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Everything posted by geki

  1. No problem, we were in the same situation: we really wanted to play in the setting again (three of us had dabbled in the early 2000, and two of our players had only played Bloodlines the videogame) but had no intention of tackling that system again. 5th edition is better, but only marginally. As I said, I am sorry that I still haven't gotten around to version 2.0, which will feature disciplines as heroic abilities (e.g. activate-able without a check, spending SP, with lower levels becoming free as they improve), but there is so much to do between another setting and my university having not decided whether classes will be online or not... But anyhow... This is quite frankly a residual from an idea (indeed from 5th) that I wanted to incorporate. In synthesis, it's the reason the vampire has not succumbed to the beast or destroyed themselves. In rules terms, you could quite easily skip it. I find it very powerful narratively, but failed to describe it further in the ruleset. We handled humanity fluctuations exclusively narratively (after significant events, I discussed with the affected player their loss of humanity - or in one singular exceptional case their gain of humanity). We decided to bring it on a 5 scale to be in line with the genesys system. However, since the rules dealing with it only care about the relative level, you could go back to the0-10 scale without any setback (as long as you apply proportional modification to frenzy rolls: when it checks for humanity, simply double the range). When fortitude is activated, and until the Vampire stops it (willingly or because they cannot keep up with strain) they gain one of the effects. In a different round they can activate the other one as well, and maintaining both of them active requires 2 strain per round. As an aside, I tend to limit (not just in this setting) the amount of strain characters can regain on each check. Without a similar limitation, the Brawn part of fortitude risks becoming excessively powerful. Indeed. This information is missing from the Thaumaturgy talent. I left that to GM discretion. Notice that the 5 times in the VtM rules is too high, considering that in this system not all failed frenzy rolls result in drastic (e.g. 60+) results. My inkling would be that after 2 or so they already have a setback to some checks, which increases to 2 setbacks around 4, and to a presence reduction from 7 or more occurrences (although at that point they might be in trouble otherwise). The idea is that a Vampire trained in a discipline relies more on their vampiric abilities than on their human skills. Hence, a dominator can be efficient even without being a particularly intimidating guy. For this reason, any roll made because of a discipline is upgraded once per each 2 ranks, rounded up. So yes, a Venture with Dominate 1 trying Command with 0 ranks in coercion would still roll a proficiency die. Similarly, a old Giovanni with Ascendency 4 would upgrade their Ascendency rolls twice, even when activating level 3 or 4. Yes, the "only" difference is that you can effectively add up to 3 to your soak when facing non-enhanced weapons. So if your soak is 4 and you are hit by a regular pistol for 9 damages, you would suffer 5, but can move 3 of them to your strain, effectively suffering only 2. Remember that by spending 1 vitae vampires can recover 3 strain at any time. This becomes extremely powerful when combined with fortitude. At the end of the campaign, our fight-oriented Brujah has a base soak of 7, that grows to 8 when he spends vitae to raise his brawn, plus he absorbs 3 of them with strain. Which means he is immune to crits from non-enhanced weapon that inflict less than 12 damages. He's a beast. I usually require an opposed Brawl check upgraded once to symbolize the inherent risk, and using the aiming rules (aim to the neck). Against supernatural beings I would probably upgrade it further. 9. Just some general Discipline stuff I noticed. Correct The difficulty is meant to be average. Notice that, barring SP spent by the GM or particular conditions, the self-fulfilling prophecy is a very rare occurrence. Yes. Yes. The latter. Auspex characters are more sensible to their surroundings (e.g. being susceptible to strobophobia) and this is meant to show the inherent risk for their extended mind. In general, having a fixed basic difficulty for Frenzy was a mistake, and it evolved to a variable scale even before adding the various modifications. So a jump attack by a human should probably be an easy check, while fire would maybe start at difficult (or at average but with an upgrade). That's something that I would love to have in all of my games (not just the VtM setting). I haven't statted them out (although many of the special talents are ports of supernatural Merits from 3rd edition). I would simply provide bonus XPs in exchange for flaws (5 or 10 depending on the severity). Have fun!
  2. Just an update on where things stand. As we come to the close of a 18 months, and around 45 session, campaign, we have plans to completely revise the discipline structure, making into a heroic-ability like affair (to stabilize the progression and get rid of excessive checks). While our focus will probably be on our other campaigns (a Terrinoth, a D&D conversion, and a steampunk one), a friend of mine and I are planning to work on this, so stay tuned. Quite honestly, I wish I had the writing stamina to write a VTM inspired setting, with completely different clans and without some of the burdensome stratified lore. This would free creative space rule wise (and make this shareable without copyright problems), but I feel this is beyond me right now, so we will keep the VampireTM basic structure in place.
  3. Sorry, my mistake. I will update the link.
  4. geki

    Genesys Custom Cards

    Among the fonts used, what do you suggest we use for the dice symbols? I notice that advantages, threats and the like are in the Genesys FONT, but I assume we are to use the Edge of the Empire font for the dice?
  5. 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.
  6. 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.
  7. 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
  8. All of them are included in the list.
  9. 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?
  10. 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
  11. 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)
  12. Link? I’m terrible at reddit but curious about this
  13. 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
  14. So, just to be clear (thanks by the way): do the runes act as implement ONLY for Rune Magic?
  15. Thanks, that’s why I asked. I knew something was missing. I’ll go back to reading, but this helps a lot.
  16. 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.
  17. 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)?
  18. 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.
  19. We're currently playing a full campaign using Ninja, Druid and Pyromancer. Jury is still out, but so far we find The druid to be very well balanced, conceptually interesting, albeit possibly a little boring to play. The ninja generally ok, maybe the weaker of the three. Part of it is due to the fact that while his starting ability is nice, the other feel not particularly useful in general. The pyromancer seems the strongest of the mages we have played, with the possible exception of the geomancer with stun. Piercing 3 (even for a fatigue) is super powerful, and the fact that the target needs to be burning is a little limitation, since you want pierce on the big monsters anyhow, and those you will be attacking more than once anyhow. We just selected the 3 square path attack, but haven't tested it yet. We'll adjourn.
  20. What is "U" as a color? What is "Bant Hexproof"? I have not beeing playing Magic in a while.
  21. To be fair, there are two different mechanics which you seem to condense in one: 1) On the one side, the "if you control more" mechanic, which is very thematic with the Battle for Hoth: it is the only moment in the trilogy - or in the saga, for that matter - in which gaining ground and position is crucial to the fight (beside being by far the most imponent ground battle). I agree with you that, if repeated, it could lead to weird situations: "Oh, I have more Hoth than you, you have more Bespin than me, nothing anyone can do about it", but this will be mitigated by the variety of decks. Having a Hoth-only deck, in the future, will mean sensibly limiting one's choices. 2) The other one (if you have something "Hoth" named) is instead a more radical mechanic in SWLCG, the very clever (in my opinion) use of "traits" to create a thematic feel. On this note, I am thrilled, but I fear the diluition of traits. Best Geki
  22. Not only thy are slow, but sometimes they evene fail to charge.
  23. Archrono said: Probably a really obvious one, but the ewoks with anything that has targeted strike is sweet. Lock out their powerful guy and chip away at it all you like. (Mind trick works too.) Better with Shi Cho training so you can snipe a BUNCH of guys. (Win the edge, then use yoda to wreck everyone.) This seems to be assuming that targeted strike with Shi Cho training allow to divide damages outside combat, which contrasts with the writing on the card
  24. MasterJediAdam said: Check me on this … there is nothing that says I cannot play two of this enhancement on a single vehicle, correct? Absolutely right. No limit on the card AND the card itself is not unique.
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