halonachos wrote:Beheading kills vampires, even with normal weapons, I believe.
Mordo is more than a veteran, he's a co-conspirator. Will get the other gear I have in mind up tonight.
Have some interesting ideas for Vamp wargear. They only be used for NPCs, but I need to get those ideas out there.
Why do I sense an impending " Arms Race"...
Soldier:
Tank(free): Its a mother fething magic tank! Instant kills everything.
Blessed knife for ten points seems OP, but I may boost it to 15 because it doesn't add any attacks and its a knife versus razor sharp claws and a better WS or more ancient swords/spears. I put it all into context, which is why the blessed scalpel is cheap. Its small so the WS is reduced because its a tiny knife.
FITZZ wrote: ...That's true...but...I don't believe you've ever been in an RP with Nachos when he gets a hold of a tank...
Trust me...it gets..interesting.
I'm sure it would...but that specific moment is when the silly post ends and we all post that halo owes each of us another keyboard...
On that note...one would assume as the "war" progresses they would see some...heavier implements...being used...or is that just me?
I've actually considered that, and it would stand to reason that as hostilities increase and grow larger...so would the weapons involved.
Up until now...the heaviest thing to be used in any BM RP was Chowders armored transport...I believe that may change..
However...I don't want to get completely silly and have divisions of vampire driven tanks rolling down Wall Street...or Werewolves calling in air strikes.
Dervish:
Dual Knives(free): Basic weapon.
Weighted Belt(10pts): Gives the Dervish more balance while performing spinning attacks. Reroll failed hits in close combat.
Blessed Dual Knives(20pts): Gives the dervish blessed dual knives that act like power weapons against werewolves or vampires.(Must be noted at beginning).
Half and Half(10pts): Allows the hunter to carry blessed weapons for both vampires and werewolves. Must purchase Blessed Dual Knives first.
Balanced Hilts(5pts): The knives are fine tuned for the user. +1 WS Throwing knives(5pts): Gives the dervish a long ranged attack, limit of 5 long range attacks per combat phase.
Blessed throwing knives(15pts): Makes the Throwing Knives counts as silver or wooden bullets(must note if they are against werewolves or vampires).
Witchhunter:
Machine Gun(free): Basic weapon.
Shotgun(free): Basic weapon.
Sword(free): Basic weapon.
Blessed sword(20pts): Counts as power weapon against werewolves or vampires(must be noted at beginning).
Holy Arms(25pts per weapon): Weapons are blessed against all matter of undead and magic users. Count as power weapons against all kindred, werewolves, and mages.
Also, I will be adding shotguns to the Tank class for free.
FITZZ wrote: I've actually considered that, and it would stand to reason that as hostilities increase and grow larger...so would the weapons involved.
Up until now...the heaviest thing to be used in any BM RP was Chowders armored transport...I believe that may change..
However...I don't want to get completely silly and have divisions of vampire driven tanks rolling down Wall Street...or Werewolves calling in air strikes.
Oh no...nothing like that, but that's what I was thinking...that sort of thing would probably involve weapons you would associate with black market dealings and surplus military gear...just to give you an idea...
Heck you could probably even see some more..."custom" pieces of equipment amongst the sides...given the supernatural nature of this RP...but again, all just ideas...
FITZZ wrote: I've actually considered that, and it would stand to reason that as hostilities increase and grow larger...so would the weapons involved. Up until now...the heaviest thing to be used in any BM RP was Chowders armored transport...I believe that may change.. However...I don't want to get completely silly and have divisions of vampire driven tanks rolling down Wall Street...or Werewolves calling in air strikes.
Oh no...nothing like that, but that's what I was thinking...that sort of thing would probably involve weapons you would associate with black market dealings and surplus military gear...just to give you an idea...
Heck you could probably even see some more..."custom" pieces of equipment amongst the sides...given the supernatural nature of this RP...but again, all just ideas...
Aye, I've been giving body armor to certain classes seeing as though they would all be surplus. As far as armored vehicles go, the most armored I see now for the hunters are the bulletproof vehicles drug lords and rich people have, no APC's or tanks. Maybe a police chopper every once and awhile though, with a sniper team inside.
@Fitzz, I'm trying to behave with all of these things, its really hard though. You do not know how badly Andy wants to drive around the crooked dimension in a magic flying tank, although that might start arguments over how a one armed guy could drive a magic flying tank.
.. No...see the thing is...I do know how badly Andy want's to drive around the crooked world in a flying tank... ...and that's what worries me...but kudos for not going overboard Nachos....at least yet.
..Now..more seriously, I could see bullet proof vehicles being used, surplus weapons...even some as Warork puts it " Custom" weapons...like the UV grenades and what not...hell, how vicious would a "flame thrower" that fires molten silver be..?
FITZZ wrote:.. No...see the thing is...I do know how badly Andy want's to drive around the crooked world in a flying tank... ...and that's what worries me...but kudos for not going overboard Nachos....at least yet.
..Now..more seriously, I could see bullet proof vehicles being used, surplus weapons...even some as Warork puts it " Custom" weapons...like the UV grenades and what not...hell, how vicious would a "flame thrower" that fires molten silver be..?
That's a good idea Fitzz.
Soldier:
Molten Silver Spewer(50pts): A flamethrower that shoots molten silver, counts as a template weapon, ignores saves, and wounds on a 3+.
FITZZ wrote:.. No...see the thing is...I do know how badly Andy want's to drive around the crooked world in a flying tank... ...and that's what worries me...but kudos for not going overboard Nachos....at least yet.
..Now..more seriously, I could see bullet proof vehicles being used, surplus weapons...even some as Warork puts it " Custom" weapons...like the UV grenades and what not...hell, how vicious would a "flame thrower" that fires molten silver be..?
That's a good idea Fitzz.
Soldier:
Molten Silver Spewer(50pts): A flamethrower that shoots molten silver, counts as a template weapon, ignores saves, and wounds on a 3+.
Believe it of not I got the idea for the " Silver Spewer" the other night while watching the old silent version of " The Hunchback of Notre Dame"...
I figured that , with tech advances, there would have to be a means to deliver " boiling metals" over long distances...then I started thinking about the old George Carlin " Flame Thrower" routine and....Ta-Da.
FITZZ wrote:.. No...see the thing is...I do know how badly Andy want's to drive around the crooked world in a flying tank... ...and that's what worries me...but kudos for not going overboard Nachos....at least yet.
..Now..more seriously, I could see bullet proof vehicles being used, surplus weapons...even some as Warork puts it " Custom" weapons...like the UV grenades and what not...hell, how vicious would a "flame thrower" that fires molten silver be..?
-eye twitch-
What have I done?
For some reason I think of a steampunk style weapon that shoots wooden stakes with air compression...hate to bring up video games but the closest thing that I can think of that it would be like would be the railway gun from fallout...
just replace the metal spikes with wooden stakes and viola! Vampires beware...
FITZZ wrote:.. No...see the thing is...I do know how badly Andy want's to drive around the crooked world in a flying tank... ...and that's what worries me...but kudos for not going overboard Nachos....at least yet.
..Now..more seriously, I could see bullet proof vehicles being used, surplus weapons...even some as Warork puts it " Custom" weapons...like the UV grenades and what not...hell, how vicious would a "flame thrower" that fires molten silver be..?
-eye twitch-
What have I done?
For some reason I think of a steampunk style weapon that shoots wooden stakes with air compression...hate to bring up video games but the closest thing that I can think of that it would be like would be the railway gun from fallout...
just replace the metal spikes with wooden stakes and viola! Vampires beware...
Kind of like how the syringe gun works. I was thinking about crossbows and trying to fit them in, but I'll probably make crossbows/stake launchers hand powered at first, and then offer a pressurized air version for more.
FITZZ wrote:.. No...see the thing is...I do know how badly Andy want's to drive around the crooked world in a flying tank... ...and that's what worries me...but kudos for not going overboard Nachos....at least yet.
..Now..more seriously, I could see bullet proof vehicles being used, surplus weapons...even some as Warork puts it " Custom" weapons...like the UV grenades and what not...hell, how vicious would a "flame thrower" that fires molten silver be..?
-eye twitch-
What have I done?
For some reason I think of a steampunk style weapon that shoots wooden stakes with air compression...hate to bring up video games but the closest thing that I can think of that it would be like would be the railway gun from fallout...
just replace the metal spikes with wooden stakes and viola! Vampires beware...
... I haven't the foggiest Idea what " Fallout" encompasses ...but...that gun reminds me of the " stake gun" in Van Helsing.
FITZZ wrote:.. No...see the thing is...I do know how badly Andy want's to drive around the crooked world in a flying tank... ...and that's what worries me...but kudos for not going overboard Nachos....at least yet.
..Now..more seriously, I could see bullet proof vehicles being used, surplus weapons...even some as Warork puts it " Custom" weapons...like the UV grenades and what not...hell, how vicious would a "flame thrower" that fires molten silver be..?
That's a good idea Fitzz.
Soldier:
Molten Silver Spewer(50pts): A flamethrower that shoots molten silver, counts as a template weapon, ignores saves, and wounds on a 3+.
Believe it of not I got the idea for the " Silver Spewer" the other night while watching the old silent version of " The Hunchback of Notre Dame"...
I figured that , with tech advances, there would have to be a means to deliver " boiling metals" over long distances...then I started thinking about the old George Carlin " Flame Thrower" routine and....Ta-Da.
Nice idea, but unfortunately silver melts at 961 degrees celsius. The whole thing would have to be made out of stainless steal or iron, and it would conduct a whole hell of a lot of heat. Unfortunately that's too impractical for even me.
FITZZ wrote:.. No...see the thing is...I do know how badly Andy want's to drive around the crooked world in a flying tank... ...and that's what worries me...but kudos for not going overboard Nachos....at least yet.
..Now..more seriously, I could see bullet proof vehicles being used, surplus weapons...even some as Warork puts it " Custom" weapons...like the UV grenades and what not...hell, how vicious would a "flame thrower" that fires molten silver be..?
I still like my garlic gun. (can vamps in this be hurt by garlic?)
and on another note, a refitted nailgun with stakes.
FITZZ wrote:.. No...see the thing is...I do know how badly Andy want's to drive around the crooked world in a flying tank... ...and that's what worries me...but kudos for not going overboard Nachos....at least yet.
..Now..more seriously, I could see bullet proof vehicles being used, surplus weapons...even some as Warork puts it " Custom" weapons...like the UV grenades and what not...hell, how vicious would a "flame thrower" that fires molten silver be..?
That's a good idea Fitzz.
Soldier:
Molten Silver Spewer(50pts): A flamethrower that shoots molten silver, counts as a template weapon, ignores saves, and wounds on a 3+.
Believe it of not I got the idea for the " Silver Spewer" the other night while watching the old silent version of " The Hunchback of Notre Dame"...
I figured that , with tech advances, there would have to be a means to deliver " boiling metals" over long distances...then I started thinking about the old George Carlin " Flame Thrower" routine and....Ta-Da.
Nice idea, but unfortunately silver melts at 961 degrees celsius. The whole thing would have to be made out of stainless steal or iron, and it would conduct a whole hell of a lot of heat. Unfortunately that's too impractical for even me.
...Ah, but if the system were vehicle mounted and not man portable...what about then...?
FITZZ wrote:.. No...see the thing is...I do know how badly Andy want's to drive around the crooked world in a flying tank... ...and that's what worries me...but kudos for not going overboard Nachos....at least yet.
..Now..more seriously, I could see bullet proof vehicles being used, surplus weapons...even some as Warork puts it " Custom" weapons...like the UV grenades and what not...hell, how vicious would a "flame thrower" that fires molten silver be..?
I still like my garlic gun. (can vamps in this be hurt by garlic?)
and on another note, a refitted nailgun with stakes.
Nope...Vamps in this RP aren't affected by garlic at all...nor by crosses or holy water..
... I haven't the foggiest Idea what " Fallout" encompasses ...but...that gun reminds me of the " stake gun" in Van Helsing.
Its almost the same thing, except it shoots rail road spikes and makes limbs and heads stick to walls. Fallout itself is a game based on the scenario of a nuclear wasteland, they even have something that launches all matters of things; mower blades, teddy bears, soda cans, etc as ammo.
FITZZ wrote:... I haven't the foggiest Idea what " Fallout" encompasses ...but...that gun reminds me of the " stake gun" in Van Helsing.
Oh this one?
That could work...definitely shorter than the other and it seemed to work for Jackman...
@Ineptus...try throwing garlic at a charging vampire to stop it...I dare ya...
@ Halo...the rock-it-launcher is one of the funnier weapons in the game but i doubt Fitzz wants to see things killed by bricks, shoes, soda bottles, and teddy bears...
halonachos wrote:Harlow is a nice guy, he won't just eat random people because he only eats bad guys.
Well sure if you define "bad guys" as anyone in his way...usually...but there's always that one night every month or so (still can't get used to saying that about a guy...) that anybody within reach will do...
@ Ineptus...when the actual RP thread is up in...about two weeks? maybe?
halonachos wrote:Harlow is a nice guy, he won't just eat random people because he only eats bad guys.
Well sure if you define "bad guys" as anyone in his way...usually...but there's always that one night every month or so (still can't get used to saying that about a guy...) that anybody within reach will do...
Nah, Harlow is like a good guy because he does what is right, unless of course he's given a large amount of cash... basically Harlow is like a hooker.
halonachos wrote:Nah, Harlow is like a good guy because he does what is right, unless of course he's given a large amount of cash... basically Harlow is like a hooker.
...I see it more like he does what benefits him and justifies his selfishness by saying its the right thing to do...cash helps too...but don't say that around him else Andy might quickly become a one legged werewolf...
halonachos wrote:Nah, Harlow is like a good guy because he does what is right, unless of course he's given a large amount of cash... basically Harlow is like a hooker.
...I see it more like he does what benefits him and justifies his selfishness by saying its the right thing to do...cash helps too...but don't say that around him else Andy might quickly become a one legged werewolf...
Sorry War, but Ghosty called dibs on killing my character. You could fight him for it though, that would be nice.
@silly
After reading 'original' Vegas's background for Blood Moon 2, I bet Sophia will have the same calibur of niftyness if not more.
Also, I don't really want to do mage gear seeing as though beserk is doing mages, and I may screw up anything he has planned, but I do think the wargear list is mostly final save for some possible point adjustments.
All: Grenades(5pts): Gives the hunter access to grenades. UV Grenades(15pts): Gives the hunter access to anti-vampire UV Grenades. 1 use per combat event. Flechette Grenades(15pts): Gives the hunter access to anti-werewolf grenades. 1 use per combat event. Motion Sensor(20pts): Allows the hunter to detect hidden wolves and vampires. Combat Knife(free): Hunters carry a combat knife, not much but better than bare fists. Blessed Knife(15pts): Allows the hunter to carry a blessed knife that counts as a power weapon against either werewolves or vampires(must be noted at choice of weapon and cannot change blessing). Sidearm(5pts): Gives the hunter a pistol to use in close combat. (8 shots) Wooden Ammo(5pts): Gives the hunter wooden ammo capabilities. (additional cost for additional clips) Silver Ammo(5pts): Gives the hunter silver ammo capabilities. (additional cost for additional clips) Night Vision Goggles(5pts): The hunter can see in the dark. Flashbangs(5pts): The hunter can potentially interrupt enemy magic and attacks. On a 5+ the flashbang interrupts a magic or physical attack. Stims(5pts): The hunter injects him/herself with combat stims that allow them to ignore pain.(+1 toughness, but loses one wound at the end of the combat phase. If this is the last wound, the character has overdosed and will die unless taken immediately to a hospital, you get what you pay for). Extra Clips, Pistol(5pts) Extra "clips", Shotgun(5pts) Extra Clips, Machine Gun(10pts) -------------------------------------------------------- Stalker: Sniper Rifle(free): Basic stalker weapon, engages outside of magic range but suffers in close combat. (5 shots per clip) 5 clips of basic ammo(free). High Powered Scope(5pts): Adds +1 to BS. Semi-Auto Rifle(25pts): Allows a faster fire rate, but messes with accuracy.(+1 long range attack, -1BS) Thermal Optics(10pts): Special scope to detect heat coming from living creatures such as humans and werewolves, allowing them to hit vital spots easier.(+1 wound against werewolves and humans in shooting attacks, wound can be saved as normal). Machine Pistol(10pts): Gives the Stalker an automatic pistol which has a faster fir rate over the normal pistol.(-1 BS, 15 rounds per clip) Extra Ammo, Machine Pistol(7pts) ------------------------------------------------------- Soldier: Shotgun(free): Basic weapon. (8 shots per combat phase) Machine Gun(free) Basic weapon. (30 shots per clip) 2 clips(free) Soldiers choose one of the above weapons. Detonator(5pts): The detonator allows the soldier to wire grenades to remote detonation. Bayonet(5pts): The soldier can affix a bayonet to his weapon, giving him a ready knife to use. Sword(10pts): Counts as a close combat weapon. Blessed Sword(20pts): Sword counts as a power fist against werewolves or vampires(must be noted at start). Flak Jacket(20pts): Allows the hunter to reroll failed saves against ranged attacks. The Big Gun(30pts): Nothing says hello like an RPG, gives the hunter a limited shot RPG that does splash damage. The RPG shot is a 1 shot weapon and can potentially endanger fellow hunters. ------------------------------------------------------- Tank: Shotgun(free): Basic Weapon. (8 shots per combat phase) Maul(free): Basic melee weapon. Sledgehammer(5pts): Larger melee weapon that is slow to use, but hits harder.(-1 Initiative, +1 Strength) Blessed Hammer(20 pts): Blessed Sledgehammer that counts as a power fist against either werewolves or vampires. Stab Vest(20pts): Allows the hunter to reroll failed saves against melee attacks. Steel Toe Boots(10pts): Gives the tank a hardened steel toe for his boots that he can use for kicking or stomping.(-1 Initiative, +1 attack) Reinforced Helmet(10pts): The Tank wears a reinforced helmet that reduces his visability but allows him to protect his head better.(Ignores a wound on a 6+) -------------------------------------------------------- Medic: Pistol(free): Basic Weapon. (8 shots per clip) 4 clips(free) Goggles(10pts): Allows the medic to reroll failed special saves against preventing turning of wounded hunters. Blessed Scalpel(15pts): Power weapon to be used against either vampires or werewolves, but due to its small size is a risky weapon.(-1 WS). Pressurized Syringe Gun(25pts): Fires syringes using pressurized CO2, the syringes contain a healing factor that would prevent a human from turning into a werewolf and while it cannot cure a turned wolf, it can sure burn like hell. The solution is also based off of a form of werewolf blood, which when injected into a vampire causes incredible discomfort.(Counts as a pistol with silver and wooden ammunition, because of the type of ammo it uses it can only fire 15 times per combat event). Self-Medication Device(15pts): Gives the medic a chance to apply his/her own skills to himself. Holy Ward(10pts): Medics carry out a healing role and use holy wards to protect themselves while working on the injured.(Medic skills cannot be interrupted by an attack) ---------------------------------------------------------- Dervish: Dual Knives(free): Basic weapon. Weighted Belt(10pts): Gives the Dervish more balance while performing spinning attacks. 'To hit' rolls of 1 in close combat can be rerolled. Blessed Dual Knives(20pts): Gives the dervish blessed dual knives that act like power weapons against werewolves or vampires.(Must be noted at beginning). Half and Half(20pts): Allows the hunter to carry blessed weapons for both vampires and werewolves. Must purchase Blessed Dual Knives first. Balanced Hilts(10pts): The knives are fine tuned for the user. +1 WS Throwing knives(5pts): Gives the dervish a long ranged attack, limit of 5 long range attacks per combat phase. Blessed throwing knives(15pts): Makes the Throwing Knives counts as silver or wooden bullets(must note if they are against werewolves or vampires). Light Armor(10pts): The Dervish wears lighter armor and is able to fight better in close combat(Sv-4+, +1WS). ----------------------------------------------------------- Witchhunter: Machine Gun(free): Basic weapon. (30 shots per clip) 2 clips(free) Shotgun(free): Basic weapon. (8 shots per combat phase) Sword(free): Basic weapon. Blessed sword(20pts): Counts as power fist against werewolves or vampires(must be noted at beginning). Holy Arms(25pts per weapon): Weapons are blessed against all matter of undead and magic users. Count as power weapons against all kindred, werewolves, and mages. Flak Armor(20pts): Same as Soldier Flak Armor Stab Vest(20pts): Same as Tank Stab Vest All-Over Armor(30pts): Acts as a stab vest and flak armor at the effect of slowing the hunter down.(-1 Initiative, -1WS). Balanced Blades(15pts): The sword is finely balanced for the user.(+1 WS)
So we have a possible Soldier Loadout, just to test it.
100pts original.
Grenades(5pts) Silver Ammo(5pts) Wooden Ammo(5pts) Side Arm(5pts) Machine Gun(free) Detonator(5pts) Motion Sensor(20pts) Blessed Sword(20pts) Against Vampires Blessed Knife(15pts) Against Wolves UV Grenades(15pts) Flashbang(5pts)
This is what Andy would've looked like had we used a point system, he would have no points left over, but he would have plenty of gear. Because its possible to create a hunter with Andy's gear for 100pts I would say its pretty fair, but then again its up to Fitzz to decide whether or not Andy was OP.
I've actually been thinking of removing some of Musater and Longar. It's sick how I have thought of how to RP Musater loosing his ear, 3 fingers, and an eye to a Totenmaske.
Chowderhead wrote:I've actually been thinking of removing some of Musater and Longar. It's sick how I have thought of how to RP Musater loosing his ear, 3 fingers, and an eye to a Totenmaske.
I actually found it funny that Andy's missing a hand, Dez and Natasha are missing eyes, Ryan's missing some fingers...Erzuli has an old wound...a bunch of other people have stuff I'm sure I've missed or cant remember...
...and Harlow is almost two centuries old and all he has to show for it are some scars...
Weighted Belt(10pts): Gives the Dervish more balance while performing spinning attacks. Reroll failed hits in close combat. Blessed Dual Knives(20pts): Gives the dervish blessed dual knives that act like power weapons against werewolves or vampires.(Must be noted at beginning). Half and Half(10pts): Allows the hunter to carry blessed weapons for both vampires and werewolves. Must purchase Blessed Dual Knives first. Balanced Hilts(5pts): The knives are fine tuned for the user. +1 WS Throwing knives(5pts): Gives the dervish a long ranged attack, limit of 5 long range attacks per combat phase. Blessed throwing knives(15pts): Makes the Throwing Knives counts as silver or wooden bullets(must note if they are against werewolves or vampires). Light Armor(10pts): The Dervish wears lighter armor and is able to fight better in close combat(Sv-4+, +1WS, +1A). Night Vision Goggles(5pts): The hunter can see in the dark. Flashbangs(5pts): The hunter can potentially interrupt enemy magic and attacks. On a 5+ the flashbang interrupts a magic or physical attack.
So adding it to Vegas, it would be;
WS-8/BS-4/S-4/T-4/W-3/I-6/A-5/Sv-4+
-with a reroll to hit -see in the dark -use flashbang to avoid 1/3 of the blows -Get 5 throwing knives (Silver) -have armour negating attacks for both types of unnaturals (throwing and normal)
combine this with the Dervish special rule: Whirligig: The dervish increases the ferocity of their attacks. The dervish gets an additional attack at the cost of -1 to their toughness to represent their lack of attention to defense.
And then she's as good as a werewolf, can hit more then a werewolf, has more attacks then a werewolf and can negate wolf armour saves and attacks... And still have fifteen points over...
This seems a little bit op...Hunters were never ment to go toe to toe with a wolf...
Weighted Belt(10pts): Gives the Dervish more balance while performing spinning attacks. Reroll failed hits in close combat. Blessed Dual Knives(20pts): Gives the dervish blessed dual knives that act like power weapons against werewolves or vampires.(Must be noted at beginning). Half and Half(10pts): Allows the hunter to carry blessed weapons for both vampires and werewolves. Must purchase Blessed Dual Knives first. Balanced Hilts(5pts): The knives are fine tuned for the user. +1 WS Throwing knives(5pts): Gives the dervish a long ranged attack, limit of 5 long range attacks per combat phase. Blessed throwing knives(15pts): Makes the Throwing Knives counts as silver or wooden bullets(must note if they are against werewolves or vampires). Light Armor(10pts): The Dervish wears lighter armor and is able to fight better in close combat(Sv-4+, +1WS, +1A). Night Vision Goggles(5pts): The hunter can see in the dark. Flashbangs(5pts): The hunter can potentially interrupt enemy magic and attacks. On a 5+ the flashbang interrupts a magic or physical attack.
So adding it to Vegas, it would be;
WS-8/BS-4/S-4/T-4/W-3/I-6/A-5/Sv-4+
-with a reroll to hit -see in the dark -use flashbang to avoid 1/3 of the blows -Get 5 throwing knives (Silver) -have armour negating attacks for both types of unnaturals (throwing and normal)
combine this with the Dervish special rule: Whirligig: The dervish increases the ferocity of their attacks. The dervish gets an additional attack at the cost of -1 to their toughness to represent their lack of attention to defense.
And then she's as good as a werewolf, can hit more then a werewolf, has more attacks then a werewolf and can negate wolf armour saves and attacks... And still have fifteen points over...
This seems a little bit op...Hunters were never ment to go toe to toe with a wolf...
Yes, but you also only get a 4+ save, can't hit anywhere as strong as a wolf can, but you have an equal chance to hit the wolf.
A note on the flashbang though, I will reword it so that it can only be used once, but you can purchase multiples. Besides that, it has a 1/3 chance to ignore "an" attack meaning only one so you have the 1/3 chance to stop one magic or physical attack. Also, the Dervish you made only gets 5 long ranged attacks against a wolf until you have to meet them close up. Silver weapons don't count as power weapons, they have some sort of special rule that Fitzz originally had. I will also reword the belt so that it rerolls failed hits on a 1. Similar to an old IG rule where you could reroll 'to hit' rolls of 1.
So what you have there is a huge gamble, if you don't kill the wolf it will most likely kill you.
Now, as far as werewolves and kindred go, they don't get too many nice things because they already have wolf and vampire powers. They'll get a set of different wargear, for example motion detectors and night vision are almost completely useless to them.
EDIT:
This a bit better?
Dervish: Dual Knives(free): Basic weapon. Weighted Belt(10pts): Gives the Dervish more balance while performing spinning attacks. 'To hit' rolls of 1 in close combat can be rerolled. Blessed Dual Knives(20pts): Gives the dervish blessed dual knives that act like power weapons against werewolves or vampires.(Must be noted at beginning). Half and Half(20pts): Allows the hunter to carry blessed weapons for both vampires and werewolves. Must purchase Blessed Dual Knives first. Balanced Hilts(10pts): The knives are fine tuned for the user. +1 WS Throwing knives(5pts): Gives the dervish a long ranged attack, limit of 5 long range attacks per combat phase. Blessed throwing knives(15pts): Makes the Throwing Knives counts as silver or wooden bullets(must note if they are against werewolves or vampires). Light Armor(10pts): The Dervish wears lighter armor and is able to fight better in close combat(Sv-4+, +1WS).
Chowderhead wrote:Perhaps have it as a 50 point limit?
and 25 for Kindred/Lycan?
When I was looking at point limits I was looking to see what gear I had in the RP and tried to make it possible for others to have, after all if I had it in the RP then other hunters should also be able to have the same.
Not saying its perfect, but I'm still working on it.
Now Kindred and Lycans will get basic weapons and any weapons they do get will be expensive. Wolves turn into werewolves and will either break what they have, not use it, or lose it somewhere. So that's why I'm a bit hesitant to make weapons for the wolves, they're not supposed to be ranged, they're supposed to be close quarters.
The Kindred are supposed to be long range with magic, which is why humans will suffer penalties against magic. So like I said, I'm a bit hesitant to make gear for them.
Chowderhead wrote:Perhaps have it as a 50 point limit?
and 25 for Kindred/Lycan?
Yea, so much of the equipment stacks it's can just be insane especially for dervishes
Well its still a bit of a glass cannon. But if you manage to wound your opponent, the Dervish will just steamroll the supernatural..
The Dervish is also supposed to be the close quarters damage archetype, the Tank on the other hand is the defensive close quarters archetype.
Updated Silly List:
Close quarters, Dervish WS-6/BS-4/S-5/T-4/W-3/I-6/A-4/Sv-3+ Whirligig: The dervish increases the ferocity of their attacks. The dervish gets an additional attack at the cost of -1 to their toughness to represent their lack of attention to defense.
Weighted Belt(10pts): Gives the Dervish more balance while performing spinning attacks. Reroll failed hits in close combat. Blessed Dual Knives(20pts): Gives the dervish blessed dual knives that act like power weapons against werewolves or vampires.(Must be noted at beginning). Half and Half(20pts): Allows the hunter to carry blessed weapons for both vampires and werewolves. Must purchase Blessed Dual Knives first. Balanced Hilts(5pts): The knives are fine tuned for the user. +1 WS Throwing knives(5pts): Gives the dervish a long ranged attack, limit of 5 long range attacks per combat phase. Blessed throwing knives(15pts): Makes the Throwing Knives counts as silver or wooden bullets(must note if they are against werewolves or vampires). Light Armor(10pts): The Dervish wears lighter armor and is able to fight better in close combat(Sv-4+, +1WS). Night Vision Goggles(5pts): The hunter can see in the dark. Flashbangs(5pts): The hunter can potentially interrupt enemy magic and attacks. On a 5+ the flashbang interrupts a magic or physical attack.
WS-8/BS-4/S-4/T-4/I-6/W-3/A-4/Sv-4+
If you use the special ability: WS-8/BS-4/S-4/T-3/I-6/W-3/A-5/Sv-4+
That would be 95 points as well compared to a Nrajah.
WS-8/BS-3/S-7/T-7/W-3/I-6/A-4/SV-3+
WS8 vs WS8 is a 4+ if I recall correctly, and a S-4 attack vs a T-7 means you would need to actually increase the Strength by one just to get a 6+ to wound roll.
sillyboy wrote:Wow, just realised something, you can have a pc and 2 npc's as a hunter
So a glass cannon dervish
Together with a pimped out stalker (long range damage/protect mage)
And a mage of the spirit school, who hands out 2+ saves like candy and can heal someone 2 wounds during an event... And can keep someone from dying
And he can choose another school for some stat boosting and stat lowering... (So hitting a wounded person with the dervish before it can retaliate)
This is....off
Maybe NPC's will have to share the points pool with the PC. MUAHAHAHA!
Just be lucky I'm not making you buy the ammo too, I was considering making the machine gun 30 attacks per combat phase, shotgun 8 attacks per combat phase, pistol 8 attacks per combat phase, and the rifle 5 attacks per combat phase unless you bought extra clips for 5pts each.
Just feth the whole system in it's ass and get rid of it. It's going to be a huge hassle for everyone, and makes the game a "who's got the best equipment" fight more than an "Desperate Struggle" fight.
Chowderhead wrote:Just feth the whole system in it's ass and get rid of it. It's going to be a huge hassle for everyone, and makes the game a "who's got the best equipment" fight more than an "Desperate Struggle" fight.
Chowder, the thing is this... hunters are supposed to have gear. Werewolves can turn a hunter into a werewolf and a vampire can turn a hunter into a werewolf all while the hunters need a 6+ just to do damage in close combat compared to wolves needing 2+ in close combat to wound. Hunters have been getting their asses kicked in the last two RPs so maybe they decided to step up their game and do something to balance them out. Hell, at first Hunters were supposed to be the guys with the technology but now everyone and their uncle has some sort of technology. Look at Natasha's mansion with secret doors and an armory and Dez's super secret stealth fighter, and Musater's armored car.
@Silly, Hunters can have two NPC's but remember that one is major and one is minor and only the major can participate actively in combat.
I understand that, Halo, but I'm just saying that perhaps the limit set at 100 points is a bit high, and it breaks the system, causing the Hunters to become ultra-powerful. Perhaps 50 would be more appropriate.
halonachos wrote: vampire can turn a hunter into a werewolf
You sure about that?
Anyway here's Suzie's updated character sheet since I'll be away when this kicks off
Spoiler:
Name: Suzie Fletcher
Race: A vampyre of the house of Juli
Covenant: Unaligned
Appearance: 5’10” Thin, medium length Black Hair, In shape
Age: 27
Background: Suzie had led a normal life in Empire City for 23 years, nothing supernatural or extraordinary had ever happened to her, she had trained to be a beautician and succeed. She had her job and like jogging and partying with her friends at the weekend. That was until she was snatched by something on a night out. A creature burst from a sewer next to her and took, that creature was the Vampyre Longinus of House Juli, the Gladiator. He embraced and taught her about the secret war between her race and the Lycans, he taught her the skills to survive in Vampyric culture and society. She learned to be strong and how to fight, she became proficient with her house’s weapons and their methods. She helped his plans along with Isaac, a ghoul of her master’s. Eventually Longinus made a blind error and his plans crumbled where they stood, as a result Pontius the chief Vampyre had to take action. Harsh thought it was. Longinus lost his life for his actions, which where disrupted by Andy Bruss, head of the Empire City’s Hunter cell at the time. Suzie still blames him for the death of Longinus which he had inadvertently caused. In the end Suzie along with Isaac and another Companion fled to Prague where Suzie believed that she would find Juli, patron of her blood line and her grandsire. In Prague she did find what she sought, she entered the crooked house and continued to learn first hand about Vampyric society. When the attack on Natasha’s palace came to place she fought along side many of her kin, a Black Claw gave her a scar across her abdomen before she gutted him in return. When the fighting was over and open war declared she went back to Empire City to help assist the remaining Vampyres there and help them at least harry the Hunters that hold the rebuilding city.
Equipment: She now lives in a rented flat near the city centre of Empire City. She has her red Juli cloak along with a silvered spear and a shield hidden in her closet behind a false wall. She also carries a Saturday night special for “protection”. She still has a fair amount of money left from her grandaftehr
NPCs: None so far
Virtue: Diligence – since the events that have happened to her she seeks to keep to her task and not get distracted like she ahs in the past.
Vice: Wrath – If anyone harms her friends she will seek retriubution.
Blood Magyk: Crimson Mist,
Chowderhead wrote:I understand that, Halo, but I'm just saying that perhaps the limit set at 100 points is a bit high? Perhaps 50 would be more appropriate.
If you split the 100 points among your PC and major NPC(the only one that can fight) then its 50 each. If you want to put it all into your PC and neglect your NPC, he's going to die fast and not be replaced. I may just put in an ammo system as well and give people a reason to buy pistols and other weapons.
Silly's Dervish is not at all OP, or even a glass cannon if you will. It needs a 6+ to wound on any of its attacks and if they do wound then they count as a power weapon attack, but we have this.
halonachos wrote: vampire can turn a hunter into a werewolf
You sure about that?
Andy was a hunter who managed to get Sean(a human) turned into a vampire. And its Pontius's fault Andy is now a werewolf, had Potius just died Andy wouldn't of have needed to set off the UV grenade and fry both of them.
Edit, added in a clip system. How that works is this:
A hunter "soldier" with a machine gun gets 30 rounds per clip and two clips which means a total of 60 ranged attacks. If the hunter runs out of all 60 and has not purchased extra ammo the machine gun can't be used. If the 'soldier' bought a pistol he can then use that instead, once out of all ammo the hunter resorts to a close combat weapon.
Hunters can get wooden/silver ammo in clips, but its an additional 5pt charge per clip. So a hunter soldier starts with 2 clips and wants to get one in silver and one in wood, that's an additional 10pts for both clips but the hunter now has 30 wooden bullets and 30 silver bullets. If the hunter decides to buy a clip of basic ammo he has 90 shots: 30 wood, 30 silver, 30 basic.
Shotguns are different because they don't use clips, but for all intents and purposes it is a semi-auto shotgun with the ability to hold 8 shells.
halonachos wrote:@Silly, Hunters can have two NPC's but remember that one is major and one is minor and only the major can participate actively in combat.
The mages don't have to particpate, just cast...
Oh and while rumaging trough Berserkers mage thingies...i have discovered
That by using three mages... you can get your party up to 9 chars during an event...
But yeah, itss up to Fitzz...
(And i'm not really gonna use it, seeing as how i planned my rp... I would have to constantly update my weapons....)
halonachos wrote:@Silly, Hunters can have two NPC's but remember that one is major and one is minor and only the major can participate actively in combat.
The mages don't have to particpate, just cast...
Oh and while rumaging trough Berserkers mage thingies...i have discovered
That by using three mages... you can get your party up to 9 chars during an event...
But yeah, itss up to Fitzz...
(And i'm not really gonna use it, seeing as how i planned my rp... I would have to constantly update my weapons....)
By 'actively' participate he meant, 'be in combat' silly.
The minor NPC is just there for story mainly; ie Danny was my minor NPC in the first RP, he was never in combat but he provided plot advancement.
halonachos wrote:@Silly, Hunters can have two NPC's but remember that one is major and one is minor and only the major can participate actively in combat.
The mages don't have to particpate, just cast...
Oh and while rumaging trough Berserkers mage thingies...i have discovered
That by using three mages... you can get your party up to 9 chars during an event...
But yeah, itss up to Fitzz...
(And i'm not really gonna use it, seeing as how i planned my rp... I would have to constantly update my weapons....)
By 'actively' participate he meant, 'be in combat' silly.
The minor NPC is just there for story mainly; ie Danny was my minor NPC in the first RP, he was never in combat but he provided plot advancement.
Ah yes, i forgot... I never used my second npc slot.
Probably going to be limited to NPCs, but here's the Kindred Wargear so far:
Kindred Wargear
Stygian Weapon (50 Points): Infused with the soul-chilling cold of Stygia, Stygian weapons are as black as night, their blades hissing and pouring off other-worldly steam when they are drawn. Stealing the very life from their victims, Stygian weapons turn their targets into brittle statues of black ice that shatters with the slightest tremor, even a whisper is enough to destroy the petrified victim. A Stygian weapon counts as a close-combat weapon. Any character that takes an unsaved Wound from a Stygian weapon must make a Toughness Test or suffer instant death.
Death Rattle Bottle (30 points): Some Kindred tend to sentimentality in their unlives, seeking to preserve their most cherished moments forever within containers so they might listen to the sweet screams of their prey again and again. Using their arcane abilities, the Kindred can trap the final anguished cries of their victims within ornate, fluted vials known as Death Rattle Bottles. A Kindred character equipped with a Death Rattle Bottle may opt to open it during their Shooting Phase in lieu of firing any ranged weapons they may have. The disturbing cacophony of shrieks and screams frays the sanity of those that hear them, and are paralyzed with fear and terror. To represent this, the Death Rattle Bottle is fired as a Template weapon that does not inflict Wounds but forces characters under the Template to make an immediate Leadership Test or have their BS, WS, and Initiative reduced to 1 until the beginning of their next turn. The Death Rattle Bottle may only be fired once during an event, although it is possible for a Kindred character to purchase multiple Death Rattle Bottles.
Black Bag (25 Points): The cruelest of the Kindred enjoy playing with their food during combat, only lightly wounding them with cruel blades, watching with delight as their prey realizes they cannot win against the hunter. Black Bags are favorite tools of such Vampires, and the sight of one of the Kindred toting a small manhide bag inspires terror in the hearts of the Cattle. Within a Black Bag are contained implements of torture, saw-toothed knives, gloves tipped with razor blades, and much worse clink together inside the bag. A Kindred character with a Black Bag is considered to have an additional close-combat weapon. In addition, when resolving assaults to determine a victor, a character with a Black Bag counts as having scored an additional Wound on whomever he is locked in close-combat with.
Shudder Gun (20 Points): Taking the form of a baroque firearm, the Shudder Gun is a feared weapon in the arsenal of the Damned. The gun is infused with the raging spirit of a lesser demon, which constantly writhes and squirms inside the ammunition. When the Shudder Gun's ammunition makes contact with living flesh, the demon within the bullet is freed, and bursts forth from the target and returns to its home plane. The Shudder Gun has the following profile:
Range: 24" Str: 4 AP: 4 Special: Assault 1, the Shudder Gun inflicts D3 Wounds instead of just 1, roll every time the gun is fired.
Kineblade (30 Points): To prevent the rise of unruly Humanii slaves, the Kindred developed the Kineblades, weapons developed solely for slaying the Cattle. A Kineblade counts as a Power Weapon against Humanii and is also considered to be Poisoned (2+). Against all other enemies, a Kineblade is a Power Weapon.
Razorsuit (15 Points): Some of the Kindred revel in the lethal dance of melee combat, disdaining the use of conventional firearms for a more intimate kill. Such Vampires are quite fond of donning Razorsuits, form-fitting body-gloves covered in full with sharp, slashing blades. A character attacking a Kindred equipped with a Razorsuit in close-combat automatically suffers a S3 AP- hit as he scrapes against the multitude of blades coating the Vampire.
Mordoskul wrote:Razorsuit (15 Points): Some of the Kindred revel in the lethal dance of melee combat, disdaining the use of conventional firearms for a more intimate kill. Such Vampires are quite fond of donning Razorsuits, form-fitting body-gloves covered in full with sharp, slashing blades. A character attacking a Kindred equipped with a Razorsuit in close-combat automatically suffers a S3 AP- hit as he scrapes against the multitude of blades coating the Vampire.
Mordoskul wrote:Razorsuit (15 Points): Some of the Kindred revel in the lethal dance of melee combat, disdaining the use of conventional firearms for a more intimate kill. Such Vampires are quite fond of donning Razorsuits, form-fitting body-gloves covered in full with sharp, slashing blades. A character attacking a Kindred equipped with a Razorsuit in close-combat automatically suffers a S3 AP- hit as he scrapes against the multitude of blades coating the Vampire.
Must....Use this..
A little girl, vampire, in a suit made out of razors... if that isn't in a Japanese cartoon somewhere I don't know what is.
Reminds me though, I should make a list of stats for the weapons the hunters get at some point and time...
Mordoskul wrote:Razorsuit (15 Points): Some of the Kindred revel in the lethal dance of melee combat, disdaining the use of conventional firearms for a more intimate kill. Such Vampires are quite fond of donning Razorsuits, form-fitting body-gloves covered in full with sharp, slashing blades. A character attacking a Kindred equipped with a Razorsuit in close-combat automatically suffers a S3 AP- hit as he scrapes against the multitude of blades coating the Vampire.
Must....Use this..
A little girl, vampire, in a suit made out of razors... if that isn't in a Japanese cartoon somewhere I don't know what is.
Reminds me though, I should make a list of stats for the weapons the hunters get at some point and time...
Mordoskul wrote:Razorsuit (15 Points): Some of the Kindred revel in the lethal dance of melee combat, disdaining the use of conventional firearms for a more intimate kill. Such Vampires are quite fond of donning Razorsuits, form-fitting body-gloves covered in full with sharp, slashing blades. A character attacking a Kindred equipped with a Razorsuit in close-combat automatically suffers a S3 AP- hit as he scrapes against the multitude of blades coating the Vampire.
Must....Use this..
A little girl, vampire, in a suit made out of razors... if that isn't in a Japanese cartoon somewhere I don't know what is.
Reminds me though, I should make a list of stats for the weapons the hunters get at some point and time...
Who said it would be for the little girl...
Because Crooked Vegas isn't part of the kindred, is she?
Also, dropping clips and ammo system for weapons. Adding special effects for weapons, need Fitzz here so we can work on relative strengths vs toughnesses. For example a dervish can only wound in close combat on a 6+ according to 40k rules, need to know how he does everything in terms of shooting.
In order for a mage to cast a spell he choose that spell he wants to cast will roll 1d6 and add his MB and need to roll equal too or higher than the spells DR.
Example: Jimmy the mage wants to cast Astral Projection (DR 7). Jimmy here is a Adept so he gets a +4. He rolls and gets a 4 (4+4=8) Meaning our friend Jimmy here successfully casted a spell!!!
Blind Guardian This group prides itself in the order of magic. They believe magic comes from the balance of the universe. They take magic very seriously believe everything must be thought through meaning they take time with what they do. While they are not prudes, they do frown on magic being used recklessly. They will take a long time refining their abilities and making sure things work, for them better safe than sorry. There training is based around long studying and training. Shaping there skills to the best they can.
A Blind Guardian can skip a turn to add + 3 to a spell roll the next turn.
Bonus Spell
Arcane Balance: The mage can make one of his allies attacks not miss for the next 2 turns.
DR 7
Gray Matter This group is a strange type of mage. They channel magic through chaos and the will of the mind. The Gray Matter also have a very open view of the world to the point where their not just agnostic about god but agnostic about everything, to the point where some believe reality is just a state created by human minds and that it is possible to pierce that reality. While they do pride themselves in their bizarre views they are not stupid or random, most are very calm and distanced, mostly because their training is based around meditation and self actualization oppose to strict studying and training. While that is the safe way of training, more inpatient and young mages will use hallucinogenic drugs to brake through the vale of reality.
Gray Matter mages can add + 3 to their magic rolls but failing the spell will make them loose touch with the world around them and can't do any actions for the next turn.
Bonus Spell
Distortion: The mages forces their view of reality onto another making them miss a turn
DR 7 but the target gets 5+ save
The Prodigy
The prodigy will harness the power of spirits and daemons bring about their powers. The Prodigy feel magic is a very personal road, it also relies on the connection with other people and other beings. The prodigy will bind themselves with powerful spirits. From Babylonian Demons, Christian Angles to Forest sprites. What ever the bind themselves with they then must live in balance with that being and they can take a huge toll on a person body.
A Prodigy may spend a wound to feed there spirit and get a plus +3 to magic rolls.
Bonus Spell
Spirit Guardian: The mage brings his spirit to protect them self. The mage gets a 2+ armor save for 2 rounds
DR 7
Mage schools
Mages pick 1
Umbra -
Dark Surge- The mage channels all the raw emotion into themselves or an ally. The mage can use this to bump a person’s BS and WS +2 for 1 round.
DR 5
Draw Ectoplasm – The mage draws the ectoplasm from corpses in the area and on a person of his/her choice and can give them +2 SV for a number of round equal to the number of corpses in the area, they must be human corpses but can also be non-mortal.
DR 7
Death Specter – The mage bring a powerful dead spirit into the world. The Specter his created by drawing ectoplasm into the psychical world so I can be harmed by psychical attacks. It will remain in our world for 3 rounds but the mage can try to maintain it for another 3.
WS-6/BS-/S-5/T-4/W-2/I-7/A-2/Sv-4+
DR 9
Army of Darkness – The mage brings all the death energy into one area will the area with dread, ectoplasm will start to drip from the walls and ooze from corpses, while this is going all the spirits in the area are being driven made. This power makes the connection to this world more fragile dropping the enemies to 4+ for 3 rounds
DR 11
Dark Guardian-The mage creates a powerful beast to fight for them but the mage cannot act while it is active and if the mage is attacked the guardian falls apart.
Dark Gaurdain
WS-7/BS-/S-7/T-7/W-2/I-4/A-2/Sv-2+
DR 12
Deus
Power of Life – The mage lets a person live one wound after zero, only one person can have this during fight and that person will end up dying after the fight if not immediately treated and even then the wounds can be too sever to help.
DR 5
Astral Projection – The mages send his/her from spirit their body and have it guard another person giving them a 2+ SV. The mage is inactive in this state and can hold this for 4 rounds.
DR 7
Give life- The mage can heal 2 wound any person an event. They can also distribute the wounds how the like so they can heal the wounds individually.
DR 9
God’s Hand- The mage waves the future in miner way. The mage can make any target reroll their next failed roll and pick the better result or they can make an enemy reroll their next successful roll and accept the lower result.
DR 5
Weaver of Fate- The mage now controls the strands of fate, able to change the immediate past to serve his whims. If successfully cast, the mage can choose to force the opposing side to skip their next turn OR count their (the foe) last turn as having never happened, and as such, all lost Wounds and whatnot are restored.
DR 12
Arcane
Channel Energy- The mages shoots a bolt of charged energy.
S-6 AP-4
DR 5
Redirect- The mage can cast a hidden ward over him/her self. The next attack the mage takes will be directed back at the enemy with the same force
DR 7
Third Eye- The mage sees past the normal veil of the world and sees things more clearly. The mages attack all get a plus 2 to rolls for the next three round.
DR 5
Emotion Surge- The mage plays with the balance of one’s mind to manipulates there emotional balance. The target can be filled with zeal and fight one giving them +2 strength and toughness or fill an enemy with stupid rage -2 to WS and BS DR 7
Power Master – The Mage channels a powerful attack that harms all enemies in the area.
S-7 AP-2
DR12
I think there should also be a rule if the mage rolls a 1 something bad could happen.
Berserksteve wrote:I think there should also be a rule if the mage rolls a 1 something bad could happen.
it back fire and hits himself
Possible, but I not all the spells hurt people, maybe some crazy effect like the realm of magic is going out of control like they miss a turn, can't use magic for the next round maybe it summons some arcane horror.
Berserksteve wrote:I think there should also be a rule if the mage rolls a 1 something bad could happen.
it back fire and hits himself
Possible, but I not all the spells hurt people, maybe some crazy effect like the realm of magic is going out of control like they miss a turn, can't use magic for the next round maybe it summons some arcane horror.
how bout all of these,but randomly chosen.
on a failed roll,roll for punishment:
1: arcane horror is summoned, you are knocked out.
2-3: knocked out.
4: cant use magic next turn.
5-6: spell backfires/ doesn't work.
Edited List, look it over for any exploits please. Note its 100pts for a player, including their Major NPC. It can be split in any amount, but you can't spend 100pts on the PC and then spend another 100pts on the Major NPC, you can only spend 100pts total.
Revisions include: 4 new weapons. Increased Prices for some attachments. Differentiation between Blessed/Silver/Holy weapons.
All: Grenades(10pts): Gives the hunter access to grenades. Can only be used once per combat. Incendiary Grenades(15pts): Acts like a normal grenade, but causes 1 additional savable wound on a 5+ per turn for two additional turns. Can only be used once per combat. UV Grenades(15pts): Gives the hunter access to anti-vampire UV Grenades. 1 use per combat event. Silver Grenades(15pts): Gives the hunter access to anti-werewolf grenades. 1 use per combat event. Motion Sensor(20pts): Allows the hunter to detect hidden wolves and vampires. Combat Knife(free): Hunters carry a combat knife, not much but better than bare fists. Silver Knife(15pts): Gives the hunter a silver weapon that adds an extra wound for each successful wound against werewolves. Light Knife(15pts): Allows the hunter to carry a blessed knife that adds an extra wound for each successful wound against vampires. Sidearm(5pts): Gives the hunter a pistol to use in close combat. (8 shots) Wooden Ammo(5pts): Gives the hunter wooden ammo capabilities. (additional cost for additional clips) Silver Ammo(5pts): Gives the hunter silver ammo capabilities. (additional cost for additional clips) Night Vision Goggles(5pts): The hunter can see in the dark. Flash-bangs(10pts): The hunter can potentially interrupt enemy magic and attacks. On a 5+ the flashbang interrupts one magic or physical attack. Can only be used once per turn. Stims(5pts): The hunter injects him/herself with combat stims that allow them to ignore pain.(+1 toughness, but loses one wound at the end of the combat phase. If this is the last wound, the character has overdosed and will die unless taken immediately to a hospital, you get what you pay for). -------------------------------------------------------- Stalker: Sniper Rifle(free): Basic stalker weapon, engages outside of magic range but suffers in close combat. High Powered Scope(10pts): Adds +1 to BS. Semi-Auto Rifle(25pts): Allows a faster fire rate, but messes with accuracy.(+1 long range attack, -1BS) Thermal Optics(20pts): Special scope to detect heat coming from living creatures such as humans and werewolves, allowing them to hit vital spots easier.(+1 wound against werewolves and humans in shooting attacks, wound can be saved as normal). Machine Pistol(15pts): Gives the Stalker an automatic pistol which has a faster fir rate over the normal pistol.(-1 BS) Silver laced Barrel(15pts): The Stalker's rifle is laced with silver that allows the bullet to carry trace amounts of the metal into a target. The weapon counts as rending against werewolves. UV Rounds(15pts): The bullets carry a small battery that flashes a small UV light upon impact. The weapon counts as rending against werewolves. ------------------------------------------------------- Soldier: Bolt Action Rifle(free): Basic Weapon Shotgun(free): Basic weapon. Machine Gun(free) Basic weapon. Soldiers choose one of the above weapons. Detonator(5pts): The detonator allows the soldier to wire grenades to remote detonation. Sword(10pts): Counts as a close combat weapon. Holy Sword(35pts): Counts as a power fist against werewolves or vampires.(Must choose at beginning) Silver Sword(25pts): Sword counts as a power fist against werewolves. Light Sword(25pts): Sword counts as a power fist against vampires. Flak Jacket(20pts): Allows the hunter to reroll failed saves against ranged attacks. The Big Gun(30pts): Nothing says hello like an RPG, gives the hunter a limited shot RPG that does splash damage. The RPG shot is a 1 shot weapon and can potentially endanger fellow hunters. God's Eye(100pts): It was originally being developed by the military as a crowd control device designed to give mobs instantaneous sun burns, the Network managed to get a hold of the design and began work on weaponizing it. The end result was the God's Eye Ultraviolet Ray Laser System. The Network managed to create a few weapon systems and field tested them in various areas of the world, the results proved satisfactory and soon the high-pitched whine of the God's Eye recharging soon became a death tone to vampires who heard it. The shoulder mounted weapon requires a five second charge time in order to reach full charge and many a vampire filled with bravado has been turned to cinders by underestimating either the recharge time or the discharge of a not even fully charged shot. The videos used to report the results to the Network show hunters standing with the weapon on their shoulder, a dark hue surrounding the weapon as it seemed to suck the light out of the surroundings even in the dark, the sound of the weapon coming through as static before a bright lance of light pierced through one or multiple vampires, turning them to ash. Should the target of the God's Eye take a wound, they must make an initiative test in order to avoid the weapon. The God's Eye system is also heavy and a Soldier equipping the God's Eye cannot carry any other weapons, including basic Combat Knives. The God's Eye also has two fire rates, fully charged and discharged shot. The Fully Charged shot can only be fired every other turn in combat, and uses the initiative test rule. The Discharged Shot cannot instant kill, but counts as a UV grenade. Against werewolves it counts as a shotgun. Infused Flamethrower(100pts): The Infused Flamethrower uses the velocity of a normal flamethrower to carry microscopic particles of silver towards their target, the result is a weapon capable of burning any target while adding the extra benefit of coating a werewolf with silver. The weapon's concept is simple; a flamethrower is capable of causing third degree burns that expose bone and deep tissue, the addition of silver particles allowed the hunter to cover the wound with silver that prevents the wound from sealing. The Infused Flamethrower is a heavy system with a total of three tanks mounted to the back of the hunter, a hunter using the weapon cannot use any other weapon including basic Combat Knives. If the Infused Flamethrower manages to wound a werewolf target, the target must make an Initiative test to see if they dodge the full effect of the weapon or suffer an instant death. Counts as a normal flamethrower against non-werewolf targets.
------------------------------------------------------- Tank: Shotgun(free): Basic Weapon. Maul(free): Basic melee weapon. Light Maul(20pts): The Blessed Maul deals an extra wound for each successful wound against vampires. Silver Maul(20pts): The Silver Maul deals an extra wound for each successful wound against werewolves. Sledgehammer(10pts): Larger melee weapon that is slow to use, but hits harder.(-1 Initiative, +1 Strength) Light Hammer(25 pts): Blessed Sledgehammer that counts as a power fist against vampires. Silver Hammer(25pts): Silver Sledgehammer that counts as a power fist against werewolves. Stab Vest(20pts): Allows the hunter to reroll failed saves against melee attacks. Steel Toe Boots(10pts): Gives the Tank a hardened steel toe for his boots that he can use for kicking or stomping.(-1 Initiative, +1 attack) Reinforced Helmet(10pts): The Tank wears a reinforced helmet that reduces his visability but allows him to protect his head better.(Ignores a wound on a 6+) Artificial Limbs(10pts): The Tank can lose a limb without actually losing any blood. If an attack would cause the Tank to lose a limb it removes the artificial limb on a 6+ instead of an actual limb. -------------------------------------------------------- Medic: Pistol(free): Basic Weapon. Goggles(10pts): Allows the medic to reroll failed special saves against preventing turning of wounded hunters. Blessed Scalpel(15pts): Power weapon to be used against either vampires or werewolves, but due to its small size is a risky weapon.(-1 WS). Pressurized Syringe Gun(25pts): Fires syringes using pressurized CO2, the syringes contain a healing factor that would prevent a human from turning into a werewolf and while it cannot cure a turned wolf, it can sure burn like hell. The solution is also based off of a form of werewolf blood, which when injected into a vampire causes incredible discomfort.(Counts as a pistol with silver and wooden ammunition, because of the type of ammo it uses it can only fire 15 times per combat event). Self-Medication Device(15pts): Gives the medic a chance to apply his/her own skills to himself. Holy Ward(10pts): Medics carry out a healing role and use holy wards to protect themselves while working on the injured.(Medic skills cannot be interrupted by an attack) ---------------------------------------------------------- Dervish: Dual Knives(free): Basic weapon. Weighted Belt(15pts): Gives the Dervish more balance while performing spinning attacks. 'To hit' rolls of 1 in close combat can be rerolled. Silver Dual Knives(20pts): Gives the Dervish dual knives that count as silver knives(1 extra wound for each successful wound against werewolves). Light Dual Knives(20pts): Gives the Dervish a knife that does an extra wound for each successful wound against vampires. Half and Half(20pts): Allows the hunter to carry blessed weapons for both vampires and werewolves. Must purchase Blessed or Silver Dual Knives first. Balanced Hilts(10pts): The knives are fine tuned for the user. +1 WS Throwing knives(10pts): Gives the dervish a long ranged attack, limit of 5 long range attacks per combat phase. Holy throwing knives(15pts): Makes the Throwing Knives counts as silver or wooden bullets(must note if they are against werewolves or vampires). Light Armor(10pts): The Dervish wears lighter armor and is able to fight better in close combat(Sv-4+, +1WS). Spiked Boots(15pts): Adds a bonus attack with the following stats: S-5/AP-- ----------------------------------------------------------- Witchhunter: Machine Gun(free): Basic weapon. Shotgun(free): Basic weapon. Sword(free): Basic weapon. Light sword(20pts): Adds one extra wound for every successful wound against vampires. Silver Sword(20pts): Adds one extra wound for every successful wound against werewolves. Holy Arms(35pts per weapon): Sword counts as a power fist against werewolves or vampires.(must choose at beginning) Flak Armor(20pts): Same as Soldier Flak Armor Stab Vest(20pts): Same as Tank Stab Vest All-Over Armor(30pts): Acts as a stab vest and flak armor at the effect of slowing the hunter down.(-1 Initiative, -1WS). Stake Launcher(50pts): The stake launcher fires a stake using pressurized air, its as silent as it is deadly. However, in order to be used to its fullest effect the user must hit the heart of the target. Counts as rending. Crossbow(50pts): The crossbow features silver tipped arrows that allow the witch hunter to stealthily take down a werewolf. Counts as rending.
WARORK93 wrote:Both the God's eye cannon (nifty weapon idea by the way ) and the flamethrower scare me...
For some reason When I imagine the UV cannon though it reminds me of the Spartan laser...pew pew...
While I was in my biochemistry class I was thinking about how I could make a silver flamethrower work thanks to Fittz's wonderful idea and Mordo's ideas made me think about inserting stuff into werewolves that would make them unable to heal. Then I was thinking about how awesome a laser would be and a shoulder mounted laser weapon came to mind, but its mostly based off of the "Cow Mangler 5000" in Team Fortress 2.
See how they float away when they're killed, yeah that's what I'm thinking of happening. Except less cartoony of course.
Now I need to look at some possible Werewolf "wargear", not necessarily all gear like guns or weapons but maybe enhanced claws and things like that.
Grenade is 10 points and incendiary grenades cost the same...
Incendiary grenades does the same like a grenade, but can cause additional wounds...
Why would anyone choose for the normal grenade, if the other one is better in any possible way. Maybe up it to 15 points?
Edit;
And the Special rules of the witchhunter, already give them a blessed sword for free (wound on 2+)
"Blessed Weapon": The Witch Hunter carries some form of "Holy Weapon" (Katana) which has been concecrated against practitioners of " The Black Arts",these blessed weapons always wound on a roll of 2+
Shas'ui T'au Kais wrote:So when will BM3 start Fitzz?
Sorry, a little impatient...
... still got my RP to GM for though, so, for now, toodle pip...
FITZZ wrote: Anyway...on the subject of the actual RP...I am hoping for a first week in October Launch...so...everyone who's working on various ideas/concepts/gak they'd like to see...whatever...please..please finish up so I can give everything a look over and decided what works and what won't...
Grenade is 10 points and incendiary grenades cost the same...
Incendiary grenades does the same like a grenade, but can cause additional wounds...
Why would anyone choose for the normal grenade, if the other one is better in any possible way. Maybe up it to 15 points?
Edit;
And the Special rules of the witchhunter, already give them a blessed sword for free (wound on 2+)
"Blessed Weapon": The Witch Hunter carries some form of "Holy Weapon" (Katana) which has been concecrated against practitioners of " The Black Arts",these blessed weapons always wound on a roll of 2+
Good Catch with the grenades and their points. Your blessed weapon is good against people who use black magic, but seeing as though you already had the name I'll change mine. The "blessed" weapons will be swords or knives that have small UV generating lights embedded into them and to evade copyright they'll be called "Light Swords" instead of "Light Sabers".
Shas'ui T'au Kais wrote:So when will BM3 start Fitzz?
Sorry, a little impatient...
... still got my RP to GM for though, so, for now, toodle pip...
FITZZ wrote: Anyway...on the subject of the actual RP...I am hoping for a first week in October Launch...so...everyone who's working on various ideas/concepts/gak they'd like to see...whatever...please..please finish up so I can give everything a look over and decided what works and what won't...
Ahhh...
... I wonder when I should post up my char sheet...
Ok trying to get everything together in one post so I can then edit and combiine...
Here's the race list as it currently stands-
KINDRED
Strigoi (pronounced: Strig-oy)
WS-7/BS-3/S-6/T-5/W-3/I-6/A-3/SV-3+
SIRE: Unknown, possibly Lillith
COMMON NAMES: Shadows, Kinslayers, Night Terrors
DESCRIPTION: The Strigoi are a race of Vampires nearly as old of Cain himself, having hunted the primitive Humanii for thousands of years. All Strigoi are thin and cadaverous, their skin papery and ethereal, and in some cases, appearing as walking skeletons. They often have long, pointed ears arching out from their hairless skulls. What truly set Strigoi apart from the rest of the Vampyre race is their ability to drain the life force from other Kindred, draining them dry as a typical Vampire would drain one of the Cattle. This trait makes the Strigoi mistrusted by their kin, and there has even been a call for their extermination.
TRAITS: Strigoi PCs have all the traits granted to Vampire characters, with the following exceptions:
Strigoi may gain sustenance from feeding off other Vampire characters, this has the same effect as feeding off of a human or werewolf.
Strigoi may have one major NPC and one minor NPC and may have one base of operations
Opriknikki (pronounced: O-prick-nicky)
WS-6/BS-2/S-8/T-7/W-3/I-5/A-4/SV-3+
SIRE: Ivan the Terrible
COMMON NAMES: Black Riders, Ivans, Ferals
DESCRIPTION: The Opriknikki are terrible to behold, massive humanoids built like tanks, with an oversized mouth stuffed with shark teeth. On average, an Opriknikki stands eight feet tall, and is often clad in black or red robes. Males always sport massive black beards that fall down to their waists. The Opriknikki were once the enforcers of Ivan the Terrible, terrorizing medieval peasants for sick games of sport, dragging them through the streets behind their black steeds. When Ivan was Embraced, he bade his warriors to join him in Undeath. The Opriknikki leapt at the chance to practice their cruel way for eternity, and allowed Ivan to Embrace them in turn. The Opriknikki are notorious for ripping apart their foes with their bare hands, and tearing at them with their teeth. Opriknikki do not feed as other Kindred do, rather, they devour the remains of their prey whole, often leading Hunters to mistake Opriknikki attacks as werewolf attacks.
TRAITS: Opriknikki PCs have all of the traits granted to Vampire characters, with the following exceptions:
Opriknikki may NOT have any NPC followers, but may have base of operations
Opriknikki also suffer from the Frenzy trait, as described in the Werewolf entry
Noble House of Brutii (pronounced: Brute-tea-eye)
WS-6/BS-5/S-6/W-3/I-7/A-3/SV-3+
SIRE: Brutus
COMMON NAMES: Romans, Princes, Betrayers, Et tus
DESCRIPTION: The spawn of Brutus are among the most proud and arrogant of the Kindred, claiming a direct bloodline to Cain, the First. The Brutii (singular and plural forms are the same) surround themselves with the trappings of wealth and nobility, scheming and plotting within great towers and complexes staffed by innumerable thralls and lesser Kindred. Hunters are often wary when on the trail of a Brutii, for these proud Vampires are often two or three steps ahead of them before the hunt even begins. The Brutii avoid direct conflict if they can, preferring to use thralls or Childer to do their dirty work for them. This is not because they are cowardly, but simply because they see physical combat and work as beneath them.
TRAITS: Brutii PCs have all of the traits granted to Vampire characters, with the following exceptions:
Brutii may have up to two mayor NPCs and two minor NPCs and may have two bases of operation
Noble House of Julii (pronounced: Jew-lee-eye)
WS-7/BS-4/S-7/W-3/I-7/A-3/SV-3+
SIRE: Julius Narciso
COMMON NAMES: Highbloods, Crowd Pleasers, Darkblades
DESCRIPTION: The Noble House of Julii is one of the noble houses of Rome that pledged themselves to Cain whilst he walked the earth. For years, the Julii served Cain with complete and utter loyalty, serving as Cain's ordo militant, hunting down his enemies throughout the Old World. When Rome fell, the Julii were forced out into the wilds, fending for themselves among the untamed woods of Europa. Now having reorganized to a degree, the Julii once again serve as enforcers of the will of Cain.
TRAITS: Brutii PCs have all of the traits granted to Vampire characters, with the following exceptions:
Julii characters begin the game with a silvered melee weapon of some sort, often a sword or a spear.
Dhampyre (pronounced: Dahm-pire)
WS-6/BS-3/S-6/T-5/W-3/I-6/A-3/SV-3+
SIRE: Varies
COMMON NAMES: Half-breeds, Thinbloods, Daywalkers
DESCRIPTION: Dhampyres are a tainted combination of Humanii and Vampire blood, creating a creature more akin to one of the Cattle than one of the Kindred. When a Humanii ingests a large amount of Vampire blood, they run the risk of becoming a Dhampyre, a half-breed Vampire that can walk about in the sunlight, going where the other Kindred cannot. Dhampyres are more often then not deliberately created to serve as spies and messengers for their masters, being fed the blood of their Kindred master daily, enslaving them to it's coppery tang, and making the Dhampyre utterly dependent upon it's sire. Dhampyres sport fangs, but they are much less pronounced then those of their Kindred brethren, appearing only slightly pointed.
TRAITS: Dhampyre PCs have all of the traits granted to Vampire characters, with the following exceptions:
Dhampyres are not killed by sunlight
Dhampyres may have up to two major NPCs and one base of operations
Dhampyres do not NEED to feed off of Humanii blood to survive, however, Dhampyres instead require blood from a Vampire each day or begin to starve, as per the Vampire entry.
Noble House of Julii (pronounced: Jew-lee-eye)
WS-7/BS-4/S-7/W-3/I-7/A-3/SV-3+
SIRE: Julius Narciso
COMMON NAMES: Highbloods, Crowd Pleasers, Darkblades
DESCRIPTION: The Noble House of Julii is one of the noble houses of Rome that pledged themselves to Cain whilst he walked the earth. For years, the Julii served Cain with complete and utter loyalty, serving as Cain's ordo militant, hunting down his enemies throughout the Old World. When Rome fell, the Julii were forced out into the wilds, fending for themselves among the untamed woods of Europa. Now having reorganized to a degree, the Julii once again serve as enforcers of the will of Cain.
TRAITS: Julii PCs have all of the traits granted to Vampire characters, with the following exceptions:
Julii characters begin the game with a silvered melee weapon of some sort, often a sword or a spear.
Totenmaske (pronounced: Toe-ten-mask-eh)
WS-7/BS-5/S-6/W-3/I-9/A-3/SV-3+
SIRE: None
COMMON NAMES: Skin Takers, Fleshdrinkers, the Twisted
DESCRIPTION: The horribly disturbing Kindred known as the Totenmasken are former Vampires transformed into hideous creatures by drinking great quantities of Ancient Vitae tainted with Black Magick. A Totenmaske stands on average six feet tall, with pale, gangly limbs that touch the floor. They are whip-thin, with rubbery flesh that is nearly transparent in its paleness. The Totenmasken have no faces, only the vague impressions of eye sockets. They do not feed on blood as the other Kindred do, but on the flesh and terror of their victims. The fingers of a Totenmaske are hollow, little more than sharp tubes that the creatures use to sink into the bodies of their prey. With horrible suction, the Totenmaske literally drinks the creature's meat, sucking it into itself. More horrifically, the Totenmaske can assume the form of those it has 'drunk' from, sounding and appearing as their prey did in life. Most of the Kindred won't have anything to do with the Totenmasken, and some Vampire factions have attempted to exterminate them along with the Strigoi.
TRAITS: Totenmasken PCs have all of the traits granted to Vampire characters, with the following exceptions:
Totenmasken do not require Vitae to survive, but must instead absorb the flesh of a human or Kindred. Once absorbed, the Totenmaske may shapeshift to appear as that creature for a full week before the flesh begins to slough off.
DeCarian (pronounced: Deh-care-e-ens)
WS-6/BS-6/S-6/W-3/I-6/A-3/SV-3+
SIRE: Claud DeCarrie'
COMMON NAMES: Madcaps, Loonies, Crazies
DESCRIPTION: When inmate Claud DeCarrie' escaped the Bastille during the French Revolution, he got more than his freedom. The convicted mass murderer fell victim to one of the roving Kindred packs that stalked France during those dark and tumultuous times, and was Embraced by a reckless young vampire who was intoxicated with her own power. DeCarrie' marveled at his newfound powers, and promptly murdered his sire and whent on a year long murder spree in which he Embraced no fewer than twenty victims. However, DeCarrie's madness was passed down through his gift of Vitae, and his childer bear his lunacy and derangement. Over the years, the DeCarians spread throughout Europe, preying on the homeless and downtrodden. DeCarians remain among their own kind, as interacting with the Humanii is extremely difficult for those whose very blood runs with insanity.
TRAITS: DeCarian PCs have all of the traits granted to Vampire characters, with the following exceptions:
DeCarians are irretrievably insane, and many have multiple personalities. You must roleplay this madness.
Nachzehrer (pronounced: Nock-zer-ur)
WS-8/BS-4/S-7/W-3/I-9/A-3/SV-3+
SIRE: None
COMMON NAMES: Nightcrawlers, Tunnelers, Morlocks
DESCRIPTION: The horrors of the trenches employed during the Great War were innumerable. During the day, men faced rats, bullets, mortar fire, gas attacks, and infection. At night, they faced the Kindred. The Great War provided a wondrous banquet for the race of Vampyre, with thousands upon thousands of displaced citizens and soldiers making easy meals for the hunters of the night. The trenches provided a buffet line of warm flesh and Vitae for the Kindred to enjoy, and none did more so than the Nachzehrer. As the sun set on the battlefield, clawed hands would burst from the soft soil, followed by pale, maggot-white bodies clad in ragged uniforms, which fell upon the men in the trenches with abandon. The mutilated corpses could easily be explained by mortar fire or some other wartime hazard, and the Nachzehrer themselves were careful to be long gone by the time others arrived, burrowing into the earth to await dusk once again. The Nachzehrer now lurk beneath the soil in rural areas, dragging victims to a horrific death beneath the earth, never to be seen again. The Nachzehrer are extremely pale, with pure white eyes and are often hairless.
TRAITS: Nachzehrer PCs have all of the traits granted to Vampire characters, with the following exceptions:
Nachzehrer may tunnel through soft earth and soil, and thus have the Infiltrate special rule.
Dyybuk (pronounced: die-buck)
WS-6/BS-6/S-6/W-3/I-7/A-3/SV-3+
SIRE: None
COMMON NAMES: Mindfeths, Kruegers, Dreameaters
DESCRIPTION: Despite their immortality and resistance to damage, the Kindred may still be slain. This mortality irks them to no end, was not the Embrace supposed to make such fears a thing of the past? By brutal application of violence, a Kindred may enter the Final Sleep, and the end of their supposedly endless existence. A Kindred's spirit joins a vast sea of vampiric souls that twists and whorls in the psychic morass known as Gehenna. Most Kindred lose the ability to retain their personalities and minds, becoming little more than manifestations of
energy that drift about aimlessly. Some, however, keep their minds intact, and become creatures known amongst the Kindred as Dyybuks. A Dyybuk lurks betwixt Gehenna and the mortal plane, in the realm of dreams. A Dyybuk has no physical body, and can only interact with the mortal plane by entering into the dreams of those it wishes to contact. A Dyybuk can alter the dream according to its whims and desires, often taken great pleasure in hunting the dream self of one of the Cattle through a nightmarescape of its own devising. A Dyybuk drains the sanity and psychic energy of its victims, slowly transforming them into broken husks that waste away from starvation as the Dyybuk steals even their most basic survival functions. A Dyybuk is extremely difficult to permanently kill, and an exorcism by a sorcerer employing White Magick is often most effective. Another method may be preformed by the victim themselves, fighting against the Dyybuk in their dreams. This method is extremely dangerous, and should only be attempted if the dreamer knows exactly what their tormentor is. Dyybuks may also possess a victim by overtaking their dream self and 'riding' the body like a grotesque mount. Over time, the host's features begin to subtly warp and change, growing to resemble that of the Dyybuk.
TRAITS: Dyybuk PC's have the following traits:
Dyybuks must spend a night tormenting a victim (any sentient non-Dyybuk, other Kindred will do) by entering their dreams. The victim makes an opposed Ld roll against the Dyybuk, and on a failed roll lose a point from their Toughness score. If a victim is reduced to 0 Toughness in this fashion, they enter a catatonic state, their minds utterly destroyed. A catatonic victim makes no save against a Dyybuk's Meat Puppet ability, and are instantly under its effect.
ONEIROMANCY
Unique to the Dyybuks is a form of Black Magick called Oneiromancy, which allows the Dyybuk to alter the minds of their victims through spells. A Dyybuk counts as a sorcerer for all abilities and attacks that target sorcerers. A Dyybuk can only use Oneiromancy spells against its current victim.
DEVOLUTION: A Dyybuk may cast the Black Magick spell Devolution only to cause madness in a target.
DREAMWARP: On a successful power roll, a Dyybuk may alter a target's dream in any way it chooses (at GM's discretion).
MEAT PUPPET: If the Dyybuk beats its victim (who takes a penalty equal to the number of Toughness points the Dyybuk has drained away) on an opposed Ld test, the Dyybuk forces itself into the body of its victim, able to walk about clad in flesh once again. However, the Dyybuk may be killed in this form provided it fails a Ld test when it looses its last wound in physical form.
A Dyybuk always starts with a single minor NPC who serves as its victim.
GHOULS
Domestic Ghoul
WS-6/BS-6/S-4/T-4/W-3/I-5/A-3/SV-3+
The man waiting in line in front of you at the post office, the pretty girl at the counter, could be ghouls, and you would never know it. Ghouls are creatures that eat human carrion to achieve immortality, raiding the graves of the newly buried to feed on the sweat meat inside. Unlike the Kindred, Ghouls can walk about unseen and undetected amongst the Humanii, often leading respectable and honest lives during the day while eating the flesh of the dead at night. Besides their unnaturally long lives, Ghouls are often attractive and appear rather young. The Ghouls and the Kindred have an agreement of sorts, the Kindred drink, the Ghouls eat, and nobody gets hurt.
TRAITS: These stats are for a Ghoul who has fed as normal, a starving Ghoul reduces stats by -1 for everything except wounds and saves until stats have reached -3, at which point a Ghoul loses a wound. Ghouls must eat at least a pound of fresh Human meat each night or begin to starve. A Ghoul who reaches 0 wounds due to starvation becomes a Degenerate Ghoul. Degenerate Ghouls have the following profile:
WS-7/BS-2/S-7/T-3/W-3/I-6/A-3/SV-3+
Degenerate Ghouls are not suitable for player characters, and pass into the control of the GM.
WEREWOLVES
Nrajah (pronounced: N-raw-jaw)
WS-8/BS-3/S-7/T-7/W-3/I-6/A-4/SV-3+
COMMON NAMES: Nomads, Rogues, Outcasts
DESCRIPTION: Among the Werewolves, the Nrajah Clan is unique. They stand as the only Clan to refuse Lycaelon as their Alpha, and were subsequently driven to the outskirts of lupine society. Hated and despised by the rest of the Lycanthropes, the Nrajah Clan keeps a low profile, avoiding contact with others of their kind, as well as the Humanii and the Kindred. For the most part, the Nrajah remain hidden from the view of all others, dwelling in long forgotten woods and bogs. The Clan tends to bring in Lycanthropes that are at odds with the rest of the Clans, sheltering them from the wrath of their kin.
TRAITS: Nrajah PCs have all of the traits granted to Werewolf characters, with the following exceptions:
Nrajah characters may not have a base of operations.
Nrajah characters may have two Major NPCs and one Minor NPC Nrajah characters do not need to devour human flesh to avoid starvation, animal flesh will do.
GRUBRAH (pronounced: Groo-bra)
WS-9/BS-1/S-8/T-8/W-3/I-6/A-5/SV-3+
COMMON NAMES: Ferals, Longfangs, Madclaws
DESCRIPTION: The Grubrah are monsters beyond words. They gather in small hunting parties by night to raid the countryside, devouring entire villages over the course of several hours. Those of the Grubrah Clan are huge and imposing, often standing head and shoulders over their Humanii prey. Often, the giant monsters bear large scars and necklaces of teeth taken from difficult kills. Their reputation as barbarous savages is well known, and even Opriknikki are hesitant to engage them in combat. Both the Opriknikki and the Grubrah have a healthy respect for one another, earned from centuries of bloody conflict and death.
TRAITS: Grubrah PCs have all of the traits granted to Werewolf characters, with the following exceptions:
Grubrah characters may not have a base of operations.
Grubrah characters may have two Major NPCs and one Minor NPC Grubrah characters have the Rage Universal Special Rule while in Wolf form
LYCAELON (pronounced: Lie-kay-lon)
WS-8/BS-3/S-7/T-7/W-3/I-6/A-4/SV-3+
COMMON NAMES: Regals, Alphas
DESCRIPTION: First and foremost among the Lycanthropes are those of the Lycaelon Clan, named after the founder of the Race of the Wolf. The Lycaelon take great pride in their heritage and make sure that the 'lesser' Clans show them proper respect in their presence. The Lycaelon are the most social of the Lycanthropes, mingling with the Humanii as easily as Ghouls or some of the Kindred, hiding the Beast away until the proper time. They despise the Nrajah as traitors to their race, and hunt them down with relish, even allying themselves with the Kindred to hunt them down. The Lycaelon are the most patient of their kin, content to take time to ensure that their kills go unnoticed.
TRAITS: Lycaelon PCs have all of the traits granted to Werewolf characters, with the following exceptions:
Lycaelon characters may have two Major NPCs and one Minor NPC and two bases of operations
MGRAL (pronounced: Meh-graal)
WS-7/BS-4/S-7/T-7/W-3/I-6/A-4/SV-3+
COMMON NAMES: Skinwalkers, Those-that-play-with-their-food
DESCRIPTION: The Mgral Clan is the closest to Humanity out of all the other Clans, mixing and mingling with their prey to better understand them. Most Mgral appear in the dredges of society, the homeless, drug attics, gangsters, and others all may be a Mgral in human form. The Mgral act as scouts and spies for the rest of the Clans, watching for signs of Hunter or Kindred activity in the area.
TRAITS: Mgral PCs have all of the traits granted to Werewolf characters, with the following exceptions:
Mgral characters are more likely to identify a Hunter or Vampire on sight, and against such characters receive a +1 to Initiative
RAHL (pronounced: Rawl)
WS-8/BS-3/S-7/T-7/W-3/I-6/A-4/SV-3+
COMMON NAMES: Zealots, Overlords
DESCRIPTION: The Rahl Clan seeks to enslave the Humanii, breeding them as slave stock and as a steady food source. The Rahl see Lycaelon as the God of the Hunt, opposed to Cernunnos, who is revered by the other Clans for his prowess. The Rahl view the Master of the Wild Hunt as a Pretender God, and openly mock him. This has caused Cernunnos to curse the Rahl Clan, giving their prey the upper hand during hunts. The Rahl are always attempting to enslave Mankind, whether through lies and manipulation, or brute force.
TRAITS: Rahl PCs have all of the traits granted to Werewolf characters, with the following exceptions:
Curse of Cernunnos: During combat, all foes gain a +1 to their Initiative with attacks aimed at the Rahl character.
HUNTERS
HUNTER ARCHETYPES
During character creation, a Hunter PC may opt to give his character a special set of skills geared towards the elimination of a certain group of supernatural foes. Once an Archetype is chosen, it cannot be changed or swapped out for another one.
Witch Hunter
Witch Hunters are adept at tracking down and slaying practitioners of the Black Arts, having learned ways to counter their magic and prevent them from casting spells.
TRAITS: Witch Hunter PCs have all of the traits granted to Hunter characters, with the following exceptions:
"Tank" aka Juggernaught
WS-4/BS-5/S-6/T-6/W-4/I-4/A-3/Sv-2+
Hunter decked out with heavy armor. Sacrifices speed and mobility to act as a shield for his fellow hunters. Juggernaught are usually hunters who were gifted with natural brute strength.
Gear: Chamuel Pattern Armor grants them a 2+ save.
Flechette gun for vampire threats, Shotguns with silver laced buckshot for werewolves.
Come at me bro!: The Juggernaught negates one full wound in the combat phase, but at the cost of -2 to their Strength.
"Sniper", Stalker
WS-4/BS-6/S-4/T-4/W-3/I-5/A-2/Sv-4+
Stalkers prefer to deal with their enemies at a distance in order to help prevent them from being injured, killed, or converted.
Gear: High caliber rifle with silver tipped rounds, scope is has night vision capabilities. Low caliber pistol with silver tipped rounds.
Squeeze the Trigger: Allows a reroll for any missed shot that turn, may not fire next turn.
Close quarters, Dervish
WS-6/BS-4/S-4/T-4/W-3/I-6/A-4/Sv-3+
Dervish's are the close quarters experts of the Hunter order, named after the religious practice of the Sufi to whirl around to reach religious ecstasy. They usually wield two blades for a specific supernatural and wear standard armor, although lighter armor is often preferred.
Gear: Ariel or Michael pattern daggers. Ariel daggers are anti-werwolf while Michael pattern daggers are anti-vampire.
Whirligig: The dervish increases the ferocity of their attacks. The dervish gets an additional attack at the cost of -1 to their toughness to represent their lack of attention to defense.
"Medic", Lazarus
WS-5/BS-5/S-4/T-4/W-3/I-5/A-3/Sv-3+
Medics are standard hunters who are responsible for bandaging the wounded and granting mercy to those who become infected. They began to arise after the realization that most hospitals either question the wounds received from fighting the supernatural or weren't capable of dealing with those wounds.
Gear: Raphael pattern medical kit, SMG or pistol with silver tipped rounds. The Raphael pattern kit is a blessed medical kit and allows a reroll against chances of infection.
Soldier, Joans
WS-5/BS-5/S-4/T-4/W-3/I-5/A-3/Sv-3+
Called Joans after the patron saint of soldiers, the basic troops of the hunter order are trained to use all forms of weaponry. They are effectively Jack of All Trades, Master of None.
Gear: May use any sort of weapon and use standard gear, the most ambiguous role available.
Ability: I love the smell of napalm; the Joan is the only hunter class who can rig and disarm explosives.
Sorcerer, Djinn
WS-4/BS-4/S-4/T-4/W-2/I-5/A-2/Sv-3+
These are not full blown sorcerers, but those hunters gifted with psychic abilities.
Gear: Archangel Haniel talisman, prevents supernaturals from interfering with psychic abilities.
Abilities:
Telekinesis; the Djinn can hurl objects or things with their minds.
Ward; the Djinn casts a psychic shield around their fellow hunters, preventing mind control.
Holy Bolt; the Djinn casts a bolt of holy energy towards the supernatural causing massive damage at the cost of having to recharge for a turn.
KINDRED COVENS (As they stand)
Court of the Crimson King- The Court of the Crimson King is the right hand of Cain, the organization charged with rooting out treason and betrayal among the Kindred themselves. The Court is now more active today than ever, purging the ranks of the undying of malcontents and traitors. Despite Cain's return, there are those that would see the Crimson King deposed, and Judas returned to the throne. These 'Iscariots' are the prime targets of the Court, and woe to any vampire foolish enough to shelter one. The Court is a very tightly-knit group, and membership is restricted to those Kindred who have proven their skill and loyalty time and time again.
Iscariots- Some Kindred would see Judas placed back upon the throne, toppling Cain and restoring his heir to power. After Pontius crucified the Iscariot in the Crooked House, there were whispers among the Kindred that Cain had done so out of fear, that he dare not face the Betrayer, dare not deliver him unto True Death. The next night, a meeting was held within the darkest depths of the Crooked House, and a fell pact was made. Naming themselves the Iscariots, these Kindred seek to depose the rightful ruler of the vampire race and reinstate his benighted heir. Working in the shadows, the Iscariots plot and scheme, waiting for a moment of weakness in which they may strike at the Crimson King.
Nosphoros- Thousands of years ago, the Strigoi learned Black Magick at the feet of their patron Lillith, who in turn, had learned it from Hecate. The Strigoi thusly have a reputation as adepts of the Dark Arts, powerful in their magicks and incantations. Yet, the Strigoi lust for more arcane power, magick beyond the petty blood and black schools they have mastered. A cabal of Strigoi then struck upon an idea: would not the blood of Mages be rich in the very raw mana of Magick itself? Would not partaking in the Vitae of mortal sorcerers increase one's Gnosis? Thus was the Nosphoros born, a Strigoi Coven devoted to unlocking the secrets inherent within magickal blood. The Nosphoros are secretive and keep to themselves, isolating themselves from Kindred society as they delve into their research.
To'cheloi- The To'cheloi are a group of Kindred far removed from the mainstream, more akin to werewolves in their beliefs than other vampires. The To'cheloi honor the Sacred Hunt put forth by Cernunnos, taking great care to stalk and shadow their prey before drinking of their Vitae. The To'cheloi do not believe in the struggle between the Kindred and the lupines, seeing them as brothers in the Great Hunt, and as such attempt to improve relations between the two groups. Due to these beliefs, the To'cheloi are unpopular among the other Kindred and their Covens, and often are forced to eke out a living away from Kindred lairs. The To'cheloi are often regarded as savages by their race, and find few friends among the other Covens.
Kindred Wargear
Stygian Weapon (50 Points): Infused with the soul-chilling cold of Stygia, Stygian weapons are as black as night, their blades hissing and pouring off other-worldly steam when they are drawn. Stealing the very life from their victims, Stygian weapons turn their targets into brittle statues of black ice that shatters with the slightest tremor, even a whisper is enough to destroy the petrified victim. A Stygian weapon counts as a close-combat weapon. Any character that takes an unsaved Wound from a Stygian weapon must make a Toughness Test or suffer instant death.
Death Rattle Bottle (30 points): Some Kindred tend to sentimentality in their unlives, seeking to preserve their most cherished moments forever within containers so they might listen to the sweet screams of their prey again and again. Using their arcane abilities, the Kindred can trap the final anguished cries of their victims within ornate, fluted vials known as Death Rattle Bottles. A Kindred character equipped with a Death Rattle Bottle may opt to open it during their Shooting Phase in lieu of firing any ranged weapons they may have. The disturbing cacophony of shrieks and screams frays the sanity of those that hear them, and are paralyzed with fear and terror. To represent this, the Death Rattle Bottle is fired as a Template weapon that does not inflict Wounds but forces characters under the Template to make an immediate Leadership Test or have their BS, WS, and Initiative reduced to 1 until the beginning of their next turn. The Death Rattle Bottle may only be fired once during an event, although it is possible for a Kindred character to purchase multiple Death Rattle Bottles.
Black Bag (25 Points): The cruelest of the Kindred enjoy playing with their food during combat, only lightly wounding them with cruel blades, watching with delight as their prey realizes they cannot win against the hunter. Black Bags are favorite tools of such Vampires, and the sight of one of the Kindred toting a small manhide bag inspires terror in the hearts of the Cattle. Within a Black Bag are contained implements of torture, saw-toothed knives, gloves tipped with razor blades, and much worse clink together inside the bag. A Kindred character with a Black Bag is considered to have an additional close-combat weapon. In addition, when resolving assaults to determine a victor, a character with a Black Bag counts as having scored an additional Wound on whomever he is locked in close-combat with.
Shudder Gun (20 Points): Taking the form of a baroque firearm, the Shudder Gun is a feared weapon in the arsenal of the Damned. The gun is infused with the raging spirit of a lesser demon, which constantly writhes and squirms inside the ammunition. When the Shudder Gun's ammunition makes contact with living flesh, the demon within the bullet is freed, and bursts forth from the target and returns to its home plane. The Shudder Gun has the following profile:
Range: 24" Str: 4 AP: 4 Special: Assault 1, the Shudder Gun inflicts D3 Wounds instead of just 1, roll every time the gun is fired.
Kineblade (30 Points): To prevent the rise of unruly Humanii slaves, the Kindred developed the Kineblades, weapons developed solely for slaying the Cattle. A Kineblade counts as a Power Weapon against Humanii and is also considered to be Poisoned (2+). Against all other enemies, a Kineblade is a Power Weapon.
Razorsuit (15 Points): Some of the Kindred revel in the lethal dance of melee combat, disdaining the use of conventional firearms for a more intimate kill. Such Vampires are quite fond of donning Razorsuits, form-fitting body-gloves covered in full with sharp, slashing blades. A character attacking a Kindred equipped with a Razorsuit in close-combat automatically suffers a S3 AP- hit as he scrapes against the multitude of blades coating the Vampire
Hunter Weapons...
Revisions include: 4 new weapons.
Increased Prices for some attachments.
Differentiation between Blessed/Silver/Holy weapons.
All:
Grenades(10pts): Gives the hunter access to grenades. Can only be used once per combat.
Incendiary Grenades(15pts): Acts like a normal grenade, but causes 1 additional savable wound on a 5+ per turn for two additional turns. Can only be used once per combat.
UV Grenades(15pts): Gives the hunter access to anti-vampire UV Grenades. 1 use per combat event.
Silver Grenades(15pts): Gives the hunter access to anti-werewolf grenades. 1 use per combat event.
Motion Sensor(20pts): Allows the hunter to detect hidden wolves and vampires.
Combat Knife(free): Hunters carry a combat knife, not much but better than bare fists.
Silver Knife(15pts): Gives the hunter a silver weapon that adds an extra wound for each successful wound against werewolves.
Light Knife(15pts): Allows the hunter to carry a blessed knife that adds an extra wound for each successful wound against vampires.
Sidearm(5pts): Gives the hunter a pistol to use in close combat. (8 shots)
Wooden Ammo(5pts): Gives the hunter wooden ammo capabilities. (additional cost for additional clips)
Silver Ammo(5pts): Gives the hunter silver ammo capabilities. (additional cost for additional clips)
Night Vision Goggles(5pts): The hunter can see in the dark.
Flash-bangs(10pts): The hunter can potentially interrupt enemy magic and attacks. On a 5+ the flashbang interrupts one magic or physical attack. Can only be used once per turn.
Stims(5pts): The hunter injects him/herself with combat stims that allow them to ignore pain.(+1 toughness, but loses one wound at the end of the combat phase. If this is the last wound, the character has overdosed and will die unless taken immediately to a hospital, you get what you pay for).
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Stalker:
Sniper Rifle(free): Basic stalker weapon, engages outside of magic range but suffers in close combat.
High Powered Scope(10pts): Adds +1 to BS.
Semi-Auto Rifle(25pts): Allows a faster fire rate, but messes with accuracy.(+1 long range attack, -1BS)
Thermal Optics(20pts): Special scope to detect heat coming from living creatures such as humans and werewolves, allowing them to hit vital spots easier.(+1 wound against werewolves and humans in shooting attacks, wound can be saved as normal).
Machine Pistol(15pts): Gives the Stalker an automatic pistol which has a faster fir rate over the normal pistol.(-1 BS)
Silver laced Barrel(15pts): The Stalker's rifle is laced with silver that allows the bullet to carry trace amounts of the metal into a target. The weapon counts as rending against werewolves.
UV Rounds(15pts): The bullets carry a small battery that flashes a small UV light upon impact. The weapon counts as rending against werewolves.
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Soldier:
Bolt Action Rifle(free): Basic Weapon
Shotgun(free): Basic weapon.
Machine Gun(free) Basic weapon.
Soldiers choose one of the above weapons.
Detonator(5pts): The detonator allows the soldier to wire grenades to remote detonation.
Sword(10pts): Counts as a close combat weapon.
Holy Sword(35pts): Counts as a power fist against werewolves or vampires.(Must choose at beginning)
Silver Sword(25pts): Sword counts as a power fist against werewolves.
Light Sword(25pts): Sword counts as a power fist against vampires.
Flak Jacket(20pts): Allows the hunter to reroll failed saves against ranged attacks.
The Big Gun(30pts): Nothing says hello like an RPG, gives the hunter a limited shot RPG that does splash damage. The RPG shot is a 1 shot weapon and can potentially endanger fellow hunters.
God's Eye(100pts): It was originally being developed by the military as a crowd control device designed to give mobs instantaneous sun burns, the Network managed to get a hold of the design and began work on weaponizing it. The end result was the God's Eye Ultraviolet Ray Laser System. The Network managed to create a few weapon systems and field tested them in various areas of the world, the results proved satisfactory and soon the high-pitched whine of the God's Eye recharging soon became a death tone to vampires who heard it. The shoulder mounted weapon requires a five second charge time in order to reach full charge and many a vampire filled with bravado has been turned to cinders by underestimating either the recharge time or the discharge of a not even fully charged shot. The videos used to report the results to the Network show hunters standing with the weapon on their shoulder, a dark hue surrounding the weapon as it seemed to suck the light out of the surroundings even in the dark, the sound of the weapon coming through as static before a bright lance of light pierced through one or multiple vampires, turning them to ash. Should the target of the God's Eye take a wound, they must make an initiative test in order to avoid the weapon. The God's Eye system is also heavy and a Soldier equipping the God's Eye cannot carry any other weapons, including basic Combat Knives. The God's Eye also has two fire rates, fully charged and discharged shot. The Fully Charged shot can only be fired every other turn in combat, and uses the initiative test rule. The Discharged Shot cannot instant kill, but counts as a UV grenade. Against werewolves it counts as a shotgun.
Infused Flamethrower(100pts): The Infused Flamethrower uses the velocity of a normal flamethrower to carry microscopic particles of silver towards their target, the result is a weapon capable of burning any target while adding the extra benefit of coating a werewolf with silver. The weapon's concept is simple; a flamethrower is capable of causing third degree burns that expose bone and deep tissue, the addition of silver particles allowed the hunter to cover the wound with silver that prevents the wound from sealing. The Infused Flamethrower is a heavy system with a total of three tanks mounted to the back of the hunter, a hunter using the weapon cannot use any other weapon including basic Combat Knives. If the Infused Flamethrower manages to wound a werewolf target, the target must make an Initiative test to see if they dodge the full effect of the weapon or suffer an instant death. Counts as a normal flamethrower against non-werewolf targets.
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Tank:
Shotgun(free): Basic Weapon.
Maul(free): Basic melee weapon.
Light Maul(20pts): The Blessed Maul deals an extra wound for each successful wound against vampires.
Silver Maul(20pts): The Silver Maul deals an extra wound for each successful wound against werewolves.
Sledgehammer(10pts): Larger melee weapon that is slow to use, but hits harder.(-1 Initiative, +1 Strength)
Light Hammer(25 pts): Blessed Sledgehammer that counts as a power fist against vampires.
Silver Hammer(25pts): Silver Sledgehammer that counts as a power fist against werewolves.
Stab Vest(20pts): Allows the hunter to reroll failed saves against melee attacks.
Steel Toe Boots(10pts): Gives the Tank a hardened steel toe for his boots that he can use for kicking or stomping.(-1 Initiative, +1 attack)
Reinforced Helmet(10pts): The Tank wears a reinforced helmet that reduces his visability but allows him to protect his head better.(Ignores a wound on a 6+)
Artificial Limbs(10pts): The Tank can lose a limb without actually losing any blood. If an attack would cause the Tank to lose a limb it removes the artificial limb on a 6+ instead of an actual limb.
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Medic:
Pistol(free): Basic Weapon.
Goggles(10pts): Allows the medic to reroll failed special saves against preventing turning of wounded hunters.
Blessed Scalpel(15pts): Power weapon to be used against either vampires or werewolves, but due to its small size is a risky weapon.(-1 WS).
Pressurized Syringe Gun(25pts): Fires syringes using pressurized CO2, the syringes contain a healing factor that would prevent a human from turning into a werewolf and while it cannot cure a turned wolf, it can sure burn like hell. The solution is also based off of a form of werewolf blood, which when injected into a vampire causes incredible discomfort.(Counts as a pistol with silver and wooden ammunition, because of the type of ammo it uses it can only fire 15 times per combat event).
Self-Medication Device(15pts): Gives the medic a chance to apply his/her own skills to himself.
Holy Ward(10pts): Medics carry out a healing role and use holy wards to protect themselves while working on the injured.(Medic skills cannot be interrupted by an attack)
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Dervish:
Dual Knives(free): Basic weapon.
Weighted Belt(15pts): Gives the Dervish more balance while performing spinning attacks. 'To hit' rolls of 1 in close combat can be rerolled.
Silver Dual Knives(20pts): Gives the Dervish dual knives that count as silver knives(1 extra wound for each successful wound against werewolves).
Light Dual Knives(20pts): Gives the Dervish a knife that does an extra wound for each successful wound against vampires.
Half and Half(20pts): Allows the hunter to carry blessed weapons for both vampires and werewolves. Must purchase Blessed or Silver Dual Knives first.
Balanced Hilts(10pts): The knives are fine tuned for the user. +1 WS Throwing knives(10pts): Gives the dervish a long ranged attack, limit of 5 long range attacks per combat phase.
Holy throwing knives(15pts): Makes the Throwing Knives counts as silver or wooden bullets(must note if they are against werewolves or vampires).
Light Armor(10pts): The Dervish wears lighter armor and is able to fight better in close combat(Sv-4+, +1WS).
Spiked Boots(15pts): Adds a bonus attack with the following stats: S-5/AP--
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Witchhunter:
Machine Gun(free): Basic weapon.
Shotgun(free): Basic weapon.
Sword(free): Basic weapon.
Light sword(20pts): Adds one extra wound for every successful wound against vampires.
Silver Sword(20pts): Adds one extra wound for every successful wound against werewolves.
Holy Arms(35pts per weapon): Sword counts as a power fist against werewolves or vampires.(must choose at beginning)
Flak Armor(20pts): Same as Soldier Flak Armor
Stab Vest(20pts): Same as Tank Stab Vest
All-Over Armor(30pts): Acts as a stab vest and flak armor at the effect of slowing the hunter down.(-1 Initiative, -1WS).
Stake Launcher(50pts): The stake launcher fires a stake using pressurized air, its as silent as it is deadly. However, in order to be used to its fullest effect the user must hit the heart of the target. Counts as rending.
Crossbow(50pts): The crossbow features silver tipped arrows that allow the witch hunter to stealthily take down a werewolf. Counts as rending.
Blind Guardian
This group prides itself in the order of magic. They believe magic comes from the balance of the universe. They take magic very seriously believe everything must be thought through meaning they take time with what they do. While they are not prudes, they do frown on magic being used recklessly. They will take a long time refining their abilities and making sure things work, for them better safe than sorry. There training is based around long studying and training. Shaping there skills to the best they can.
A Blind Guardian can skip a turn to add + 3 to a spell roll the next turn.
Bonus Spell
Arcane Balance: The mage can make one of his allies attacks not miss for the next 2 turns.
DR 7
Gray Matter
This group is a strange type of mage. They channel magic through chaos and the will of the mind. The Gray Matter also have a very open view of the world to the point where their not just agnostic about god but agnostic about everything, to the point where some believe reality is just a state created by human minds and that it is possible to pierce that reality. While they do pride themselves in their bizarre views they are not stupid or random, most are very calm and distanced, mostly because their training is based around meditation and self actualization oppose to strict studying and training. While that is the safe way of training, more inpatient and young mages will use hallucinogenic drugs to brake through the vale of reality.
Gray Matter mages can add + 3 to their magic rolls but failing the spell will make them loose touch with the world around them and can't do any actions for the next turn.
Bonus Spell
Distortion: The mages forces their view of reality onto another making them miss a turn
DR 7 but the target gets 5+ save
The Prodigy
The prodigy will harness the power of spirits and daemons bring about their powers. The Prodigy feel magic is a very personal road, it also relies on the connection with other people and other beings. The prodigy will bind themselves with powerful spirits. From Babylonian Demons, Christian Angles to Forest sprites. What ever the bind themselves with they then must live in balance with that being and they can take a huge toll on a person body.
A Prodigy may spend a wound to feed there spirit and get a plus +3 to magic rolls.
Bonus Spell
Spirit Guardian: The mage brings his spirit to protect them self. The mage gets a 2+ armor save for 2 rounds
DR 7
Mage schools
Mages pick 1
Umbra -
Dark Surge- The mage channels all the raw emotion into themselves or an ally. The mage can use this to bump a person’s BS and WS +2 for 1 round.
DR 5
Draw Ectoplasm – The mage draws the ectoplasm from corpses in the area and on a person of his/her choice and can give them +2 SV for a number of round equal to the number of corpses in the area, they must be human corpses but can also be non-mortal.
DR 7
Death Specter – The mage bring a powerful dead spirit into the world. The Specter his created by drawing ectoplasm into the psychical world so I can be harmed by psychical attacks. It will remain in our world for 3 rounds but the mage can try to maintain it for another 3.
WS-6/BS-/S-5/T-4/W-2/I-7/A-2/Sv-4+
DR 9
Army of Darkness – The mage brings all the death energy into one area will the area with dread, ectoplasm will start to drip from the walls and ooze from corpses, while this is going all the spirits in the area are being driven made. This power makes the connection to this world more fragile dropping the enemies to 4+ for 3 rounds
DR 11
Dark Guardian-The mage creates a powerful beast to fight for them but the mage cannot act while it is active and if the mage is attacked the guardian falls apart.
Dark Gaurdain
WS-7/BS-/S-7/T-7/W-2/I-4/A-2/Sv-2+
DR 12
Deus
Power of Life – The mage lets a person live one wound after zero, only one person can have this during fight and that person will end up dying after the fight if not immediately treated and even then the wounds can be too sever to help.
DR 5
Astral Projection – The mages send his/her from spirit their body and have it guard another person giving them a 2+ SV. The mage is inactive in this state and can hold this for 4 rounds.
DR 7
Give life- The mage can heal 2 wound any person an event. They can also distribute the wounds how the like so they can heal the wounds individually.
DR 9
God’s Hand- The mage waves the future in miner way. The mage can make any target reroll their next failed roll and pick the better result or they can make an enemy reroll their next successful roll and accept the lower result.
DR 5
Weaver of Fate- The mage now controls the strands of fate, able to change the immediate past to serve his whims. If successfully cast, the mage can choose to force the opposing side to skip their next turn OR count their (the foe) last turn as having never happened, and as such, all lost Wounds and whatnot are restored.
DR 12
Arcane
Channel Energy- The mages shoots a bolt of charged energy.
S-6 AP-4
DR 5
Redirect- The mage can cast a hidden ward over him/her self. The next attack the mage takes will be directed back at the enemy with the same force
DR 7
Third Eye- The mage sees past the normal veil of the world and sees things more clearly. The mages attack all get a plus 2 to rolls for the next three round.
DR 5
Emotion Surge- The mage plays with the balance of one’s mind to manipulates there emotional balance. The target can be filled with zeal and fight one giving them +2 strength and toughness or fill an enemy with stupid rage -2 to WS and BS DR 7
Power Master – The Mage channels a powerful attack that harms all enemies in the area.
S-7 AP-2
DR12
Additional Wolf template:
Shunkaha..
COMMON NAMES: Swiftclaws, Shadowfangs
DESCRIPTION: The Shunkaha are a unique version of lycans. They have evolved and adapted first to have great stamina and speed. Wide chests support huge lungs and long, flexible arms, legs, and spines allow them to run great distances at fast speeds in order to keep up with and assault cavalry. This build also allows these wolves great feats of litheness and agility, they have naturally quick reflexes and have an affinity for stealth, stalking their prey unseen from the darkness of the night until just the right moment to strike. They are ambush killers, hitting the enemy with many quick strikes whilst he is unaware. They are often employed as infiltrators and even assassins amongst the lycan kind. The Shunkaha originated amongst the horse cultures of the Huns and Mongols where the great Genghis Khan and Atilla led them across the steppes. Later, they were also seen in the Native American populaces of the great plains where they were led by such wolves as Red Cloud, Crazy Horse, and Sitting Bull.
TRAITS: In addition to the regular traits of werewolves the Overclock and Hunter's shadow applies to the Shunkaha...
Overclock: Shunkaha are able to force their cardiovascular and respiratory system to kick into overdrive should the need arrive. If a Shunkaha character loses their last wound they have a chance to escape and live to fight another day, however this massive draw of energy reduces their healing speed for a period of time. When a Shunkaha loses their last wound, on a roll of 1-3 they are able to escape the fight. They cannot heal until they find a safe spot and then have to wait until a different day phase to return to normal healing speed.
Hunter's shadow: The Shunkaha are known for their ability to sneak into the homes of any threat and eliminate it quietly, it is also rumored that for every clan leader there is at least one Shunkaha assassin prepared to eliminate the leader should they threaten the clan. A Shunkaha can attempt to sneak up one their enemy, on a roll of 5 or 6 they deal double the wound for every successful wound for the first round of attacks...
EDIT:..OK I know I've missed some stuff...but wow..
This message was edited 3 times. Last update was at 2011/09/27 14:50:37
ineptus astartes wrote:Also, is the Crooked World using modern tech, or is it still spears and swords? Or is it blackpowder era?
I would assume it would be the same if not slightly more advanced than today's technology considering the timeline is slightly ahead in which the Vampires had won their war.
Shas'ui T'au Kais wrote:How are wolves at a disadvantage?
There's much more of them...
So far Mrodo's proposed four or five different new vampire classes...Halo's come up with a plethora of wargear for both hunters and vampires...Berserker has come up with a bunch of different mage classes that the wolves probably can't use...
So far, the only things that the wolves have gotten for this entire thing, to my knowledge, have been the two templates that me and Chowder came up with...
Shas'ui T'au Kais wrote:How are wolves at a disadvantage?
There's much more of them...
So far Mrodo's proposed four or five different new vampire classes...Halo's come up with a plethora of wargear for both hunters and vampires...Berserker has come up with a bunch of different mage classes that the wolves probably can't use...
So far, the only things that the wolves have gotten for this entire thing, to my knowledge, have been the two templates that me and Chowder came up with...
yeah, wolves got nerfed...
Yes, those were my thoughts exactly...though of course wolves could make use of much of the "anti-vamp" war gear...still not really much added to them...
EDIT:...I'm going to run a few " combat simulation test" just to see how balanced things are ...
Shas'ui T'au Kais wrote:How are wolves at a disadvantage?
There's much more of them...
So far Mrodo's proposed four or five different new vampire classes...Halo's come up with a plethora of wargear for both hunters and vampires...Berserker has come up with a bunch of different mage classes that the wolves probably can't use...
So far, the only things that the wolves have gotten for this entire thing, to my knowledge, have been the two templates that me and Chowder came up with...
yeah, wolves got nerfed...
Yes, those were my thoughts exactly...though of course wolves could make use of much of the "anti-vamp" war gear...still not really much added to them...
True, but there are just not that many variations in "Howl and beat up people with claws and fangs" classes you can have.
Shas'ui T'au Kais wrote:How are wolves at a disadvantage?
There's much more of them...
So far Mrodo's proposed four or five different new vampire classes...Halo's come up with a plethora of wargear for both hunters and vampires...Berserker has come up with a bunch of different mage classes that the wolves probably can't use...
So far, the only things that the wolves have gotten for this entire thing, to my knowledge, have been the two templates that me and Chowder came up with...
yeah, wolves got nerfed...
Yes, those were my thoughts exactly...though of course wolves could make use of much of the "anti-vamp" war gear...still not really much added to them...
True, but there are just not that many variations in "Howl and beat up people with claws and fangs" classes you can have.
No, there's not...which is one of the reasons I wanted to keep things less complicated...
sillyboy wrote:True, but there are just not that many variations in "Howl and beat up people with claws and fangs" classes you can have.
Same could be said for "Hiss and drain people with shark teeth" classes as well but Mordo seems to have been able to think of things...
TBH...The wargear idea doesn't really make a lot of sense to me besides defining exactly how powerful these custom (pew pew cannon and the flamethrower) are because players usually list what knid of weapons and stuff they have at the beginning and then later RP the receiving of new weapons and such...but whatever...
@ Fitzz...those were my thoughts pretty much...I like the idea of a Van Helsing esque stake crossbow thingy...but am having trouble coming up with anything else...:/
FITZZ wrote:No, there's not...which is one of the reasons I wanted to keep things less complicated...
And besides it's still an rp, and Fitzz can take the "lesser" (figure of speech) wolfs into account.
I trust that Fitzz can do this.
And can i post my second char sheet? Seeing as everything i have is currently in that 'compile-post'?
.... Do me a favor and wait on posting characters until I can run some sims and figure out for sure what I'm going to strip down and what I'm keeping, I'd hate for you ( or anyone) to make a character with weapons/powers/ what have you ...that doesn't make the cut.
FITZZ wrote:No, there's not...which is one of the reasons I wanted to keep things less complicated...
And besides it's still an rp, and Fitzz can take the "lesser" (figure of speech) wolfs into account.
I trust that Fitzz can do this.
And can i post my second char sheet? Seeing as everything i have is currently in that 'compile-post'?
.... Do me a favor and wait on posting characters until I can run some sims and figure out for sure what I'm going to strip down and what I'm keeping, I'd hate for you ( or anyone) to make a character with weapons/powers/ what have you ...that doesn't make the cut.
She has no powers and all the rest is stuff that originates from BM1....
But i'll wait. Besides i still need an answer from Mordo ....About the pm Fitzz sent you containing my idea. *Cough*Arl'nev*cough*
sillyboy wrote:True, but there are just not that many variations in "Howl and beat up people with claws and fangs" classes you can have.
Same could be said for "Hiss and drain people with shark teeth" classes as well but Mordo seems to have been able to think of things...
TBH...The wargear idea doesn't really make a lot of sense to me besides defining exactly how powerful these custom (pew pew cannon and the flamethrower) are because players usually list what knid of weapons and stuff they have at the beginning and then later RP the receiving of new weapons and such...but whatever...
@ Fitzz...those were my thoughts pretty much...I like the idea of a Van Helsing esque stake crossbow thingy...but am having trouble coming up with anything else...:/
Vampires lend themselves to a bit more " variety" than wolves do...but that's fine...my main complaint was vamp varients/templates getting overblown a bit, I like Mordo's ideas for the most part...but some of the various templates were much like the others...no need to over complicate things.
I also agree to an extent about the wargear...though having some " extra spiffy" stuff and their giudelines is fine....my chief concern here will be new players looking for " optimized" load outs...if you follow...
no, it's more 'an order of werewolves created during the 100 years war to kill nrajha and kindred, IE, the French.' of course, more complicated than that.
all out, my PC is a 'villain' in the arthurian legends.
What about a bag/belt combo for Lycans that expands and contracts, and allows them to carry things while Wolfing it around.
... Because it makes them sound like BatMan...
Actually..I like the wolves the way they are....pure, vicious...simple...adding a few extra things here and there could work...but of all the "races" they're the ones I'm happiest with simply because their pretty straight forward and not overly complex.
ineptus astartes wrote:no, it's more 'an order of werewolves created during the 100 years war to kill nrajha and kindred, IE, the French.' of course, more complicated than that.
all out, my PC is a 'villain' in the arthurian legends.
So long as he fits into one of the established clans in one way or the other it should work...
ineptus astartes wrote:no, it's more 'an order of werewolves created during the 100 years war to kill nrajha and kindred, IE, the French.' of course, more complicated than that.
all out, my PC is a 'villain' in the arthurian legends.
So long as he fits into one of the established clans in one way or the other it should work...
What about a bag/belt combo for Lycans that expands and contracts, and allows them to carry things while Wolfing it around.
In W:tF (And W:tA, i'm sure) there's an ability to allow to "bind" things to yourself, ie when you transform and shred your clothes that ain't the end of them, when you shift back to human form you can wearing those clothes instead of stark naked.
Shas'ui T'au Kais wrote:How are wolves at a disadvantage?
There's much more of them...
So far Mrodo's proposed four or five different new vampire classes...Halo's come up with a plethora of wargear for both hunters and vampires...Berserker has come up with a bunch of different mage classes that the wolves probably can't use...
So far, the only things that the wolves have gotten for this entire thing, to my knowledge, have been the two templates that me and Chowder came up with...
yeah, wolves got nerfed...
Yes, those were my thoughts exactly...though of course wolves could make use of much of the "anti-vamp" war gear...still not really much added to them...
True, but there are just not that many variations in "Howl and beat up people with claws and fangs" classes you can have.
I had a wolf with a shotgun, and one with a sniper, and one who liked to blow gak up...
ineptus astartes wrote:I forgot, can vamps be bats? I think not.
In Vampire: the Requiem there is a power that lets a vampire become a bat or wolf.
Yes, but in Blood Moon: the RP...they cant .. ..Jimmy?...Jimmy?...oh right the Vampire who ambushed Vegas, Andy and Colt in BMI...he could become a mist, which was due to the fact that he was quite old...
ineptus astartes wrote:I forgot, can vamps be bats? I think not.
In Vampire: the Requiem there is a power that lets a vampire become a bat or wolf.
Yes, but in Blood Moon: the RP...they cant .. ..Jimmy?...Jimmy?...oh right the Vampire who ambushed Vegas, Andy and Colt in BMI...he could become a mist, which was due to the fact that he was quite old...
ineptus astartes wrote:I forgot, can vamps be bats? I think not.
In Vampire: the Requiem there is a power that lets a vampire become a bat or wolf.
Yes, but in Blood Moon: the RP...they cant .. ..Jimmy?...Jimmy?...oh right the Vampire who ambushed Vegas, Andy and Colt in BMI...he could become a mist, which was due to the fact that he was quite old...
Yeah thats the one, the one who killed Colt (sorry for bringing it up silly)...
... so basically, if you're old an experienced, yes, but if you're young, its a no-no...
ineptus astartes wrote:I forgot, can vamps be bats? I think not.
In Vampire: the Requiem there is a power that lets a vampire become a bat or wolf.
Yes, but in Blood Moon: the RP...they cant .. ..Jimmy?...Jimmy?...oh right the Vampire who ambushed Vegas, Andy and Colt in BMI...he could become a mist, which was due to the fact that he was quite old...
YOU NEVER LET ME DO ANYTHING COOL!
That's because I'm a total and complete bastard...didn't you get the memo.
Well...mist is ok for ancients...and Oliver was turning into all sorts of things...but by and large I'd rather not have vamps turning into bats or wolves or Frank Langelia...
While it's obvious that BM " borrows" from lots of sources...I don't want to "copy and paste" from any of them.
Nothing is original now (music, bands stories etc) but its good to have showing influence as a thanks to the creators of the influence, and Blood Moon is special in it's own right
Yeah the wolves would be getting "gear" in the sense of adaptations like longer claws or sharpened claws, or metal tipped claws. Not so much with weapons because as I said they wouldn't be a wolf while using them and if they do get gear I would prefer it if it could be used while they were a wolf.
50pts for gear total with things like:
Claw-Stakes(20pts): The werewolf has the ability to attach wooden stakes to the tips of his claws, attacks count as rending towards vampires.
Coated Claws(20pts): The werewolves fangs are covered in a poison that causes illness to spread through a human instead of the lycan disease. Instead of turning a human into a werewolf, the lycan's wounds cause the human to have reduced stats for a period of time.(-1T/-1S/-1WS/-1BS/-1I for the affected target for the next battle phase).
Loose Chainmail(15pts): The lycan can equip a loose fitting chainmail cover that protects them against most slashing weapons at the cost of slowing them down. Gives the wolf a 6+ invulnerable save in melee.
Durable Chainmail(25pts): Gives the wolf a 5+ invulnerable save in melee.
Weapons training(15pts): The wolf can use basic hand to hand weapons in human form.(swords, knives, daggers, spears, axes)
Ballistics training(25pts): The wolf can use basic ballistic weapons in human form.(Pistols, revolvers, handguns, shotguns, SMGs.)
Heavy Weapons training(40pts): The wolf can use heavier weaponry including; LMGs(mounted machine guns) in human form.
Explosives training(50pts): The wolf can use explosive weapons in human form. Grenades and RPGs.
I think all Wolves should come with Weapons Training, or have it at a reduced price.
All the Wolf stuff seems very expensive, as well. Perhaps have the Tiers at:
Weapons Training: 10 points (The wolf can use basic hand to hand weapons in human form.(swords, knives, daggers, spears, axes))
Ballistics Training: 20 points (The wolf can use basic ballistic weapons in human form.(Pistols, revolvers, handguns, shotguns, SMGs.))
Advanced Ballistics Training: 30 points (The wolf can use heavier weaponry including; LMGs(mounted machine guns) in human form, as well as all weapons from Ballistics Training.)
Explosive Training: 10 Points (Only Purchasable with Advanced Ballistics. This allows for the use of Grenades (Explosive) and RPGS.)
Chowderhead wrote:I think all Wolves should come with Weapons Training, or have it at a reduced price.
All the Wolf stuff seems very expensive, as well.
I don't think they should all come with weapons training, a werewolf should rely mostly on their claws and other natural abilities. The prices are higher because there's not that many choices right now and I don't want there to be too much stacking of abilities thanks to wargear for the wolves, after all they're the close combat guys. I use Ryan/Natasha and Harlow as my basic examples of how werewolves should be played and am trying to base the gear off of them.
Some added notes: There can only be one upgrade for the claws and one for fangs so a werewolf cannot have blessed fangs and steel-tipped fangs. But a werewolf can have Claw-Stakes and Steel-Tipped Fangs.
Claw-Stakes(15pts): The werewolf has the ability to attach wooden stakes to the tips of his claws, attacks count as rending towards vampires. Coated Claws(25pts): The werewolves fangs are covered in a poison that causes illness to spread through a human instead of the lycan disease. Instead of turning a human into a werewolf, the lycan's wounds cause the human to have reduced stats for a period of time.(-1T/-1S/-1WS/-1BS/-1I for the affected target for the next battle phase). Steel-tipped claws(15pts): The werewolf has coated his claws in steel, causing far more vicious wounds than a normal claw. Steel-tipped claws count as rending against humans. Steel-tipped Fangs(25pts): The werewolf has coated his fangs in steel and its bite is that much more dangerous. Counts as a power fist against humans. Blessed Fangs(25pts): The werewolf has managed to get either his fangs blessed by some demented priest or is wearing blessed artificial fangs. Counts as a power fist against vampires. Loose Chainmail(15pts): The lycan can equip a loose fitting chainmail cover that protects them against most slashing weapons at the cost of slowing them down. Gives the wolf a 6+ invulnerable save in melee. Durable Chainmail(25pts): Gives the wolf a 5+ invulnerable save in melee. Melee Weapons training(10pts): The wolf can use basic hand to hand weapons in human form.(swords, knives, daggers, spears, axes)(Includes one free weapon from the list) Ballistics training(20pts): The wolf can use basic ballistic weapons in human form.(Pistols, revolvers, handguns, shotguns, SMGs.)(Includes one free weapon from the list) Heavy Weapons training(30pts): The wolf can use heavier weaponry including; LMGs(mounted machine guns) in human form. Explosives training(10pts): The wolf can use explosive weapons in human form. Grenades and RPGs. Must purchase Heavy Weapons training first (Includes 1 grenade) UV weapons(10pts): Adds UV quality to the weapon of choice, can only be applied to one weapon from the training list. Tail Spike(10pts): The werewolf has had a crude blade affixed to his or her tail, adds one S-3 attack.
Chowderhead wrote:Not being able to use a gun, when everyone else in the game can, puts you at a huge disadvantage for when you can't go Wolf.
Especially when it would be easier to use a ranged weapon or if you have a character that has been around longer than guns have been around...and has been using said weapons since the beginning of the RP...
Chowderhead wrote:Thank you for that, FITZZ. I didn't want Musater paying 40 points because of the 50 cal in BM:II.
Geeze, Andy should have had a rocket launcher in BM1, and in BM2... and an attack helicopter... so many things I wanted.
Welcome to BM:III. Ask FITZZ, and you might get.
Musater and Andy should have a Helicopter Joust, seeing as how they would be the only ones who have the fluff to get them. Maybe Joker, but he's just odd, so we'll put him in the "box of weird" with Dez.
Berserksteve wrote:Are we going to have the weapon buying for mages too?
Thinking about it, but I was leaving that up to you because it seemed like you wanted to do a lot of mage stuff. Right now I'm kind of stressed because its a big week for tests and tomorrow I have my Anatomy/Pathophysiology test along with the lab practical test. Sure its just bones for the lab, but its every single god-dang hole and dent in the bones. I'm basically redrawing the text book and I'm quite pleased with the way it looks, but so far I've done the lateral/superior/inferior/anterior/posterior views of the internal and external of the skull, the palmar/anterior view of the hands, anterior of the clavicle, anterior of the humerus, and the anterior of the scapula. I still need to do the posterior views, actually screw the posterior views I know what's back there... but I still need to do the vertebra, hyoid bone, ribs, sacrum, and foot.
FITZZ wrote: Not certain yet as to what the weapons situation with mages will be..as in most cases their spells already give them some formidable weapons.
...Have yet to run any combat sims, but should get some in by tomorrow...perhaps later tonight ..maybe.
Still going over a few ideas.
Maybe the Adepts and Arch Mages can really only have a pistol, SMG, cheap rifle or shotgun but the Battle Mages should have some option but not as much as the rest of the hunters.
Chowderhead wrote:Thank you for that, FITZZ. I didn't want Musater paying 40 points because of the 50 cal in BM:II.
Geeze, Andy should have had a rocket launcher in BM1, and in BM2... and an attack helicopter... so many things I wanted.
Welcome to BM:III. Ask FITZZ, and you might get.
Musater and Andy should have a Helicopter Joust, seeing as how they would be the only ones who have the fluff to get them. Maybe Joker, but he's just odd, so we'll put him in the "box of weird" with Dez.
One day...
... one day Chowder, I will rip out your heart, and smirk as you watch it stop beating...
Chowderhead wrote:Thank you for that, FITZZ. I didn't want Musater paying 40 points because of the 50 cal in BM:II.
Geeze, Andy should have had a rocket launcher in BM1, and in BM2... and an attack helicopter... so many things I wanted.
Welcome to BM:III. Ask FITZZ, and you might get.
Musater and Andy should have a Helicopter Joust, seeing as how they would be the only ones who have the fluff to get them. Maybe Joker, but he's just odd, so we'll put him in the "box of weird" with Dez.
One day...
... one day Chowder, I will rip out your heart, and smirk as you watch it stop beating...
Berserksteve wrote:Are we going to have the weapon buying for mages too?
Thinking about it, but I was leaving that up to you because it seemed like you wanted to do a lot of mage stuff. Right now I'm kind of stressed because its a big week for tests and tomorrow I have my Anatomy/Pathophysiology test along with the lab practical test. Sure its just bones for the lab, but its every single god-dang hole and dent in the bones. I'm basically redrawing the text book and I'm quite pleased with the way it looks, but so far I've done the lateral/superior/inferior/anterior/posterior views of the internal and external of the skull, the palmar/anterior view of the hands, anterior of the clavicle, anterior of the humerus, and the anterior of the scapula. I still need to do the posterior views, actually screw the posterior views I know what's back there... but I still need to do the vertebra, hyoid bone, ribs, sacrum, and foot.
This scares me, the fact you know how our skeletons work, please don't do any torture scenes, for the love of all that's sane and my clean keyboard don't.
Berserksteve wrote:Are we going to have the weapon buying for mages too?
Thinking about it, but I was leaving that up to you because it seemed like you wanted to do a lot of mage stuff. Right now I'm kind of stressed because its a big week for tests and tomorrow I have my Anatomy/Pathophysiology test along with the lab practical test. Sure its just bones for the lab, but its every single god-dang hole and dent in the bones. I'm basically redrawing the text book and I'm quite pleased with the way it looks, but so far I've done the lateral/superior/inferior/anterior/posterior views of the internal and external of the skull, the palmar/anterior view of the hands, anterior of the clavicle, anterior of the humerus, and the anterior of the scapula. I still need to do the posterior views, actually screw the posterior views I know what's back there... but I still need to do the vertebra, hyoid bone, ribs, sacrum, and foot.
This scares me, the fact you know how our skeletons work, please don't do any torture scenes, for the love of all that's sane and my clean keyboard don't.
Oh, my test went...decently... I scored a 67% on a 234 question test, which is a lot better than the class average, but that makes me mad. Combined with the fethed up way the lab test works, technically its 200 questions but the way it works is that there are four true or false statements and we choose a combination of what's right, A=1 only, B=2 Only, C=3 Only, D=4 Only, E=1/2. F=3/4, G=1/2/3, H=2/3/4, I=1/2/3/4, J=None of the above, so there was absolutely no partial credit on it.
Basically I am incredibly upset so I will be taking it out on people in the RP, and my Biochem test is two classes long so expect a lot of torture involving chemical processes.
I live such a tiresome life. I'm having to drink half a bottle of coke just to fill it back up with Vodka.
Anywho, I was thinking for the next rp to have Ryan as less of a PC, and more of an NPC? I was going to revolve the story around Cass growing up, and in particular his minders Sansa and Nelson. Seeing as Cass will be the major NPC for me in the 4th (if he's still alive that is) I really want to lay some ground work for him prior to that, so that he's not some faceless character I don't care about.
So does anyone have any advice or CC on this idea? Ryan will be no way gone from it, he'll still be a big part of the story obviously, spending time with his kid, leading his black claw elite into tearing Cains head off, y'know, the usual. But he'll play a less dominate roll. This of course will require Cass to be about anywhere between 4-7 years old. Anyone have any ideas?
If he isn't old enough, I would use Cass more of a NPC with a PC narrative. He might still be entirely new to the concept of fighting hunters and vampires so Ryan, Holly, Sansa, or Nelson will be sort of leading him around and teaching him how to react to those situations and of course to keep him safe should everything become TARFU. Sansa or Nelson as the PC, the other being a NPC, and Cass as an NPC.
I agree with Halo...I've found that an NPC is only lifeless if you write him that way...I plan on giving my own NPC(s) as much cover as I do Harlow but given that this RP has been awesome so far it'll be worth the effort...
WARORK93 wrote:I agree with Halo...I've found that an NPC is only lifeless if you write him that way...I plan on giving my own NPC(s) as much cover as I do Harlow but given that this RP has been awesome so far it'll be worth the effort...
That and if Cass is an NPC he can always just be handed to Uncle Harlow.
WARORK93 wrote:I agree with Halo...I've found that an NPC is only lifeless if you write him that way...I plan on giving my own NPC(s) as much cover as I do Harlow but given that this RP has been awesome so far it'll be worth the effort...
That and if Cass is an NPC he can always just be handed to Uncle Harlow.
...Y'know, I was wondering why I felt the other day that nobody cares about Harlow...and I just now realized why...people think he's a glorified babysitter...
How they got that idea I will never know but that depends on how ghosty feels about Harlow being a decent role model...this oughta be good...
As for Nachos's Idea, I like it, but I want to have my rps centered around him, from his point of view, if you follow. He'll of course have less grip of the situation than the others, and will be obviously very childish. So the training on how to kill will seem like a game to him, not life and death, for example.
ghosty wrote:As for Nachos's Idea, I like it, but I want to have my rps centered around him, from his point of view, if you follow. He'll of course have less grip of the situation than the others, and will be obviously very childish. So the training on how to kill will seem like a game to him, not life and death, for example.
Well yeah...but if you make Ryan your NPC and dump him on me...I'll put him in a too-too and make him do the mambo...
Jk ghosty...that's Halo's territory...he seems to have cornered a monopoly on the illogical and hilarious...
ghosty wrote:As for Nachos's Idea, I like it, but I want to have my rps centered around him, from his point of view, if you follow. He'll of course have less grip of the situation than the others, and will be obviously very childish. So the training on how to kill will seem like a game to him, not life and death, for example.
Yeah, Cass will be the center of the show, or it will at least be from his perspective, but you'll be using the other characters to do most of the fighting. In fact you could have him as the minor NPC so that way he should be able to actually avoid a lot of combat, but that doesn't mean he won't be able to share his point of view with us. He could see the others playing tag with humans, or whatever child-like euphemisms you can think of, from behind a bush or something.
ineptus astartes wrote:Does the US government know about werewolves and vamps? I would expect.
do they use them for military purposes?
Not really, there was some fluff for one of the wolves who was part of a WW2 era German military scheme called Operation: Werewolf, but for the most part I don't think the military uses them. As far as the government knowing, a lot of vampires and wolves try to remain hidden.
ineptus astartes wrote:MACV SOG: Military Assistance Command Veitnam-Studies and Observations Group
Y'know...some of Harlow's backstory is vaguely in that general vicinity...I say vaguely because it was only mentioned that he had "worked with the CIA" had to leave it open ended because his obvious status as a wolf...
Maybe our characters can shoot war stories ineptus...
well, my character is a 'Nam vet who was bitten during a retreat from NLF forces in the jungle and transferred to SpecOps because of 'courage in the face of the enemy' though it might have been because he was a shifter...
He came back with PTSD and lived a miserable life in the detroit ghetto until he encountered another wolf on his trip into the countryside (it was full moon, and the cops have something against a beastman butchering his neighbors) and one thing lead to another and he was 'taken in' by a pack, and so on, and so on...
Oh another thing, this is probably aimed more at Fitzz;
Would you say Cass's training would be similar to the training of a Spartan, as in, survival of the fittest, rigorous training, possible injury etc. Or would he be spolit and cared for extremely?
Talking about Baby sitting Joker had to literally babysit and bring a baby back to America , do any of you have any idea how hard it would be for Joker to get through Border control? He's a man who almost never parts with his explosives and he has a fake id. His real identity is known as a small boy who died as a child in a mass explosion. Damn, now that I think of it I should have RPed the border control post.
well, my character is a 'Nam vet who was bitten during a retreat from NLF forces in the jungle and transferred to SpecOps because of 'courage in the face of the enemy' though it might have been because he was a shifter...
He came back with PTSD and lived a miserable life in the detroit ghetto until he encountered another wolf on his trip into the countryside (it was full moon, and the cops have something against a beastman butchering his neighbors) and one thing lead to another and he was 'taken in' by a pack, and so on, and so on...
@Ghosty, Cass will probably be spoiled with training.
I foresee some possible minor injuries, like possible cuts and maybe a broken bone only because wolves can heal really fast. The reason for this is that he's supposed to help usher in some sort of wolf revival thing so Natasha will probably want him strong and mean so that those characteristics will be passed on to his potential pure-pure blood.
@darksage, Yeah, I can only imagine Joker trying to smuggle in a baby. I just imagined the baby being strapped to his side and being hidden under his shirt as some sort of freakish conjoined twin scenario, you the kind where one of the twins grows and the other is kind of just there.
ghosty wrote:Oh another thing, this is probably aimed more at Fitzz;
Would you say Cass's training would be similar to the training of a Spartan, as in, survival of the fittest, rigorous training, possible injury etc. Or would he be spolit and cared for extremely?
Protected yes...spoiled and pampered...no...
Sure he'll be growing up in relative comfort( to an extent) but he won't be mollycoddled ...he is to be the Father of the Great Wolf...so those training him won't go easy on him.
Chowderhead wrote:Already signed up for a game, mate.
Wait what? You knew about this and didn't stop it! Copyright infringements upon your head Chowder, from now on you will be named Copyrightinfringementhead.
Chowderhead wrote:Already signed up for a game, mate.
Wait what? You knew about this and didn't stop it! Copyright infringements upon your head Chowder, from now on you will be named Copyrightinfringementhead.
Honestly I don't know enough about IP law to even speculate on the subject of suing...at least not without coming of sounding like some dumb ass who spouts legal advice while making sure the fries don't burn...
... I would assume in order to build any sort of case...one would have to prove the idea was mine prior to them setting up their sight...and even then...as has been said...I had nothing copywriten...so...I dunno how well that would fly.
Chowderhead wrote:We need a patent/copyright, so no, we're balled. But hey, we're famous! We have a video game!
... What I'm wondering is...are we now infringing on their copywriten material..?
Despite the fact that I've had the idea for this RP for some time...easily 2010...I of course have no proof...other than threads here on Dakka...that I didn't "rip" them off...
Now, of course there's no monies involved....but hey, look at how viciously GW protects their IP ( even the stuff they stole from other sources) even if profit doesn't come into play...
halonachos wrote:Nope, we have the little time marks for our posts, above our avatar names. We have proof of our original posts and their time marks!
We can do it Fitzz, we can make our movie off of the broken dreams of some other poor saps.
Oh believe me Nachos...I have absolutely no problem with putting my boot heel on someone else neck if I feel it's a worth while endevour...
I just question if this is....morals don't come into play here...outcome does.
Though...perhaps I should look deeper into it...if it seems like it would be worth pursuing...I'm not against doing so.
Chowderhead wrote:Hell, we could just pitch it to Quentin Tarantino, and he'd do it for a bucket of nickels and some hookers.
... ...Well...I do know a couple of...err...nevermind...family friendly and all that..
You know...if in the next year or so a " Blood Moon " movie appears...that is one that leaves us out...but is somehow " A lot like these RPs"...I just might become highly ...upset.
halonachos wrote:Don't know about Dogma, he and I are at odds. I get the feeling that he doesn't like me but is stalking me at the same time on Dakka.
... Well, I do know a few RL Lawyers ...though I have to admit I'd feel a bit strange posing the question to them, as they specialize in criminal law and not IP law...
halonachos wrote:Don't know about Dogma, he and I are at odds. I get the feeling that he doesn't like me but is stalking me at the same time on Dakka.
... Well, I do know a few RL Lawyers ...though I have to admit I'd feel a bit strange posing the question to them, as they specialize in criminal law and not IP law...
halonachos wrote:Don't know about Dogma, he and I are at odds. I get the feeling that he doesn't like me but is stalking me at the same time on Dakka.
... Well, I do know a few RL Lawyers ...though I have to admit I'd feel a bit strange posing the question to them, as they specialize in criminal law and not IP law...
That and it would be weird saying that a group of people making an RP with you want to sue something created by a company in Germany.
This is the second time something like this has happened to me, my friend and I were at work discussing a game idea that resembled an open world like grand theft auto but with zombies... a few months later Dead Island is announced. Now I know you don't play games that often Fitzz, but basically it was our idea made manifest. So right now I'm going to think of an idea where I can have any woman I want and hope that a game isn't made out of that idea.
On a side note, I am considering joining just to see all of their NPCs and their names... I swear to jeebus that if I see an Andy, Vegas, Joker, Rook, Bjorn, Sven, etc there then I'll potentially let you know.
halonachos wrote:Don't know about Dogma, he and I are at odds. I get the feeling that he doesn't like me but is stalking me at the same time on Dakka.
... Well, I do know a few RL Lawyers ...though I have to admit I'd feel a bit strange posing the question to them, as they specialize in criminal law and not IP law...
That and it would be weird saying that a group of people making an RP with you want to sue something created by a company in Germany.
This is the second time something like this has happened to me, my friend and I were at work discussing a game idea that resembled an open world like grand theft auto but with zombies... a few months later Dead Island is announced. Now I know you don't play games that often Fitzz, but basically it was our idea made manifest. So right now I'm going to think of an idea where I can have any woman I want and hope that a game isn't made out of that idea.
On a side note, I am considering joining just to see all of their NPCs and their names... I swear to jeebus that if I see an Andy, Vegas, Joker, Rook, Bjorn, Sven, etc there then I'll potentially let you know.
I was thinking the same thing as well....if certain characters and themes began to crop up...then I'll be miffed.
...Wait...a game where you can have any woman...dude...just go to a club...they're everyplace.
halonachos wrote:Don't know about Dogma, he and I are at odds. I get the feeling that he doesn't like me but is stalking me at the same time on Dakka.
... Well, I do know a few RL Lawyers ...though I have to admit I'd feel a bit strange posing the question to them, as they specialize in criminal law and not IP law...
halonachos wrote:Don't know about Dogma, he and I are at odds. I get the feeling that he doesn't like me but is stalking me at the same time on Dakka.
... Well, I do know a few RL Lawyers ...though I have to admit I'd feel a bit strange posing the question to them, as they specialize in criminal law and not IP law...
That and it would be weird saying that a group of people making an RP with you want to sue something created by a company in Germany.
This is the second time something like this has happened to me, my friend and I were at work discussing a game idea that resembled an open world like grand theft auto but with zombies... a few months later Dead Island is announced. Now I know you don't play games that often Fitzz, but basically it was our idea made manifest. So right now I'm going to think of an idea where I can have any woman I want and hope that a game isn't made out of that idea.
On a side note, I am considering joining just to see all of their NPCs and their names... I swear to jeebus that if I see an Andy, Vegas, Joker, Rook, Bjorn, Sven, etc there then I'll potentially let you know.
I was thinking the same thing as well....if certain characters and themes began to crop up...then I'll be miffed.
...Wait...a game where you can have any woman...dude...just go to a club...they're everyplace.
Yeah, but clubs are owned by vampires and werewolves... that's a fact.
halonachos wrote:Wait, Fitzz is play testing everything I think.
Indeed I am....somethings are working well...very balanced...others...hmmm...
I'm so embarrassed... my ideas aren't balanced... repressing... urge... to... cry.
If its easier, I have always been aboard the 'scrap the wargear until BM 4' boat. Sure its rusty and has some holes in it, and is technically an old volkswagen beetle I found in a junkyard, but it still floats dammit!
Chowderhead wrote:
FITZZ wrote:
halonachos wrote:Wait, Fitzz is play testing everything I think.
Indeed I am....somethings are working well...very balanced...others...hmmm...
Everything Halo made?
Hey, I know some of it was broken, but I tried my best. Its my first time making gear after all, so it's like I'm Infinity Ward(cool ideas but bad in implementation) and Fitzz is like Treyarch, fine tuning those cool ideas so they work.
Class yes so far, clan/organization I don't think so. I made some rules for it, but tossed them out the window because they were too complicated. I wanted to do something creed wise but I don't think that's happening.
No his parents were killed while they were touring around in russia and the gang he affiliated himself with decided to tease by renaming him that. Until he got picked up the Hunters of the Bear. His original name is Atticus Risus....still pretty fancy though
shroud010 wrote:No his parents were killed while they were touring around in russia and the gang he affiliated himself with decided to tease by renaming him that. Until he got picked up the Hunters of the Bear. His original name is Atticus Risus....still pretty fancy though
You stole my name form the Traveling Church Monster Hunter's Guild RP! (what a mouthful)
and here I am, stuck with boring ol' Derrick Moss.
Oh believe me Nachos...I have absolutely no problem with putting my boot heel on someone else neck if I feel it's a worth while endevour...
I just question if this is....morals don't come into play here...outcome does.
Though...perhaps I should look deeper into it...if it seems like it would be worth pursuing...I'm not against doing so.
I think you would in fact find that by posting the original material on a publicly viewable board without any preceding copyright you pretty much forfeit any claims of ownership per se. You'll notice that even on things like the extracts of the GW novels http://www.blacklibrary.com/Downloads/Product/PDF/n/nocturne.pdf
..besides if you check the agreed to rules when you joined the site you'll find that everything you produce on the site, own in real life and family members for the next 2 generations are actually the property and playthings of Messrs. Yak and Lego.
Oh believe me Nachos...I have absolutely no problem with putting my boot heel on someone else neck if I feel it's a worth while endevour...
I just question if this is....morals don't come into play here...outcome does.
Though...perhaps I should look deeper into it...if it seems like it would be worth pursuing...I'm not against doing so.
I think you would in fact find that by posting the original material on a publicly viewable board without any preceding copyright you pretty much forfeit any claims of ownership per se. You'll notice that even on things like the extracts of the GW novels http://www.blacklibrary.com/Downloads/Product/PDF/n/nocturne.pdf
..besides if you check the agreed to rules when you joined the site you'll find that everything you produce on the site, own in real life and family members for the next 2 generations are actually the property and playthings of Messrs. Yak and Lego.
..always read the small print.
Cheers Red,
Basically I'd had the same thoughts pertaining to the situation, just wasn't entirely sure one way or the other...appreciate your insight...
On the subject of " small print"...I most regretfully inform the Administration that ,try as I might,I've been unable to find a way to mail in my first born...please arrange for pick up.
Ya, I'm thinking up some bit of his intro post. I want my characters personality and backstory to kind of come to me through that. I don't want write my character is cruel and evil all for me to make him the nicest guy in that world in the actual RP (that happened to me in an RP once, I just can't do evil for evil's sake)
ineptus astartes wrote:He, FITZZ, could a werewolf be killed if they were shot in the head with a lead bullet or had nape' dropped on them?
Not by a lead bullet no, it might stagger them...even knock one down...but they'd push the lead out and be up and moving again in no time..
Now, Napalm...that's a tough one to call as the wolves natural ability to regenerate would afford it some protection ( though it would be horribly burned if it took a direct hit...IE: was bathed in Napalm, it very well may die from the effects....but then again, and this is the horrid part for the wolf, it might very well survive as well...a charred and maimed twisted wreck)
EDIT:..." Nape"...?...You know, in all my years...and in many..many discussions with Vietnam vets...I've never heard Napalm reffered to as " Nape".
I do wonder what would happen if the werewolf say, had his head blasted into little chunks from a high caliber round, how does losing parts work with werewolves, or if they were cut in half? or if they had a grenade thrown into their car?
I do wonder what would happen if the werewolf say, had his head blasted into little chunks from a high caliber round, how does losing parts work with werewolves, or if they were cut in half? or if they had a grenade thrown into their car?
A lost limb is lost, wolves don't regrow lost body parts ( at least not my wolves)...
Now, internal organs will regenerate...so any injury from weapons fire will heal, though scaring will occur if the wounds are griveous enough...and a wolf " cut in half" would be a half a wolf.
ineptus astartes wrote:so, if a werewolf is shot in the head and said head explodes, it is dead? or it is just majorly screwed while it regenerates?
and half a wolf...i bet that's andy's next step.
Well...now we have to be practical in these matters, even though wolves are " Immortal" and have supernatural healing abilities....if one was struck in the face with an anti-tank missle ...he'd most likely be fethed...
Superhuman healing doesn't mean they will re-assemble if they're atomized by a cruise missle.
ineptus astartes wrote:I see, so as long as you don't get your head blasted apart, your'e fine.
and what you said, cruise missile. Makes me think, the best weapon against the crooked world:
NUCLEAR CARPET BOMBING CAMPAIGN!
mini-suns everywhere!
... Um...that would be a no...In fact..I can promise that any PC who'd even attempt to aquire nuclear arms would meet with a tragic ending due to "weapons malfunction"..
Berserksteve wrote:Hay Fitzz, have you thought about mages and guns yet?
I'm going to be running Mage combat sims today...and plan to do so both with and without firearms, though I'd imagine by and large that most mages primary "weapons" will be their spells....so I'm not even sure where " shooting" would come into play...other than if a mage fails in their spellcasting phase...in which case it could be seen as an unfair advantage that they be allowed a " second chance" at ranged attack...
ineptus astartes wrote:He, FITZZ, could a werewolf be killed if they were shot in the head with a lead bullet or had nape' dropped on them?
Not by a lead bullet no, it might stagger them...even knock one down...but they'd push the lead out and be up and moving again in no time..
Now, Napalm...that's a tough one to call as the wolves natural ability to regenerate would afford it some protection ( though it would be horribly burned if it took a direct hit...IE: was bathed in Napalm, it very well may die from the effects....but then again, and this is the horrid part for the wolf, it might very well survive as well...a charred and maimed twisted wreck)
EDIT:..." Nape"...?...You know, in all my years...and in many..many discussions with Vietnam vets...I've never heard Napalm reffered to as " Nape".
Berserksteve wrote:Hay Fitzz, have you thought about mages and guns yet?
I'm going to be running Mage combat sims today...and plan to do so both with and without firearms, though I'd imagine by and large that most mages primary "weapons" will be their spells....so I'm not even sure where " shooting" would come into play...other than if a mage fails in their spellcasting phase...in which case it could be seen as an unfair advantage that they be allowed a " second chance" at ranged attack...
I'm just considering weapons because of the battle mage who as a low magic but high WS and BS.
Berserksteve wrote:Hay Fitzz, have you thought about mages and guns yet?
I'm going to be running Mage combat sims today...and plan to do so both with and without firearms, though I'd imagine by and large that most mages primary "weapons" will be their spells....so I'm not even sure where " shooting" would come into play...other than if a mage fails in their spellcasting phase...in which case it could be seen as an unfair advantage that they be allowed a " second chance" at ranged attack...
I'm just considering weapons because of the battle mage who as a low magic but high WS and BS.
Yeah, I considered ( am considering) that as well...
What may end up happening is that high magic mages will have limited/no access to ranged weapons...while a Battle mage may be permited to choose a primary ranged weapon...
Berserksteve wrote:Hay Fitzz, have you thought about mages and guns yet?
I'm going to be running Mage combat sims today...and plan to do so both with and without firearms, though I'd imagine by and large that most mages primary "weapons" will be their spells....so I'm not even sure where " shooting" would come into play...other than if a mage fails in their spellcasting phase...in which case it could be seen as an unfair advantage that they be allowed a " second chance" at ranged attack...
I'm just considering weapons because of the battle mage who as a low magic but high WS and BS.
Yeah, I considered ( am considering) that as well...
What may end up happening is that high magic mages will have limited/no access to ranged weapons...while a Battle mage may be permited to choose a primary ranged weapon...
Berserksteve wrote:Hay Fitzz, have you thought about mages and guns yet?
I'm going to be running Mage combat sims today...and plan to do so both with and without firearms, though I'd imagine by and large that most mages primary "weapons" will be their spells....so I'm not even sure where " shooting" would come into play...other than if a mage fails in their spellcasting phase...in which case it could be seen as an unfair advantage that they be allowed a " second chance" at ranged attack...
I'm just considering weapons because of the battle mage who as a low magic but high WS and BS.
Yeah, I considered ( am considering) that as well...
What may end up happening is that high magic mages will have limited/no access to ranged weapons...while a Battle mage may be permited to choose a primary ranged weapon...
That is best option to go with.
I of course realize that " perfect balance" is going to be damn near impossiable...but I'm striving to get as close as I can... ...I will note here though that after all the nuts and bolts are tightened...and all the " new additions" are in place for this chapter of Blood Moon...I may not allow anything else to be added for the fourth go round.
Berserksteve wrote:Hay Fitzz, have you thought about mages and guns yet?
I'm going to be running Mage combat sims today...and plan to do so both with and without firearms, though I'd imagine by and large that most mages primary "weapons" will be their spells....so I'm not even sure where " shooting" would come into play...other than if a mage fails in their spellcasting phase...in which case it could be seen as an unfair advantage that they be allowed a " second chance" at ranged attack...
I'm just considering weapons because of the battle mage who as a low magic but high WS and BS.
Yeah, I considered ( am considering) that as well...
What may end up happening is that high magic mages will have limited/no access to ranged weapons...while a Battle mage may be permited to choose a primary ranged weapon...
That is best option to go with.
I of course realize that " perfect balance" is going to be damn near impossiable...but I'm striving to get as close as I can... ...I will note here though that after all the nuts and bolts are tightened...and all the " new additions" are in place for this chapter of Blood Moon...I may not allow anything else to be added for the fourth go round.
What but I just came up with a power that can automatically kill a character!
Shas'ui T'au Kais wrote:I know this has most probably been covered, but where is this installmeent going to be set in?
Actually Kais it's been asked but not answered... I've yet to pick an exact location for this one....at least as far as focal points go...basically due to the scope in which things will be taking place...I mean..we're talking global here...so...one central location is proving to be a bit of a bitch to nail down.
Berserksteve wrote:Hay Fitzz, have you thought about mages and guns yet?
I'm going to be running Mage combat sims today...and plan to do so both with and without firearms, though I'd imagine by and large that most mages primary "weapons" will be their spells....so I'm not even sure where " shooting" would come into play...other than if a mage fails in their spellcasting phase...in which case it could be seen as an unfair advantage that they be allowed a " second chance" at ranged attack...
I'm just considering weapons because of the battle mage who as a low magic but high WS and BS.
Yeah, I considered ( am considering) that as well...
What may end up happening is that high magic mages will have limited/no access to ranged weapons...while a Battle mage may be permited to choose a primary ranged weapon...
That is best option to go with.
I of course realize that " perfect balance" is going to be damn near impossiable...but I'm striving to get as close as I can... ...I will note here though that after all the nuts and bolts are tightened...and all the " new additions" are in place for this chapter of Blood Moon...I may not allow anything else to be added for the fourth go round.
What but I just came up with a power that can automatically kill a character!
Shas'ui T'au Kais wrote:I know this has most probably been covered, but where is this installmeent going to be set in?
Actually Kais it's been asked but not answered... I've yet to pick an exact location for this one....at least as far as focal points go...basically due to the scope in which things will be taking place...I mean..we're talking global here...so...one central location is proving to be a bit of a bitch to nail down.
shroud010 wrote:No his parents were killed while they were touring around in russia and the gang he affiliated himself with decided to tease by renaming him that. Until he got picked up the Hunters of the Bear. His original name is Atticus Risus....still pretty fancy though
You stole my name form the Traveling Church Monster Hunter's Guild RP! (what a mouthful)
and here I am, stuck with boring ol' Derrick Moss.
Really? I never even looked at it once. now which one is it Creed or Atticus?
Shas'ui T'au Kais wrote:I know this has most probably been covered, but where is this installmeent going to be set in?
Actually Kais it's been asked but not answered... I've yet to pick an exact location for this one....at least as far as focal points go...basically due to the scope in which things will be taking place...I mean..we're talking global here...so...one central location is proving to be a bit of a bitch to nail down.
Ahh, makes sense...
Basically what I'm planning, and weather it works or not remains to be seen, is to have most of the PCs decide for themselves where in the world they are/what they are doing when the RP starts...with the exception of those who are among Natasha's forces ( though I'll probably allow a bit of "wiggle room" there as well)...
I will then have narrative suggest various locations of importance, for example...a Network group in Arizona could be working to develop a means of creating a portal into the crooked world...or a group of wolves may have just engaged in a skirmish with some Vampires around a museum in New York..etc.
Shas'ui T'au Kais wrote:I know this has most probably been covered, but where is this installmeent going to be set in?
Actually Kais it's been asked but not answered... I've yet to pick an exact location for this one....at least as far as focal points go...basically due to the scope in which things will be taking place...I mean..we're talking global here...so...one central location is proving to be a bit of a bitch to nail down.
Ahh, makes sense...
Basically what I'm planning, and weather it works or not remains to be seen, is to have most of the PCs decide for themselves where in the world they are/what they are doing when the RP starts...with the exception of those who are among Natasha's forces ( though I'll probably allow a bit of "wiggle room" there as well)...
I will then have narrative suggest various locations of importance, for example...a Network group in Arizona could be working to develop a means of creating a portal into the crooked world...or a group of wolves may have just engaged in a skirmish with some Vampires around a museum in New York..etc.
... Um...that would be a no...In fact..I can promise that any PC who'd even attempt to aquire nuclear arms would meet with a tragic ending due to "weapons malfunction"..
Dang it... and there I was making up an artifact with a small scale (one person at a time) effect. (Blame Warehouse 13 for that.)
... Um...that would be a no...In fact..I can promise that any PC who'd even attempt to aquire nuclear arms would meet with a tragic ending due to "weapons malfunction"..
Dang it... and there I was making up an artifact with a small scale (one person at a time) effect. (Blame Warehouse 13 for that.)
But what if crooked people brought nukes? To blow up france...No one likes france.
ineptus astartes wrote:He, FITZZ, could a werewolf be killed if they were shot in the head with a lead bullet or had nape' dropped on them?
Not by a lead bullet no, it might stagger them...even knock one down...but they'd push the lead out and be up and moving again in no time.. Now, Napalm...that's a tough one to call as the wolves natural ability to regenerate would afford it some protection ( though it would be horribly burned if it took a direct hit...IE: was bathed in Napalm, it very well may die from the effects....but then again, and this is the horrid part for the wolf, it might very well survive as well...a charred and maimed twisted wreck)
EDIT:..." Nape"...?...You know, in all my years...and in many..many discussions with Vietnam vets...I've never heard Napalm reffered to as " Nape".
My cousin called it that, I just picked it up for mall the times he referred to napalm as nape'. he's a vet.
... Um...that would be a no...In fact..I can promise that any PC who'd even attempt to aquire nuclear arms would meet with a tragic ending due to "weapons malfunction"..
Dang it... and there I was making up an artifact with a small scale (one person at a time) effect. (Blame Warehouse 13 for that.)
Oh Aurelia, you should know Erzuli is exempt from my " No Nukes" policy...in fact I encourage her to have all the uber weapons/spells/ purse with a brick in it ..she can get.
... Um...that would be a no...In fact..I can promise that any PC who'd even attempt to aquire nuclear arms would meet with a tragic ending due to "weapons malfunction"..
Dang it... and there I was making up an artifact with a small scale (one person at a time) effect. (Blame Warehouse 13 for that.)
But what if crooked people brought nukes? To blow up france...No one likes france.
shroud010 wrote:No his parents were killed while they were touring around in russia and the gang he affiliated himself with decided to tease by renaming him that. Until he got picked up the Hunters of the Bear. His original name is Atticus Risus....still pretty fancy though
You stole my name form the Traveling Church Monster Hunter's Guild RP! (what a mouthful)
and here I am, stuck with boring ol' Derrick Moss.
Really? I never even looked at it once. now which one is it Creed or Atticus?
... Um...that would be a no...In fact..I can promise that any PC who'd even attempt to aquire nuclear arms would meet with a tragic ending due to "weapons malfunction"..
Dang it... and there I was making up an artifact with a small scale (one person at a time) effect. (Blame Warehouse 13 for that.)
Oh Aurelia, you should know Erzuli is exempt from my " No Nukes" policy...in fact I encourage her to have all the uber weapons/spells/ purse with a brick in it ..she can get.
... Um...that would be a no...In fact..I can promise that any PC who'd even attempt to aquire nuclear arms would meet with a tragic ending due to "weapons malfunction"..
Dang it... and there I was making up an artifact with a small scale (one person at a time) effect. (Blame Warehouse 13 for that.)
But what if crooked people brought nukes? To blow up france...No one likes france.
... Um...that would be a no...In fact..I can promise that any PC who'd even attempt to aquire nuclear arms would meet with a tragic ending due to "weapons malfunction"..
Dang it... and there I was making up an artifact with a small scale (one person at a time) effect. (Blame Warehouse 13 for that.)
But what if crooked people brought nukes? To blow up france...No one likes france.
why would they bring nukes? vamps would hate that...
... Um...that would be a no...In fact..I can promise that any PC who'd even attempt to aquire nuclear arms would meet with a tragic ending due to "weapons malfunction"..
Dang it... and there I was making up an artifact with a small scale (one person at a time) effect. (Blame Warehouse 13 for that.)
But what if crooked people brought nukes? To blow up france...No one likes france.
why would they bring nukes? vamps would hate that...
That's true...a Nuclear detonation would be like " Instant sunrise"...I'm sure the Vamps would be most unhappy with that...as would everyone else involved...Radioactive Werewolf may be a great name for a band...but I don't know that I want them in the RP.
Aurelia wrote:On topic a bit more... darn if this is starting again soon I really need to be making up some ideas myself...
...I wonder if Erz would get in trouble for using 'Pavlov's Bell' to... er... 'teach' Cass manners.
My initial hope was to launch the RP today ( that ain't going to happen... )...I'm now hoping to get things kicked off " sometime" this week...or by next weekend at the very latest...so you still have some time to iron out some starting ideas..
...Pavlov's Bell as a training tool for Cass.... ...oh...this is going to get good.
FITZZ wrote:My initial hope was to launch the RP today ( that ain't going to happen... )...I'm now hoping to get things kicked off " sometime" this week...or by next weekend at the very latest...so you still have some time to iron out some starting ideas..
...Pavlov's Bell as a training tool for Cass.... ...oh...this is going to get good.
....I've got exams next week , must commence writing now, but too tired.
(But after that week...I only have 6 hours of school until Februari. )
Did you get a stale croissant this morning?...you seem to be brimming with an inordinate amount of hostility for the French today.
...And I'm thinking winter.
Hmm...Still a bit groggy about my codeine overdose...And i don't like croissants.
What?...Who doesn't love a croissant..?...so light...so flaky...so deliciously buttery...why I could eat a dozen of them and come back for more...
Well in that case, i'm gonna send all my croissants over to you. So i don't have to see them anymore.
And oh, Croissants don't originate from france.
While I would greatly enjoy a parcel of pastry, I'm not sure how well baked goods would do with international travel... ...And yes, though Croissants didn't originate in France...they seem to be associated with the region...like America and beer guts.
...Anyway...as much as I'm enjoying the culinary diversion...lets stay focused on the RP.