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63

As with the vampire-to-lawn-chair problem, it involved Matter magick in Mage 1e. One of the examples listed of "coincidental magick" for Matter was "transmuting bullets into air" with the coincidence of "the gun was never loaded." Now, earlier examples in the book of coincidental magick in the book suggested that to be coincidental magick, the coincidence ...


36

In first edition Mage, vampires fell entirely under the sphere of Matter, and changing the shape of matter was available at fairly low levels. (This was referenced in Book of Shadows, the Player's Guide to Mage, in a subhead: "Turning Vampires into Lawn Chairs and Other Works of 'High' Magick" -- although it wasn't a rote.) The notion that a starting mage ...


27

There's an online article on the homepage of the University of Rochester's River Campus Libraries titled "Sex, Society and Medieval Women by N. M. Heckel" (NSFW reading, obviously.) It is a rather thorough, concise and comprehensive summary that might very well help you with your inquiries, and may even help you and your ST outline your party's take on how ...


26

As usual, there are several grades of response. In order of goodness: Option 1. Talk to him. Discuss this concern with him as a fellow adult, outside of game. Bring to his attention that he's behaving like a homicidal maniac rather than the character he claims he's playing (sounds like a good reason to deny him Willpower restoration in WoD, too). ...


24

The most reliable way to reduce the damage caused by sunlight is through the use of the discipline of Fortitude. Fortitude allows you to soak aggravated damage, including that caused by sunlight. According to page 302 of the Vampire 20th Anniversary edition, the difficulty for soaking sunlight while "fully protected by heavy clothes, sunglasses, gloves, and ...


21

Because the world is broken and it's your job to fix it. The rules are meant to suggest a world where the Technocracy has locked down magick hard — mages are supposed to take every advantage they can, using Willpower and Quintessence to add successes and lower difficulties, take advantage of magickal tools and rotes to modify die pools, and do lots of their ...


20

UPDATE (2014-07-25): He confirmed!!! Mark Rein·Hagen himself confirmed that this is a "pretty cool summary" of his strategies. Thanks Mark! Nothing unusual (which is good!) From The Gentleman Gamer interview with Mark Rein·Hagen and The Gentleman Gamer Interviews Justin Achilli, developer of Vampire: The Masquerade, it is clear that White Wolf have always ...


19

On Abstract Damage under no circumstances should you be able to damage the armor wearer unless the attack is made at a not armored part of the body. Vampire, like many RPGs uses an abstract damage system. This means that a single attack/defense/damage/soak series of rolls represents a much more complex series of actions than a single strike and parry. ...


18

I would say yes, killing another vampire calls for a degeneration roll and may lead to the loss of Humanity. Vampires (on the path of Humanity, which we're concerned with here) consider themselves, or at least try to consider themselves (at least partially) human - that is what's reflected by their Humanity score. If a vampire strictly and unquestionably ...


17

Disclaimer: not sure, but I'll find this funny ^^ On TVTropes under the Table Top section examples we find this In Mage: The Ascension this is a popular method of stopping a bullet, since it is entirely coincidental if done properly (and thus incurs no Paradox) - as long as an observer cannot be fully certain the mage didn't have a Bible or ...


16

I think you have already come with a lot of ideas. I am going to take a more general approach. The airport is like a strategic resource for kindred, and also for any power trying to take control of the city. Kindred politics As you have said, the airport is a potential entry point for enemy kindred (sabbat, anarchs, enemies of the prince,...). For that ...


15

As a "mathy" person, Entropy is my favorite Sphere. Entropy, at its core, is the manipulation of probability. By increasing or decreasing the likelihood of an event occurring, the mage can twist reality into getting what they want. And because you're just changing chance, from the outside, you're just incredibly lucky, and so most effects will be ...


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 ...


14

The letter of the law: He spoke of what should not have been spoken. All bad effects are in action. The spirit of the law: Nothing happens since it was not a free will action. Trying to lawyer me?... The person who broke the contract of their own free will is the one using Dominate. While not a signatory, they have put themselves under the ritual's ...


14

This is a Dementation Advanced Power for 8 dots called Deny. It's from Clanbook Malkavaian (Revised Edition), pg. 64. (Info courtesy of the World of Darkness Wiki.) It would definitely work against stakes, but doesn't extend to sunlight. The Malkavian using Deny is able to focus away from a certain object so completely that the object ceases to exist in ...


14

I don't have the books with me so I can not verify this, but I have always played that a simple perception roll can reveal the presence of a werewolf, or indeed a wolf-blooded character. The idea being that a werewolf smells different than a human, and werewolves have an incredible bestial instinct and sense of smell (combined with their primal urge) they ...


14

What's missing here is an application of paradigm. Every mage believes with absolute clarity and certainty that the world works in accordance with the laws of magick as described by their tradition (or, in the case of orphans, the stuff that the School of Hard Knocks has taught them) — that application of will is how spells are cast and magick gets done. ...


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

Certainly, both iterations of the WoD ruleset (Storyteller for the old WoD and Storytelling for the new WoD) would work extremely well with a post-apocalyptic setting. After all, the (n)WoD is a darker, more desolate and more gothic version of our real world, which, in turn, already - and unfortunately - has several areas and periods that can be considered ...


13

Is Strength underrated? Not necessarily. Is Dexterity crazy powerful? YES! In World of Darkness, Dexterity is basically the "God" stat. As you've mentioned, it's vitally important for almost every action in combat. However, Strength isn't underrated. A high Strength allows you to easily build "base damage", which is the amount of damage you are doing before ...


12

There's no book, or collection of books, that comprises the whole of the background story for the World of Darkness. Part of what made the game so successful is the way that it spread the story in bits and pieces throughout all the books, giving collectors and fans the "metaplot" in a serialized way that kept them buying material. However, one good place to ...


12

Where Strength matters: Look at close combat maneuvers such as clinch, tackle, and hold. They all use Str instead of Dex. Your High Dex guy will suck at this. Sure, David will get a hold on him, but he cannot realistically tie-up/bring down to the ground Goliath. The devil's own luck Assume for a minute that every die you roll succeeds, none hit a 10, ...


12

1) Understand the basic White Wolf rules I'm not sure how much she's actually looked at the rulebooks, so that would be my first recommendation. She probably doesn't need to read them cover to cover yet, but she should especially know the basic White Wolf "roll Attribute + Ability" mechanic and the common difficulties/number of sucesses need. It wouldn't ...


11

Definitions: Gateway: any door/arch/reflective surface; can be opened by spending a point of glamour Active Gateway: a gateway that has been opened before. Can be reopened, either by spending a point of glamour, or by succeeding a Wyrd roll. [Active gateways can be recognised/found from the hedge side (see below) or, if you have the hedge gate sense Merit ...


11

A version of this flaw already exists in one of the sourcebooks. In clanbook Tzimisce on pg. 43 there is a 3-Point flaw named "Privacy Obsession" with two effects: Must make a Willpower Roll (Difficult 6) to enter into a dwelling uninvited. When disturbed by an uninvited guest in your own home, you must pass a Self-Control check (Difficulty 7) or frenzy. ...


11

White Wolf materials: There are two White Wolf released games set in medieval times... Vampire: The Dark Ages while focused on vampire characters, it can easily be run for normals, using the Sorcery discipline for magic use (including additional paths from various other old-WoD supplements). Mage: The Sorcerer's Crusade This one is focused upon Mages, ...


11

They do. There's certainly textual support for it: Worse, some sires abandon their childer completely, leaving them to the mercy of the night without instruction or guidance. This fate usually amounts to a death sentence for the childe, and few last for more than a handful of nights before falling victims to their own ignorance or the torches ...


11

They wouldn't. As is detailed in the 20th anniversary edition of Werewolf: the Apocalypse, most sentient beings (barring Awakened mages) aren't visible in the Umbra. (p.313) Vampires are particularly hard to see, as they have "less of a spiritual presence than most." When peeking into the real world from the Umbra, it takes five successes to do things like ...


11

This idea goes back to the very first edition of the Mage: the Ascension player's handbook. Stephan Wieck discusses it as an example of how the loose rule system can produce unexpected results. Title : Book of Shadows Date: 1993 Page 203 Subheading: Turning Vampires into Lawn Chairs and Other works of "High" Magick Edit note: The initial version of ...


11

1 looks good enough to me. Correspondence alone is enough to teleport stuff. I only know the Revised edition though. Could it be from some earlier edition? 2 and 3 - both initial explanations come from character's limited knowledge. That is - a mage having no Life sphere might rationalize that she can control electrical charges. Except that when she tries ...



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