62

My vote is for the broad-strokes banhammer. In short, don't make a big deal of it and people mostly won't notice. Just because something exists in the world does not mean it should be an option for the players. Why not let one of them play as a Mage or Werewolf? Because it doesn't work in the world the GM has defined. Why not Malkavians? Because they're ...


29

Vampire Elders are more powerful than the most powerful Werewolves. While PC werewolves are much more powerful than PC vampires, the upper end of their power scales are very different - even before you get to the likes of the Antediluvians (who don't have stats), elder vampires are much more powerful than Rank 6 werewolves. Compare the stats for a top-end ...


28

I don't know if the V:tM players are familiar with D&D/PF, but if they're not, it would be a bit annoying for them to have to learn the rules, and it would put them at a disadvantage (enjoyment-wise) by the other players. What I think would be best for a one-shot game aimed more at creating nostalgia and memories is to use a system that none of the ...


27

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 ...


25

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 the ...


24

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. ...


23

Explicitly so. As said on page 16 of the 20th Anniversary rules: Once a vampire is Embraced, her looks are frozen in time. Her skin will be unnaturally cold to the touch and become paler as she ages, but she will look the same in a thousand years as she does on the night of her Embrace. In fact, there's even a Tremere Thaumaturgy ritual (Rebirth of ...


23

Because they can't eat anything else. A vampire's (effective) generation has a significant effect on their power level in a variety of ways. This includes the maximum amount of vitae they can hold, the amount of vitae they can spend in a single round, and the maximum value their attributes can reach. Lower (more powerful) generation has a drawback, however: ...


22

Attributes & Abilities Awareness has been added as a Talent. 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. ...


22

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. – ...


21

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 ...


20

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, ...


20

Numbers, for one thing. There's about a tenth as many werewolves as there are vampires, and those are divided among thirteen tribes. (One estimate sets the number of Glass Walkers and Bone Gnawers combined at less than 3,000 worldwide.) Plus, it's easier to make a vampire than it is to raise a werewolf to adulthood. Also, we live in a (supernatural) ...


20

The werewolves are likely to win almost every battle, but the vampires would likely win any full scale war. Overall they aren't likely to care too much about each other. The vampires have every incentive to ignore the werewolves as long as the werewolves don't directly cause them major problems. The werewolves on the other hand do have some reason to want ...


19

Generally speaking, yes, but there are some exceptions Hair, beard and other features return each dawn to the state they were when the Embrace. If a vampire cut his hair or shave himself, the next night will awake with the same appearance as the previous nights. There are, though, some exceptions: Vampires turn paler as the grow old, except Assamites that ...


19

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 ...


19

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 effort ...


19

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 ...


19

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 ...


18

A vampire immobilized by a wooden stake "is conscious (and may use perception powers, such as those in the Auspex Discipline), but may not move or spend blood points." (p.280, V20) So, Auspex is definitely okay. Use of Dominate is potentially possible, but would require a power that neither requires you to speak (can't move) or make eye contact (because ...


17

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 won'...


17

Garou: Find them in their breed form and kill them from surprise. Werewolves in their breed form (that is, human shape for homid and wolf shape for lupus) can't soak lethal or aggravated damage with Stamina. (WtA20, p.255-6) In this state, they're most vulnerable. Take all the advantages you can and then fill their wound tracks with damage and they're done. ...


17

There are two systems to look at for this. Too much blood loss Each point of blood that's consumed deals one level of lethal damage to the victim. A strong, healthy vessel can take two or three levels of damage and be expected to recover just fine in time if they get proper rest. But not every mortal victim has all seven of their health levels to begin ...


17

Depends The wording in that section of the rulebook (3rd Edition p218): Each sip of a particular Kindred's blood ... If a being drinks three times, on three separate nights, from the same Kindred, ... It's vague at best. So we could say: No, because strictly speaking it needs to come from the Kindred directly. Yes, because it's an inherent power of ...


17

There is no such thing as Camarilla or Sabbat Nature. Or, to be really formal, there is no such thing as Camarilla or Sabbat archetype (which can be then used as one's Nature or Demeanor). In fact, the very definition of Nature, being your character's hidden true predisposition, suggests you can have whatever Nature you can imagine. I recall the core ...


17

Each character starts with 3 dots worth of Disciplines, so if you put all three into the same dot, and then spend 14 of your 15 Freebie points on the same Discipline, you could very well do so. There is a trade-off to be made though. During the game, buying an additional dot in a Discipline you possess requires Experience equal to the current rank of ...


17

Yes. The third and fourth traditions are absolutely bent in favor of Princes. That's the way that the founders of the Camarilla wrote them. It is certainly good practice to foster your childer before releasing them (you still have to release them), and it can be a social coup to have a coming out affair where Princes from neighboring domains come and "see" ...


17

I can't speak to ST decisions, as every ST is allowed to determine for themselves what would and wouldn't work for their own game. That's entirely their prerogative. STs aside, given Vampire's 20th Anniversary Edition, and to a lesser extent By Night Studios' Mind's Eye Theatre: Vampire The Masquerade, there's nothing stopping you from playing any of the ...


17

Why do you have to "handle" this? The player has agency. You can give him information that says that facing an antediluvian is a bad idea. You can telegraph all kinds of ways that should the antediluvian awaken, they're screwed. It seems to me that high ambitions and poor judgement make for a very interesting chronicle. Let the player have his agency. ...


17

If you've got a risen Antediluvian in your game, what you've got is a Gehenna chronicle, one where the end of the world of vampires is nigh. Time of Judgment: Gehenna has some things to say about the power of the antediluvians; one of them is that an antediluvian can only be destroyed by something of its power or greater, and another is a description of the ...


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