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Kurieg
Jul 19, 2012

RIP Lutri: 5/19/20-4/2/20
:blizz::gamefreak:

Top Hats Monthly posted:

So is a probation torpor?
You have to roll Post Potency after your probation or you forget why you were probed and are doomed to repeat past actions.

Kurieg fucked around with this message at 15:18 on Aug 2, 2019

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GNU Order
Feb 28, 2011

That's a paddlin'

And so the second Week of Nightmares ends, not with a bang but with a whimper

Jonas Albrecht
Jun 7, 2012


Is that 70s Dark Era setting for W:tF any good? Seems like a really dry topic compared to vikings or the end of Pangea.

Halloween Jack
Sep 12, 2003
Probation
Can't post for 2 hours!

GNU Order posted:

And so the second Week of Nightmares ends, not with a bang but with a whimper
To be fair, it was compressed into two days and only a few paragraphs.

I Am Just a Box
Jul 20, 2011
I belong here. I contain only inanimate objects. Nothing is amiss.

Metapod posted:

I'm just in awe you believed even for a moment oberst was a famous ST just dear lord dude

Ain't no such thing as a famous ST. I didn't figure it was Oberst but I also sure as hell didn't know who B. Dave Walters is.

Jonas Albrecht posted:

Is that 70s Dark Era setting for W:tF any good? Seems like a really dry topic compared to vikings or the end of Pangea.

It's like a little bullet-point history lesson that augments each bullet point with some ST advice or mechanical widgets for playing into the relevant genre. Very much less of a "here's a picture of Forsaken-relevant things going on that you could engage with in different ways" and more of a "if you want to run the Forsaken relevant to this thing, you could do this or this." Not my favorite part of the book.

I might like it very slightly more than the vikings, but mainly because I don't think the vikings era does much to draw out its potential, and because the Ergi Condition.

I Am Just a Box fucked around with this message at 16:03 on Aug 2, 2019

Soonmot
Dec 19, 2002

Entrapta fucking loves robots




Grimey Drawer

nofather posted:

Looks neat, lots of room to work with, always nice to have the nasty Pure around. Hope the lamprey hosts are too your liking.


That would be cool, actually.

Alright here we go:

The City: Santa Sangre is, literally, a city divided in two. New Santa Sangre consists of Carmalita, Fort Tulane, Aristaville, and Scoundrel's Island. Old Santa Sangre contains Ascending Heights, Dockside, Japeth's Swamp, Old Town, and Yellowfin.

Santa Sangre was founded as a pirate base during the golden age of piracy and has maintained a strong maritime tradition. When piracy died, the docks served to build up a community based on shipping, trade, and fishing. Aristaville, Dockside, Old Town, and Yellowfin used to be the heart of the community, but a fire on New Year's Day, 1903 burned down most of the city on the northside of the bay. Governance shifted to the old pirate castle that gives the Fort Tulane neighborhood its name, and while the industrial portions of the north bay area were rebuilt, the residential sections never really recovered. Economic downturns in the 1990's began to compress all the shipping buisness into the Aristaville docks, although Yellowfin maintained its hold on the fishing industry.

What has really reinvigorated Santa Sangre is the growth of the biotech industry in the last decade. Fort Tulane has a number of medical companies based in the downtown area funneling all sorts of money into the political machine. Industry big wigs either live in the skyscrapers in the neighborhood, large houses in Carmalita, or have near-palatial estates on Scoundrel's Island.

Old Santa Sangre, while containing the most poverty stricken sections of the city, is vibrant and full of life... for the most part. The city as a whole has a larger Hispanic population than most Texas cities and the economic stratification skews that percentage even higher north of the Bay. Old Town has a thriving LGBT+ community and punk scene.



Neighborhoods:
Ascending Heights: Just called “rear end End” by the locals, Ascending Heights is the forgotten, under developed, dirty secret of Santa Sangre. Environmentally, the area is a drainage basin for Japeth's Swamp, damp soggy land with only a minimum of commercial or residential build up the further you get from the 69 or 37. Near the highways, you see the expected amount of service stations, fast food joints, and cheap stores for travelers to stock up on food and supplies.

Outside the travel corridor though, street lights stop working (if they're installed at all), poverty is endemic. Houses and apartments have barred windows and snarling dogs strain at chain leads in front yards. Garbage lies in piles when it isn't blowing through the street. There are homeless everywhere and, unlike those in Old Town, there isn't a Squat around to keep themselves safe and get back on their feet. Everyone here knows someone who has dissapeared. The really unlucky know someone who's come back.

rear end End is home to a particularly bloody sect of the Circle of the Crone. They keep to themselves, avoiding the fighting between the Invictus of New Santa Sangre and the Carthians of Old Santa Sangre. Every now and again, you'll get a Predator King slinking in from the swamp to snatch a few humans.

~~~~~~~~~~~~~~~~~~

Aristaville: All the trade and shipping traffic still coming to Santa Sangre arrives through this port, although even that is starting to dry up. The city has a heavy police presence in the high rises and few remaining single family homes that make up the residential area of the neighborhood, inhabited by the dockworkers. The police presence is so heavy that it's actually oppressive, particularly towards people of color, skewing the racial demographics of Aristaville, once a heavily Hispanic neighborhood, almost as white as Carmalita or Fort Tulane. Anyone not passing the paperbag test can expect to find themselves pulled over or questioned by the seemingly omnipresent police officers patrolling the street.

The actual docks are the only real respite from the cops. The International Longshoreman's Association is the union running the docks and, while their numbers are drastically reduced from back in the day, they still maintain a policy of monitoring and resisting the police that grew up around the original unionization efforts in the 1920's.

The ILA is mainly composed of Hunters and is heavily Hispanic, men and women who've lived in the city since its founding and are well aware of the vampire presence. There's a shadow war waging on the docks between Invictus controlled police and private security company, Secure-U and the Union. So far the Hunters have been able to keep the vampires from taking full control over the docks. Once night falls and they can send more than just ghouls, even those with badges, the Hunters only have a few of the piers marked as safe.

~~~~~~~~~~~~~~~~~~~

Carmalita: The bulk of New Santa Sangre's residential area is in Carmalita. Those houses closest to Fort Tulane are multi-million dollar residences. Iron gates, privacy hedges isolate the individual manses while still allowing easy access to all the amenities of downtown Santa Sangre. The further out from the city center you travel, the smaller and closer to modest the homes become, with the upper middle class homes of the middle management HENRYs forming a protective ring around the truly wealthy.

Low crime area, this is where many of the leaders of the Ivory Claws, Invictus, and Lancea make their homes.

~~~~~~~~~~~~~~~~~~~~~~~~

Dockside: Dockside used to be homes and entertainment for the working class families that built Santa Sangre in the shipping and fishing trades. They're still there, lower middle class homes, poorer communities holding onto their heritage, and Santa Sangre's signature Boardwalk. But in the past few years, the city council has marked Dockside for redevelopment. Bay-side real estate should be the sole province of the rich, it seems.

The Boardwalk draws plenty of tourists and has a visible police presence, the rest of Dockside doesn't see much of either. That Ol' Black Magic has a place of prominence on the Boardwalk, surrounded by carnival games, burger bistro's, amazing Mexican restaurants, world class seafood, and other bars. The heavy mortal presence attracts a myriad of supernatural beasties, but the crime rate is lower than even the police presence can really account for.

The Boardwalk, but not Dockside as a whole, is no man's land. The only vampires allowed to hunt there are those given special permission by Prince Rivera. That Ol' Black Magic is owned by a reclusive man named Otenbe, who is not a mage, vampire, or werewolf, but has immense clout with the spirits. His restaurant is often used to negotiate tense treaties as it has an aura that suppresses violent urges.

~~~~~~~~~~~~~~

Fort Tulane: The beating heart of Santa Sangre, Fort Tulane is usually just called “Downtown” or “The Fort”. The entire neighborhood takes its name from the old, sturdy, stone pirate fort that houses the city government. While the inside has been extensively remolded to meet modern needs, the outside of the fort has been pain painstakingly maintained by a team of historians from Santa Sangre Community College. Five main roads branch out from a huge traffic circle around the Fort, start driving on any major road inside of New Santa Sangre and you will end up at the Fort. There are any number of conspiracy theories surrounding this unique traffic configuration, but no one really puts any stock in them.

The rest of downtown consists of sky scrapers, some residential, but most business oriented. Biotech is the driving force of the city and three major corporations, BioGen, Genetix, and Jacob-Grene, have their home offices in Fort Tulane. Outside of the normal business you expect to see in a major city, Santa Sangre also houses a number of national level debt collection agencies. These companies buy up old debt and do everything they can to collect, harassing phone calls being the least of their tactics. Both Texas law and local ordinances shield these companies from most prosecution.

Fort Tulane boasts a number of amenities, George “Spiceyboy” Kowalski has his five star Mexican fusion restaurant in town, reservations being a hot commodity amongst those who fancy themselves the elite. The actual elite prefer the much more subdued and exclusive Salvadore's Bistro, where the menu changes every month and reservations are impossible to get in less than two months. The Blackwell theater isn't nationally known, but does put on some of the best productions in the region. The actors frequently put on free plays during the summer at Rumgrad Park. The Park itself is only a few blocks northwest from The Fort, it has a large sunken stone theater area, a small hedge maze and plenty of open spaces for activities.

The downtown area is where the Ivory Claws and Invictus alliance are most likely to be found. The Rivera family are Ventrue and run the legitimate aspects of the city, the Prince's great great grandson acting as mayor. The shadier side of New Santa Sangre is controlled by the Argento family of the Ivory Claws. Their front company is Bio-Gen as it's easy to funnel illegitimate profits from organized crime into nebulous research breakthroughs.

The eponymous Fort is also home to a number of ghosts.

~~~~~~~~~~~~~~

Japeth's Swamp: Almost completely undeveloped, the swamps are home to very few humans even though at almost 10 square miles, it covers more land than the rest of Old Santa Sangre or all of New Santa Sangre. Those that do live there are off grid, there's no power lines, no internet, very few access roads. Boats, hydrofoils, and jet skies are the main source of travel. Only a mad person would even think of swimming in the dark water of the swamps as alligators, alligator gar, snapping turtles, and water snakes make the murky depths their home. Recently, there have been reports of anjumara, the South American Wolf Fish being pulled from the swamp. How this species made it to Santa Sangre from the Amazon is a mystery, if it's even true.

Wildlife isn't the only threat, though. There's at least one survivalist compound hidden in the swamp and, while small compared to the swamps of Louisiana or Florida, Japeth possesses a primordial allure that calls to The Pure. Predator Kings and a large, insular pack of Ivory Claws make their home in Japeth's Swamp. Attacks on Dockside are rare, but they're known to prowl rear end End on a regular basis.

Just deep enough into the swamp to be away from prying human eyes squats a Bio-Gen research facility. This compound is patrolled by the elite Secure-U Platinum level mercenaries. These men have all seen combat before and have basic knowledge of the supernatural. They carry magazines with for their rifles that contain incendiary as well as silver rounds and some of them are wolf-blooded or ghouls.

The spiritual landscape around the lab is a battlezone. The sterile tile and florescent lights of the lab leak out from the physical structures and lace through the surrounding wetlands like poison spreading from a wound. The border between science and wilderness sees frequent battles between the primal spirits and those generated by the lab. Every battle see the infection from the research facility grow, especially when the Ivory Claws who work in the facility join in to protect their allies.

The Predator Kings attacked the lab exactly once and their defeat at the hands of the Ivory Claws sent them back into the swamps with their tails between their legs.

~~~~~~~~~~~~~~~~~~~~~~~~~

Old Town: This is the heart of your territory. If Fort Tulane is the beating heart of Santa Sangre, Old Town is its soul. Old Town is poor, there's some middle class sections near the fisheries of Yellowfin, and the entertainment of Dockside, but the thriving port trade that used to support those families has all concentrated across the bay in Aristaville and the fisheries are doing all they can to stay solvent. Old Town is almost as poor as rear end End, but the residents make all the difference. It started with The Squat, an unofficial homeless shelter, The Squat is a place of refuge for anyone so long as violence stays on the outside. Nearby free clinics provide needle exchanges, drug counseling, and first aid on a rotating schedule, Planned Parenthood makes sure there's a supply of condoms and STD info handouts, and someone from a women's shelter is nearly always on hand to help those in trouble.

This attitude has spread throughout the neighborhood. There are community gardens, a few gangs of punks with power tools have made a name for themselves repairing homes and even starting to build a free wifi network with the (unofficial) help of Santa Sangre's Community College's IT students. SSCC itself has its main campus in Old Town, but talks are underway to develop a satellite campus in Fort Tulane for a medical school if the college makes the transition to a fully accredited four year university. SSCC is known through the region for its folklore department and more than one supernatural creature has made the trip to The Hole in order to find a rare text or esoteric information. There's a large and active LGBT+ community in Santa Sangre more or less centered on club Girth, Wind, and Fire.

The Squat is the den of the uratha pack, Renewal, and their totem, Gentle-Breeze. A Locus of healing energy can be located in a large tree miraculously growing in the rooftop garden of the Squat. (These are my players)

~~~~~~~~~~~~~~~~~

Scoundrel's Island: For the wealthy elite who want more privacy than Fort Tulane or Carmalita can provide, there's Scoundrel's Island. While there's some light industrial parks opposite Aristaville and the Northeast end of the island has some high end hotels and a small strip for wealthier tourists who would rather not spend time down in Dockside and ports for yachts and sports boats, the majority of the island is a fenced in fortress, off limits to all but residents and those on a very exclusive guest list. Most travel to and from the Island is by helicopter and every major building in Fort Tulane has at least one helipad to accommodate. Surprisingly, while many of the wealthy have boats, very few use them to commute into the city core.

Police presence is minimal as the Island complex is patrolled by the private security firm, Secure-U. The guards are mostly ex-military and are not at all hesitant about using force to keep out undesirables most of these mercenaries are ranked gold, which denotes their excellent combat skills, but a few, usually squad leaders are Platinum ranked, which means they also have knowledge of the supernatural. Any crime that does occur which requires police intervention is handled by a special unit of the SSPD created with the assistance of neighborhood leaders and Secure-U captains.

~~~~~~~~~~~~~~~~~~~~~~

Yellowfin: Yellowfin is dying. All shipping and trade has been consolidated in Aristaville and all that remains is the fishing industry. Yellowfin tuna makes up a good portion and lent the neighborhood its name, but the fishermen also pull up menhaden, groupers, stone crabs, and tons of shrimp. Climate change and over fishing has seen a steep drop in yields though and there's only a generation or so until the industry dries up entirely.

But that's tomorrow, today sees Yellowfin as a strong, if fading blue collar community. The Yellowfin Fish Market is almost as well known as Seattle's Pike Place and draws it's fair share of tourists along with stable city traffic for fresh seafood. The north side of Yellowfin, marking the border between it and Old Town, are blocks of abandonded warehouses and run down docks. Obviously these are magnets for crime, the supernatural, and underground parties. Sometimes all at once.

Recently, Azlu have taken up residence in the northwestern ports of Yellowfin. The area is now a Barren and the effect is spreading into the bustling parts of southern Yellowfin as well as creeping into Old Town.

Shrecknet
Jan 2, 2005


more of a general question, but isn't there some tool to draw lines, section out and shade google maps so you can make feeding territories & stuff for vampire games? It might even be native to google maps

Chernobyl Peace Prize
May 7, 2007

Or later, later's fine.
But now would be good.

Shrecknet posted:

more of a general question, but isn't there some tool to draw lines, section out and shade google maps so you can make feeding territories & stuff for vampire games? It might even be native to google maps
Yup! You just do this.

Soonmot
Dec 19, 2002

Entrapta fucking loves robots




Grimey Drawer
Holy poo poo, that is so much nice than just using gimp

01011001
Dec 26, 2012


Oh, drat, that’s actually pretty helpful. Thanks!

A Renaissance Nerd
Mar 29, 2010
I've personally been using this for my V5 game.

I personally like the stylized maps that are available.

nofather
Aug 15, 2014

Soonmot posted:

The City: Santa Sangre is, literally, a city divided in two. New Santa Sangre consists of Carmalita, Fort Tulane, Aristaville, and Scoundrel's Island. Old Santa Sangre contains Ascending Heights, Dockside, Japeth's Swamp, Old Town, and Yellowfin.

Not quoting the whole write-up but wow, that's awesome. And thank you for sharing. I really like how you manage the big class representation and the wilderness (two if you count the water). I've never really managed to pull that off well. And a concise history that's easy to pull plot hooks from. I also like how you've weaved in the vampires into the setting, do you use it for vampire games as well?

Jonas Albrecht posted:

Is that 70s Dark Era setting for W:tF any good? Seems like a really dry topic compared to vikings or the end of Pangea.

You can check out the manuscript on the Dark Eras Kickstarter page, the original eras were part of the free manuscript shown on the campaign page. I didn't like it, I've heard some people did but I always thought it was too narrowly focused. I think someone once said it was pitched sort of offhandedly as a more 'The Warriors' type story, fighting your way through territories full of esoteric gangs. It ends up more like Spike Lee's Summer of Sam, with a tense and heated backdrop keeping things on edge as PCs deal with social issues. Also they can be werewolves.

I did like the example spirits, though. In the setting the Court of Fair Wage just disappeared and is being replaced by the Court of Indulgence.

MonsieurChoc
Oct 12, 2013

Every species can smell its own extinction.
There's a lot of potential in 70s New York, being torn apart by capitalism, the Summer of Sam, the blackout, etc.

Soonmot
Dec 19, 2002

Entrapta fucking loves robots




Grimey Drawer

nofather posted:

Not quoting the whole write-up but wow, that's awesome. And thank you for sharing. I really like how you manage the big class representation and the wilderness (two if you count the water). I've never really managed to pull that off well. And a concise history that's easy to pull plot hooks from. I also like how you've weaved in the vampires into the setting, do you use it for vampire games as well?





Thanks!

My current game was pitched to me as a cross splat game, but at the time only Vampire and Werewolf had their second editions and I think Mage had just released the pre-errata pdf for their second edition. I was very not down with mixing mages and vampires and first edition changelings, so I proposed a werewolf game and here we are. The PCs are the main pack in the city, with a high ranking pack of biker gang uberwolves patrolling the highways of Texas who stop in from time to time, and another pack off in the suburbs dealing with their own poo poo that hasn't interested the PCs so I haven't developed it.

I give my players a series of questions to complete that award them bonus beats to use for character creation and worked those elements into the game. The Squat was a big part of two of the players backgrounds, so using the info they gave me, I had Old Town as a gutterpunk hold out to the gentrification that's eating up the rest of the city, with spirits of hope, healing, and compassion flocking to The Squat. Combined with the Argento family that came from another player's background being rich rear end mafia guys, helped set up the alliance between the Ivory Claws and the Invictus that run the city's government, as well as the conflict between the pack and the Pure that wasn't just "rrrawwwrr u killed papa wolf!" Bonus for it being a conflict that they can't just win with outright violence.

The city was originally created a number of years back as a PBP on THESE VERY FORUMS! One of my og players has his original vampire PC as an NPC in the current werewolf game, so it has a big vampire presence. For the other splats, there are four mages in the city who are tenative allies to the pack, one of whom just awakened and is an uncanny pseudo-twin to a PC. The players actually found out the Charles, the new mage, and Chuckie, the new woof, had their Fates *switched* by *something*, each was supposed to be the other's splat.

I've got some ideas for geists around Ft Tulane because of the heavy ghost population around the old pirate fort, but haven't gone into it. They had a chance to meet a newly made Promethian, but passed on that story hook to pursue something else, but that's about it for other monsters.

With the suggestions all y'all have given me and your post there, I really should do more with the water. The bay is huge, there's got to be some spiritual weirdness in there.

Soonmot fucked around with this message at 19:55 on Aug 2, 2019

Oberst
May 24, 2010

Fertilizing threads since 2010
It's me the famous storyteller: Mark Rein*Hagen

Oberst
May 24, 2010

Fertilizing threads since 2010
https://twitter.com/LAbyNight/status/1157253783338070016

Fantastic Alice
Jan 23, 2012





Love that my hometown of Corpus got some attention here. Now go on about how Whataburger was created by the Venture or Ivory Claws :P

If I ever run a game I might use that stuff. :)
Kind of gives me a warm fuzzy feeling to see it.

Fantastic Alice fucked around with this message at 22:51 on Aug 2, 2019

PHIZ KALIFA
Dec 21, 2011

#mood
I'm just gonna edit up Unlife Aquatic's latest revision of the post cuz everyone's got such swell ideas.

The Unlife Aquatic posted:

Parasitism Restriction: Many disciplines require the student to injest a point of vitae before learning is possible. In addition to that, non-clan students of Parasitism must ingest at least one cubic centimeter of bone, most of which should be marrow, from their senpai.
In addition, until reaching level 3, all subjects recieve 1 persistent negative Physical condition, such as: Bum Leg, Bojankity Walk, Loose Skin, Lame, Close Talker, or Offputting. Even mortals can tell something is odd about this kindred's movements.

1. In addition to letting you imitate life, your blush of life lets you completely hide your undead nature. Your blush of life last a number of scenes equal to your Parasitism dots and you may walk in the sun during it. Open wounds or other physical openings into the body, such as the eyes, nose, mouth, and ears, could expose the Puppeteer to damage. Unless they have taken precautions, such as wearing a scarf and glasses or walking only in the shade, roll for frenzy and damage once every 10 minutes instead of every turn. (In lore, even if not in play or combat, this is a really powerful ability, so I think it should.)
2. Tap into the memories of the host for a vitae, allowing you to imitate them without a subterfuge roll or using their mental/social skills and merits instead of your own.
3.Tap into the physical abilities of the host for a vitae, allowing them to use their hosts' physical skill or ability scores in place of their own. At this level of Parasitism, control over the host has grown to the point where mundane observation can no longer detect anything unusual about the subject's movements. This ability can be used reflexively, limited by normal vitae expendiature rules.
4. Mimicry: You can reshape your vocal chords to approximate just about any sound expressable through the human form. Recreating a specific voice requires a Manipulation + Expression role, with a penalty if the target voice is unfamiliar.
5. This Man Is My Man: This represents total physical transformation and integration. While the subject's brain remains largely undamaged, the parasite fully suffuses the ghoul's limbs and, with effort, can reshape it. It can now call on the following style abilities:
Tonguelash: By spending one point of vitae, the tongue engorges and disdends, growing to a length of one meter per point of Blood Potency. It inflicts Lethal damage and can drain blood. Or, by emptying itself into a ghoul, this ability can allow the parasite to invade a new form
Rip and Tear: By spending two points of vitae and suffering an unsoakable point of Lethal damage, the subject covers their hands in sharp, bony spikes, perfect for climbing up drapes or turning innards into outards.
Mini-Me: Spend three blood and suffer a point of Aggrivated damage to detach a limb, which acts independantly.
(I know style merits are a thing, what about style disciplines? maybe you have to rebuy it multiple times?)

Somehow on the way through thinking of these it went from a xenomorph to more the thing. But I kinda like that.

Thematically I think having only one parasite attack power is probably for the best. The Asakku and Fleshcfafting in general already kind of cover that niche even if they're not native to Requiem. I also think that hijacking a new form through one of these combat powers, rather than a normal Embrace, should have a penalty to Blood Potency.

Soonmot
Dec 19, 2002

Entrapta fucking loves robots




Grimey Drawer
EDIT"/\/\/\/\/\ Maybe a penalty to physical stats that lasts for a night per point of blood potency as the parasite establishes control of the new host?

xanthan posted:

Love that my hometown of Corpus got some attention here. Now go on about how Whataburger was created by the Venture or Ivory Claws :P

If I ever run a game I might use that stuff. :)
Kind of gives me a warm fuzzy feeling to see it.

You, if I need a changeling hook, it's gonna be this now. Glad you enjoyed it!

Libertad!
Oct 30, 2013

You can have the last word, but I'll have the last laugh!
Has anyone here ran a Vampire the Masquerade game without the looming metaplot, or where the setting constraints are changed to the point that you're effectively substituting your own? People earlier mentioned that :barf: V5 :barf: has some "pick and choose" system, but how much work would need to be done if you wanted to have a game with significant Anarch baronies outside of California, a Camarilla in a non-Western country, or a game in Mexico or Eastern Europe that isn't a Sabbat hellhole?

One where you excise the racist stereotype clans entirely?

Or say, some True Blood style alt-history where the Masquerade has fallen and vampires are now an open subculture, albeit not without controversy?

Libertad! fucked around with this message at 00:08 on Aug 3, 2019

Nessus
Dec 22, 2003

After a Speaker vote, you may be entitled to a valuable coupon or voucher!



As a puppeteer myself I must protest this term used for the cool new spine vampires. (Nah just kidding, go nuts.)

Libertad! posted:

Has anyone here ran a Vampire the Masquerade game without the looming metaplot, or where the setting constraints are changed to the point that you're effectively substituting your own? People earlier mentioned that :barf: V5 :barf: has some "pick and choose" system, but how much work would need to be done if you wanted to have a game with significant Anarch baronies outside of California, a Camarilla in a non-Western country, or a game in Mexico or Eastern Europe that isn't a Sabbat hellhole?

One where you excise the racist stereotype clans entirely?

Or say, some True Blood style alt-history where the Masquerade has fallen and vampires are now an open subculture, albeit not without controversy?
I've been in fairly extended Vampire games which didn't really make much use of the metaplot and I think they worked out. I think it has some vague utility but it isn't like functionally mandatory as long as the draculas are trying to do something.

The way the sensible people I ran into usually dealt with the racist-stereotype werewolf tribes was to treat them as culturally rooted mystic societies which had strong overlap with, but were not literally cognate with, their relevant groupings. Vampires seem like you could handle it in the VTM setting as it is with reasonable sensible writing (the Giovanni don't have to talk like Johnny Mafiacrimes, the Ravnos... ok you can't really do this without changing the Ravnos) although you could also rewrite the clans, keeping the general contours, to remove the racist crap. The main challenge in Vampire is that all the guys from Racism Time are still alive, while there are very few two-hundred-year-old Garou.

I think I could see the Camarilla doing some kind of True Blood play. I think that could be a fun alternate setting and I think it kind of happens in one of the early stages of the Gehenna scenarios.

ZearothK
Aug 25, 2008

I've lost twice, I've failed twice and I've gotten two dishonorable mentions within 7 weeks. But I keep coming back. I am The Trooper!

THUNDERDOME LOSER 2021


Libertad! posted:

Has anyone here ran a Vampire the Masquerade game without the looming metaplot, or where the setting constraints are changed to the point that you're effectively substituting your own? People earlier mentioned that :barf: V5 :barf: has some "pick and choose" system, but how much work would need to be done if you wanted to have a game with significant Anarch baronies outside of California, a Camarilla in a non-Western country, or a game in Mexico or Eastern Europe that isn't a Sabbat hellhole?

One where you excise the racist stereotype clans entirely?

Or say, some True Blood style alt-history where the Masquerade has fallen and vampires are now an open subculture, albeit not without controversy?

Yeah, I've ran Vampire: The Masquerade back in the day with enough stuff changed that it was our group's metaplot rather than the canon one, with some pieces picked and chosen from the actual published metaplot. Hell, we had the whole thing about the Masquerade falling apart and our PC Ventrue being elected president of the United States.

The limitations for V5 exist mostly because a lot of the clans and bloodlines people like haven't been ported. For example, it'd be pretty hard to run a Sabbat under V5 game without homebrewing Vicissitude, as the discipline and the Tzimisce clan haven't been updated (not to mention some of the niche bloodlines common to the Sect), but otherwise you can use the V5 rules to do anything from Classic Masquerade, Revised, V20 or whatever flavor of urban fantasy/gothic horror your group is into.

Metapod
Mar 18, 2012
Wow I can't believe speaking a different opinion gets you probated around here this forum used to have integrity

dr_ether
May 31, 2013

Libertad! posted:

Has anyone here ran a Vampire the Masquerade game without the looming metaplot, or where the setting constraints are changed to the point that you're effectively substituting your own? People earlier mentioned that :barf: V5 :barf: has some "pick and choose" system, but how much work would need to be done if you wanted to have a game with significant Anarch baronies outside of California, a Camarilla in a non-Western country, or a game in Mexico or Eastern Europe that isn't a Sabbat hellhole?

One where you excise the racist stereotype clans entirely?

Or say, some True Blood style alt-history where the Masquerade has fallen and vampires are now an open subculture, albeit not without controversy?

If you grab Ascension Night and Make Blood Boil from the Darker Days Radio site, it is pretty much me using my Requiem setting within the context of Masquerade. So it breaks from the idea of a Prince and Primogen, and is a much more fractured political landscape, and introducing some other vampire cults, like Gangrel blood sorcerers of a sort.

Soonmot
Dec 19, 2002

Entrapta fucking loves robots




Grimey Drawer

Metapod posted:

Wow I can't believe speaking a different opinion gets you probated around here this forum used to have integrity

No, but being a lovely poster does. You have a bit less than 30 posts in this thread, most from the last day or so and almost all are white noise drive by poo poo posts. Maybe contribute meaningfully to the thread or gtfo?

EDIT: Jesus, looking back over my old posts. I came back to this thread right when Beast was announced and I forgot how into the concept I was. W E L P

Soonmot fucked around with this message at 02:25 on Aug 3, 2019

Metapod
Mar 18, 2012
Wow this hostility is uncalled for

Jonas Albrecht
Jun 7, 2012


nofather posted:

You can check out the manuscript on the Dark Eras Kickstarter page, the original eras were part of the free manuscript shown on the campaign page. I didn't like it, I've heard some people did but I always thought it was too narrowly focused. I think someone once said it was pitched sort of offhandedly as a more 'The Warriors' type story, fighting your way through territories full of esoteric gangs. It ends up more like Spike Lee's Summer of Sam, with a tense and heated backdrop keeping things on edge as PCs deal with social issues. Also they can be werewolves.

I did like the example spirits, though. In the setting the Court of Fair Wage just disappeared and is being replaced by the Court of Indulgence.

Ah that is rad.

thatbastardken
Apr 23, 2010

A contract signed by a minor is not binding!

Metapod posted:

Wow this hostility is uncalled for

it's not the world of lightness thread, everyone here is a monster.

Yngwie Mangosteen
Aug 23, 2007

Top Hats Monthly posted:

So is a probation torpor?

I think you can still read the forums, so it's more akin to being staked. You aren't aware of your surroundings in torpor.

thatbastardken
Apr 23, 2010

A contract signed by a minor is not binding!

Captain Monkey posted:

I think you can still read the forums, so it's more akin to being staked. You aren't aware of your surroundings in torpor.

has oberst given any sign of being aware of their surroundings?

Nessus
Dec 22, 2003

After a Speaker vote, you may be entitled to a valuable coupon or voucher!



thatbastardken posted:

has oberst given any sign of being aware of their surroundings?
I'd say this is more like Marauder Quiet, all external stimuli are forcibly translated into the desired internal schema.

juggalo baby coffin
Dec 2, 2007

How would the dog wear goggles and even more than that, who makes the goggles?


thatbastardken posted:

has oberst given any sign of being aware of their surroundings?

the fog of ages has taken away oberst's ability to remember they just posted 3 seconds ago and don't need to double/triple/quadruple/quintuple post

PHIZ KALIFA posted:

I'm just gonna edit up Unlife Aquatic's latest revision of the post cuz everyone's got such swell ideas.


Thematically I think having only one parasite attack power is probably for the best. The Asakku and Fleshcfafting in general already kind of cover that niche even if they're not native to Requiem. I also think that hijacking a new form through one of these combat powers, rather than a normal Embrace, should have a penalty to Blood Potency.

these look cool, but i'm wondering if its too restrictive on the sunwalking powers. apart from the little tongue-mouth the vampire is entirely internal to the ghoul body and is using it as basically a full-cover survival suit. they still have to roll to resist daysleep and risk getting lethargic unless they invest in some coils of the dragon (and that power takes vitae to activate). they can't really feed in broad daylight cause they'd expose their actual form, and i'm trying to figure out a rule to make them risk sun exposure if their ghoul body takes lethal damage.

something like taking lethal damage from an odd attack roll upgrades to aggravated if they're in the sun? idk. maybe that's too frequent.

one of the main penalties the bloodline takes is a social one, appearing like a ghoul to other vampires. unless they expose their true form, and who knows how other vamps are gonna react to that. I don't want them to wind up just having a worse version of the coils of the ascendant.

Soonmot
Dec 19, 2002

Entrapta fucking loves robots




Grimey Drawer

juggalo baby coffin posted:

the fog of ages has taken away oberst's ability to remember they just posted 3 seconds ago and don't need to double/triple/quadruple/quintuple post


these look cool, but i'm wondering if its too restrictive on the sunwalking powers. apart from the little tongue-mouth the vampire is entirely internal to the ghoul body and is using it as basically a full-cover survival suit. they still have to roll to resist daysleep and risk getting lethargic unless they invest in some coils of the dragon (and that power takes vitae to activate). they can't really feed in broad daylight cause they'd expose their actual form, and i'm trying to figure out a rule to make them risk sun exposure if their ghoul body takes lethal damage.

something like taking lethal damage from an odd attack roll upgrades to aggravated if they're in the sun? idk. maybe that's too frequent.

one of the main penalties the bloodline takes is a social one, appearing like a ghoul to other vampires. unless they expose their true form, and who knows how other vamps are gonna react to that. I don't want them to wind up just having a worse version of the coils of the ascendant.

Honestly, appearing as a ghoul for vampire politics is a huge penalty. I wouldn't worry about increasing their sunlight damage due to combat.

PHIZ KALIFA
Dec 21, 2011

#mood

juggalo baby coffin posted:

these look cool, but i'm wondering if its too restrictive on the sunwalking powers. apart from the little tongue-mouth the vampire is entirely internal to the ghoul body and is using it as basically a full-cover survival suit.

hmmm, okay, that's true. it wouldn't really risk exposure at lower levels, but for a drawback at higher levels I could see it providing some fun complicating factors.

juggalo baby coffin
Dec 2, 2007

How would the dog wear goggles and even more than that, who makes the goggles?


I think there's a few paths they could go:

1) the longer they spend in the host the more mature the connection to the body becomes, and that begins to open them up to the curse. to begin with the ghoul's senses are essentially mediated by the ghouls brain and then fed to the vampire. what it sees through those eyes is no more threatening to them than say a picture of a fire or the sun is to a normal vampire. maybe their domination powers take a hit at this stage because the eye contact isn't 'true' eye contact.

as they spend time in the body their vitae floods it more and more, the senses become more real to them. their dominate powers lose their penalty but they begin to be affected by rotshreck and start to take sun damage, but with the parasitism bonus to humanity/blood potency. a super potent parasite is gonna start to burn here because parasitism caps out at 5. maybe the higher the blood potency the quicker you meld with a body, so a stronger parasite needs to swap bodies more often.

2) the biggest penalties they suffer are social. for one they look like ghouls, but more than that if their existence is discovered it is gonna turn vampire society upside down. a creature that walks in the sun, is far more powerful than any ghoul, but looks like a trusted servant? suddenly no vampire asleep during the day is safe. everyone is paranoid, but everyone wants control of these assassins. the Odsečen don't want to become slave assassins or science experiments, so they want to infiltrate and turn as many powerful ventrue as they can to build a power bloc and enter vampire society on their own terms.

3) as they become accepted in Kindred society, either through their plan succeeding or not, vampire crabification kicks in, and the go slowly from true daywalking abominations to essentially bodyswapping vamps with minor sun resistance and a very messy embrace. the original batch stick around as throwbacks, like hollow mekhet.

PHIZ KALIFA
Dec 21, 2011

#mood
Another fun thing might be, like, after a certain amount of combat actions, the ghouls just start looking obviously wrong. Like, your hands naturally become claws, or your mouth and skull disdend like a Xenomorph after using the tongue power too many times. Obviously at this point the ghoul's ability to physically heal wounds must be compromised, right?
It also might help curb player abuse, knowing that if they wig out and mawl someone their body might not go back together the right way.

Big Hubris
Mar 8, 2011


What happens if someone embraces a spineless ghoul-puppet? Is that how it starts to spread?

Big Hubris fucked around with this message at 08:45 on Aug 3, 2019

thatbastardken
Apr 23, 2010

A contract signed by a minor is not binding!

EdithUpwards posted:

What happens if someone embraces a spineless ghoul-puppet?

it's called the democratic national convention

or the alp caucus

or whatever the Canadian liberals do

juggalo baby coffin
Dec 2, 2007

How would the dog wear goggles and even more than that, who makes the goggles?


EdithUpwards posted:

What happens if someone embraces a spineless ghoul-puppet? Is that how it starts to spread?

that's an interesting question. i'd say if the vampire is still parasiting the ghoul then whatever happens when a vampire tries to embrace another already-vampire happens. if the ghoul is empty they're gonna be dead very quickly, but if a vamp jumps in fast enough then uuuh whatever happens when a vampire embraces someone elses ghoul happens. maybe the fact that they're hollowed out and already partially vitae infused means the blood of an embrace fights inside them and they wind up a revenant or a larvae.

or it works as normal, and they heal up, and suddenly their new sire has a neonate who is extremely pissed off and knows a lot about their former parasite. could be a good way for regular vampirekind to try and unravel the mystery

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Nessus
Dec 22, 2003

After a Speaker vote, you may be entitled to a valuable coupon or voucher!



Despined ghouls all get a sickly yellowish color and a specialty in media production and Lore (The X-Men).

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