12

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 ...


10

Like IgneusJotunn, I have played oWoD extensively but have never played any of the nWoD. But this seems almost system agnostic. They are running into moral ambiguities and then balking. That may not be a bad thing. There are several approaches I think would be good, and I would recommend possibly using all of them on different missions. Let the soft ...


10

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.)


10

Tie it into Role-Playing Since the answer is yes (out of game), you as the storyteller, should enable that player to gain that knowledge in game. There are many methods he can come about this. Perhaps using his computer skills on a Hunter database. Or perhaps there is a Hunter meeting/gathering and he can use his perception skills to come across a ...


10

The Imbued (the protagonists of Hunter: the Reckoning) are universally empowered by an otherworldly source to accomplish literally miraculous deeds. They have the ability to pierce supernatural protections and disguises and hear what could be described as the Voice of God guiding them. The themes of HtR are about heroism, fanaticism, truth, and faith, as ...


8

The demons in the "Lesser Demons" section are mostly Hunter-ized versions of creatures from World of Darkness: Inferno. They're not Fallen agents of the God-Machine; they're ephemeral beings from the mysterious realm of Hell. The "devourer" might be a Diaboli from that book, or it could just be a spirit with some interesting Numen/Manifestation combination, ...


8

First off, let me say that I firmly support the idea behind this question, even if it's going to be MAJORLY difficult to pull off. Mechanically, converting the physical Attributes will be the easiest, as you can say that a 10 Strength in AD&D equals 2 dots in nWoD. (Both are considered to be average human strength). Constitution would count towards ...


7

Make it a Tactic. Thinking outside the box for a moment, here's what the proton pack actually does: The beam allows a ghostbuster to contain and hold "negatively charged ectoplasmic entities". This containment ability allows the wielder to position a ghost above a trap for capture. It doesn't trap the ghost; it doesn't hurt the ghost; it makes the ghost ...


7

The Armory book lists examples of Grenade ammunitions on page 106. The Buckshot entry of that table seems to come closest to what you want it to do. Important to know is that grenades fired through a grenade launcher add extra successes to the attack roll (almost all other weapons give extra dice to roll when attacking). Example: 12 gauge : this is what ...


7

I'm going to repeat some in the interest of having a complete list. Paraphrasing the definition introduced in Second Sight, a lesser/minor template has 3 facets: 1) still mortal 2) has powers 3) able to be overwritten by major template. I'm also including a link to my similar RPG SO answer: Rules for gradual transformation from mortal to template in nWoD? ...


6

When writing, it might help to go breadth-first rather than depth-first. That way, you get an overview of what it is you're going to create. Say your first pass results in a few sentences about the premise for the campaign, some bullet points for each relevant location and three lines for each of the five most important NPCs. While jotting this down, your ...


6

There's a couple of different ways you can build a character like Bruce Banner/Hulk, even without dipping into supernatural templates. One body, two minds The easiest way to have a split personality is to have a split personality. The derangement 'Multiple Personality' from the core WoD book is severe-to-extreme, building from 'Irrationality' (when ...


5

Strictly RAW, I'd say no: Etheric Rounds (1 to 5; Renewable) Produced in top-secret, experimental laboratories around the country, these bullets have been bombarded with a cocktail of exotic, high-energy particles that infuse peculiar pseudo-physical properties into the lead. Emphasis mine ^^ However, I've found that most of the World of Darkness ...


5

Time for an NPC The quickest solution to this problem is to take a little break from this plot line, and develop a relationship between the players and an NPC. This NPC is what I like to call the 'plot giver'. This NPC is used to fill in the gaps of a party, to get the plot back on track. Don't be a jerk The plot giver is not a god, and is only there to ...


5

The book Mortal Remains contains rules for updating Vigil to 2.0 rules, as well as Dread Powers for monster types not covered in the other books. Use those conversion rules. The only real issue you would run into if you don't use the Mortal Remains rules is how to adjudicate Integrity with Hunters' ability to replace "morality sins" in service of the Hunt.


4

They combo with the Professional Training merit. You've missed something. Professions give you Asset Skills; each profession has two, and you choose one that gives you the extra specialty. The merit Professional Training gives you more of them, and lets you do more with them. At Professional Training ••, you get a 3rd Asset skill. If this is character ...


4

They're pretty straightforward. (p.56) All hunters have a Profession. In many cases, this is a specific job title (Soldier, Clergyman, Technician), while in others, it describes his primary activity or interest focus, regardless of whether this is an actual “job” or not (Socialite, Criminal, Vagrant). Check out the Professions detailed on pp. 74-93 and ...


4

I recently developed a new area of the World of Darkness for my players. We have a long history of gaming together through oWoD and some nWoD, but this is our first CofD experience. First, the TL;DR: Know the theme and mood you want to invoke. Start with one of the W’s: Who, What, Where. Take development one step at a time, and if you get stuck somewhere, ...


4

The character remembers making the deal, but the world forgets. If he tries to argue that he ever had the farm, or the dead wife and child, he is viewed as a raving lunatic, because everybody Knows that the demon always owned that farm, and tragically lost his wife and kid a little while back. Why is the character being so cruel to that poor man? As far as ...


4

Dogs are one of the easiest to train and most powerful allies in combat. That's why it's dogs that are used for tracking (despite cat's superior sense of smell), hunting (despite other better runners or swimmers) and combat (despite... well, you can imagine what a bear or a tiger could do). What you need to consider is the difference between training one dog ...


4

It depends if you the your are using the Hunter simplified werewolf rules (Page 318-321, of Hunter the Vigil) , or the full rules from Werewolf the Forsaken. Hunter the Vigil (page 318) says of Garou (it does not differentiate Garou from Death-rage, and indeed does not use those terms, but it is possible you are using them as "slang") She ignores wound ...


4

Inferno has the Possessed, which are pretty much what they sound like. A demon has bonded itself permanently to them, giving them infernal powers (Vestments) and immortality, with the demon tending to roll to assume control if the host isn't sating the demon's Vice sufficiently. Hurt Locker introduced six new micro-templates for mortals: Atariya, Dreamers, ...


3

A major principle of Agile is iterative development. In this case, your stakeholders are the players; they're whom you're building for. You have built-in timeboxing based on your game schedule; you know you need to deliver the next chunk of the world by the next game. Create enough of the world to run a single session. Everything else should be vaguely ...


3

Dread powers and demons Quoting from nWoD : Inferno Dread Powers of the Diabolique The Children of the Seventh Generation do not have pre-established abilities shared between members. Each of its members is unique, born of a singular bloodline stirred from the depths of Hell. Each of the antagonists below has his own Infernal aspects he can ...


3

It depends on how much the supernatural in question polices their territory and with what method. A werewolf pack that patrols their rural territory will likely notice that there is a large wolf that seems to be attacking animals and leaving them weak without a scratch (a Gangrel vampire hunting in wolf form). A Mage that ostensibly controls a neighborhood ...


3

Yes, most territories are not in anyway supernaturally or physically marked. The exception is werewolf territories, that have spiritual marks visible. But you basically have to be a werewolf or a spirit to see them. Most supernaturals don't take as strong a idea of physical territory as werewolves do. For obvious reasons. A Changeling Freehold is not "All ...


3

Disclaimer- I've played Hunter: The Reckoning, but never Hunter: The Vigil. I've read Vigil's rulebook, but I'll admit my brain tends to answer questions first with Reckoning details. While I do not want to encourage a systematic undermining of the players efforts... Have the soft solutions not work well or be absurdly difficult. The World of Darkness takes ...


3

I've been mastering Hunter: The Vigil for a while so here's my take on the matter : It entirely depends on the situation. What I do, usually, is give them PE whenever they have an encounter while hunting. May it be supernatural or not. The important thing is to remember your player characters are fighting for the Vigil, and it's hard. It's gruesome. ...


3

The books themselves don't make the distinction of whether or not your Hunters (or Players) have to know for sure to get Practical Experience from a monster kill. A good general guideline is to ask yourself (or have your players justify) whether their actions are part of their perceived duties as a hunter, "keeping The Vigil." If they had reasonable ...


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