Vorpal:
When I used the Mage progression, I found that it created *more* hunger problems.


Psyche progression is different from Mage's one, it gives much more fuel earlier


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You guys might notice that MaskofWinters is quoting a post that is missing from this thread. It was deleted for a direct violation of the Terms of Use. Since there was no violation present in the portion quoted, MaskOfWinters's response has been left untouched.
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MaskOfWinters:
1) 
Vampires can spend blood points to enhance physical attributes for one scene (like it was in Masquerade), one point for one dot up to the usual cap. They cannot spend more points this way than their Blood Potency. 
  Not a bad idea.  Allows Vampires to be more "physical."  I'll discuss this with my player - if she likes it, then we'll use it.


MaskOfWinters:
2)
Resilience does function like in MET, it is a permanent addition to Health

Been using the MET version for a while.  Didn't like the whole "Darn, I'm in torpor now that the scene is over."


MaskOfWinters:
3)
Regeneration boost to weres (like the Armory hack)

Not familiar with the "Armory Hack".  Is this the original "Armory" or "Armory Reloaded"?  What page?


MaskOfWinters:
4)
8 again to strength pools (including combat) in Gauru and 9 again in Urshul and Dalu (like the Armory hack)

Again, not familiar with the "Armory Hack", but you gave enough info that I'm interested in reading about it.  I want my Werewolves, whether NPCs or PCs, to be terrifying.


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Nadrakas:
Is this the original "Armory" or "Armory Reloaded"?  What page?
All Armory hacks are from Armory Reloaded, in Chapter 4 of the book, Combat Hacks. The ones that MaskOfWinters talks about are specifically on pg. 164, under the names Quick Regeneration and Savage Might.
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kurasu:
Nadrakas:
Is this the original "Armory" or "Armory Reloaded"?  What page?
All Armory hacks are from Armory Reloaded, in Chapter 4 of the book, Combat Hacks. The ones that MaskOfWinters talks about are specifically on pg. 164, under the names Quick Regeneration and Savage Might.


Thank you good Sir.  I'll peruse them a little later...right after our Weekly Story is finished.


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If you are interested in combat hacks, here's one I like and recommend at least having a good look:

Mailanka's Dramatic Combat Hack
...jump from the leafless and dance on nothing until the dance is done.
-Neil Gaiman, American Gods

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Ich:
If you are interested in combat hacks, here's one I like and recommend at least having a good look:

Mailanka's Dramatic Combat Hack


Already using it :-P


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