Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
Playing the Game
Talking the Talk
Vampire: the Masquerade - New York by Night OOC Thread
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Catulle" data-source="post: 804764" data-attributes="member: 9942"><p>Hello all,</p><p></p><p>I'll weigh in with an 'as I see it' on this one; bear in mind I'm willing to have my mind changed, as ever.</p><p></p><p></p><p>There's not really such a thing as a 'turn' in vampire - sure if you win initiative, you get your first action off before anybody else but you can always delay that action, or use it to dodge with.</p><p>You'd 'only' need 2 celerity to get 3 dodges in the round (one per mortal) to pretty good effect, given the dodge system (it's like soak pre-soak where if you win, you take nothing); with 3 dots, the vampire's extra action will become very telling (mortals can't soak lethal damage at all). Still, it's pricey in blood terms at a point a round; the best bet against firearms is the conventional one - take cover!</p><p></p><p></p><p>Got it in one; however, if the vampire doesn't take aggressive action, it's a cheap way of buying some time to get away (though against three people, you'd need 3 successes to affact them all). Resisting should only occur to those with an idea of precisely what's happening (plus, it's expensive at 1 willpower per turn). Hunters might qualify, but that's a maybe - hunters who get exposed to vampiric powers regularly don't tend to survive too long.</p><p></p><p></p><p>Absolutely. See Celerity 3, above. Fortitude, note, will skew the dynamic quite a lot too, and if they're using the automatic fire option, that leaves our mortals empty after a single round of gunfire... and reloading takes a full turn. I'll do some math in a moment.</p><p></p><p></p><p>Hence the idea of the Masquerade... if a vampire's facing down 3 guys with submachineguns who know what he is he's done something very, very wrong.</p><p>The Protean Earth Meld trick will only work on earth, not asphalt, not astroturf.</p><p></p><p></p><p>As Shalimar covered it, generation can (and does) affect this. Bear in mind the effect of Potency of the Blood on Generation, too. Also bear in mind that even a 13th generation neonate can raise his stamina as high as 10 provided he keeps spending blood on it every round (once he stops, it drops to 6 for the rest of the scene after 3 more rounds). Armour, of course, stacks on top...</p><p></p><p></p><p>Some moreso than others, of course</p><p></p><p></p><p>There's a world of difference between 'humans with guns' and 'a gang of humans with military-grade weaponry'. Simply put, people don't tend to own, use or carry submachineguns. A handgun is by far the most common firearm your characters should be encountering. That base-4 damage isn't so threatening to the Kindred as it is to the Kine (it's about equivalent to Maxwell punching somebody, in fact) save for the appealing factor of range. Also, there's a real reluctance, even in criminal circles, to be letting off that kind of firepower anywhere it'll draw too much attention, and automatic weapons always seem to attract too much attention; one reason the huters' most common modus operandi has to be investigation - trace the vampire back to its lair, scope the security, then do anything foolish during the day. Probably involving fire or sunlight.</p><p></p><p>Other opinions?</p><p></p><p>Regards,</p><p></p><p>Barry</p></blockquote><p></p>
[QUOTE="Catulle, post: 804764, member: 9942"] Hello all, I'll weigh in with an 'as I see it' on this one; bear in mind I'm willing to have my mind changed, as ever. There's not really such a thing as a 'turn' in vampire - sure if you win initiative, you get your first action off before anybody else but you can always delay that action, or use it to dodge with. You'd 'only' need 2 celerity to get 3 dodges in the round (one per mortal) to pretty good effect, given the dodge system (it's like soak pre-soak where if you win, you take nothing); with 3 dots, the vampire's extra action will become very telling (mortals can't soak lethal damage at all). Still, it's pricey in blood terms at a point a round; the best bet against firearms is the conventional one - take cover! Got it in one; however, if the vampire doesn't take aggressive action, it's a cheap way of buying some time to get away (though against three people, you'd need 3 successes to affact them all). Resisting should only occur to those with an idea of precisely what's happening (plus, it's expensive at 1 willpower per turn). Hunters might qualify, but that's a maybe - hunters who get exposed to vampiric powers regularly don't tend to survive too long. Absolutely. See Celerity 3, above. Fortitude, note, will skew the dynamic quite a lot too, and if they're using the automatic fire option, that leaves our mortals empty after a single round of gunfire... and reloading takes a full turn. I'll do some math in a moment. Hence the idea of the Masquerade... if a vampire's facing down 3 guys with submachineguns who know what he is he's done something very, very wrong. The Protean Earth Meld trick will only work on earth, not asphalt, not astroturf. As Shalimar covered it, generation can (and does) affect this. Bear in mind the effect of Potency of the Blood on Generation, too. Also bear in mind that even a 13th generation neonate can raise his stamina as high as 10 provided he keeps spending blood on it every round (once he stops, it drops to 6 for the rest of the scene after 3 more rounds). Armour, of course, stacks on top... Some moreso than others, of course There's a world of difference between 'humans with guns' and 'a gang of humans with military-grade weaponry'. Simply put, people don't tend to own, use or carry submachineguns. A handgun is by far the most common firearm your characters should be encountering. That base-4 damage isn't so threatening to the Kindred as it is to the Kine (it's about equivalent to Maxwell punching somebody, in fact) save for the appealing factor of range. Also, there's a real reluctance, even in criminal circles, to be letting off that kind of firepower anywhere it'll draw too much attention, and automatic weapons always seem to attract too much attention; one reason the huters' most common modus operandi has to be investigation - trace the vampire back to its lair, scope the security, then do anything foolish during the day. Probably involving fire or sunlight. Other opinions? Regards, Barry [/QUOTE]
Insert quotes…
Verification
Post reply
Community
Playing the Game
Talking the Talk
Vampire: the Masquerade - New York by Night OOC Thread
Top