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31

I do think you're being too cautious. One of the key elements of the Storytelling System is the Willpower economy. It's a "virtuous cycle." The difficulty of 8 means that, in order to succeed on important rolls, you'll want to spend Willpower — those three dice generally produce an additional success. With your Willpower rapidly depleting, the best way to ...


29

Supernatural power comes from making mutually exclusive changes to the human soul. My view isn't explicitly stated anywhere, but I consider it supported by statements across the nWoD books. There are a few representative quotes from the core books I own at the bottom. To do anything majorly supernatural, you need to be more than human. A vampire's soul is ...


25

My recommendation is to work from the other direction; instead of taking the mortal population and extrapolating how many vampires "should" be there, start with the number of vampires you want to have and decide how it is they survive on a fief that's overtaxed. Use the 50K-100K as a figure of stability; once you get twice as many Kindred in there, you've ...


25

Use a very strong central theme and mood. Think of your campaign as if it was a TV series held together by these things, as well returning props, characters, places etc. Use a strong, universal antagonist, possibly an organization that has agents from all the various supernatural factions as well. Even better if your party are members / helpers of the same ...


24

As a long-time V:tM and V:tR fan, I have always thought the 1:50k and 1:100k ratios were unimaginative, unrealistic (well, as unrealistic as a game involving vampires could be) and poorly thought out. In fact, I generally think any set ratio of vampires:humans is arbitrary and silly because ratios fail to take into account numerous real world factors. For ...


23

That rote is working as intended. If you can secure the room, maintain your focus, get the proper amount of "temporal sympathy" — the modifiers for sympathy are in effect, as detailed under the Space arcanum and made explicit in the rote — and penetrate any magical protections placed on the time of the event, then yes. They can search through time until they ...


19

This subject is explained in more detail in Tome of the Mysteries in the part of Chapter One called "Spell Aspect" (pp. 40-46) In particular, the crossover section explains the manner in which the powers of other supernatural types interact with Awakened magic. The reason given is that the power of the other templates — the Kindred, the Uratha, and the Lost ...


18

The in-game reason appears to be “It just doesn't work.” Vampire: the Requiem, page 168 Kindred Vitae, while potent, does have its limits. When the other supernatural creatures with whom the Damned occasionally cross paths come into play, certain realities of the World of Darkness supersede the mystic strength of the Blood. Werewolves and mages ...


16

Real world: Safe donation rate is considered 1 pint per 56 days; 4 pints at once is fatal (without immediate treatment). Thinking back to my WoD playing days... 10 blood points is fatal for mortals, so call it 3 per pint? Given that a vampire doing nothing spectacular burns 1 BP per night. So he needs 56/3 (roughly 19) donors of 1 pint each for a minimum ...


16

The supernatural creatures are essentially following physical laws that normal people aren't aware of, or manipulating loopholes in those physical laws that normal people aren't aware of; there are a set of laws governing the universe that vampires/faeries/etc aren't breaking, they're simply manipulating them in unusual (as far as normal people are ...


15


14

I'd say yes, they do have to roll Morality, even if they killed an enemy in self defense. Even if there's no other way out (the character is cornered and being shot at), taking a life takes its toll on their psyche. However, the Storyteller may choose to consider various mitigating circumstances and award bonuses for the roll etc accordingly. You may want ...


14

One great resource for the criminal and law aspects of your question is Tales From the 13th Precinct, a sourcebook from the core World of Darkness line that approaches the setting from a law-enforcement perspective. It not only prepares you to make characters on both sides of the law that can encounter the supernatural world, but it adds a few new merits and ...


14

The analog to White Wolf and the World of Darkness game lines in the classic World of Darkness setting is the Black Dog Game Factory. They were detailed fully in Subsidiaries: A Guide To Pentex, although there are earlier references in other books. The staffers described therein are parodies of the employees of White Wolf, and the entire sourcebook entry is ...


13

I think we may consider the 1:50k ratio a "current" one that describes the 20th and 21st centuries. Like most societies, vampires' one has gone through changes (let's not dwell on the speed of these changes now), adapting to its environment. Consider how the jump in human population (and the human tech level) has made humanity more and more dangerous to ...


13

If you don't mind getting another book, the recent World of Darkness: Mirrors has rules for just this sort of thing, including systems for fantasy folk, heroic skills, and magic. As for "has anyone done something similar," noted game author and designer John Snead has. You can find his ideas here.


13

Mechanically, I think there are really only three big differences. First is that spending a point of Willpower in Requiem grants you three extra dice on the roll rather than an automatic success, which is a very big deal. Next is that botching (or "dramatic failure") just doesn't happen as often in the new World of Darkness system. Dramatic failures only ...


13

Let Them Be. There are practical reasons why mages and players might choose to rely on rotes. Improvised spells not only have a smaller die pool (Gnosis + Arcanum vs Attribute + Skill + Arcanum), but they have a mandatory cost of 1 mana if not in your ruling arcana. If your troupe is more interested in collecting codified effects rather than doing ...


13

Your best bet for sourcebooks is to look at those from the core World of Darkness line. Two that address the issue most directly are Tales from the 13th Precinct (which covers things from a police perspective) and, surprisingly, World of Darkness: Innocents (which offers a great view of the average person in the WoD through the eyes of their kids).


13

This is all very specific to the GM, group, and game. Personally, I would trust the game and its mechanics until it proves to be incapable of generating the kind of story and gameplay I want. Eliminating the werewolf is necessary for making the space available. Hopefully, the player's actions are the cause of this to happen, directly or indirectly. Making ...


13

It's bashing. On the same page, in an earlier paragraph, the power of Telekinesis is described as letting a ghost do "basically anything a mortal could do with his hands." Since hand-to-hand fighting does bashing damage, that's what you get. It's only if you use the power to manipulate an object, like swinging an ax, that you might get access to lethal.


13

Drawing from the indexes on WoD Canon Wiki and digging around my books. Having resource dots is almost essential for a nwod characters. Choosing not to spend some of your staring 7 merit dots or 2XP per dot, is asking to roleplay someone very poor. and this can be very fun. Alternatively, your GM might say something like: "All Players start with Resources ...


13

From page 159 of the Vampire: the Requiem core rules: Finally, the act of Amaranth stains the diablerist’s own soul upon its commission. The character’s aura acquires black veins that reveal her crime to those who can scrutinize such things (see p. 120). These black veins remain in the diablerist’s aura for one year per dot of Blood Potency the victim ...


12

Some 1870-1900 travel guides with bits about Vienna in the period: The illustrated English guide through Vienna and its environs (1873) A handy illustrated guide to Vienna (1906) A Satchel guide for the vacation tourist in Europe (1873) Notes from the Journal of a Tourist: Italy, Spain, central and northern Europe (1890), fist hand account of the Vienna ...


12

One important thing to note is what the merits actually give the character compared to one without the merit. Resources zero does not mean homeless (although it can). Resources represents 'extra money' WoD: Core pg 115 All characters are assumed to have a job or a source of income (trust fund, parents) that is sufficient to cover their basic ...


12

It certainly sounds like you've covered the main points. Here are a few extra considerations to bear in mind: The Council of Primogen. This probably overlaps heavily with "local covenant leaders", but not entirely. Influential clan members are worth considering, and covenants with little local power may not have a representative... or may only have a ...


12

Remember that the Seers of the throne keep their true agenda secret from all but the upper-most echelons of their organization, and even then only parts of it are disseminated. Most operatives know only that the Pentacle opposes them and that they are mass murderers who awakened the wrong way (they weren't picked by the Exarchs) and are trying to usurp ...


12

A leather jacket will not protect anyone from Firearms damage. For one thing, armor isn't rated based on its "bashing"/"lethal" protection. Instead, it's rated for "general" vs. "firearms" protection: Armor provides two kinds of protection: against general attacks and against Firearms attacks. [p. 170] (Indeed, "general" attacks may include bashing, ...


12

I think 1. Dex 3, Str 3 is the same as 2. Dex 3 and Str 3, the serial comma being a stylistic tool: you need both Dex 3 and Str 3. Even though the serial comma could separate items that have an "or" relationship as well, the usage in the core nWoD book very strongly implies an "and" relation. For example, it would be rather weird to suppose that for ...


12

I suppose the trouble is that my players, in real life, are forgiving and/or pragmatic people, but given their repeated insistence on character concepts geared or skewed towards violence, I can only assume that they want to explore the more violent and morally gray themes of Hunter. Why assume? Why not ask them what kind of stories they're hoping to ...



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