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I'm very confused by your #1. Is that something from 2e? Because nothing ever works like that in 1e extended casting.

#2 is a mechanic that does exist in 1e (it's how you check for exceptional success, and in the unofficial errata it's how you soak up Paradox for extended spells), but it's not at all how I'd read it. The successes are either Potency or a unique primary spell factor; either way, extended spells have no primary factor, so you decide how many you want, adding to the target number, and then you start rolling to achieve them. The obvious analogy is Forge Thaumium (which, now that I look at it, actually has the same "no listed limit" issue).
To cite the 1E MtAw book
p.120 said:
The target number of successes depends on all the factors described in the Imago. The first success on an extended casting provides all the basic factors listed above for an instant casting: 1 point of Potency, one target, and a one-turn Duration (for transitory spells) or one hour/scene Duration (for prolonged spells). Extra factors are gained by adding more successes to the target number. To determine the target number required, use the charts below, adding the successes listed for each factor.
So the first success provides all the "basic factors" of the spell, now the question becomes what does count as "basics factors" for the phantasmal weapon spell and you could argue that the weapon/armour rating modifiers are part of this. (It also comes with the fact that you have a whole role of successes you can use, while in the second method of ruling it that doesn't have to be the case, meaning an extended cast version may be at disadvantage to instant cast which never should be the case.

I mean, yes, that's the sensible way to rule it, as I said to begin with. It's not at all obvious that this is the case from the spell, though.
It's not spelled out but it is implied that you need at least the amount of dots, if not higher, to apportate something, as you would need to manipulate it (which would be Matter 4 for a bomb)
p.234 said:
She can, with the appropriate dots of Forces, Matter or Life (Matter 2 for a brick, for example, or Life 2 for a guinea pig), draw an item through a scrying window to her current location if the object, creature or energy source is small enough.


I'd dispute the "wouldn't win in a direct fight". Forces and Prime have few combat-relevant buffs (Magic Shield being the big one), and Supernal Dispellation isn't a very good combat buff-remover because it has to beat Potency and the Potency of extended-cast buffs is usually too large for an instant-cast dispel to win (this is the best thing about Eyes of Ain Soph - they have a no-roll Supernal Dispellation as third attainment, so they can remove buffs mid-combat).
"Burst of Speed" as a buff should not be understated, because it let's you get around enemies and in position where they can't attack you as they need to perceive you to cast magic on you.

So the Obrimos has Magic Shield giving -Prime to all the Mastigos' direct magic attacks, but the Mastigos has +Mind to any that are rotes (because Supreme Augmentation)
They get +Mind amount of dice to roll if they have it set up that all the points get added to Presence but that doesn't equal to +Mind amount of successes. While Prime gets reduced from the successes. If we say a die has a 60% chance to be a success (because of crits and stuff) than Prime 5 would be around equal to have 8 extra dices on the roll (0.6*8 = 4.8 successes on average). Or did I miss something?

and doesn't drop until full agg (because Euphoria) and gets better boosts from Willpower (because Supreme Augmentation raising capacity to 10 and Zeal giving +5 dice/+3 resistance per point).
I don't know where Euphoria and Zeal come from (I tried Crtl+F on all the 1E Books I have as PDF and couldn't find anything). Also if Supreme Augementation is used to raise Resolve and/or Composure to get more maximum Willpower, you would not be able to get +Mind amount of dice on the Psychic Spells.

Mana for attack spells is a wash; the Obrimos has All Of The Mana and can recover it in-combat, but the Mastigos' Psychic Assault, Psychic Sword and Psychic Domination are covert/costless. Thunderbolt is very good, though (at least, in the lethal form which ignores Defence), so I don't think the Mastigos would outright have an advantage.
Psychic Assault and Sword are rolling on dicepool that gets reduced by opponents Resolve, which is the favoured resistance stat for Obrimos, so that more or less counters the +Mind bonus one can add to the spell, meaning you just roll a "normal" dicepool so it gets reduced to be just a standard spell. So the only advantage towards your normal level 3 attack spells would be that they are convert, but with counterspell prime you can still counterspell them anyway. (Not saying they aren't good but they aren't really balance breaking good spells)

Psychic Domination is really strong but that's a Mind 5 spell, I'm okay with those being super powerful.

On good spells: With Force 4 one can turn Sound or Light into Fire or Electricity and it lasts for the whole scene, which means in case of electricity that it's a "constant flow" which means one needs to make a strength roll to even get out of the effect, and you suffer 4-10 bashing damage per turn for Electricity (which can't be blocked) or 1-6 lethal damage from fire. And not only is that DoT (because once you are on fire you keep it until you do something against it) it can also be a AoE (meaning you don't actually have to perceive the target and only know the general area they are in and magic shield doesn't protect one from it as it only works on spells targeting one directly and normal armour doesn't protect against electricity), also can be combined with something like sound mastery that let's you create the sound and than transform it and as both use the same dice pool you only have the standard penalty from combined to worry about so if you get to Force 5 you can create Fire or lightning at a target and only have a 2 Dice penalty.

And of course the most likely most broken spell "Imbue Item" because not only makes it so that you can prepare spells meaning you don't have to pay the mana cost at the moment, you can actually imbue multiple spells in the same item (yes it costs mana but who cares if you have high enough prime you can get that back no problem). And as there is no rule about how many imbued items one can have (only real limit seems to be how many spells one can have active which you can get around via combining spells) a Mage can use imbue item to cast multiple spells without the normal dice penalty for combined spells as they would have cast the spell in as a "Extended Cast" beforehand, not only that they could have multiple item imbued with the same spell and have them trigger on the same "gesture" that way it would be possible to cast a spell multiple times in the same turn. And in contrast to spell combination you can have multiple spells with the same effect on the same item. Meaning you can cast multiple spells that deal agg damage at the same time all dealing their damage, allowing you to one-shot almost anyone. It's completely bonkers. It also allows you to cast "Supernal Dispellation" as an "Extended Cast" (which would get us to the question again about how many success you can stack on an extended cast action). Or you create a weapon that cast a spell on hit.with a raised potency from Extended Cast so "Counterspelling" becomes a lot harder. Still not sure how that got through playtesting.
 
To cite the 1E MtAw book
So the first success provides all the "basic factors" of the spell, now the question becomes what does count as "basics factors" for the phantasmal weapon spell and you could argue that the weapon/armour rating modifiers are part of this. (It also comes with the fact that you have a whole role of successes you can use, while in the second method of ruling it that doesn't have to be the case, meaning an extended cast version may be at disadvantage to instant cast which never should be the case.
Okay, I think you're misreading something.

Basic factors = 1 point of Potency, 1 target for single-target, largest target Size 20 or less, 1-yard radius or 5 cubic yards shaped for area-affecting, 1 turn for Transitory, 1 hour for Prolonged. Those are the baseline for an extended spell with a target number of 1.

To cast an extended spell that does more than that, you add successes to the target number. So if I want a spell that has 15 Potency, affects a 1024-yard radius, and lasts a month, then I add either (14+10+18 = 42) or (14+5+4 = 23) successes to the basic 1 (the first number is if I'm using the standard factors for area and duration, the second is if I'm using the advanced factors that you get from having an extra dot of the Arcanum). Then I start rolling dice, accumulating successes, and when I reach that 43 or 24 successes, the spell goes off with 15 Potency, a 1024-yard radius, and a month duration.

At no point do these factors depend on what I score in one particular roll (unless I get a dramatic failure at some point, in which case the spell fails). There is no concept of "the first roll that gets a success" involved. There is a concept of "extra successes scored above the target number via the last roll overshooting", but that only matters for whether it counts as an exceptional success and (with the unofficial errata) for checking whether Paradox successes cause the spell to fail.

"Successes can be allocated to X", for an extended cast, means you add them to the target number.
They get +Mind amount of dice to roll if they have it set up that all the points get added to Presence but that doesn't equal to +Mind amount of successes. While Prime gets reduced from the successes. If we say a die has a 60% chance to be a success (because of crits and stuff) than Prime 5 would be around equal to have 8 extra dices on the roll (0.6*8 = 4.8 successes on average). Or did I miss something?
You missed something. Supreme Augmentation has a limit of +Mind dots per attribute. This is why I said it's an amazing buff (whereas going absolute RAW on Skill Mastery suggests it's still limited to +Mind total dots). You can see it in the third attainments of Perfected Adepts/Uncrowned Kings/Chrysalides; you get to boost multiple attributes by [Arcanum] at the same time because Supreme Honing/Supreme Augmentation are at the fourth Arcanum dot and third attainments are supposed to be fourth-dot spells.

Also, Magic Shield is treated as armour, so it reduces dice pool (I seem to recall that 2e has armour reducing successes, but in 1e it reduces dice pool). It's already a big deal, but it'd be holy-shit if it were successes.

As a side note, though as noted it's irrelevant here, the average successes per die go like this:

No 10-again: 3/10
10-again (default): 1/3
9-again: 3/8
8-again: 3/7
Rote + no 10-again: 51/100
Rote + 10-again: 16/27
Rote + 9-again: 45/64
Rote + 8-again: 6/7

("Rote", here, of course meaning the rote-action quality from the WoD corebook, not rote spells. This was a really dumb naming decision.)
I don't know where Euphoria and Zeal come from (I tried Crtl+F on all the 1E Books I have as PDF and couldn't find anything).
They're both from Seers of the Throne. I'm assuming Pentacle/apostate mages can cast them, whether or not the rotes are easily available, because Seers are normal mages who merely picked a different side (whereas Banishers explicitly have a nonstandard template; this is actually a terrible design decision because the Banishers book also says that being a Banisher is a deliberate and evil choice, but whatever).

Euphoria = wound penalties reduced by X, +X to Stamina rolls to remain conscious, you can make Stamina rolls to remain conscious when your last box is lethal (X = successes). Mind 2 (3 to cast on others), Prolonged, 1 Mana, covert but subject to Disbelief if you stay up when your last box is lethal. Like I said, an amazing buff that amounts to "I don't go down until full agg".

Zeal is less amazing. It defers Wisdom checks until the end of the spell (though you still have to make all of them, so it's not like Suppress Wisdom, Defer Conscience or Casual Brutality i.e. the Wisdom-cheating spells I mentioned earlier), and gives you +5 dice/+3 resistance for a Willpower instead of the normal +3/+2. Can only give the bonus (#successes) times. Mind 2 (3 on others), Prolonged, 1 Mana, covert.
On good spells: With Force 4 one can turn Sound or Light into Fire or Electricity and it lasts for the whole scene, which means in case of electricity that it's a "constant flow" which means one needs to make a strength roll to even get out of the effect, and you suffer 4-10 bashing damage per turn for Electricity (which can't be blocked) or 1-6 lethal damage from fire. And not only is that DoT (because once you are on fire you keep it until you do something against it) it can also be a AoE (meaning you don't actually have to perceive the target and only know the general area they are in and magic shield doesn't protect one from it as it only works on spells targeting one directly and normal armour doesn't protect against electricity), also can be combined with something like sound mastery that let's you create the sound and than transform it and as both use the same dice pool you only have the standard penalty from combined to worry about so if you get to Force 5 you can create Fire or lightning at a target and only have a 2 Dice penalty.
Magic Shield doesn't protect, but some of the mage-armour spells do (Forces/Life/Matter all mention that they protect against energy, and Spirit might, although Mind and Space seem to be SOL). If the Strength roll is ruled to apply (it's meant for breaking contact with a wire, not for sheet lightning, although I'd probably still apply it here since you're still trying to take deliberate action while being electrocuted), still not that bad (you only need one success). Had missed how potent Transform Energy is, so thanks for that, although the penalties for making it wide-area are an issue for instant-casting (particularly since you need decent Potency to do anything significant; this is also an issue with the combined-spell idea since you need high Potency on both and that means you need twice as many successes).

EDIT: regarding fire, you need to be exposed to fire for more than one turn in order to catch on fire and keep taking damage. Since you can move your Speed per turn and still take an action, you need a really-substantial area (2 advanced factors or 3-4 standard factors) or a confined space in order to get lost action/man on fire.
And as there is no rule about how many imbued items one can have (only real limit seems to be how many spells one can have active which you can get around via combining spells)
There's not a hard limit, but there is Spell Tolerance.
MtAw corebook p.128 said:
Enchanted or imbued items that a mage wears or carries count toward his Spell Tolerance, but not as strongly. An item counts as only one spell toward Spell Tolerance for every two spells (or fraction thereof) that are enchanted or imbued into it. For example, an item imbued with one or two spells counts as one spell toward Spell Tolerance, while an item imbued with three or four spells counts as two spells.
What's going on with combined spells and Spell Tolerance is a bit tricky to decipher, but the best I can make of it is that a combined spell counts as 1 spell for the purposes of the Gnosis+3 limit (which is how many spells you can maintain at a time, regardless of whether they're affecting you or others) but as N spells for the purposes of the Stamina limit (which is Spell Tolerance i.e. how many spells you can have stacked on yourself, regardless of who cast them). Here are the quotes, see what you make of them.
MtAw corebook p.128 said:
The chief advantages of a combined spell are that it counts as only one spell toward the total the mage may have active at the same time (see above), and all its effects activate simultaneously.
MtAw corebook p.129 said:
Combined spells are still limited by the normal rules for spell accumulation (see above).


It also allows you to cast "Supernal Dispellation" as an "Extended Cast" (which would get us to the question again about how many success you can stack on an extended cast action). Or you create a weapon that cast a spell on hit.with a raised potency from Extended Cast so "Counterspelling" becomes a lot harder. Still not sure how that got through playtesting.
I know exactly how it got through playtesting; there are two contradictory rules (with two contradictory clarifications in sourcebooks!) and only one of them lets you autokill people with a Thunderbolt that's pre-defined at Potency 70.

Specifically, there's this text from the Imbued Item Merit:
MtAw corebook p.84 said:
When the trigger is activated, the imbued item's spellcasting dice pool is rolled. It is equal to its wielder's Gnosis + the Arcanum dots used for the power.
Keys to the Supernal Tarot says that this only applies to imbued items taken at character creation; Tome of the Mysteries, meanwhile, writes up an item-creation example where creating an imbued item with Imbue Item still has the spell get rolled as Gnosis + Arcanum when it's activated.

One presumes that they playtested under the not-very-impressive Merit/TotM rules, and not the WTF-hax spell-implied/KttST rules.

Prepared spells with Time 2 actually have the same problem (without the alternative-not-insane-rules part), where you roll an extended spell and then shoot it at someone and their resistance/contested roll doesn't get applied to every roll of that extended spell the way it normally would (or, for that matter, applied at all, because it becomes an aimed spell), allowing you to autokill. The unofficial errata on that eventually amounted to "this is a mess, I don't know how to fix it". The best houserule-fix I can think of is that you have to preconfigure a set resistance/contested pool into the spell when preparing it and then if you use it on somebody with more resistance/contested pool than you rolled against, it doesn't work. If I were going full-blown houserules I'd also keep the penalties for hold time as penalties for extended-cast (instead of converting to +successes) and probably require +1 Arcanum dot, to somewhat balance prepare-and-confront against sympathy-nuke.

Sorry if I missed something here, it took a while to write this.
 
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Yeah, you are correct on those points, sorry it was a long day yesterday so I wasn't all that attentive when reading up on some of the stuff, my bad.

"Successes can be allocated to X", for an extended cast, means you add them to the target number.
That rule just plain stupid it's just asking someone to Extended Cast a spell to deal 12 Agg with Potence 30 on 5 targets and just one-shoot everyone. I guess there is a good reason it doesn't exist anymore.

Honestly think the idea of having only the success on the first roll makes the most sense, you can get your whole dicepool to roll for successes without having to subtract anything for modifiers and it would put an reasonable upper limit for the amount you can get (and you still could get 10+ with a really good roll)

(I seem to recall that 2e has armour reducing successes, but in 1e it reduces dice pool)
Yeah it's defense subtracted from dicepool and armour reduces damage in 2E, haven't played any 1E in forever so got that confused.

They're both from Seers of the Throne. I'm assuming Pentacle/apostate mages can cast them, whether or not the rotes are easily available, because Seers are normal mages who merely picked a different side (whereas Banishers explicitly have a nonstandard template; this is actually a terrible design decision because the Banishers book also says that being a Banisher is a deliberate and evil choice, but whatever).
Ah yes I don't own any of the "order" books so that makes sense. And yes Seers spell should be available.

regarding fire, you need to be exposed to fire for more than one turn in order to catch on fire and keep taking damage. Since you can move your Speed per turn and still take an action, you need a really-substantial area (2 advanced factors or 3-4 standard factors) or a confined space in order to get lost action/man on fire.
Yeah that's correct. But once the fire or electricity is there on can use "Influence Fire" or "Influence Electricity" to move the effect around. Also there are force spells to stop someone from moving, or have the take damage when they move, so there is a nice synergy with the gravity and velocity spells here. Also fire starts spreading after one turn.

Fun Fact: You create a "Conflagration" level Fire on five successes, which is one more than Inferno, but all other tables only go up to Inferno level. That said what you do is create a "Conflagration" size fire which is only 2 yards in diameter if you don't spend extra points on area... Don't ask me how that works.
 
That rule just plain stupid it's just asking someone to Extended Cast a spell to deal 12 Agg with Potence 30 on 5 targets and just one-shoot everyone.
In theory, yes. In practice, not so much, except for prepared spells (and to some extent indirect-targetting tricks). Because, well, unless somebody is willing to chill out in front of you for hundreds of turns while you are casting a murder spell, you need to use sympathetic casting, and there are a lot of ways to stack up penalties to sympathetic casting that directly targets you (Magic Shield giving -Prime as usual, Occultation's a 1-to-3-dot Merit that gives -dots to sympathetic casting, your resistance attribute that's potentially boosted by Mind or Life, and the sympathetic penalty itself which if they don't know your real name and don't have a piece of you is -8), as well as Space Ward (blocks sympathetic spells unless greater Potency, and you can cast it on people as well as areas) which can also be extended-cast and doesn't have those huge penalties.

Tome of the Mysteries "clarified" (this is a lie; it's errata) that extended versions of Fraying/Unravelling/Unmaking effects need a separate spell with 1 more dot than usual. This means you need to have Forces 5, Mind 5 or Prime 5 for your Death Nuke spell (the Sound Mastery/Transform Energy thing you mentioned, Psychic Assault, or Celestial Fire respectively), or else be an archmaster. TotM also "clarified" that extended-action roll restrictions still apply i.e. you can't roll more times than your base dice pool (this prevents the whole "people casting for days straight" thing except at the lowest levels of Gnosis, but it does provide at least some sort of limit on how many successes you can rack up especially with sympathy penalties).

So in practice the situation where you get lolfried by a Potency 30 extended spell, outside of specific cases where the sympathetic defences don't apply, looks like "I pissed off a master or archmaster, didn't take steps against him getting a piece of me and/or my name, and didn't invest in any of a large number of possible defences". In that case, well, you kind of let this happen. Sympathy-nuke is noted many times as a thing to worry about; heck, literally in the prologue to the corebook the POV mage gets directed to learn Occultation because a bad guy found out his name.

Extended casting is, however, incredible for buff spells. This is why I blithely assumed earlier that any Prolonged buff spells you have access to will be up all of the time at "enough" Potency (at least, up to the Spell Tolerance limit); extended casting makes this reasonably easy (not quite "trivial" - improvised sometimes has issues with the max-rolls limit - but reasonably easy).
 
In theory, yes. In practice, not so much, except for prepared spells (and to some extent indirect-targetting tricks). Because, well, unless somebody is willing to chill out in front of you for hundreds of turns while you are casting a murder spell, you need to use sympathetic casting, and there are a lot of ways to stack up penalties to sympathetic casting that directly targets you (Magic Shield giving -Prime as usual, Occultation's a 1-to-3-dot Merit that gives -dots to sympathetic casting, your resistance attribute that's potentially boosted by Mind or Life, and the sympathetic penalty itself which if they don't know your real name and don't have a piece of you is -8), as well as Space Ward (blocks sympathetic spells unless greater Potency, and you can cast it on people as well as areas) which can also be extended-cast and doesn't have those huge penalties.
Here is the thing "Imbue Item" use the Extended Casting rules for the spells imbued into it
The target number is equal to the successes required for all the spells imbued into the item. The mage must be able to cast each spell he wants to imbue, and each spell's target number is determined as if he were casting that spell as an extended action. The target numbers of all spells to be imbued are combined to find the successes needed for the Imbue Item casting
So if you want one Nuke Spell just use it via Extended Casting "Imbue Item" (or use "Prepared Spell"). At this point the only thing keeping you back is the stamina limit as in how long you can keep casting. Ans as far as I'm aware the sympathetic penalties shouldn't apply here.

Tome of the Mysteries "clarified" (this is a lie; it's errata) that extended versions of Fraying/Unravelling/Unmaking effects need a separate spell with 1 more dot than usual. This means you need to have Forces 5, Mind 5 or Prime 5 for your Death Nuke spell (the Sound Mastery/Transform Energy thing you mentioned, Psychic Assault, or Celestial Fire respectively), or else be an archmaster. TotM also "clarified" that extended-action roll restrictions still apply i.e. you can't roll more times than your base dice pool (this prevents the whole "people casting for days straight" thing except at the lowest levels of Gnosis, but it does provide at least some sort of limit on how many successes you can rack up especially with sympathy penalties).
Okay, so they noticed the problem and moved to fix it, somewhat. Still seems like someone with a reasonable big dicepool (and using imbue item or prepared spell to get around sympathethis casting penalties) should still be able to get a lot of successes.

Also the Sound Mastery/Transfrom Energy isn't a Death Nuke just a fuckton of damage but a supernatural being coming for a fight has a chance to survive a round or two, it also is a Patterning/Weaving Combination so the 1-dot extra wouldn't apply (but you still need Force 5 to cast as a combi spell anyway)
 
So if you want one Nuke Spell just use it via Extended Casting "Imbue Item"
Yeah, this is where the thing we discussed earlier about "there are two sets of rules for imbued items" comes in. With the Merit/TotM rules you're still locked to rolling Gnosis + Arcanum on activation (and possibly less, if you have more dots than are required to cast), which means no Death Nuke.
Also the Sound Mastery/Transfrom Energy isn't a Death Nuke just a fuckton of damage but a supernatural being coming for a fight has a chance to survive a round or two, it also is a Patterning/Weaving Combination so the 1-dot extra wouldn't apply (but you still need Force 5 to cast as a combi spell anyway)
I mean, I counted it as Death Nuke when extended-cast because you could go nuts with the area (there are still some limits, because if you e.g. electrify everything within a mile radius then you get thousands of people rolling to Disbelieve and it gets cancelled, but you could fill someone's entire house with fire pretty easily).

And yeah, the +1 dot for Fraying/Unravelling/Unmaking wouldn't apply, but it's still 5 dots (even if you do it as two separate spells, there's still the +1 for sympathy).

(or use "Prepared Spell")
or prepared spell to get around sympathethis casting penalties)
Yes, I have stated multiple times now that prepared attack spells are very broken as written because they let you bypass all the things that normally balance extended casting.

Might as well quote the unofficial errata (by which I mean Bill Bridges' forum posts):
The current printed system doesn't satisfy all the problems, I'm sorry to say. For one, contested rolls are as useless as resisted defense, since the Potency of the spell can be huge. Normally, an extended action must take into account the target's Resistance trait with each roll, so if the target escapes the scene (or steps into a Warded area in the case of a sympathetic spell), the casting can't be completed.

I know we dealt with this during the design, because there used to be an activation roll. Something convinced us to take it out, but I think in hindsight it needs to come back in. So, even if Prepared spells aren't treated as aimed spells, I think there needs to be an activation roll that contends with the target's contested roll or Resistance trait, and maybe the Paradox roll's successes.

Now, I know you're going to note that what he gestures at there isn't enough to solve the Death Nuke problem without some additional tweaking; I agree. I gave some potential houserules that I think would keep it mostly in check without completely removing prepared spells as a thing worth doing. I'm not sure what else there is to say, unless you want to debate those houserules.
 
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I've come across a reddit article some time ago, where a person said they're making fan splats for animatronics from five nights at Freddy's and the monster girls from monster girl encyclopaedia.

There isn't any information from them about any updates, so I was thinking, why not make a monster girl wod ourselves.

What do you guys think?

Edit: Do we have a list of fan games set in WoD or using the system, like highlander, leviathan, etc?

List of fan games I know of:

Immortal (a new version of highlander)
Leviathan
Siren
Atlantean
Gargoyle
Kamen rider
Princess
Genius
Zombie
Zombie (there was another version for CofD)
Dragon
 
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I'm currently brainstorming for the worldbuilding of a custom city in the wod setting to set a sanbox game in, and since I only ever played vtmb I wanted to ask if you all might want to help me with some of the setting elements that don't really feature much in the game.

For example, the clan ravnos. What exactly is their clan curse? And would it be plauable that some old ravnos kindred is living in a city for hundreds of years given their apparent tendancy to travel?
 
I'm currently brainstorming for the worldbuilding of a custom city in the wod setting to set a sanbox game in, and since I only ever played vtmb I wanted to ask if you all might want to help me with some of the setting elements that don't really feature much in the game.

For example, the clan ravnos. What exactly is their clan curse? And would it be plauable that some old ravnos kindred is living in a city for hundreds of years given their apparent tendancy to travel?
In old editions it was compulsive behaviors

ignore new lore because it is now "staying in one place too long makes you explode like one of Jaghatai's boys vibrating in place"

This compulsive behavior could be good or bad but the thing was that they couldn't help but do it and the severity varied

so yeah you could have a Ravnos staying in one city with a compulsion related to it
 
Interesting, thanks. I'll need to think about that, so its something interesting.
 
I had an idea for inserting a mokole SI in danmachi (probably as a jumpchain thing where his powers (gifts, rites, etc;) still work.
I don't have the books, what I know if from the wiki and forums, but becoming a dino dragon sounds cool.

I know that rage helps in healing and gnosis (mnesis?) helps in powering spirit powers (shifting sideways, using fetishes, gifts, etc)

Rpg sheet mechanics probably won't translate one to one, so there can be some leeway for making the fic more interesting.
 
I know that rage helps in healing and gnosis (mnesis?) helps in powering spirit powers (shifting sideways, using fetishes, gifts, etc)
Rage can also be spent to gain extra actions and to power some gifts. But, if you go with RPG mechanics, you cannot use Rage and Gnosis in the same turn.
Mnensis is essentially postcognition (looking into the past) but it works by tapping into the collective memory of the mokole - so it would only work on worlds they have visited (then again, by traveling far enough into the Umbra you can have them end up anywhere) - and is also how they gain new traits for their dino form
 
Which version of VTM is best when it comes to Disciplines, V20 or V5?
 
Which version of VTM is best when it comes to Disciplines, V20 or V5?
Depends on what you mean by "best". We talking power and or variety V20 is better (by far) if we talk about which one has less stuff that breaks the game it's V5 (simply because there is less stuff), but if you mean "balanced" you probably should look at VTR instead of VTM.
 
Rage can also be spent to gain extra actions and to power some gifts. But, if you go with RPG mechanics, you cannot use Rage and Gnosis in the same turn.
Mnensis is essentially postcognition (looking into the past) but it works by tapping into the collective memory of the mokole - so it would only work on worlds they have visited (then again, by traveling far enough into the Umbra you can have them end up anywhere) - and is also how they gain new traits for their dino form
Thanks
 
Which version of VTM is best when it comes to Disciplines, V20 or V5?
Do you mean mechanically or in lore?

because the mechanics of V5 is "we give multiple options for powers at levels but you need to buy the next level dot to get one on the same level since you can only have one and you have a limit of five dots while we keep printing more material which adds more powers in the same discipline"

V20 has better disciplines generally while v5 gives actual powers for ones like celerity and potence while also over complicating it

Requim adds more options though
 
Anyone interested in helping with a fan dlc for vampire the Masquerade waifu cyoa?

I took permission from the original maker and he was ok with it.

I'm looking for lasombra, settite, assamite (banu haqim), cappadocian (or Giovanni) waifus.

Any bloodline waifus are welcome too.
 
Anyone interested in helping with a fan dlc for vampire the Masquerade waifu cyoa?

I took permission from the original maker and he was ok with it.

I'm looking for lasombra, settite, assamite (banu haqim), cappadocian (or Giovanni) waifus.

Any bloodline waifus are welcome too.
Are you looking for canon characters or just images to use?
 
Anyone interested in helping with a fan dlc for vampire the Masquerade waifu cyoa?
The what? ... Looked it up and I'm unsure why those are all new vamps, now older generation ones, guess they wanted high humanity once.

I'm looking for lasombra, settite, assamite (banu haqim), cappadocian (or Giovanni) waifus.
If existing vamps are cool (as everyone on the list is a new character I'm not sure about that): Julia from Shadow of New York, has to be the Lasombra one, she is a new enough vamp to fall into the same categories as the rest.

If existing once aren't cool I guess just make a new one that is almost exactly like her.
 
Not canon characters, but waifu from those clans who're kind of stereotypical or quintessential of the clans.

Like seeing her and going, "yeah, this is probably how an anime waifu version of this clan character would be."

I think you might get a better idea of what I'm looking for my seeing the original cyoa.
I remember like 2 or 3 different ones so I am unsure
 
Not canon characters, but waifu from those clans who're kind of stereotypical or quintessential of the clans.

Like seeing her and going, "yeah, this is probably how an anime waifu version of this clan character would be."

Lasombra cat burglar (or Gangrel if you want a literal cat)

Nosferatu vigilante

Antitribu Venture paladin (knight in shining power armor)

Samedi voodoo princess (with a perk that makes her look alive enough)

Malkavian ufologist

Tzimisce mad scientist (it involves a lot of probing)
 
Not canon characters, but waifu from those clans who're kind of stereotypical or quintessential of the clans.

Like seeing her and going, "yeah, this is probably how an anime waifu version of this clan character would be."

I think you might get a better idea of what I'm looking for my seeing the original cyoa.

https://forum.questionablequesting.com/posts/4988700
Fiamma Putanesca (Giovanni bloodline)
1cdc1ae928cac09e4053d0032ba38bb0.png
Fortitude 2 Necromancy 1

Predator Type Extortionist

Will bully you

Will buy you expensive designer brand clothes

Has Drugs

Probably will make you wear the clothes of dead people so she can have ghosts *protect* you

Probably has incestuous sisters that she has to beat up

Cooks great Pasta

The meatballs might be made out of people

Her name is also a pasta dish, is this Jojo Golden Wind?

*semishitpost*
 
Anyone interested in helping with a fan dlc for vampire the Masquerade waifu cyoa?

I took permission from the original maker and he was ok with it.

I'm looking for lasombra, settite, assamite (banu haqim), cappadocian (or Giovanni) waifus.

Any bloodline waifus are welcome too.

Name Pending - Lasombrahttps://whitewolf.fandom.com/wiki/Potence
Obtenebration 3, Potence 1

Made you go through some kind of test before you started dating.

While she herself isn't going anymore, her parents were going to church every sundays, so everyone in there still no knows her and is on good terms with her.

Wears only black designer clothes.

Has "Daddy Issues".

As she doesn't have a smartphone or social media, everyone that wants something from her is texting you, so you can inform her.

Seems cold while you are in public but secretly adores you.

Should she ever witness that someone hurt you, she will go out of her way to utterly destroy them and everything they love.

Likes to use her shadow powers for Bondage play.
 
Fiamma Putanesca (Giovanni bloodline)
1cdc1ae928cac09e4053d0032ba38bb0.png
Fortitude 2 Necromancy 1

Predator Type Extortionist

Will bully you

Will buy you expensive designer brand clothes

Has Drugs

Probably will make you wear the clothes of dead people so she can have ghosts *protect* you

Probably has incestuous sisters that she has to beat up

Cooks great Pasta

The meatballs might be made out of people

Her name is also a pasta dish, is this Jojo Golden Wind?

*semishitpost*
Thanks.
I can imagine her planning a home cooked dinner date with you, but ends up forgetting about it. Hence, using the stuff at hand and saying it's made of pork.

And she might be a plot hook for wraiths and ghosty folk.

Name Pending - Lasombra
Obtenebration 3, Potence 1

Made you go through some kind of test before you started dating.

While she herself isn't going anymore, her parents were going to church every sundays, so everyone in there still no knows her and is on good terms with her.

Wears only black designer clothes.

Has "Daddy Issues".

As she doesn't have a smartphone or social media, everyone that wants something from her is texting you, so you can inform her.

Seems cold while you are in public but secretly adores you.

Should she ever witness that someone hurt you, she will go out of her way to utterly destroy them and everything they love.

Likes to use her shadow powers for Bondage play.
Thanks, I was imagining a lasombra to be kinda like the character from the text game.
A person trying to rise up in the political structure but adores you, you're probably her secretary/assistant.
She pretends you're just a useful humie, but protects you from other vampires in her own way.
 

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