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6

Thinking of this as a one-off interdimensional travel lead me to think about a (remarkably equivalent) conceit being the center of Harry Potter and the Natural 20. In short, it tells the hilariously funny fiction of a genre-aware 3.5 wizard dropping into Hogwarts and steadfastly maintains the truth behind each universe. The imported little Munchkin, Milo, ...


4

Some advice on transferring characters across systems: Describe the characters in plain text - what they're like, compared to normal humans, what they're good at/bad at, how they act and so on, with appropriate adjectives. [I tend to use a 7-point ordinal scale of adjectives for attributes - such as Minimal, Inferior, Low, Average, High, Superior, ...


2

I don't have anything really original to say, other than it sounds like you may want one of the systems recommended here: ...RPG with less bookkeeping, namely Fate Accelerated Edition. I've got a little experience with the Dresden Files RPG, and the way it works with the characters' special abilities all being just short descriptions should make it easy to ...


2

Monte Cook released a supplement known as "Monte Cook's World of Darkness" which brings the games into the d20 system 'with a twist'. There's about a million other ways to do this, but if you want to stick with a known system, I'd suggest using this. I believe the supplement was for oWoD, as well, but I can't say definitively.


11

One key to making this work is getting everyone to accept that it's experimental, just a one-time thing, and there will be hiccups. The players and GM need to work as a team to make the game run, so set aside DM vs. PC antagonism if anyone is used to playing in that style. If your game wasn't going to involve system-driven combat encounters, I'd suggest ...


23

I don't know if the V:tM players are familiar with D&D/PF, but if they're not, it would be a bit annoying for them to have to learn the rules, and it would put them at a disadvantage (enjoyment-wise) by the other players. What I think would be best for a one-shot game aimed more at creating nostalgia and memories is to use a system that none of the ...


0

Here is what I came up with. Chance of 1 success on X dice: 1 die 2 dice 3 dice 4 dice 5 dice 6 dice 7 dice 8 dice 9 dice 10 dice 30.00% 51.00% 65.70% 75.99% 83.19% 88.24% 91.76% 94.24% 95.96% 97.18% Someone can check my work in this spreadsheet: ...


3

You need to be at Incapacitated with enough blood to heal yourself conscious. When a mortal takes enough health levels of damage to become Incapacitated, they fall unconscious. When a vampire takes that many health levels, they either spend one Vitae to heal themselves to Crippled or, lacking that blood, fall into Torpor. It's possible to lose consciousness ...


0

There is a flaw on Time of Thin Blood, Flaws of Superstition, on page 79. This flaw is a catch-all for the various myths and legends about vampires, that the inflicted believe so much that the embrace has enforced them as a flaw. As for the value of such a flaw, it would be advisable to look at the other superstition based flaws, as pointed out by others, ...


1

(Moved from comments because my response was too long winded) I think Flamma is on the right track here. I don't know what cost in XP you can pay because there are no rules for buying a merit after the game begins (IIRC). But storytelling is the answer. First of all, I need to ask, how did this character lose humanity? That is very important. Perhaps ...


3

I don't think there's one correct answer to this question. I know this is generally not well received on this site, but World of Darkness rely many times on player's common sense. So, there's no general rule to what to do when the prerrequisites doesn't apply, which means every Storyteller or game group must decide on every case. Now, on this particular ...


2

The only option I would not consider is enforcing the flaw after losing Humanity. By definition, a character who loses Humanity becomes egoistical and insensitive towards others, if not directly sadistic. Enforcing a character to avoid injuring others when he has low Humanity will ruin the experience. The second option is not quite good either, specially if ...


3

Firstly - Flaws are liabilities or disadvantages that pose challenges to a character's nightly existence. This particular flaw poses a disadvantage to the character; so with regards to your five choices: Enforcing the flaw anyway makes the most sense - The player has agreed to take a penalty to their character at a cost (and, for that matter, ...


3

You can't breed with Dhampyrs A dhampyr can only have childs with regular humans. They can't even breed between them. Plus, the child of a dhampyr is a completely normal human, only with a strange luck, that's it. (Half-Damned: Dhampyrs chapter 2.) One generation up But if you go to the father or mother of that dhampyr, that is, of the Kuei-jin that ...


3

Many time after asking the question, I have found the text I used to remember. Though you must of course be wary of the witch­-hunters, it is the other Vampires whom you should most fear. The Blood of some Elders has thinned and they can no longer survive on mortal Vitae, but must feed upon other Vampires instead. Many of us create Broods so that ...



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