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20

Supernatural power comes from making mutually exclusive changes to the human soul. My view isn't explicitly stated anywhere, but I consider it supported by statements across the nWoD books. There are a few representative quotes from the core books I own at the bottom. To do anything majorly supernatural, you need to be more than human. A vampire's soul is ...


18

Use a very strong central theme and mood. Think of your campaign as if it was a TV series held together by these things, as well returning props, characters, places etc. Use a strong, universal antagonist, possibly an organization that has agents from all the various supernatural factions as well. Even better if your party are members / helpers of the same ...


14

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 ...


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 ...


13

The in-game reason appears to be “It just doesn't work.” Vampire: the Requiem, page 168 Kindred Vitae, while potent, does have its limits. When the other supernatural creatures with whom the Damned occasionally cross paths come into play, certain realities of the World of Darkness supersede the mystic strength of the Blood. Werewolves and mages ...


12

Remember that the Seers of the throne keep their true agenda secret from all but the upper-most echelons of their organization, and even then only parts of it are disseminated. Most operatives know only that the Pentacle opposes them and that they are mass murderers who awakened the wrong way (they weren't picked by the Exarchs) and are trying to usurp ...


12

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 ...


11

There's no book, or collection of books, that comprises the whole of the background story for the World of Darkness. Part of what made the game so successful is the way that it spread the story in bits and pieces throughout all the books, giving collectors and fans the "metaplot" in a serialized way that kept them buying material. However, one good place to ...


10

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 ...


10

It certainly sounds like you've covered the main points. Here are a few extra considerations to bear in mind: The Council of Primogen. This probably overlaps heavily with "local covenant leaders", but not entirely. Influential clan members are worth considering, and covenants with little local power may not have a representative... or may only have a ...


10

The only good place to find information on the Tlacique (that is, more than just a brief mention) is in the revised Followers of Set Clanbook. More specifics on their special type of sorcery can be found in the Blood Sacrifice: Thaumaturgy companion. Essentially, the clanbook has all the lore and game information for the bloodline, while the thaumaturgy ...


10

You are looking at from a slightly wrong perspective. It's not because you buy dot 2 that you get dot 1 for free, it's because the first dot in Darkness gives you the dot one contract and the second dot gives you the second contract. It works differently with Exp than the character creation points. With Exp a contract cost 5*(New Rating) Exp, but the ...


9

You could adapt either the blood pool from Vampire or the usual damage track as an extra health track for the Characters. Using blood pool means you can apply penalties to mental state as the people get lower and lower (except instead of going into frenzy they'll go catatonic or collapse and gain mental issues) Using the health track means you can apply ...


9

This is all very specific to the GM, group, and game. Personally, I would trust the game and its mechanics until it proves to be incapable of generating the kind of story and gameplay I want. Eliminating the werewolf is necessary for making the space available. Hopefully, the player's actions are the cause of this to happen, directly or indirectly. Making ...


9

Typically, the only way to faithfully "convert" a character from one system to another very different system is to re-imagine them as a new character made from scratch in the new system. Ironically, trying to convert them by-the-numbers is likely to be less faithful than a character created from scratch in their image. There are parts of AD&D 2e that ...


8

One great resource for the criminal and law aspects of your question is Tales From the 13th Precinct, a sourcebook from the core World of Darkness line that approaches the setting from a law-enforcement perspective. It not only prepares you to make characters on both sides of the law that can encounter the supernatural world, but it adds a few new merits and ...


8

Blood contract text: This ritual creates an unbreakable agreement between the two parties who sign it. The contract must be written in the casters blood and signed in the blood of whomever applies their name to the document. This ritual takes three nights to enact fully, after which both parties are compelled to fulfill the terms of the contract. System: ...


8

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.


6

Based on the How Stuff Works article concerning "living without food and water" http://adventure.howstuffworks.com/survival/wilderness/live-without-food-and-water1.htm in conjunction with basic character creation for the New World of Darkness system. The hydration calculator I used ( mentioned below ) is linked here: ...


6

The description of the power states that it magnifies the natural intimidation tactics of a vampire — "baring claws and fangs, glaring with malevolence, hissing loudly with malice" — to a supernatural degree. I'd set the range at conversational distance: if the hunter could understand you at that distance (even if, say, you had to shout to do it), then he's ...


6

I'm not familiar with the game setting specifically, but my gut says.. This goes back to Romeo and Juliet where the Montague and Capulet servants run into each other on the street and argue. Both sides tried to get the other to act out but neither side wanted to go first because of the consequences from the local government (prince). But once one side ...


6

If you're looking to play someone who, under periods of stress or high emotion, turns into a super-strong creature driven by rage, a werewolf is an ideal choice. If you're looking for someone who can become nine feet tall, hugely muscled, and toss people a long way, you might also consider a changeling (a troll or an ogre, perhaps.)


6

You add three dice to your original pool, not to the chance die. From the section on Willpower, p. 132: Willpower should be spent and three dice are added to your dice pool before all penalties for your roll have been applied. So, form your pool, add all bonuses — including your three dice from Willpower — and then subtract all penalties. Yes, that ...


6

I do not know if there exist rules for elder Kuei-Jin chargen. So I'll try to summarize the Kin-jin (Kindred) rules. This one is from Dark Ages: Vampire which, methinks, has the latest incarnation of downtime maturation rules. The basic idea is that in downtime characters are much less active than when blood flows freely. Characters get Maturation ...


6

Page 74 of the Core Book has this: Each category of Contracts contains five “clauses,” or individual powers, rated from one to five dots. Your character begins with five dots of Contracts, at least two of which must be spent on either seeming or Court Contracts. Each dot of a Contract (also called a clause, as it effectively represents a ...


5

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 ...


5

I know of two options: The first is a crazy high level of Fortitude that's usually only attained by antediluvians such as Zapathasura (Ravnos) who battled packs of Garou, solar reflectors, Bodhisattvas, numerous mortals and three spirits Technocracy in direct sunlights for days. The other is Necromancy level 5, which is actually quite doable: If the ...


5

Medical data would be a good place to start. The stages of hunger should give you a good indicator as to the effects of hunger on the human body. It should be easy to apply penalties depending on which stage you are in.


5

Looking to the most recent version of the Vampire: The Masquerade rules (the 20th Anniversary edition), here's what's said about the way that the Monster nature regains Willpower: Malignant deeds reinforce the Monster’s sense of purpose. Monster characters should pick a specific atrocity, regaining Willpower whenever they indulge that urge. For ...


5

First, thanks to Rob for posting the actual text and to Sardathrion for the intelligent discussion of an option. But I respectfully disagree with both of them. Bottom line Since this wound up getting long, I added a section up front to just straight list my suggestion: The ritual will make the character use a willpower point to resist any domination that ...



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