cj iwakuraThe Rhythm RegentBears The Name FreedomRegistered Userregular
edited October 2016
An Aura Perception will most certainly tell you if he's not mortal. You roll Auspex+Perception(and Empathy if applicable) and the number of successes determines how good a read you get.
You can't discern much about the interior unless you pull up blueprints somehow. Your phone would give a vague idea of the exterior.
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MaclayInsquequo Totus Es UnusHere and ThereRegistered Userregular
Ah, that sounds like it might be a difference between versions then. Fencingsax could still probably get more than me, but maybe I can get something.
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FencingsaxIt is difficult to get a man to understand, when his salary depends upon his not understandingGNU Terry PratchettRegistered Userregular
edited October 2016
Does pale Aura mean Vampire, Ghost, or only slightly magic?
Edit: Or Death itself and we are all fucked?
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cj iwakuraThe Rhythm RegentBears The Name FreedomRegistered Userregular
Magic = myriad sparkles. (You've seen that before.) A ghost's aura fades in and out. Pale is not mortal, but it doesn't necessarily mean vampire. One success means you can only determine it's not a mortal.
cj iwakuraThe Rhythm RegentBears The Name FreedomRegistered Userregular
They didn't exit, you can just hear their voices, but they're the ones tossing the bags.
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cj iwakuraThe Rhythm RegentBears The Name FreedomRegistered Userregular
Geth, roll 4d10o10h8 for another Perception + Alertness.
another Perception + Alertness:
4d10o10h81 [4d10o10h8=2, 4, 2, 9]
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MaclayInsquequo Totus Es UnusHere and ThereRegistered Userregular
Well that's worrisome. Should we just assume Liz has conveyed what she's seen to us and move on from there? I'm in no hurry, but if there's a clock running...
Question: To use the Dementation power "The Haunting", what does that require? Line of Sight I would guess but can I do that while hidden or would I have to do some sort of "LOOK INTO MY EYES" crap?
I can do either or (I kinda like the latter for the cool effect, but I don't think it would be useful for what it does).
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cj iwakuraThe Rhythm RegentBears The Name FreedomRegistered Userregular
edited November 2016
Haunting(and Dementation in general) is a mental discipline, so you only need to have the target in visual range.
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cj iwakuraThe Rhythm RegentBears The Name FreedomRegistered Userregular
Is that Dementation? You should also include the Dementation stat if so.
I wasn't sure, the book said it was just a Manipulation + Subterfuge roll vs. victim’s Perception +
Self-control.
Geth roll 6d10o10h8
I'm almost positive they all include the discipline. I'll double check, but it's fine either way. The 6d can stand.
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cj iwakuraThe Rhythm RegentBears The Name FreedomRegistered Userregular
Geth, roll 5d10o10h8 for contesting the madness.
contesting the madness:
5d10o10h84 [5d10o10h8=9, 1, 9, 8, 8]
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cj iwakuraThe Rhythm RegentBears The Name FreedomRegistered Userregular
edited November 2016
Anyone by the building will need to roll initiative. In fact, everyone should.
You're also entitled to a free social action.
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MaclayInsquequo Totus Es UnusHere and ThereRegistered Userregular
Is initiative consistent between versions? V20 says 1d10+Dex+Wits.
It also says to announce your action at the same time, but Danny isn't currently aware of the shit hitting the fan. In my mind's eye he is way over the opposite side from Lizzy and also quite distant from the van. He would notice the guy out front doing something but probably needs to be alerted otherwise.
I'll put this here by way of example, let me know if you'd like it done differently, or feel free to lock it in.
Action: Start moving around to the back of the building.
Geth roll 1d10+4 for Presumptive Initiative
Well, reading the rules it *seems* like this is addressed because Celerity only adds to Dex-related dice pools. Initiative is a roll. I think those are disparate things. But natural language.
Also, looking at page 192 of the revised edition of Masquerade, 8 difficulty is really high. Like 6 is a standard difficulty for task that require a bit of concentration, like shooting a gun at someone's center mass. 8 would be like trying to get a headshot on them from the weapons maximum range.
Also, looking at page 192 of the revised edition of Masquerade, 8 difficulty is really high. Like 6 is a standard difficulty for task that require a bit of concentration, like shooting a gun at someone's center mass. 8 would be like trying to get a headshot on them from the weapons maximum range.
Yeah I agree, I think this explains why we've been having a lot of difficulty with our rolls in general. We're using oWoD stats for char creation, but the nWoD set difficulty of 8. Vampire is already pretty wonky when it comes to the dice system, this is making it tougher.
Also, looking at page 192 of the revised edition of Masquerade, 8 difficulty is really high. Like 6 is a standard difficulty for task that require a bit of concentration, like shooting a gun at someone's center mass. 8 would be like trying to get a headshot on them from the weapons maximum range.
Yeah I agree, I think this explains why we've been having a lot of difficulty with our rolls in general.
We're using oWoD stats for char creation, but the nWoD set difficulty of 8. Vampire is already pretty wonky when it comes to the dice system, this is making it tougher.
Yeah, I'm not sure how nWoD does it as I don't have any of those books, but I don't think they have opposed rolls either, one success is a complete success. Which is funny that the oWoD says that too but then The Haunting is an opposed roll.
Part of this might just be my differing level of experience with the two systems and the fact that I only have v20. I did find this interesting synopsis on a forum on the differences in the combat:
As for the differences, nWoD offers what I would describe as a more streamlined system. Both WoDs involved pools of d10, but while the oWoD changed both the target number needed for an individual die to qualify as a success and the total number of successes needed to complete an action on a case by case basis, the nWoD almost always requires that you roll 8+ to get a success, and most rolls need only one success to achieve the desired result. The unspoken consequence of this change is that dice pools in nWoD typically appear smaller than the equivalent oWoD pool and it requires fewer dice to be considered competent.
The most obvious area where this change in system can be seen is combat. In oWoD an attack would consist of four rolls (attacker rolls to hit, defender rolls to parry or dodge, attacker rolls damage, defender rolls to soak damage) while in nWoD combat is one roll only (attacker's total dice pool to attack less the defender's defence and armour rating, each success inflicts one point of damage). There are a few more potential complications, but generally speaking combat is vastly smoother and generally more lethal in nWoD than in oWoD. Some people love the faster combat system, others hate it.
So some of it is probably just our perception. Anything that can streamline combat is a plus in my book, especially when it comes to pbp games.
cj iwakuraThe Rhythm RegentBears The Name FreedomRegistered Userregular
edited November 2016
I'm trying to be more lenient than not when it comes to roll difficulties, so if I feel something is excessively difficult, I'll make an adjustment. I'm also open to suggestions and will work out a compromise if the group feels something needs to be scaled down(or up as the case may be).
Question: If Lizzy hits this guy with an ambush, does she get some sort of bonus? Like lower the difficulty by 1 or something?
It depends on the action. Most likely at least that, yes.
Perhaps the difficulty should go down to a 7? It seems like the characters have had fair-to-good luck with most rolls, though maybe that's just my perspective.
That example above is definitely why I favor the NWoD system. Combat is messy enough, that makes it far more manageable.
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cj iwakuraThe Rhythm RegentBears The Name FreedomRegistered Userregular
I was going to ask how Deacon was able to see the plate... but with Bulldog driving the van to the back of the club, it's a moot point.
In regards to that question about shadowing, that would have been fine(for future reference if nothing else).
Geth roll 1d10+4 for the Driver.
Geth roll 1d10+5 for the partner.
Geth roll 1d10+3 for the doorman.
the Driver:
1d10+412 [1d10=8]
the partner:
1d10+514 [1d10=9]
the doorman:
1d10+37 [1d10=4]
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cj iwakuraThe Rhythm RegentBears The Name FreedomRegistered Userregular
edited November 2016
Order of actions:
Liz: 14
The partner: 14
Alex 13
The driver: 12
Bulldog: 11
Max: 9
Danny: 8
Deacon: 8
The doorman: 7
Posts
You can't discern much about the interior unless you pull up blueprints somehow. Your phone would give a vague idea of the exterior.
Edit: Or Death itself and we are all fucked?
Was on vacation with only my phone for a week so it was harder to post but now home and back to normal.
I thought Kuei-Jin could not make ghouls but that may not be true in this setting and would be OOC knowledge regardless.
PSN: Boozer_777
I can do either or (I kinda like the latter for the cool effect, but I don't think it would be useful for what it does).
Self-control.
Geth roll 6d10o10h8
I'm almost positive they all include the discipline. I'll double check, but it's fine either way. The 6d can stand.
You're also entitled to a free social action.
It also says to announce your action at the same time, but Danny isn't currently aware of the shit hitting the fan. In my mind's eye he is way over the opposite side from Lizzy and also quite distant from the van. He would notice the guy out front doing something but probably needs to be alerted otherwise.
I'll put this here by way of example, let me know if you'd like it done differently, or feel free to lock it in.
Action: Start moving around to the back of the building.
Geth roll 1d10+4 for Presumptive Initiative
She can certainly claim fair escape if she manages it in time. Roll a contested Obfuscate and Stealth, since she's being sought.
Inquiring minds want to know.
Would it be a die or maybe another +1 as if you had 1 more dex?
Natural language.
PSN: Boozer_777
Geth roll 1d10+4 for regular
Geth roll 2d10+4 for unleaded
On that note...
Geth roll 4d10o10h8 for observing the malkcontent.
Yeah I agree, I think this explains why we've been having a lot of difficulty with our rolls in general. We're using oWoD stats for char creation, but the nWoD set difficulty of 8. Vampire is already pretty wonky when it comes to the dice system, this is making it tougher.
PSN: Boozer_777
Yeah, I'm not sure how nWoD does it as I don't have any of those books, but I don't think they have opposed rolls either, one success is a complete success. Which is funny that the oWoD says that too but then The Haunting is an opposed roll.
So some of it is probably just our perception. Anything that can streamline combat is a plus in my book, especially when it comes to pbp games.
PSN: Boozer_777
It depends on the action. Most likely at least that, yes.
Perhaps the difficulty should go down to a 7? It seems like the characters have had fair-to-good luck with most rolls, though maybe that's just my perspective.
That example above is definitely why I favor the NWoD system. Combat is messy enough, that makes it far more manageable.
In regards to that question about shadowing, that would have been fine(for future reference if nothing else).
Geth roll 1d10+4 for the Driver.
Geth roll 1d10+5 for the partner.
Geth roll 1d10+3 for the doorman.
Liz: 14
The partner: 14
Alex 13
The driver: 12
Bulldog: 11
Max: 9
Danny: 8
Deacon: 8
The doorman: 7
PSN: Boozer_777