"Go to the sign of Marvel's Axe, a dubious inn on the edge of the Thieves Quarter, in the City of Greyhawk, and look to your own wrist. If you perceive a bracelet and dangling dice, watch for the next throw in the war between Law and Chaos and be prepared to follow the compelling geas." -Signal
Showing posts with label Vampire. Show all posts
Showing posts with label Vampire. Show all posts

Thursday, October 20, 2011

White Wolf Night Edition #3, Spell Blank

White Wolf Night Edition was a free periodical that was produced  amazingly enough by White Wolf. It was intended to support and/or promote their products. I do not see where it was mailed so it had  to be distributed through game and comic shops.

The copies I have were obtained in the secondary market. I know I  ended up purchasing just them in an eBay lot some time ago. I  wanted to see what they were and most likely overpaid but I got  six of them and paid less than $5 including shipping. The issue  above is #3 and it was bi-monthly. The next issue I have is #6  and it had moved to quarterly by then. The last issue I have is  #18 and that was fall of 2000 so I know it ran for at least that  long.

Being close to magazines these are something I find fun to read.  It is also nice to be able to see what was planned by the company  and then compare it to what actually happened. I guess in the end  it really just clutter though as it offers no really measurable  gaming support. In a society where one of the most profitable  businesses is self storage units and PODS I guess I am not the  only one that keeps stuff like this!



Spell:

Spell Blank


Level: Fourth
Range: 6"
Duration: None
Area of Effect: One Caster
Components: V,S
Casting Time: 3 Segments
Saving Throw: Special

Whith the casting of this spell the magic user will accomplish two things when involved in a hostile situation with another spell caster. The first is that they will be able to know the mind of the other caster. The second is that they will be able eliminate one or more spells from the others caster's arsenal.

When the spell is initially cast the magic user will be able to see what other spells that the target has memorized. This spell will only work on targets that memorize spells and not one that only have spell like abilities. The DM will need to present the caster with just the list of spells that have left not what might have been memorized and already used and not their full list of available spells.

After getting the list the caster will then be able to pick a spell and have it wiped from the mind of the victim. If this spell is fourth level or lower then there is no saving throw. The spell will simply vanish. If the spell is higher than fourth then the victim is entitled to a saving throw. If the initial spell is eliminated then the caster can pick another to have vanish. Regardless of this spells level the victim will get a save. If made the spell is not lost otherwise it will be lost as well. This process will continue until a save is made. Saving throws after the second are made with a progressive +1 until the process stops.

Disclaimer: The spells that you will see, for how ever long the write ups last, were all written up or conceived of back in the 80's so the terminology may not appropriate for anything other than 1e and depending on how well I did back then it may be slightly off for that as well. If there is any duplication of spells that exist now it is most likely I wrote mine first :) Please feel free to comment on them but try not to be too hard on me. If anyone wishes to use these in anything they print please let me know in advance and all I ask is proper credit.

Saturday, October 8, 2011

Clanbook Toreador, Mystical Location

Vampire:The Masquerade changed the face of roleplaying games. This is a game and system that more so than any other is a love or hate it for most. I was a fan of vampires long before this game came on the market so I really like the idea behind it. I hate what vampires have become today. I think this game as much as anything else helped that along.

Dracula though not the first really helped popularize the idea of the vampire. We think of Dracula being dark and dangerous and that is true but there is more. Dracula was when you look at his actions became a little bit angst ridden and this may have been a chink in the armor of darkness.

The clanbooks for V:tM were essential for those that wanted to play the game when it was first released. The first edition of this book was released in 1994 and is 72 pages long. All of these books much like most of the other Storyteller products begins with some game fiction. This is something many hate but I like this in most of the products and in this one it helps set the tone for the clan.

The question will be asked why use this clanbook. I have taken online quizzes in the past and I have been identified as belonging to Clan Toreador. I would not have picked this one for myself so I am not sure what is going on. I would have gone with Ventrue and they are perhaps the closest to the Toreador.

If you are a fan of the system and do not have these I would strongly suggest picking them up. I might opt for the later revised edition or even one under the updated system but regardless pick it up. They can usually be found priced really reasonably either online or at places like Half Price Books.

Here is the information on the clan from one of the online quizzes:

Artistic and maybe even a bit shallow, you belong to the clan of the Toreador. You have a keen eye for pretty things. The embrace is looked on as preserving all beautiful things for eternity. You are the sensual vampires that you hear people talk about that seduce to get what they want. This clan is the one thought of as being the spoiled sort who want to get what they want. However, you usually work right under the Ventrue clan as they try to carry out their plans.

The Toreador

The Toreador are called many things - "degenerates," "artistes," "poseurs," and "hedonists" being but a few. But any such mass categorization does the clan a disservice. Depending on the individual and her mood, Toreador are alternately elegant and flamboyant, brilliant and ludicrous, visionary and dissipated. Perhaps the only truism that can be applied to the clan is its members' aesthetic zeal. Whatever a Toreador does, she does with passion. Whatever a Toreador is, she is with passion. To the Toreador, eternal life is to be savored. Many Toreador were artists, musicians or poets in life; many more have spent frustrating centuries producing laughable attempts at art, music or poetry. Toreador share the Ventrue's love of high society, though not for them the tedium of actually running things - that's what functionaries are for, darling. Toreador know that their place is to captivate and inspire - through their witty speech, graceful deeds, and simple, scintillating existence. 



Spell:

Mystical Location


Level: Sixth
Range: None
Duration: Special
Ares of Effect: One Item
Components: V,S,M
Casting Time: 1 Day
Saving Throw: None

When this spell is cast the magic user will be given the ability to locate any single item. The item they can locate must be specified in the casting of the spell. There will be limits on what item can be specified as well.

The caster will not know the exact location of the item. They will instead know a general direction of the item and a ballpark idea as to the distance away. The closer they come to the item the more definite the information will become. It may start out as vague as to the east and a continent away depending on the distance.

The caster will have one week free to locate the item. After that period of time the caster will lose one hit point per day and one point of constitution per week until the item is located. The caster may stop the location effect at any time. The hit points and constitution lost will be restored at the same rate lost. If the caster does not locate the item before the spell is stopped they will be unable to cast the spell again for the same item for a period of time equal to double the time the previous casting was in effect.

The material component of the spell will be connected with the item being sought after. The caster must have something that has been in direct contact with the item or used in its creation to be able to cast the spell. It should be noted that this spell can be used to locate both inanimate and living objects.

Disclaimer: The spells that you will see, for how ever long the write ups last, were all written up or conceived of back in the 80's so the terminology may not appropriate for anything other than 1e and depending on how well I did back then it may be slightly off for that as well. If there is any duplication of spells that exist now it is most likely I wrote mine first :) Please feel free to comment on them but try not to be too hard on me. If anyone wishes to use these in anything they print please let me know in advance and all I ask is proper credit.

Sunday, September 11, 2011

Vampire: the Requiem Character Sheet Pad, Ignore Me

These are for the newer version of the game. I have not had a chance to play this version as of yet but I do have a copy of the character sheets. I will admit that there is something oddly disturbing and yet appealing to the cover for this product.

The characters sheets can be previewed online and downloaded at DriveThruRPG. They look to have what is needed without being too cluttered to make things hard to find until you are use to them. These are only two sided which is one more than in the books and two less than what was released for the older version. In the end it is a character sheet so all it has to accomplish is to standardize the record keeping and this accomplishes that.

Below is the information from the White Wolf web site....

The danse macabre is set to the tune of secrets. Who knows them, who keeps them and who’s willing to share - for a price. Now you have a place to keep all of your Vampire character's secrets. Just beware the player looking over your shoulder.

No More Photocopies

Continuing its line of tools for the Storytelling System™, White Wolf provides this indispensable collection of pre-printed Vampire: The Requiem™ character sheets. Each pad contains one character sheet from each Clan and Covenant combination. U.S. Page Count: 25



Spell:

Ignore Me


Level: First
Range: None
Duration: Permanent
Ares of Effect: 3" Radius
Components: V
Casting Time: Instantaneous
Saving Throw: Special

This spell allows the magic user, and their party, to appear  inconsequential to any other than their party in the area of  effect. This does not cause them to be forgotten they will simply  be overlooked.

The spell will only be effective if the party has not taken any  hostile actions against the group that would be affected. The  affected can also not already be in the process of attacking or  taking hostile action against the casters party.

There will be no save for those of lower intelligence than the  caster. The caster may also base the comparison against their  charisma if this is higher. If the intelligence of the victim is  higher than the stat it is compared against they will get a  saving throw. The save will be made at +1 for every point their  intelligence is higher.

The spell will require the caster to put forth some suggested  reason and course of action that will make them appear  inconsequential to the other group. This should be as simple as  possible and the DM may allow saves if the reasoning and action  are too complex or would not make sense. Something along the  lines of "We are not the adventurers you are looking for. Move  along now" would work. (Please don't sue me George!)

Disclaimer: The spells that you will see, for how ever long the  write ups last, were all written up or conceived of back in the  80's so the terminology may not appropriate for anything other  than 1e and depending on how well I did back then it may be  slightly off for that as well. If there is any duplication of  spells that exist now it is most likely I wrote mine first :)  Please feel free to comment on them but try not to be too hard on  me. If anyone wishes to use these in anything they print please  let me know in advance and all I ask is proper credit. 

Monday, April 11, 2011

I - Iron Crypt, Interview, Inhuman, Ice Cubes

This module was the 2006 GenCon version that was only available at the convention. I really wish I could say that I picked it up personally but I didn't. Someone from online asked if anyone wanted one as they were going. I am afraid that we were the reason Goodman Games seemed to sell out fast that year. This is the 1e version of the module so that makes it just all that cooler.

Movie:

Interview with a Vampire is based on the book by Ann Rice. I attribute her books as being the start of all the Vampire love that runs rampant today. Anyone who says otherwise is probably just deluded and part of Team Jacob...did I really just use that phrase. If you can look past Tom the movie really was fairly well done. It is worth looking at for anyone doing the vampire gaming if for nothing more than the setting and the interaction between the monsters. Pay special attention to the creepiness factor of Kirsten Dunst's Claudia character as well.

Plot:

Inhuman creatures have been found washed ashore at the local beach or pier. This while noteworthy itself is added to by the fact that one of the monsters had a satchel filled with gold that could only be from a gold fleet that was lost somewhere at sea over 300 years ago. On that fleet was also rumored to be an artifact of great power that would outstrip the gold in value. This will hopefully inspire the characters to partake in a great undersea adventure. They can solve the mystery of what the creatures are (mutated sahuagin or something worse), if they gold fleet really sank nearby and if the artifact was in fact really and/or still there.

Magic:

Ice Cubes are small magic cubes that will be no larger than a 2" square and are often smaller. The cube will appear to be made of glass and is transparent. It will also be cool to the touch though not uncomfortably so.  It is actually part of the core material of the Plane of Ice or similar location. The cube will function as both a Ring of Fire and Frost Protection. It will also allow the use once per day to cast Wall of Frost and Cube of Force. In a more mundane use the cube when dipped into any liquid will bring it to just a few degrees of its freezing point.

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