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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

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, ...


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 ...


10

Ghosts in Vampire are like the Storyteller want them to be. Wraith: the Oblivion is not needed for playing Vampire, even if you play Giovanni characters. Vampire don't tell you anything special about Ghost perception, except that they put them Auspex 1-2 so they have sharpened senses, can see auras and a few obfuscated vampires. But if you do use W:tO as a ...


10

You're already in pretty good shape: Thaumaturgy is, by default, not resisted by Fortitude. What's more, even though Cauldron of Blood allows Fortitude to defend against the damage, it's just the levels in Fortitude that get rolled, not the 6th-Gen's elder-level Stamina plus Fortitude. Four dice to defend against aggravated damage isn't so great for him. You ...


10

I'm going to copy from another answer of mine regarding changes between Revised and the 20th Anniversary edition. Potence and Celerity have been significantly altered. Each now adds a passive bonus (at no vitae cost) to their governing physical attribute; you add your dots as extra dice in pools using Strength and Dexterity, respectively. In addition, ...


9

Taking each point in order: Yes. 66% is perfectly reasonable, and does not prevent skilled characters from being skilled. There are a lot of reasons for this, but the most important is also the simplest: players (and GMs) shouldn't bother to test when the outcome isn't in doubt. The rules of a roleplaying game, especially a LARP, do not exist to resolve ...


9

As a rule of thumb, assume that there is one vampire for every 100,000 mortals. (...) The cities could certainly hold more Kindred, but there are legitimate fears of discovery. (...) Despite this, however, there are currently far too many Kindred for the mortal population to support; the ranks of the anarchs have swelled to unprecendented proportions. ...


9

A sire CAN be blood bound to their childe In the 20th anniversary edition of the VtM rules there is no mention of Sires being immune to their childes blood bonds. There is only two notable quotes regarding this in the text: First Drink (Level one blood bond) (p287) ...All childer have this level of bond toward their sires, for the Embrace itself ...


8

I faced the same issue a while back when my players had to go in to a series of catacombs without electric lighting. (Modern day campaign though) After searching the books and the web for a while I found that there are no variations to the rules except from some slight changes to the definition of what the rötschrek actually is. We used the following ...


8

First off: The Discipline Fortitude can't be bypassed. At least not that I know of. It's the only way for a vampire to soak aggravated damage, and not even a reliable one. So the only way to outright kill him, is to throw punches at him. Take Path of Blood 5 and burn his blood. Another way would be to let him burn his own blood until he is in frenzy. He ...


7

Trying to answer the actual question I have looked at the V20 necromancy paths. I suppose there are other paths on the splatbooks, but I don't have the time to make a research. Generally speaking, necromancy paths seems not oriented to combat. I suppose that's for a reason. A Giovanni necromancer is supposed to be subtler than that and not effective on ...


7

Ghouls that are feeded for a long time, as well as those that are frequently overdosed suffer a lesser version of the clan weakness. Here comes what Ghouls: Fatal Addiction tells: A few clans' vitae possesses contagious properties. Ghouls imbibing/injecting five or more Blood Points from certain clans must make a Stamina roll (difficulty 5) or "inherit" ...


6

Do take a look at the Abomination entry of Wikia's unofficial White Wolf Wiki, if you haven't done so yet. It has a summary of rules, as well as references to the books those rules are summarized from (primarily the book Under A Blood Red Moon, a crossover product for o/cWoD Werewolf and Vampire, which had an entire appendix dedicated to abominations.) I ...


6

You are too optimistic compared to books. Vampire: The Masquerade always have been managing 1 vampire every 100k inhabitants, considered a safe number to keep the masquerade. Sabbat cities are usually overpopulated, having 1:50k ratio. In my experience, these numbers only work well for big cities. When dealing with european cities, for example, these number ...


6

Rituals cost no XP to learn. Ref page 212, middle of the right column, VTM 20AE corebook: Additional rituals are learned separately, as part of a story; players need not pay experience points for their characters to learn rituals up to the level equal to their overall rating in Thaumaturgy, though they must find someone to teach the rituals in question. ...


5

Unfortunately, I cannot help clarify the version 2.0 rules, but if you are looking for some small clarification about how to possibly handle this ability, I quote from "Vampire : the Dark Ages" (WW 2800 - 1997) per its description of Creo Ignem: The flames cannot burn objects until they have been released by the Cainite. Therefore a "palm of flame" ...


4

In Werewolf Storytellers Handbook Revised, there are crossover rules with many supernatural races. They state that a Werewolf peeking from the Umbra see a vampire in her true form, not as she wants to be seen. I fail to understand why is that, and I don't know if it refers only to the Mask of 1000 faces. That rules comes from Werewolf: the Dark Ages (not to ...


4

Talk to your Storyteller is certainly the best advice. However, there are some resources you might want to examine before you do that. I don't own the final release, but in the Blood & Betrayal Starter Packet preview there is an entire section dedicated to answering just this question called Step One: Inspiration (p. 50). It includes a large number of ...


4

"Released" means it is being conjured anywhere beyond the thaumaturge's own palm. As per the v20 rules, the number of successes determines the accuracy of the placement of the flame. You need to declare the size of the flame (determines difficulty) and the desired placement before rolling (determines successes required). If you want it to appear in your ...


4

Your description of how dice pool splitting works isn't quite right; you don't have to halve the smallest die pool -- you can allot those dice over your actions as you see fit. From page 248: The player declares the total number of actions he wishes his character to attempt and determines which of those dice pools is the smallest. He may then ...


4

1. Taking aggravated damage while in torpor. If your character is reduced to Incapacitated via lethal damage, and she takes a further level of aggravated damage, she meets Final Death Vampire The Masquerade 20th Anniversary p. 285 2. Losing last level of health to aggravated damage. Worst of all, a vampire who loses his last ...


3

To be able to make a defensive manoeuvre (dodge, parry or block), the character needs to have at least one action left to perform it. You may announce a defensive action at any time before your character’s opponent makes an attack roll, as long as your character has an action left to perform. You can declare a defensive action on your character’s turn in ...


3

Like many things, it depends. Your calculations are quite reasonable and 372 should give your vampire enough, in fact it has a decent margin of error in it. It has a decent margin of error because a healthy person can give more than 1 BP in a night. I don't have the book handy, but I'm pretty sure they can give up to 3 BP before their life is endangered. ...


3

The first few things that come to mind are the ability to conjure and control Wraiths. Wraiths / spirits them selves can be a weapon. Consider if your story teller is nice, you take your time calling different spirits and find just the right one, a skin walker perhaps. Providing you either have a good relationship with it or you can command it, the ethereal ...


3

Cainites can project their souls to the near Umbra with Auspex 5. The power description (V20 pg 138-139) even says they would be able to travel further into the spirit worlds, where they could encounter spirits, werewolves or mages. This always spiritually. I'm pretty sure cainites can travel to the Dark Umbra via Necromancy. It's the Deep Umbra what's ...


2

In addition to the great points made by Pulsehead and Discord, high Strength does two and a half more things for a character (in any halfway realistic game, not just Vampire): It allows you to use larger weapons. Pulsehead's comparison gave both vamps a sword, which is fine for nearly-equal builds, but it would be fair to compare a strong fighter with a ...


2

Consider it as essentially the same thing as killing a mortal--vampires on this path are trying to hang on to their humanity and psychologically would be affected much the same way anytime they killed a thinking, feeling creature--human, vampire, or otherwise. But killing isn't necessarily murder, and murder may be impulsive, planned, or even enjoyed by the ...


2

Invest in rituals. As a young Giovanni, you probably don't have a strong storyline justification for taking the paths of Necromancy that were associated with the Cappadocians, like Grave's Decay or Corpse in the Monster. Those would suit your needs, since they were designed for a Clan that had no built-in combat discipline. (The Giovanni, as you know, have ...


2

There is no experience cost. "You learn the ritual from someone who already knows it or a book/scroll. This can take anywhere from a few nights to months or even years." Source: VTM 20 ed book. Pg. 230 Top left hand corner start. Since no xp cost is mentioned, it is able to be assumed that the cost is inherent in the cost of your Thaumaturgy or ...



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