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#vampire the masquerade 20th
greekmyth-simon · 2 years
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🩸THE COOLER STATEN ISLAND VAMPIRES🩸
Or the LGBT community made a vampires! Aliyah (left) and Victoria (right) belong to @hyenasnake :)
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thecatslug2 · 10 months
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The Sabbat are so nice to their falsies. So tender and caring. No murder or brutal inhuman punishment. That’d be crazy
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strangeoctober · 2 months
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Clan Haljura
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Pariahs and outcasts, Clan Haljura are shunned, feared and hated by all who encounter them. By whatever quirk of their lineage, those who behold a Haljura feel a subtle, soul-deep revulsion. Be it fear, hate, or disgust, the emotion is slight but ever-present and even those who are prepared find it very difficult to prevent their aversion from colouring their interactions. This intrusive loathing can even drive kine and weak-willed kindred to lash out against the Haljura. But despite all this, the Haljura have carved out a place for themselves to thrive. Becoming dreaded creatures of the night who prey upon humanity from the shadows and instil utmost terror into any who earn their ire. Their Discipline of Foedus is one of bodily control. First, they control themselves, stretching out or squeezing through impossible gaps, growing new limbs or organs as needed, or splitting parts of themselves off for skulduggery. But those who master the discipline can steal the skins and minds of their victims.
You can find the full write-up of Clan Haljura and the discipline of Foedus in my book, Shrouded Legacies, a supplement for Vampire the Masquerade, 20th Anniversary Edition available on Storytellers Vault! It presents six new clans of vampires, each with their own unique signature discipline. These are to be used however the Storyteller wishes, whether new and interesting character options for your players, or as inscrutable antagonists to thwart their ambitions...
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There is a special joy in running a vampire one-shot after having played only dnd adjacent games for 4 years, with people new to vampire, and afterwards talk about how they would love to again in the future
Especially since this one-shot was a "test" of some houserules and trying to GM/ST in a different way, in preperation for the Vampire chronicle i'll be starting later this week.
Click the 'keep reading' if you want to read my rant about the oneshot
The game was set in Los Angeles, vaguely during the Bloodlines game, and the story was a mix of the 'Southland Slasher' questline from the video game, and the v5 "monster(s)" quickstart story.
Honestly it went incredible smooth, they coterie was very confrontation shy, so i might have oversold the "combat is dangerous", which I went hard on cuz they were mostly familiar with DnD. But it was all very good and it felt great.
Biggest worry was that it might be too railroady, but when asked they said it felt very sandboxy for a one-shot, even if the story was a bit linear.
Ask my if you want to hear more :)
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linhardting · 1 year
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some art ive done in the past few months of my toreador (he/him) + his party (all also he/him)
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doomsayings · 2 years
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SAWW LACUNA COIL
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clanlasombrasp · 1 year
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//Taking advantage of the Black Friday offers, I have opted for some 20th Anniversary classics in a Spanish edition thanks to the publisher NoSoloRol. For mere desire to complete my collection: I'm a great defender of #V5 but when I was young I played and storytold 1st, 2nd and Revised Edition (or 3rd) of Vampire The Masquerade and the 3 editions of Vampire Dark Ages.
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anim-ttrpgs · 6 days
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Wait does Eureka have its own established lore for how different supernatural creatures work?
Yes, it does!
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(I’m going to preface this post by saying that just about everything I’m talking about here, and more, is available FOR FREE for you to read in the free pre-release version of the Eureka: Investigative Urban Fantasy rulebook that you can download from our website. Go to Chapter 8 to start reading about the supernatural lore. The rulebook itself will do a lot better job of explaining all this than I will, because it has the exact details of how each one works, and I’m just hitting the highlights and going over what those details mean.)
Eureka: Investigative Urban Fantasy is a game about very human and believable investigators digging into dangerous (often supernatural) mysteries way over their heads, and sometimes those very human and believable investigators will be supernatural creatures themselves.
These supernatural creatures are every bit as human and “normal” as their mundane investigators counterparts, they have jobs, friends, families, hobbies, etc. They live among mundane society, not outside of it.
Most modern fantasy settings have some kind of separation between normal society and magical society, like you see in Harry Potter where there is normal society, and then a separate, secret magical society hidden away from it, or Vampire: The Masquerade, where vampires all have an agreement to keep themselves a secret from normal society despite acting within it.
In Eureka’s world, there is no “masquerade,” but that doesn’t mean that magic and monsters are well-known and well-documented phenomenons. Supernatural creatures such as vampires, wolfmen, etc. are exceptionally rare. Don’t take this as an exact number, but you can probably assume there’s about one of these per every 3.3 million normal people.
This rarity, as well as the fact that each individual has little to gain and everything to lose by revealing themselves (try “coming out” as a person who regularly assaults people and drains their blood), has led to them going largely undocumented in the modern day. Sure, this is the digital age, there are videos, but viral videos are not exactly scientific evidence. For every real vampire caught on camera, there are a thousand hoaxes and horror short films.
There is no secret vampire government controlling things from the shadows—most vampires don’t even know any other vampires, let alone enough to form a secret society with any effect on national politics.
As for how they work, well, that’s one of my favorite parts to talk about.
There are five playable monster types in Eureka (The Vampire, The Wolfman, The Fairy, The Witch, and The Thing From Beyond) plus two extras that are Kickstarter stretch goals (The Dullahan and The Gorgon), but in the interest of time, I’m only going to really go into detail with one of them.
Most playable monster types in Eureka are very, very old-school, with an emphasis on actual historical folklore over just making up all our own lore. That doesn’t mean Eureka doesn’t have a unique approach to the supernatural, though. Little of it is “new,” but it is certainly unique, because to my knowledge no other RPG has ever taken the old stuff this far before. A PC being a monster in Eureka isn’t just a few +1s here and there and maybe a little extra damage from silver weapons, it means playing by an entirely different set of rules from fellow investigators.
The vampires and vampire lore you see in movies are not folkloric vampires, they are mostly a 20th and 21st century pop-culture creation. Eureka’s vampire abilities, weaknesses, and other traits are based on pre-1900 vampire legends, with older traits usually taking precedent over newer ones. Thus, a lot of assumptions you might have about vampires going in could end up being very wrong. For instance, in movies, vampires instantly die when exposed to sunlight, but the first ever instance of a vampire in a story being killed by sunlight was in the 1922 film Nosferatu. In Eureka, sunlight is still awful for vampires, it strips them of their vampiric powers, but it doesn’t do any real damage to them. Sunlight is an issue vampires have to deal with, but it is far from instant death. That doesn’t mean being a vampire is inherently easy though, because in addition to having all the powers that folkloric vampires have (which is a TON), they also have all the weaknesses, and it is the emphasis on weaknesses that really makes the moment-to-moment playing of a monster PC in Eureka the most interesting. A few of my favorites for vampires are the refusal to enter homes without a direct invitation, and the compulsion to count large numbers of small objects. I think most vampire media these days considers these to be “silly” weaknesses and don’t want to acknowledge them in the lore of their “serious” scary horror vampires, but honestly I think that the “sillier” vampire stuff can still be used to great effect in horror. Imagine knowing that the only reason a vicious killer at your door hasn’t stormed in to rip your throat out is because they’re being polite.
A vampiric investigator will need to work around these weaknesses, and more, in their daily life, all while being sure not to reveal their true nature to their more mortal friends. It’s something that really changes how a character behaves and goes about problem-solving.
For instance, the rest of the party may be able to break into a house no-problem, but the vampire cannot. They need a invitation. That’s a problem. That’s a puzzle. It makes me excited just thinking about it.
This was originally going to be a much longer post where I went into more of the themes of monsters in Eureka, but I have decided that that would be most cohesive as its own post, an upcoming essay titled "How Eureka Handles Disability." So stay tuned for that.
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Eureka: Investigative Urban Fantasy is kickstarting from right now until May 10th! Back it while you still can!
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If you want to try before you buy, you can download a free demo of the prerelease version from our website or our itch.io page!
If you’re interested in a more updated and improved version of Eureka: Investigative Urban Fantasy than the free demo you got from our website, subscribe to our Patreon where we frequently roll our new updates for the prerelease version!
You can also support us on Ko-fi, or by checking out our merchandise!
Join our TTRPG Book Club At the time of writng this, Eureka: Investigative Urban Fantasy is the current game being played in the book club, and anyone who wants to participate in discussion, but can’t afford to make a contribution, will be given the most updated prerelease version for free! Plus it’s just a great place to discuss and play new TTRPGs you might not be able to otherwise!
We hope to see you there, and that you will help our dreams come true and launch our careers as indie TTRPG developers with a bang by getting us to our base goal and blowing those stretch goals out of the water, and fight back against WotC's monopoly on the entire hobby. Wish us luck.
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blood-bound · 1 year
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greekmyth-simon · 2 years
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DATE NIGHT, DATE NIGHT!!!!
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thecatslug2 · 4 months
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Art I did of a player’s Menemachian Nosferatu Maeghar, Jean Jacques Martin
Welcome to Montreal, Jean!
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strangeoctober · 1 month
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Clan Storverkr
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Monsters in the most literal sense, Clan Storverkr are seen by many Kindred as mere brutes and marauders. They are feared for their aberrant habits and freakish appearance, yet envied by those very same Kindred for their stubborn independence. Perhaps more than any other clan, the hard-living Storverkr exist in the moment. Driven by their increasingly alien bodies and minds, they revel in blood where they can get it, satisfy their bizarre compulsions whenever they wish and occasionally act the monsters they appear to be. The discipline of Mutare is both the birthright and the curse of the clan. It allows each of them to take on a monstrously powerful form that is unique to the Storverkr in question. But as they grow in power, they develop monstrous and outlandish features that belong nowhere in nature and are difficult to conceal. They also become driven to satisfy bizarre compulsions that mortals would consider disturbing at best and frighteningly dangerous at worst.
You can find the full write-up of Clan Storverkr and the discipline of Mutare in my book, Shrouded Legacies, a supplement for Vampire the Masquerade, 20th Anniversary Edition available on Storytellers Vault! It presents six new clans of vampires, each with their own unique signature discipline. These are to be used however the Storyteller wishes, whether new and interesting character options for your players, or as inscrutable antagonists to thwart their ambitions...
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reikiajakoiranruohoja · 9 months
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W5: Why do I think it is bad
When W20 (Werewolf the Apocalypse 20th anniversary edition) came out, it was a joyous occasion for multiple reasons. First, it was the first proper book released for the game in 10 years. Second, it was proof that the old game still had fans who were willing to try a new edition.
And third; W20 was about hope.
From its beginning comic about rising up to fight despite the odds to the way the book offered chances to play the lost tribes, to the way the supplements followed suit in offering more options and interesting ideas to use, W20 was about going on despite the odds.
This is not the feeling one gets reading Werewolf the Apocalypse 5th edition. Despite being a reboot, the book spends pages guilt-tripping players about playing garou. There is little hope, because being a garou sucks and most importantly; The fight for Gaia might not even be real.
Now, I am not one to say no to Alternative Universes, I enjoy the concept a lot. But W5 is still a game and so needs more than a rant about how badly the garou screwed up, it needs gameplay. And the gameplay W5 offers is sitting in your caern defending your turf while the world around you burns and if you dare to take action? You might become mad and become a fascist.
I need to remind you all that the core of WtA is the fight against pollution, systematic oppression, your own ancestors and your own Rage. The horror is how impossible the fight seems, how easily you can turn on your friends and how tempting an easy way out is.
The horror in W5 is how bad your ancestors were and how terrible it is to be a garou.
Personal Horror has always been the wheelhouse of Vampire the Masquerade, as being a vampire forces you to create justifications for your actions. Werewolf is titled Feral Horror for a reason, the horror is more external than internal. Yet W5 tries to make it internal like in VtM, leaving behind all the environmental horror. Indeed, W5 is written quite clearly with purely urban characters in mind with very little focus on nature.
Anyone who is familiar with NWoD/Chronicle of Darkness should by now notice that this sounds quite a bit like Werewolf the Forsaken. This is because W5 has taken a lot from Forsaken, but without truly understanding the way these parts make Forsaken what it is.
But all of this is, as we say in the community, fluff. What about the mechanics? Surely they are at least fun?
The way Rage works in W5 is extremely punishing because Rage has its own dice that replace normal dice the more you have. If you fail with these dice, your character will destroy something. At best. Worse is that any Rage above the hilariously small maximum of 5 gives your character willpower damage. The kicker is that you cannot choose to use Rage Dice when you want to, nor can you control their use. It is all or nothing.
Rage in the previous editions of WtA was a power versus control trap. You could do amazing things with your Rage, but the more you had the easier it was to lose control and the harder it was to deal with humans. What made Rage such a clever trap, was that gaining more was often based on player action. Those seeking a fast way to power would end up being creatures with very little to no self-control.
Rage Dice are not that, they make the life of a PC hard no matter what they do and at times punish players by taking actions as werewolves.
Another mechanic that punishes and in fact has some really unfortunate implications attached to it is Hauglosk. Stated to be the opposite of Harano, Hauglosk is in reality a way for the ST to punish any player who plays in a way that the ST does not approve. Worse, Hauglosk is at one point stated to be equal to fascism.
On the fluff side, Hauglosk also serves as a way to limit what the PCs can do as the book helpfully notes it manifests in the form of absolute certainty to your cause and the want to act NOW. Since we are on Tumblr here, I should not have to note how baffling that is in a game about activism.
The way Hauglosk is written is most likely to justify the removal of a tribe from the playable roster. The Get of Fenris might have had their issues, but W5's cult of Fenris is said to be utterly lost to Hauglosk. By wanting to keep fighting the Wyrm with certainty. The sheer vitriol this book has for the Get of Fenris is to the point where some tribes do worse things than they do but are still playable. Worse, by the book itself, you can redeem a Black Spiral Dancer but not a Cult of Fenris member.
Let me repeat that; You can redeem a rapist torturer who willingly pollutes and eats humans but you CANNOT redeem a person fighting on the same side as you who is a bit more fanatic about the cause.
This push to make the tribe into essentially fascists didn't come from an edgelord writer. It came from the Brand Manager who pushed for it very hard, while doing their damnedest to take away feminism from the Black Furies and ignored suggestions from Indigenous writer about the Native American tribes. Sadly, because this person still IS the Brand Manager, Furies are no longer women-only and no tribe has ties to any human culture.
(Also, just to be clear; Paradox denied the Onyx Path developers any name changes to the Native American tribes and the only reason their names were changed in W5 is thanks to the aforementioned Indigenous writer fighting for the changes tooth and nail.)
These are only a few things that make W5 a mess, but I hope I shed some light on the issue.
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feith-rikya · 4 months
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All these characters are from an RPG campaign called; Gehenna's Gates, set in the world of Vampire The Masquerade. Feel free to ask any questions!
Vampire Family Masterpost!
The Circus Family:
In the darkness of the endless nights of the 20th century, a unique institution arose - the Cernabog Circus. This magical place represented a marriage between the art of darkness, the macabre and the enchantment of circus entertainment, creating an unparalleled show that captured the imagination of the public.
It all began with Danya Vetranov, a young Ukrainian fortuneteller destined for a future of misery and despair. Her life had begun in the dark and dangerous streets, especially after the arrest of her father, who had left her completely alone. Her ability to read cards attracted the attention of a mysterious man, the founder of the circus, Valerian Ardelean. A handsome gypsy prince turned Ravnos known for his skills at conning and seduction, he had an ambitious goal: to create a one-of-a-kind horror circus of his own. Danya became the focus of her hopes, the tarot visionary destined to lead the circus to success.
Simone Levesque, a Malkavian with six different personalities, became an essential element of the show, bringing a touch of madness and unique comedy to the circus. His ability to make the audience laugh, even if in a bizarre and sometimes frightening way, made him an indispensable element of the Cernabog Circus.
Philippe Chevalier, a Toreador with a refined taste in art, fashion and theatre, became the creative director of the circus, transforming every aspect of the show into a unique visual and sensory experience thanks to his sets and his designs.
Finally, Luc Gossens, a Brujah on the run from Camarillian authorities, became the silent guardian of the Cernabog Circus, ensuring the safety of the circus members with his discreet but commanding presence.
Circus Cernabog had morphed into an eclectic family of vampires and artists, each with their own story of darkness and rebirth. Together, they created an extraordinary show that enthralled and captivated nightly audiences from all over Europe. Beyond the lights of eternal night, in the heart of the circus, beat the heart of an exceptional art and bonds that defied eternity itself.
However, the happy days of the circus were to come to an end. Tragedy befell the Cernabog Circus with the mysterious kidnapping of Simone and Philippe, which plunged Luc and Danya into despair, even leading them to quarrel and separate.
Simone was rescued by Luc and Arthur, who discovered the Camarilla's horrific experiments on Malkavians like her, and the Brujah swore vengeance on whoever did that to her child. Then, after falling out with the Prince's agents, the circus was devastated by arson, and the remaining members were killed. Valerian was kidnapped, while Timotei fled and allied himself with Anselm, betraying his friends.
Danya, in a desperate attempt to find her Sire, led her friends into a death trap where Valerian was transformed into a human bomb to kill them. After the tragedy, Danya clung to Rudolf and Arthur to continue. While Luc, after admitting the feelings he had for Philippe, went to live with him, adopting Simone who after Arthur's intervention, to save her life, had also miraculously returned human.
Circus Cernabog was no more, but the last three remaining members clung to each other and new friends, building a new and extended family. They never forgot those who had left them, but they found the strength to carry on.
Danya Vetranov & Elizabeth Delacy:
Their story began like so many stories between Ventrue and Ravnos: with a deep mutual contempt and underlying distrust. Elizabeth saw Danya simply as the prince's puppet, while Danya thought Elizabeth was just another greedy traitor, in the usual Ventrue mold. But life sometimes has a curious way of setting things in motion.
They were united by a common goal and exasperation at the reckless actions of their traveling companions. This sudden and unexpected bond transformed their relationship, leading them to become great friends, almost like sisters. Together, they managed to establish a government that compensated for Luc's heavy-handedness and Nate's chaotic nature. They found in each other a best friend, a precious confidante and an ally of inestimable value.
However, their story didn't stop there. When Danya fell into despair over O'Connell's death, Elizabeth was her light that convinced her not to abandon the government. Together, they transformed Danya into a leading figure among London's vampires, proving that the strength of a friendship can overcome any obstacle. Danya returned the favor by helping Elizabeth resolve her complex situation with Devon, bringing the love between the two back to her life.
Their story took an even more surprising turn when, after the humiliation of Luc, who previously ruled alone, and the Sabbat's takeover of the city, they founded the Triumvirate together with a fallen Brujah. This unique and powerful alliance continues to successfully manage the vampire community and campaign to stop Gehenna.
The London Coterie:
In the beating heart of London, an unprecedented coterie emerges, an entanglement of shattered souls, representative of various clans of vampires, lupines and even humans. This extraordinary gathering, which under ordinary conditions would have been filled with rivers of blood and vengeance, is governed by an extraordinary alliance of founding members. This council, which holds power over London, includes Danya Vetranov, the cunning ravnos; Luc Gossens, the imposing Brujah; Elizabeth DeLacy, noble of the Ventrue clan, and Nathan Black, the tormented soul of the Baali.
While Rudolf and Jonah contribute their unique skills to the coterie and its governance, Arthur, the ex-vampire hunter, keeps to the sidelines, leading the group like an understated father figure.
The real magic of the coterie, however, is reflected in the diverse array of individuals who have joined them. People like Philippe, a former circus member now Luc's partner, and their adopted children like Simone Leveasque, a former Malkavian turned werewolf; Zoe, a follower of the Gangrel clan; Bill, an enigmatic Assamite; and even Dandelion, a demon deeply bonded to Luc. Each member brings with them a unique element that contributes to weaving the surprising mosaic of this coterie.
But the real surprise lies in their ability to welcome former enemies and marginalized individuals. Van Helsing, Rany the Witch, Devon Eskarra and Anselm Godwyn, each bearing the scars of ancient battles, have become symbols of renewal and change within the group.
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Naruto RarePair June 2023 Prompt List
So it’s finally here, Mod Dragon and Mod Rabbit made the prompt list this year so here it is!
You can find copies of it here, on the actual blog or on the google doc here.
June 1st: Lemonade stand
June 2nd: Yard/Garage Sale
June 3rd: Water Park
June 4th: Heat Wave
June 5th: Hiking
June 6th: Cookout
June 7th: Babysitting
June 8th: Free Day
June 9th: Demons AU
June 10th: Cruise Ship
June 11th: Bands ‎AU
June 12th: Urban Fantasy
June 13th: Car Rides
June 14th: Vampire Slayer ‎AU
June 15th: Fairgrounds
June 16th: Bounty Hunters ‎AU
June 17th: Cloud Watching
June 18th: Free Day
June 19th: Ballet ‎AU
June 20th: Bird Watching
June 21st: Kayaking or Canoeing
June 22nd: Flower Picking
June 23rd: Farmer's Market
June 24th: Fireflies at night
June 25th: Bookstore ‎AU
June 26th: Sandcastle at the beach
June 27th: Chalk Art
June 28th: Water Balloon Fight
June 29th: Fae ‎AU
June 30th: Vikings ‎AU
Alternated Prompts
Theme: Long Summer Romance
Day 1 - Down At The Beach
Day 2 - Treading the sea
Day 3 - Ice Cream Together
Day 4- Sandcastles!
Day 5- Modeling our swimsuits!
Day 6- Kite Flying
Day 7- Watermelons Are Yummy
Day 8- Free Day
Day 9- BBQ Time!
Day 10- Beach Volleyball!
Day 11- Fireworks!
Day 12- Fishing
Day 13- Vacation!
Day 14- Festivals!
Day 15- Summertime Safety Lessons
Day 16- Night at the drive-in
Day 17- Lazy Days
Day 18- Free Day
Day 19- Sailing Away!
Day 20- Mermaids!
Day 21- Catching Fireflies
Day 22- Selling lemonade
Day 23- Summer Sports!
Day 24- Picnics
Day 25- A Rare Rainfall
Day 26- A Rainbow After The Rain
Day 27- Lifeguards!
Day 28- Camping
Day 29 - Masquerade Party
Day 30- Back To School
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vixensdungeon · 9 months
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Ultimate TTRPG Rating System, Part 2
Now that I'm back from a convention, I think it's time to tackle D&D's biggest rival and see how it fares in the most important aspect of tabletop roleplaying games: can you make a foxgirl? That's right, it's
Vampire: The Masquerade (1st, 2nd, and Revised editions)
This one's sort of complicated. Yes, it is quite possible, but you have to work for it as you play the character unless you have a kind Storyteller (and I try not to rely on GM fiat for these ratings). While Clan Gangrel's Protean discipline only allows shapeshifting to wolf or bat form, their "weakness" is that they gain animal features whenever they fall to frenzy. So you sort of have to fail your way into being a proper foxgirl, but you can do it if you believe in yourself! Unfortunately if you get yourself anything other than the ears and the tail, you'll start taking penalties on Social rolls, which seems unnecessarily mean. Also the Tzimisce might be able to fleshcraft some appropriate features but… I don't know, it'd probably look a little off. ⭐️⭐️⭐️
VtM 20th Anniversary Edition
As above but the features gained are usually temporary, though can become permanent (the process for this isn't explained). ⭐️⭐️
VtM 5th Edition
The features are always temporary and only occur during frenzy. :( ⭐️
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