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About phyrrsome

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  1. The Blood

    S_E - points A), , & C) have their validity. I guess what I'm coping with is the feeling that for $30 I wanted more from this book; more freshness, more grit (not necessarily crunch, but something for my imagination to chew on). I said that Chapter 2 has these gems - and having reread the book twice I can say that many of the sections have at least one interesting kernel. For example - with Pred Taint the point made after "This part is key..." on page 77 is great and interesting, but what frustrates me is that it takes half a page to get there. I feel that Chapter 2 could have been edited down to about half the word count and still presented the same information/content, which would have then given the book more room for explore/extrapolate upon these gems rather than walking in the footsteps of previous material. If this book was truly intended for players as an 'introduction/primer' to the setting and what the mechanics feel like in a visceral way, I would have found it more compelling had there been more use of fiction, or to take a page out of the oWoD, the Ghouls book where Dr. Nettchurch (I think the IC name was), examined the properties of ghouldom. As it is, much of the book appears to me as a rambling on many of explicit rules and descriptions from the main books, and so feels to me like a money sink for most experienced players. I can see what the Chronicler's guide adds to the line of books - it's a toolkit for ST's (by the by, while I haven't purchased the RCG, I have read it at length, as my retailer is also a close friend/player and loans me books to 'review' since I almost inevitably purchase them for our stories/games), but I don't find the Blood to be an exceptionally well stock toolkit for players - especially those who already own the main books. I'll also admit - part of my disappointment is that I anticipated this book to be something that it wasn't, and I purchased the book basis of that anticipation. However, I really love Requiem, and am holding out for some alternate perspective that helps me see this book in a new/different light. This one book doesn't sour me on the game or the line, it's probably just a bump in (my) road, and maybe it's just me being thick and unimaginative, but I've read and reread the book in an effort to dispel my disappointment and that hasn't worked. Fabio, I appreciate your response. I was initially irked and perplexed as to why you responsed to my first paragraph that was, in my mind, only to provide some background/context surrounding my disappointment of only two books in the whole Requiem line, so I overreacted too. Cheers, CK
  2. The Blood

    Look Fabio, I don't quite know how to take your response. I am under the impression that its a flame regarding my so called experience or quality as a ST. Perhaps its just a carefully worded generalisation about ST's you've dialogued with regarding the Chronicler's Guide and has nothing to do with me, though you might have been more specific. The last comment seems like an easy cheap shot, surmising a great deal about me from the fact that I provided mere context for a comment I made on the utility of a book I chose not to purchase, and of which I wasn't actually being critical. I made some very specific and concrete criticism of the Blood. To actually participate in that discussion would be helpful to me. If you want to get side-tracked and make this thread into a pissing contest, I relent, you win, you're post count is bigger than mine, you have the bigger dick. I hope my meaning is clear and not simply veiled. Cheers, Ck
  3. The Blood

    I've been contemplating what to add to this thread. I'm not often compelled to voice much of an opinion on books - you either like them or you don't. With the entire Requiem line I must admit I've been thoroughly impressed. I didn't like the Chronicler's Guide since there was little to nothing in there I found either inspiration or something I hadn't consider/seen before. That said - I've been at this a long time; roleplaying 20+ years and world building for about 15 years - so I saw right away its application and utility for a newer storyteller, either rookie or novice with trouble reimagining things on their own. Now considering the Blood I'm firmly stuck in the middle. Other than the Chronicler's Guide, I've been avid in my appreciation of the Requiem line. I love the Covenants, I really like the Bloodlines (toolkit approach, got to love it, since 'canon' is whatever the ST allows), and I really liked Coteries and Nomads (and I've been slumming enough forums to know that these two are not the most popular among readers/posters). So my impass (sic) with the Blood is a bit perplexing. Honestly, I'm looking for a reason to like this book. I really liked the Werewolf 'anthroplogical' treatise (correct me if the title is wrong - I'm too lazy to look it up) "Blood of the Wolf" - it really opened things up for a novice player, a newbie, and even a old hand like me. I was really excited about the Blood because I anticipated it to be something similar. But for me this book seemed (largely) to be a rehashing of rules from the main book - which makes me feel a bit of a sucker for spending money on material I already have from another source. Chapter One is the worst case for me - for instance having two full pages describing the 'Favoured Attributes' of the clans and what a Daeva with Dex vs. one with Manipulation would be like seems at best redundant, and at worst patronizing. Having read the Daeva write up and the attribute descriptions from the main rules accomplishes this on its own - let me do some of this conceptulisation on my own please - otherwise it seems like being treated like I belong on the shortbus. The entire first chapter, up to page 43, seems to go through the process of character creation that not only belongs, but does in fact constitute the entire main book for the World of Darkness, and having it written with Vampire in mind here in the Blood suggest perhaps an effort to tailor this process for neophyte Vampire players, but makes a veteran like me feel under-served/represented by the book. Chapter Two has a few gems - perhaps more for people who haven't the experience with Vampire through the various incarnations (oWoD, et al) - but the elaborations on the properties of the blood do not on the whole truly expand on what was written in the main Vampire book. For those who have trouble imagining Blood Additiction, the Viniculum, or Degeneration, there is something here for them to wrap their head around, but writing a book about all of this seems to me a way to undermine the dialogue and discourse players and ST's are bound to have about these themes and concepts which is what I've always found to be the enrichment of the game. If there were alternate mechanics for some of these properties, or a re-envisioning of them as plot hooks, themes, or even particular Clan/Covenant perspectives on these elements of the vampiric condition, this would have been more satisfying, but at present I feel underwhelmed by this book. This was not a clarification, as I read it, of vague or confused rules or concepts/themes from the two main rule books, but simply a reiteration for the sake of redundancy or a misguided sense that the readers/players wouldn't/couldn't get it from the original material. Most of this was a need to gripe/vent, so I expect from the general tone of this thread that I won't receive much validation - none needed. I'm not trying to convince anyone that I'm right and they are wrong - if anything I'd like to hear why the first two chapters, in particular, are relevant or worthwhile to a veteran player (or heck, even to a novice or rookie - like I said, a lot of this book simply seems to be the 'reading between the lines' that players and roleplaying groups ought to explore from the main rules). Cheers, CK
  4. Why do YOU roleplay?

    On the surface this is a pretty simple question, and perhaps deserves a simple answer, but I feel like rambling. I first started roleplaying back when I was about 10 years old. I became hooked because it was a way for me to escape to a place where I was more in control of my self and the outcomes of my actions and circumstances. I was a somewhat socially awkward kid who did not like taking risks (in part because I habitually took stupid ones in social circumstances and wound up looking like an ass). But roleplaying felt 'safe', and those I roleplayed with were generally more accepting of quirkiness and the typical overreaction to circumstances that roleplaying allows your character to behave/respond. That was then. Now I roleplay for its creative outlet - I enjoy storytelling because I have epic worlds and conflicts that I want other's to share and experience, and I have characters that I find compelling and truly want to express and vicariously experience their failures and successes. Fortunately I have grown out of the socially awkward stage of my life, in part due to my opportunities to roleplay (and meet roleplayers who weren't so socially awkward, and those who were even more socially awkward than me - motivation by negative rolemodelling I suppose). Why Vampire? As a storyteller I find the inherent dillemma of the Man vs. the Beast to be very compelling for character creation and a rich forum for NPC's to be shades of grey (bordering on mostly black, but I like the darkness) - this makes the struggle to be good a genuine conflict/crucible for PC's & NPC's alike. With conflict being an essential element to any good story, and even moreso for roleplaying (there always needs to be something the character's are working for or against to sustain the drama and the need to keep playing), this internal conflict that each vampire character experiences enriches the external conflicts that they may face. I suppose the simple answer is the depth of conflict the character's experience which drives great character development. I also like the very political nature of the conflicts the character's face. Even when I was DMing D&D I always added politics to the conflict - there was no simple monster hunt with me - the goblin hoardes had goals and agenda's (that made sense to them, at least) and there was always a solution to a problem that didn't necessarily require the character's to become mass murders or participants in ethnic cleansing (though that was always an option) to save the town from other races. Because the main character's themselves are the monsters they are more obviously presented with the problem that they are not the 'hero' archtype whose actions will be perceived as for the 'greater good' and that seems to generate a deeper examination of their motives, actions and consequences whenever they take action. I've been very blessed with finding great roleplayers who've enjoyed the process of character exploration and development. When the setting does little to justify the character's actions or motives they need to engage in that process themselves. MMM MMM fun. Oh yeah, I roleplay because its fun. Phyrrsome
  5. Thaumaturgy Revised

    Thanks for the feedback Morlandus & Blank Frank. B.F. - The Thaum Paths, in my mind and for the purposes of my game, would function as the innovative 'magic' the Tremere created, largely as a result of the circumstances they were threatened with (war with the Tzimisce, Gangrel & Nosferatu). The way I envisioned their circumstance, they were bereft of access to any but the Common Disciplines (Animalism, Vigour, Celerity, Resilience & Obfuscate - and perhaps not all of these with any one individual) - therefore they were forced to innovate in order to fight back and stand their ground against the other Kindred. Being from mortal mage stock they would have likely tried to mimic, recreate or invent powers that closely resembled what they were familiar with. In most cases these would have been rituals, but I also imagine they were also inceptors for new 'disciplines' - Thaum Paths. As such, each Path would function as a separate discipline - each with the full cost for out of clan disciplines (again, while I think the Tremere were very innovative, they weren't thousand year old masters at a discipline that became inured in their blood). x7 per level in xp sounds good to me. I like the idea that the forces these disciplines channel are corruptions or perversions of the natural forces they recreate or direct. Another forumite, Glacius, suggested to me that, for instance, the fire in Path of Flames burn cold - so as to not cause a Rotschreck roll - and I would also go so far as to limit the duration these flames may burn - in essence burning themselves out once the Thaumaturge relinquishes control. M. - Your comments regarding the damage levels & type I think will be echoed by others, and I encourage anyone to change them as they see fit. My rationale for setting at the levels they are at is relatively simple - they are the basic levels of damage described in the WoD book (pp. 180 for fire, pp. 178 electricity). Now the damage the flames cause would be per round on a descending scale (as the fire burns itself out) and would instead be lethal rather than aggravated - to try and stay balanced with other powers that don't last as long but do more damage at once. Also, note that the amplification that may be applied at various levels also allows for the damage to be nominally increased (a candle flame therefore may cause anywhere between 1 to 3 levels of damage, and inferno can cause between 3 - 6 levels in the first round the fire is free to burn). I like the electrical damage as is, the lowest levels aren't meant to be 'lightning' so much as an electric shock. The first level is meant more as a warning to others than an attack to kill. With damage being scaleable - 12 bashing really equals 5 lethal to someone with only 7 health levels (and a -3 modifier if the mortal remains conscious) - I'm fairly satisfied. But, if you like it lethal from the get go (and perhaps in lower damage #'s) go for it. As far as Intimidation goes for the Psychic Dampening pool - I just went with the dice pool set out by the Psychogenics discipline in VII, I also felt that if every dice pool defaulted to Occult - then a one trick pony vamp (Occult 4, 0 in everything else) was too easy a way to twink. Think of the Intimidation being as psychic/mental intimidation against the 'essence' of the vampiric being (vitae powering the disciplines). Or, go with Occult, I'm not terribly committed to it being Intimidation.
  6. Thaumaturgy Revised

    Hey there folks, I am posting in the hope that there will be some rule savvy individuals and who have a good sense of the mechanisms of game balance in the new Requiem system. As the title suggests, I am trying to adapt some of the old Masquerade elements into a Requiem rules set (I love the new rules, and new setting - but I have been cooking up my own Gehenna plotline for too long to simply abandon the old setting - so a melding of old and new). I am looking for constructive criticisms and guidance to make some of the old Thaumaturgical Paths workable in the Requiem rules set. My focus is to only port over Paths that are traditional magical/psychic phenomenon - pyromancy, telekenisis, electro-mancy, etc. Most of the magic in Requiem is, and I think should be, ritual based - but a ritual to make a pen float, or a candle to light, is pedantic to merit a whole ritual. To wit, I've begun the process, taking some guidance from the Psychogenics discipline presented in VII. Again, all constructive criticism is most welcome - especially the kind that is substantiated with clear and well describe citations that relate to game balance. While I may be ammused by any diatribes on the virtues of Requiem v. Masquerade, or the place of Thaumaturgy within the new setting, they won't factor into my considerations for the rules or the direction I am taking in my present game. Here we go! Pagan Blood Rituals (aka Thaumaturgy): Nearly all the powers of old Thaumaturgy are now performed or function via rituals (visa vie Cruac); requiring at least 1 Vitae to be spent plus a successful activation roll of Manipulation + Occult + Blood Rites with a minimum number of successes equal to the level of the ritual being cast. There are, however a number of Thaumaturgical paths available (typically when manipulating natural or quasi-natural forces). Paths require the expenditure of 1 Willpower plus an activation roll of Intelligence + Occult + Path Rating (unless otherwise stated), which determines the length of time (in rounds) that the power is active or controlled. The range of control for any of these powers, unless otherwise stated, is equal to the Thaumaturge’s Intelligence + Wits in yards. Movement of the Mind The Thaumaturge’s own Intelligence determines the base strength, or weight of objects that may be manipulated, while each level along the path determines either the number of objects that may be manipulated, or a multiplier that amplifies the maximum strength for lifting an object. The Thaumaturge may manipulate as many objects as their level in the Path, but for ever object over one reduce the amplification (max weight multiplier) by one level. INT/Path Lvl...............Weight of Object........Control/Amplification .............................1lbs.........................1 Object /x2 max weight ..........................2lbs........................2 Objects/x5 max weight ........................5lbs.........................3 Objects/x10 max wght .....................10lbs.......................4 Objects/x20 max wght ..................20lbs........................5 Objects/x50 max wght No further rolls are necessary for simple objects with simple actions – nudging a chair or flipping a switch. However, if the Thaumaturge wishes to perform more complex, delicate, or aggressive/opposed actions a roll is required. Make the roll as if it were being done physically, but replace the Physical trait with the corresponding Mental trait to make the dice pool (Mental + Skill + Path), with multiple actions possible with a base negative modifier equal to the number of actions attempted applied to the first action, and accumulating an additional -1 for each successive action. Precision actions, such as loading a gun, or typing specific keys on a keyboard, etc., (non-opposed against inanimate objects) may only require an Intelligence + Wits roll, with a limit of only one precise action possible at a time. Lure of Flames The Thaumaturge’s own Resolve determines the base size of the flames conjured by this Path may be controlled. At the end of the power’s duration the flames will automatically ‘wink out’ unless the Thaumaturge wilfully releases the flames to run their own natural course (without their control). The basic size of flame conjured is that of a candle flame, and the Thaumaturge may conjure and control as many of these flames as their level in the Path, or they may amplify the intensity or size of the flames created, though for each step of amplification one fewer flame may be conjured/controlled. Resolve/Path Lvl........Size of Flame................Control/Amplification .........................Candle 0 Damage ............1 Flame/+1 heat ......................Palm of Flame 1 Damage.....2 Flames/+1 size (flr) ...................Campfire 1 Damage..........3 Flames/+2 heat .................Bonfire 2 Damage ............4 Flame/+2 size(house) ..............Inferno 3 Damage ............5 Flames /+3 size/heat While the flames remain under the Thaumaturge’s unnatural control they can control the movement of the fire (not its spread – controlled fire is also contained fire, it remains the same size but may move – a wholly unnatural sight). A Wits + Resolve roll is required to move any fire with only circumstantial modifiers to apply – any flame conjured, regardless of size, is as easy to move as any other. Moving more than one fire imposes a negative modifier equal to the number of fires to be moved for the first fire, and an additional -1 modifier for each successive fire moved. A failed roll requires the Thaumaturge to make an Intelligence + Wits roll to maintain control on their fires or immediately lose control – a dramatic failure indicates a lose of control without the chance of control roll. Psychic Dampening With this Path the Thaumaturge may create a null zone where Mental Disciplines and Blood Magic (Path, Blood Rites, or Ecclesiastic Rites) become harder to perform. This Path has the same cost as any other invocation of Path Magic, 1 Willpower, but its roll is Intelligence + Intimidation + Path Rating, with successes determining the penalty imposed on all uses (even the Thaumaturges) of Mental Disciplines or Blood Magic. The duration of the interference created by the Psychic Dampening is a number of rounds equal to the lower of the Thaumaturge’s Wits or Occult traits, while an exceptional success not only imposes a -5 dice penalty, it also doubles the duration of the power. The zone is always centred upon the Thaumaturge and extends in a radius equal to their Intelligence + Resolve (in yards). Channel the Levinbolt The Thaumaturge can with this Path excite and manipulate energies in a manner consistent with electrical shock or discharge. Unlike other Paths, Channel the Levinbolt does not have a roll to determine duration, instead the Thaumaturge’s Wits trait determines how long it takes to gather the charge, and their Resolve trait determines how long (in rounds) they may carry the charge before it must be discharged (or else it discharges on the Thaumaturge!). Any use of this power against an electrical object will fry the circuit board, making it inoperable. Use of this power on an electrically powered mechanical device (without a circuit board, but with a mechanical circuit) may actually power the device for as many rounds as the Thaumaturge’s Resolve rating as they slowly discharge. If there is a power source available from which the Thaumaturge may directly siphon electricity, they may forgo the time it takes to personally generate the charge they need, but the intensity of the charge is limited by the source (only a lightning strike, power station, or main power relay/line can produce a Level 5 charge) Wit/Int/PathLvl..........Charge Time........RangeMod......Control/Amplification ...........................4 rounds...........+2 yards.........1 arc/4 bashing levels ........................3 rounds............+4 yards........2 arcs/6 bashing ......................2 rounds............+6 yards........3 arcs/8 bashing ...................1 round..............+8 yards........4 arcs/10 bashing ................Instant...............+10 yards......5 arcs/12 bashing The Thaumaturge must roll Wits + Firearms + Path to accurately discharge against a distant target (mobile or not), or Dexterity + Athletics to discharge against an opponent through touch (obviously an inanimate object may simply be grasped without a roll). A Thaumaturge may unleash multiple arcs, either all at once, or over successive rounds. The Thaumaturge may decide how powerful each arc is by dividing the total charge, and may do so with no penalty to their ‘to hit’ rolls, as long as each arc is discharged in separate rounds. If more than one arc is discharged during the same round, the ‘to hit’ roll on the first arc is at a negative modifier equal to the number of arc to be discharge, while each successive arc has an additional -1 dice penalty to the roll. So...whatcha think?