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geki

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  1. Rulrewise, discipline ranks are gained by spending XPs. Ranks in Disciplines unlock certain powers, I.e. your first statement is correct: a Gangrel with 2 ranks in animalism would have access to Feral Whispers and Beckoning Animals, but not to Quell the beast. Notice that given the automatic upgrades for checks connected to the disciplines a more powerful animalist would also be “better” at Feral Whispers, beside having access to more advanced discipline powers.
  2. This is a glaring omission on my part, due to the fact that we created all PCs as 13th generation and went with it. we followed the standard blood pool/ turn expenditure chart for vtm, which I attach. (The trait limit refers to VTM rules, so ignore it). given we never created PCs of lower generation and I create NPCs more free form (not starting with an xp pool), I’m not sure what the xp cost would be, but my guess would be 10 xp per generation lower than 13.
  3. Hello, I developed a conversion to use the VtM (3rd) edition setting in genesys. My historic game group and I always loved the setting but when we tried to play (in the early 2000s) all three campaigns were aborted a handful of sessions after character creation, smothered by the buckets of dice and the quirky rules. We are having a lot of fun playing, including the two players new to the system (one of them was also new to the setting). The pdf file can be found at this address (Dropbox). I am completely unable to use GMbinder et similia, so the file is presented in a very simple word->pdf format. I really regret not been comfortable with graphics. The document does not even include backgrounds or images. The first version of these rules was written 6 months ago (January 2019) and we have been playing in a chronicle (4 players plus myself) since (for a total of more or less 20 sessions so far), tuning costs and effects as result of playtesting. However, a few players in the group are new to the system, and obviously not all Clans and disciplines have been explored fully, therefore I much appreciate any feedback, whether it comes from play testing or simple theoretical criticisms. This document includes Archetypes (Clan) Careers and modified skills Vampiric talents Disciplines (distinguished from talents and skills) Miscellaneous rules (Hunting, Feeding, Vitae, Strain and Damage Management, Frenzy) Thaumaturgy and Necromancy rules Some notes: While there is some flavor text, I did NOT describe the setting in general in the document. These rules are intended for GMs and players who already know at least vaguely about the Masquerade, the Camarilla, the Sabbat, etc. The biggest rule change (beside the necessary adaptation) is the reduction of clan disciplines from 3 per clan to 2 per clan. Consequently, certain disciplines (Vicissitude, Celerity, Quietus, Serpentis) have been transformed into tiered restricted talents that try to capture what (IMHO) was fun and intriguing about each clan and discipline. All of this also allowed me to rebalance Celerity into a strong but not god-like combat "discipline", which used to be a common complaint about the balancing of the game. Thaumaturgy and Necromancy have also been reimagined as magic rather than technical disciplines. Fortitude and potency have been rolled into one. Another significant change, but that goes together with 2), and preserve the feeling that Clans with access to one or the other are dangerous in combat situations. I am extremely pleased with the results we had with the Hunting-Feeding streamlined mechanism. I was skeptical but it ended up being quickly resolved every time while still providing a plethora of story-moments, some of which sprawled into sub-plots in typical genesys fashion. Viceversa, I am not enthusiastic about the Frenzy mechanism. While I tried to stay true to the original Clan's flaws, some where reimagined to work more precisely. The Tzimisce's flaw was changed into a Dracula-inspired one, a variant that was popular in various WoD forums back in the days. Vitae has been kept as a consumable resource. Since Vampires literally replenish themselves with blood I couldn't see any way to keep it elegantly in line with Strain and Wounds (which grow up to a threshold. I have not included any enemy profile. I am working on Hunters rules, but they are very much in a development stage. There is no list of weapons, we used stuff from the modern setting of the core book. I took some liberties with a couple of structural rules (namely doing away with concentration and creating skill checks that include challenge dice by default) I don't plan to revise the rules for another few months (since I want to start working on a Post-Apocalyptic and/or a SteamPunk-meets-Strange&Norrell kind of settings), but I will be checking this thread and responding to any question (and drinking in any feedback). Thank you Geki
  4. All of them are included in the list.
  5. Looks very interesting. Just a question from a cursory overview: your copyright notice at the bottom of the page mentions Wizards of the Coast (rather than FFG). Is this simply a typo or is there some WotC connection in theme or setting that I am missing?
  6. The As a start, I listed all of the creatures and units (but no individual characters like Splig) to be found in Descent, Battlelore 2nd edition, Rune Age and Runewars. For each unit that had a direct correspondence, I listed the page number in the Genesys books. For some I suggested some possible correspondences (some more straightforward than others). I also list what source they come from (with Descent being the default, BL being battlelore, RA Rune Age, RW Rune Wars). I left out clear duplicates (i.e. things that are present with different names in different games, like Troll from descent and Giant Troll from RuneWars, who share the same art from 1st edition descent) and super generic units (Dwarf Forger and Elven Warrior come to mind). the link with (for now) just the list is at https://www.dropbox.com/s/fcq85f6j8g7iyc1/Terrinoth Bestiary WIP.docx?dl=0 which I also try to attach to this thread. the next step, beside individual creatures, would be to get a guideline for wound and attack conversion from descent to Genesys. Are wounds 1 to 1? I suspect that’s the case for act II monsters, but I have made no comparative analysis yet. terrinoth bestiary wip.docx
  7. That would be great. I’d be glad to help with the stat out, or with the listing. (Beside descent, Rune age has a few interesting figures from different races and lands)
  8. Link? I’m terrible at reddit but curious about this
  9. I really like this idea for groups who are familiar enough with the system to want to spice it up a bit (that’s definitely not me, not yet). It reminds me quite closely of the Burning Wheel system. i am way more skeptical on the matter of talents, since it would make it very tough to get some of them. Nonetheless an interesting optio
  10. So, just to be clear (thanks by the way): do the runes act as implement ONLY for Rune Magic?
  11. Thanks, that’s why I asked. I knew something was missing. I’ll go back to reading, but this helps a lot.
  12. Hello. While I understand that Realms of Terrinoth is first and foremost a setting book, and only secondarily a source of additional rules, I am nonetheless a tad confused by the rule set for Verse and Rune Magic. From what I can gather, the two skills do exactly the same that Arcana does , in terms of 1) access to magic categories (attack, dispel, etc) and 2) gaining access to it (certain careers have it a a career skill), with a detriment (needing a Rune or a musical Instrument) that is 1) not balanced by any advantage and 2) easily ignored once the characters have their own item. I was wondering why, then, the system provides us with a different skill than simply saying that Arcana can be channeled in different ways, including singing or through the use of a Rune, depending on the caster. i really feel like I am missing some details, albeit small, that makes the three approaches to magic different beside the narrative difference. any help would be appreciated.
  13. More generally on this topic: is it +1 for uncanceled success including or beyond the first? (I.e. is the actual minimum damage 5 or 6 in the example)?
  14. Do you happen to have a collection of these (and the locations, most importantly) in a more accessible format than a thread post? a Dropbox or google drive shared folder would be amazing.
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