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Core Rulebook Exaltations - Revised; Because Sacred Cows are the best to Slaughter
Topic Started: May 21 2017, 11:50 PM (5,223 Views)
weredrago2
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He Who Posts Too Much
Sorry Traskus, but no dice. Not going for it.

For the Vampire, I suggest that their Bite weapon drain Vitae from a target equal to the number of wounds dealt by the attack. IE, 1:1 health drain.
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Traskus
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Spitball Wizard
I don't expect people to go for it. I just want it to be there for people who want to play old-school Vampires.
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Eisenritter
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Old Iron Knight
Except that "old-school" nowadays means "bursts into flames when exposed to sunlight." Try telling the unwashed masses that Ol' Dragonbreath didn't and they'll dismiss him as a Twilight insert.
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weredrago2
May 22 2017, 11:32 PM
Sorry Traskus, but no dice. Not going for it.

For the Vampire, I suggest that their Bite weapon drain Vitae from a target equal to the number of wounds dealt by the attack. IE, 1:1 health drain.
I think making it go that quickly is a bad idea. Would that health drain completely replace the current fatigue inflicted? Hopefully it wouldn't inflict fatigue each point as it does now or else it would be beyond nasty.
Even if it just becomes entirely wounds focused, gaining it in equal measure is too fast, they'll easily be able to stay topped off all the time. Considering they currently have a large pool but some very resource hungry abilities, I think making the vampire maintain some self control with them is a good idea.
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weredrago2
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Alright, I went back to the drawing board and revisited Vampire: The Masquerade to see how they handled draining Vitae. This is what I came up with.
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Blood Dependency - A vampire must spend 1 Vitae every day in order to remain active. If they choose not to, or can't, they lapse into a coma. Vampires gain a Bite weapon (1k1 R; Melee; Brawling). The vampire may choose to drain one resource point of blood from a bitten victim per round, each Vitae taken inflicting a wound. A vampire may also, of course, feed from a willing target. A vampire who is unconscious or in a coma may be fed blood by another.
This changes things so that Vitae is based on wounds and not fatigue, as it was in VTM. Before, you could over-fatigue a person and knock them out, preventing you from drinking more blood without killing them instantly. This new setup lets you drain more Vitae from people without fatigue rules getting in the way.
Edited by weredrago2, May 23 2017, 02:54 PM.
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Traskus
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Spitball Wizard
Proposed werewolf shifting changes by users:

Remove the cost of warshape normally and then add the rage to speed it up, then speed to full at 3.

Make it half action to shift at base, 3rd power makes it free.

Make it a full action, with option to spend rage to make it a half action. 3rd power reduces time by a half action.

Remove Swiftchange's ability to actually transmute your body.

Edited by Traskus, May 23 2017, 11:19 PM.
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Nobody Important

I think any but the last are good. Magic will have it's day to be nerfed, but removing what currently makes Werewolf playable just to avoid making it mandatory is a bit silly.
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weredrago2
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Alright, here's my proposition for the Werewolf's new static powers, based on suggestions tossed around back and forth.
Quote:
 
POWERS:

Shifting - The most obvious power of the Werewolf is the ability to change shape. As a full action, the werewolf may change into one of two forms or back again - a normal-sized wolf and a massive half-wolf half-man warform.

Wolf form: Obviously, in wolf form the character cannot speak, manipulate all but the simplest objects, or do other things most humans take for granted. However, they gain +1k1 to all percepion checks involving scent. +2 to Dexterity, -1 to Size, and a Bite weapon (1k1 R; Melee; Brawling)

Warform: A horror, a werewolf in Warform is a massively destructive force. A Werewolf in Warform must make an attack or move closer to an enemy on each of their turns. A Werewolf may spend 1 Rage to enter Warform as a free action, and may maintain Warform until the end of combat. While in warform, the werewolf gains Stuff of Nightmares, Strength +2, Size +2, Constitution +2, gains a Claw natural weapon (1k1 R; Melee; Brawling) and a Bite natural weapon (2k1 R; Melee; Brawling). A werewolf's bite and claws in warform count as magical weapons. Changing into Warform melds the werewolf's armor into its form and negates any effects it gives.

Lycan Resilience - A Werewolf gains Armor Points equal to twice their Feral Heart in Wolf Form and Warform and may not be killed by critical damage unless that damage comes from an E, X, silver, or magical source. If a werewolf suffers enough damage from another source that it would normally kill them, they are instead knocked unconscious until they regenerate all critical damage. A werewolf may spend Rage to recover Hit Points in combat as a free action. The AP gained from Lycan Resilience does not stack with worn armor.

Spirit Tongue - Werewolf begins play with the feat Speak Language (Spirits).

Silver Bane - A Werewolf halves their size when calculating Hit Points lost from damage from a silver weapon.
Edited by weredrago2, May 24 2017, 01:16 PM.
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Here's my version of the suggestions thus far, I think.
Quote:
 
POWERS:

Shifting - The most obvious power of the Werewolf is the ability to change shape. As a full action, the werewolf may change into one of two forms or back again - a normal-sized wolf and a massive half-wolf half-man warform. The werewolf may spend 1 rage to speed this shift to a Free Action. A werewolf's worn armor and apparel may meld with them when they transform, lest it be damaged or destroyed from the sudden change.

Wolf form: Obviously, in wolf form the character cannot speak, manipulate all but the simplest objects, or do other things most humans take for granted. However, they gain +1k1 to all percepion checks involving scent. +2 to Dexterity, -1 to Size, and a Bite weapon (1k1 R; Melee; Brawling)

Warform: A horror, a werewolf in warform is a massively destructive force. A Werewolf in Warform must make an attack or move closer to an enemy on each of its turns. A Werewolf may only maintain Warform for a number of rounds equal to his Constitution + Feral Heart. While in warform, the werewolf gains Stuff Of Nightmares, Strength +2, Size +2, Constitution +2, gains a Claw natural weapon (1k2 R; Melee; Brawling) and a Bite natural weapon (2k2 R; Melee; Brawling). A werewolf's bite and claws in warform count as magical weapons.

Lycan Resilience - A Werewolf gains Armor Points equal to their Constitution + Feral Heart in Wolf Form and Warform and may not be killed by critical damage unless that damage comes from an E, X, silver, or magical source. If a werewolf suffers enough damage from another source that it would normally kill them, they are instead knocked unconscious until they regenerate all critical damage. A werewolf may spend Rage to recover Hit Points in combat as a free action. The AP gained from Lycan Resilience does not stack with worn armor.

Spirit Tongue - Werewolf begins play with the feat Speak Language (Spirits).

Silver Bane - A Werewolf halves their size when calculating Hit Points lost from damage from a silver weapon.

***Quick Shift - The werewolf may shift as a Free Action without spending a Rage to do so.
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weredrago2
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He Who Posts Too Much
I'm against letting Quick Shift be a free action at 3, because then it invalidates the Swift Change spell entirely. I'd rather it stay as a half action at 3 than change it.
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