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I've been carefully reading the Werewolf the Apocalypse 20th Anniversary rules and running some numbers. My assumptions, based on the accepted answer to this question, are that it takes, on average: 3 dice to get 1 success vs difficulty 6, 4 dice to get 1 success vs difficulty 7, and 5 dice to get 1 success vs difficulty 8 Now assuming that the shooter ...


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Using the AnyDice roller as in PureFerret's answer I've come up with these rules of thumb. You can estimate that it takes, on average,: 2 dice to get 1 success vs difficulty 2-5 3 dice to get 1 success vs difficulty 6 4 dice to get 1 success vs difficulty 7 5 dice to get 1 success vs difficulty 8 10 dice to get 1 success vs difficulty 9


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The Imbued (the protagonists of Hunter: the Reckoning) are universally empowered by an otherworldly source to accomplish literally miraculous deeds. They have the ability to pierce supernatural protections and disguises and hear what could be described as the Voice of God guiding them. The themes of HtR are about heroism, fanaticism, truth, and faith, as ...


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Garou: Find them in their breed form and kill them from surprise. Werewolves in their breed form (that is, human shape for homid and wolf shape for lupus) can't soak lethal or aggravated damage with Stamina. (WtA20, p.255-6) In this state, they're most vulnerable. Take all the advantages you can and then fill their wound tracks with damage and they're done. ...


9

Only material I know that deals with this theme is The Hunters Hunted ©1992 by White Wolf. There is newer edition of it. I don't own it, don't have access to it, so what follows is based on the old one. But it is THE book about killing supernaturals (especially vampires) using mortal means. Page 28 describes The Heavy Firepower Method, only hunt method ...


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By canon, any metro area can support 1 vampire per 100,000 mortals. This is the only population limitation in the old world of darkness. That said, vampires are supposed to be the most common supernatural creature (excluding the allies; ghouls, kinfolk, etc. which are just mortals). For example, the Edinburgh metropolitan area has a population of about ...


1

Remember that changelings have a dual nature: one real and one chimerical. The chimerical nature is what can feed from something similar to emotions. I say similar because the emotion of the dreamer is not actually important, and many changelings do not care about what the dreamer feels. It's the creativity or the destruction of creativity what changelings ...


3

Wraiths could do this on their own without a separate, non-Wraith "emotion controller". Although interacting with people an objects in the Skinlands (what Wraiths call the world of the living) isn't easy there are multiple Arcanoi that can do it. A circle of Wraiths who want to "loosh farm" would need to tailor their skills to the task, but it's plausible ...


2

It seems like the the 'flavor text' of the various Storyteller games seems to allow this as a possibility, especially in the case of Banes corrupting people, but I don't recall seeing a Charm written up with specific rules for doing it. It seems like something that would be pretty universal across Spirits but it's not in the like of common Charms, like ...


0

Wraiths in W:tO are disembodied and they do harvest some emotions. Unfortunately I don't remember much from the book (I've only read 2ed book and it was quite a time ago). One thing that I do remember is that in Infinite Tapestry book those wraiths are called Umbrood too.


8

The Paradox will come when the object is used (assuming you've created a vulgar effect). Reality doesn't care if you say some magic words at the rock and then claim it's enchanted. It reacts if that rock starts randomly teleporting itself ten feet to the left. This is what makes some Technocracy toys so useful. They don't shoot fireballs out of magic ...


2

The first thing to do is dispense with the idea of "dodging outside of your Initiative order." The only time you'd need to dodge is outside of your Initiative order, since if you're dodging, you're not the acting party. What's most often being referred to in those circumstances is "dodging when you don't have an action dedicated to defense." In those cases, ...


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I'm really not sure about the page it is in but in Vampire the Masquerade third edition (I have the book in Portuguese, so even if I told you the page, it'd probably be a different one for you), it mentions you can make a Willpower roll (Dif 6 or 7. I'm not sure) and a single success means you can change your action to a single defense action (I believe it ...


5

The third one — Changing Breeds – is the most recent of the three, and is compatible with the 20th Anniversary rules for Werewolf: the Apocalypse. It's going to include some information from the Ananasi breedbook (including updated gifts) and supersede the Player's Guide to the Changing Breeds, which came out for Werewolf Revised. If you were going to choose ...


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The Players Guide to the Changing Breeds provides basic information on the Ananasi. It covers their forms, Gifts, etc. It provides enough information to create an Ananasi PC or NPC. However, it is a rough overview of the Breed, rather than an in-depth study. If you want more detail on their history, mindset, etc, then you'd want to pick up the Breed Book. ...



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