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75

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 ...


45

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 ...


32

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 ...


28

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 ...


27

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). ...


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 ...


27

Because of confirmation bias The act of Awakening is not described as a coherent, logically sound philosophical reasoning that leads the Mage to believe in his paradigm over ones of his peers. Awakening is enlightenment and as such imparts the Mage with an unyielding conviction that this one particular paradigm is right, wholly right and the only one right. ...


25

Despite the many similarities, they are different games with different systems and settings. nWoD is a reimagined oWoD. The relationship between the two is much like that between 1970s Battlestar Galactica and 2000s Battlestar Galactica. Some core concepts have been kept, others have been significantly altered while reusing names, and some elements are ...


23

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 ...


22

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 ...


21

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 ...


20

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. ...


19

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 ...


19

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 ...


18

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 ...


17

Vampire the Masquerade rulebook on Committing Diablerie (p. 225) states the following: A vampire seeking to commit diablerie must drain all the blood from his Kindred victim. Following this act, the vampire must continue to suck, for (according to Kindred legend) the very soul is withdrawn from the victim's body and taken into the diablerist's. The ...


16

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. ...


16

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 ...


16

Yes, Having the level in a discipline allows you all the powers of that level or under, so at level 4 in a discipline you have the powers listed under 1,2,3 & 4. Evidence for this case in abscence of 'rules as written' (which I'm sure exist somewhere): In the world of darkness systems where this isn't true (hunter, for example), it's made abundantly ...


15

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. ...


15

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 ...


15

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 ...


15

Some ideas : The easiest thing to do is to misdirect your enemies by giving them the impression that the human is under the influence of an elder vampire of the city - someone they wouldn't dare to displease. You could ask that vampire for the favor of having your human attend to their needs publicly for a short while. This would achieve safety by ...


14

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 ...


14

I would recommend using anydice.com. The creator of anydice.com has written a program on that site to calculate success probabilities for NWoD, but the dice mechanics are very similar and shouldn't need much tweaking. Here is the post. It should give you a rough idea. Edit I tweeted the creater of Anydice.com and he suggested this: function: owod N:n tn ...


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

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 ...


14

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, ...


14

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 ...


14

Don't show more than you have to Unless you have a very good reason not to, keep appearances of the various supernatural creatures very rare. For example, in a VtM game you have, by default, an excellent reason to have lots of vampire NPCs because the PCs are vampires and the setting encourages them to find each other and interact. However, there is no ...



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