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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 ...


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

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 ...


8

I would say that it is something learned but is common to all supernatural being possessing it. Thus "red" is always anger whoever/whatever is viewing it and whoever/whatever is radiating it. Depending on the level, a dice roll, or story, I would suggest that more details can be learned based on the target's specific state. For example, I see "red". ...


8

Blood contract text: This ritual creates an unbreakable agreement between the two parties who sign it. The contract must be written in the casters blood and signed in the blood of whomever applies their name to the document. This ritual takes three nights to enact fully, after which both parties are compelled to fulfill the terms of the contract. System: ...


7

It sounds to me like what you are looking for is a fantasy RPG with a dice pool system and varying levels of success. There are a lot of those around, and they don't have to be storyteller-system-based to be good. First of all, here's the RPGGeek list of dice pool based RPGs. You'll have to do some sifting to find the fantasy ones. But you can't go wrong ...


7

The description of the power states that it magnifies the natural intimidation tactics of a vampire — "baring claws and fangs, glaring with malevolence, hissing loudly with malice" — to a supernatural degree. I'd set the range at conversational distance: if the hunter could understand you at that distance (even if, say, you had to shout to do it), then he's ...


5

You are mistaken about the exact mechanics. The Vinculum rises as you said, but it only lowers when you get a "1" in the dice. The Vinculum stays the same for the vampires that do not participate in the Vaulderie. It does not fade with the time: Unlike normal blood bonds, Vinculi do not fade over time — a Vinculum left after a Vaulderie with a vampire ...


5

First, thanks to Rob for posting the actual text and to Sardathrion for the intelligent discussion of an option. But I respectfully disagree with both of them. Bottom line Since this wound up getting long, I added a section up front to just straight list my suggestion: The ritual will make the character use a willpower point to resist any domination that ...


5

It seems Exalted could fill the role. Medfan setting, swords, martial arts and magic, monsters, gods and spirits, etc... The main castes are even an adaptation of the usual fighter/cleric/wizard/rogue/bard. And since it is a white wolf game, it is the exact system you are looking for, and is even compatible with the other games you are used to (with some ...


5

Looking to the most recent version of the Vampire: The Masquerade rules (the 20th Anniversary edition), here's what's said about the way that the Monster nature regains Willpower: Malignant deeds reinforce the Monster’s sense of purpose. Monster characters should pick a specific atrocity, regaining Willpower whenever they indulge that urge. For ...


5

Intelligence can be used to modify skills like Occult, Academics, Research, Investigation and so forth. You could use intelligence to locate artifacts of power, find information in myths and legends or to sort out traps or puzzles while adventuring. You can use it to circumvent and out-think your opponents. Not from Scion, but think Ozymandias from ...


4

The knowledge of Auras is not necessarily intuitive-it's part of the aura, but it's not impossible to figure out what's going on. In my campaign, I make the caitiff with Auspex always be confused about what the auras mean (his backstory didn't have anyone to tell him what they meant) through narrative (I don't tell the player the emotion or even the color ...


4

I would say this depends on how the Auspex power is handled by your character/world as the books themselves do very little to expand on if the colours representing emotions/etc by using the power are "known" or have to be learnt; personally I've always worked with this sort of thing: For clans like the Tremere such things as Auspex would be taught, the ...


2

If you're looking for a version of the Storyteller system that's geared for a medieval fantasy world with magic, you might like Mage: The Sorcerer's Crusade. It uses the system in Vampire and combines it with a flavorful, freeform spellcasting mechanic that many people enjoy.


2

Once you have performed the action you reap the reward. Instantaneously. For instance, once you drink a subject's blood, your blood pool increases by that amount as you do so. There is no delay. Also, in the case of healing, once so many mintues have passed, you may erase that level of bashing damage you've taken. Once you've done something monstrous ...


2

Well Intelligence generally corresponds to how smart you are so if the party needs to know which Titan is associated with the obscure cult you just broke up and all you have is this glyph to work with you're probably the guy. Also if there's any math that needs to be done you'd be the go to guy since you can most likely calculate Pi to it's 1000th digit ...


1

For OWoD, there was a side-bar in the Auspex description of what each color meant. There wasn't any sort of story description for how you knew that X color meant Y emotion. I figure it's one of those things that each group will have to figure out (like if you reroll a die that goes on the floor, or take what it shows, etc.).



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