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53

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 ...


28

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 ...


18

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 used a really standard game design cycle: Create a prototype Play it, and let it fail Learn with the prototype failure Go back to step 1 ...


15

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 ...


13

Certainly, both iterations of the WoD ruleset (Storyteller for the old WoD and Storytelling for the new WoD) would work extremely well with a post-apocalyptic setting. After all, the (n)WoD is a darker, more desolate and more gothic version of our real world, which, in turn, already - and unfortunately - has several areas and periods that can be considered ...


13

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 ...


12

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 ...


11

It's bashing. On the same page, in an earlier paragraph, the power of Telekinesis is described as letting a ghost do "basically anything a mortal could do with his hands." Since hand-to-hand fighting does bashing damage, that's what you get. It's only if you use the power to manipulate an object, like swinging an ax, that you might get access to lethal.


11

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 ...


11

I think 1. Dex 3, Str 3 is the same as 2. Dex 3 and Str 3, the serial comma being a stylistic tool: you need both Dex 3 and Str 3. Even though the serial comma could separate items that have an "or" relationship as well, the usage in the core nWoD book very strongly implies an "and" relation. For example, it would be rather weird to suppose that for ...


11

They do. There's certainly textual support for it: Worse, some sires abandon their childer completely, leaving them to the mercy of the night without instruction or guidance. This fate usually amounts to a death sentence for the childe, and few last for more than a handful of nights before falling victims to their own ignorance or the torches ...


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

I don't know if even those guidelines exist. I have played WoD games for a long, long, long time. I have even made my own homebrew games. But I don't think there is step-by-step procedure to make a game. I think each game was made with different design goals and procedures in mind. Some traits can be found in most games, but not in all games. For example: ...


9

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, ...


9

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 ...


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 ...


9

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 ...


8

There are a few issues at work here: It's not balanced, or at least not with the hair-trigger fineness that, say, D&D4 attempts to achieve. The characters are not meant to be equal, they're meant to be comparable. (Ultimately so much of what a Garou can do in a fight depends on their inherent Garou resilience, form changing, Gifts and ...


8

As far as I can remember, there's no exact duplicate of that in Storytelling (but others may correct me.) However, you can achieve something similar, but it's a dangerous thing to try and pull off, as you have to practically engage the opponent, becoming a potential target for them as well. (Right, coming to think of it, the same holds true of Pathfinder as ...


8

"V.T." is Vincent Temple, who's also featured in the Daeva clanbook. He's an investigator into the nature of elders in torpor, and he is the compiler—but only of the Ventrue clanbook. The rest of the story is woven through the five Requiem clanbooks, and though the story is obscured by the usual level of deception and subterfuge in White Wolf in-character ...


7

Cards signify which Art (effect) and Realm (what or whom the effect works on) the character uses. The Player plays these cards. Multiple Realms can be combined, though they cost extra Glamour. The Player has one Art card "for each dot in Arts" that she or he has. The same goes for Realm dots. The Player also has Bunk cards, in a separate deck, (see below) ...


7

Werewolf: the Forsaken Being a Werewolf seems to be an all-or-nothing state. You've either undergone the First Change or you haven't. Prior to that, the character was probably Wolf-Blooded, but I don't know if that is always true. Blood of the Wolf has a chapter specifically about the Wolf-Blooded where it offers a sort of sliding scale of ...


7

I think I can say the major change is the undoing of the metaplot. In V20, Assamites are still cursed, Ravnos are alive and Gangrel dwell in the Camarilla. One of the design objective was to recover the original vampire flavour. It's unclear to me why some other revised changed hasn't been undone, as the Tremere antitribu extermination or the Ahrimanes ...


7

Aiming, the process of adding your perception dots to your shooting pool, is a slow process. I would not allow someone to aim if they were doing any other actions of significance. The whole point of that action is focusing yourself over multiple rounds. Moving, in world of darkness, is free - up to a point. I don't think it's considered an action in the ...


7

Inbar Rose said my leading answer, but depending on your setting, Garou can have certain (intentional) tells. That piano player in the saloon will occasionally hide a call out to other Garou with his "nonsense words" in a song, ones that tag him as a Fianna. Those outlaws on the edge of town have the posture and attitude that sets them aside as Red Talons. ...


7

This idea goes back to the very first edition of the Mage: the Ascension player's handbook. Stephan Wieck discusses it as an example of how the loose rule system can produce unexpected results. Title : Book of Shadows Date: 1993 Page 203 Subheading: Turning Vampires into Lawn Chairs and Other works of "High" Magick Edit note: The initial version of ...


6

They're not. The original World of Darkness games were crafted based on an aesthetic sensibility rather than for in-game potential or mathematical rigor. The Ragabash has a 1 rage because as a trickster, they're expected to act in a manner that's clever or subtle, and have less of the punishing fury that drives the Ahroun. There's no compensation for it; ...


6

Attributes & Abilities Dodge has been removed as a skill; its former functionality has been moved to Athletics. Security has also been removed; its former functionality has been subsumed by the Larceny skill and the Technology knowledge. Linguistics is no longer a skill; each language known is a 1-dot Merit instead. (p. 484) Clans The Tremere have ...


6

I think I can be a big help to you with this, Marcus. I in fact just got done with a post-apoc setting using the WoD system. The book you want to look for is in fact very new, entitled "Mirrors". The book is in fact a compendium of alternatre rule systems used for different types of story you might want to play. The Apocalypse settings invovle almost a ...


6

The original mechanic for casting cantrips involved the use of collectible cantrip cards, which were available in booster packs. As for the system: Players had a hand of Art and Realm cards, corresponding to what their characters knew, and they selected the cards to use. A Bunk card was drawn at random from the Bunk deck, and if the character executed ...



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