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62

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 ...


35

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 ...


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 ...


20

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

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 ...


16

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 ...


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 ...


14

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. ...


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 ...


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

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 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

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 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 ...


11

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 ...


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

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: ...


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

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 ...


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

"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 ...


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

They're the Apocalypse auspice names run backward using Grimm's Law. Developer Ethan Skemp says the following about the Uratha First Tongue: The root of most First Tongue stuff is Sumerian, then run back through Grimm's Law. Step Three is where it gets really complicated, though, as many — and I mean many — a word is not at all literally the un-Grimmed ...


9

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

The book Armory has official rules for stun batons, a paragraph under Stun guns, on p. 36. The entry describes how stun guns work (short: the electricity doesn't cause damage, it knocks the target unconscious for a specific number of rounds), and A baton version of this weapon [of the stun gun] exists. The baton can be used as a club to cause damage ...


9

Before going into the mechanics in detail: You might have noticed that Electric Damage is very lethal in nWoD. It is also broadly speaking inaccurate, but that is ok. In nWoD Damage is related almost solely to voltage, in reality current takes a more important effect. A Shock Baton or Electric Fence is actual high voltage, low current. So is kinda more ...


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. ...


8

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 ...


8

I looked through the Core Rulebook and did not find any mechanical effects related to having zero temporary Willpower. I think that not being able to use Willpower for any of its game effects (extra defense, extra dice, etc.) is penalty enough.


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 ...



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