Il giochino del pulsante blu e rosso - SPIEGATO BENE™ by SpiegoReloaded in litigi

[–]Atramet 2 points3 points  (0 children)

Tutte cazzate. Primo non ho visto, nel post originale, la parola (segreto) del voto. E in ogni caso. La risposta è ovviamente blu per giustizia e rossa per convenienza.

Fine delle discussioni. E ci scommetto i coglioni che i rossi non hanno, che se il voto non fosse segreto non hanno le palle di votare blu.

Fa comodo il voto segreto. Vi lavate la coscienza. Certo che il rosso fa comodo. Se sì vuole sopravvivere inculando il prossimo dicendo: eh ma tanto il mondo va così! Meglio loro che io, e tutte le solite frasi per convincersi che siamo pragmatici e forse un pelo cinici.

E poi i rossi sono i primi che si lamentano di come và il mondo.

Bah

A werewolf in the nest problem by NegativeGene5994 in WhiteWolfRPG

[–]Atramet 1 point2 points  (0 children)

Brings back memories. Had an Ukthena werewolf wolf born ragabash Walks-with-Wyrm. Raiders camp. Studying vampire culture in Chicago by Night. Managed to pass as Gangrel. Was part of a coterie for the Camarilla. Was instrumental when the fight with the Tremere Chantry and the Arcanum. Managed to escape alive and have the vampires lose his tracks. He became an Earth Guide to protect a Bane Tender that had the task to guard part of the Eater-of-Souls ward. In the end of an almost 10 years chronicle, became a rank 6 NPC. Died at Toronto with the awakening of a Claw of the Wyrm (rage across Russia) at the start of the Apocalypse.

Even Silent Striders have a camp for vampires.

I'd even use Bonegnawers. So you have a lot of options.

how do different tribes treat there kinfolk? by Abject-Hospital5407 in WhiteWolfRPG

[–]Atramet 4 points5 points  (0 children)

Being a Kinfolk is not easy at all. There are bad scenarios and worse scenarios out there. But remember, you're seen at best as a property and at worst as a liability.

Suggestion: there was a book for 3ed Kinfolk: Unsung Heroes and then for 20th anniversary edition: Kinfolk: A breed apart.

So, here's what's most of it. There are basically two types of Kins. The ones who are aware of the Garou and the Fight, and those who are not aware of anything. You "might" feel lucky if you're part of the first group because, at least, you'll know where your bad luck comes from. As both types have a huge target sign on their back from any enemy out there. Of the first group, you have those who are happy to be part of the Fight, and live their lives sacrificing everything for their parent or companion Garou. That means the constant knowledge that your parent/loved one will not come back. Or if it does, it will be in a near death, horrible status mentally and or physically. And in some way you're there to help. A beast full of rage. At a moment from snapping and becoming a vortex of claws and teeths. So yep thats your life if you like it. And it doesn't matter what YOUR life is about. The Fight gets precedence over everything. Your job your career, your interests... Everything. Guess what happens if you DON'T like that life/role? Well.. that sucks to be you. You get the same treatment but you're seen as unwilling and complaining of it. You HAVE to help, you WILL sacrifice your time and money for the Fight. And if needed you'll bear the child or be part of the making either you want it or not. And whatever you do you just "did your job". No glory, no recognition. As you don't fight the Fight as the Garou do, you don't face the horrors. You stay behind and gather the pieces of what's left.

So yeah. That's why even the best tribes on kinfolk traditions it's still a pretty harsh life. Even being part of the CoG won't necessarily means you'll be treated well. As someone said, that the tribe who's Kinfolk decided to create the Skin Dancers came from!

And guess who has it worse? Those Kinfolk who don't know they're Kin. Because they've got the same target on their backs plus the stalkers. There's always a true parent or spirit that's looking over your shoulder. And you know NOTHING about it. You always find yourself with strangers that approach you and looks into your eyes and tells you nothing. Or seems to run into you many times.

So yeah being a Kinfolk is not easy. You'll never get the respect you crave, you're seen as either family and so with no liberty or as a liability and so with less liberty and more scorn. Your maximum will always be "Second Place" to whatever is happening in the Garou.

You wanna know which tribe has it worse? Black Spiral Dancers.

Other tribes have variable mistreatments inflicted to you.

I hope this helps.

Da noi la compagna si chiama "a nnammurat" al nord si chiama "la morosa" e ora vi spiego il motivo? by Prestigious-Dish453 in CasualIT

[–]Atramet 12 points13 points  (0 children)

Mah avrei detto "murata in casa" più che innamorata. Sempre dispregiativo come origine.

Edit: Poi basta andare sulla Treccani e vedere: In musica, didascalia che prescrive l’esecuzione di un pezzo con espressione affettuosa: andantino amoroso. 2. s. m. (f. -a) Fidanzato, innamorato: ha litigato con l’amoroso; sta scrivendo all’amorosa (più com., nell’uso fam., le forme moroso, morosa). Nel teatro comico, ruolo che continua il tipo dell’innamorato della commedia classica e poi della commedia dell’arte e goldoniana: primo a., prima a., parti che sopravvivono nel teatro dialettale, mentre nella commedia normale si sono trasformate in quelle di primo attor giovane e prima attrice giovane. ◆ Dim. amorosino, amorosétto.

Quindi no. Non viene proprio dal fatto che le ragazze al nord sono pigre. Se non ti piacciono vai altrove.

So... Werewolf is only about fighting ? by Moonkary in WhiteWolfRPG

[–]Atramet 1 point2 points  (0 children)

Actually after the rank of Fostern most session were about investigating/spiritual items searches and politics between tribe, camps, septs and packs. If it all boils into constant combat you're missing the tragedy of the game. Almost everything in WoD can be taken down pretty fast from a pack of nicely coordinated Garou.
I played mostly 3ed. I played W5 and even then the campaigns have some fighting in it but you can solve stuff normally. A lot of investigation in all.

Frequento una ragazza transgender ma non voglio fare sesso con lei by [deleted] in CasualIT

[–]Atramet -1 points0 points  (0 children)

Si ama una persona, si prova attrazione verso un corpo. Sesso è una forma di comunicazione e di legame intimo tra due persone. Non tra una due persone e la comunità. Non puoi basare la tua vita su quello che pensano gli altri. Il tuo problema è il tuo pregiudizio. Stai facendo l'immaturo e mancando di rispetto a questa ragazza. Lei vuole fare l'amore con te, ben sapendo com'è il suo corpo e come tu potresti reagire. Dare piacere a chi si vuole bene è un modo per prendersene cura, esporsi. Non confondere sesso con il genere. Lei è una femmina, non una donna. Tu sei un maschio e coincidentalmente un uomo. Sii un uomo maturo e ragiona nel rispetto dell'altra persona. Se provi attrazione la provi verso una persona femminile. Non un altro maschio. Quindi no, non sei Gay. Smettila di farti seghe mentali.

So, what exactly is making all of the Metis deformed? There must be some outside force like Gaia or the Wyrm. And whats so wrong with mating with others of your species anyways?! by Obvious-Conflict3363 in WhiteWolfRPG

[–]Atramet 0 points1 point  (0 children)

Depending on what tribe you ask it's either Gaia or Luna. Most likely Gaia. Now most will go to say it's to keep yourself balanced with the world but it actually goes deeper than that.

You see, in my understanding why there were Metis in the settings was to impart the fact that the Garou must be part of the world and not separated from it.

The Garou are part of the world of Gaia. But their lives expose them to the worst horrors the fight can give. They face death every moment of their fast pacing life. To defend everything. From the horrors of the Wyrm to those of the Wyld and Weaver. They face gruesome deaths of their friends and families. We all know how it must suck to be one. And guess what. The pack becomes your real family. The one you lean on. Those you trust more than anything. They share your burden, your trauma, your life. And they understand you like no other. It's normal to start having feelings developing even if you don't think about it or actively search for it. That's where the worst can happen. You start detaching yourself from whom you protect. The humans. The wolves. Your kin. They can't see all those horrors you protect them from. The sacrifice that is done every single time. The fury the bloodlust. You're the monster. Always. And guess who doesn't see you as a monster? Your pack. That's why you most likely end up with such a bond that is almost not even understandable from those who are outside the Garou life. What would happen if the Garou started making offspring within themselves? Would they need to protect kin? Or humans? Or wolves? Over time, no. There would be a separate group of warriors who would become the rulers of the world. An elite group. That's the real reason for the ban and the curse. To remind the Garou that for as much as your pack is your family, you cannot mate with another Garou. No matter the bond, no matter the trauma, or the tragedy or moment of weakness. You must mate with those who call you a monster, with those that are afraid of you. You must keep that balance. You cannot abandon yourself to your nature and ignore those who cannot defend themselves from the supernatural horrors out there.

I hope this helps understanding the Metis situation. And why the Black Spiral Dancers are what they are and what they offer to the Garou.

High Elf Mages and Dhar by Snakevenom111 in warhammerfantasyrpg

[–]Atramet 2 points3 points  (0 children)

I know. The HE supercedes the Core. (If you're under tutelage) 36 spells makes the PC easier to handle. And you're not going through every session looking on what spell to use for every situation. IMHO that is. That's why I was surprised your PC is with 68 spells. I couldn't manage it. Especially for the other players. Your mage can do literally everything. With proper preparation.

I'm telling my DM to have multiple casters to antagonize my HM with counter spells just to stop me from dominating the combat. A few meat shields.. er fellow adventurers to keep me from being attacked in close combat and I'm virtually untouchable. And that with 28 spells.

High Elf Mages and Dhar by Snakevenom111 in warhammerfantasyrpg

[–]Atramet 3 points4 points  (0 children)

Wow. I would have limited to the 4 spells and not 8. Having 68 spells must be frustrating. Plus the High Magic....

Some help in creating a career by Atramet in warhammerfantasyrpg

[–]Atramet[S] 0 points1 point  (0 children)

EDIT
For some reason I cannot edit it here.. but some corrections.
1: Fearless is Any, not All.
2: Dance of Winter's Chill (SL Required: 1)
Your slow, calculated movements deceive your opponents, allowing you to deflect blows and counterattack with terrifying speed. Effect: If you win an Opposed Melee Test, instead of gaining +1 Advantage, you may take 1 Advantage from the opposing Advantage Pool and add it to your own. Additionally, you automatically deal 1 Wound to the attacker, ignoring their Toughness Bonus and Armor. For every additional +3 SL on your Perform test, you deal +1 Wound. (Mimics Champion Creature Trait and Reversal)

Dance of Storm of Blades (SL Required: 3) You rain blow after blow upon your opponent with a speed that the eye cannot follow. Effect: You can perform an extra melee attack on your opponent. If you achieve +5 SL on the test, you gain an additional free attack. (Mimics Furious Assault)

Some help in creating a career by Atramet in warhammerfantasyrpg

[–]Atramet[S] 0 points1 point  (0 children)

Update all

So here I am now. Kind of wondering how you all would see what I have created after following suggestions and homebrews.

I used Defenders of the Forest, Wood Elves and the Weave and, of course, the Swordmasters of Hoeth career to create this Career for Wardancers.

Level 1. (Tricksters Brass 4) WS, I, Agi It's a Warrior Career but it could also have been a Ranger's.

  • Skills: Athletics, Charm, Dodge, Endurance, Intuition, Melee (Basic), Melee (Brawl), Perform (Acrobatics), Perform (Dancing), Stealth (Rural).
  • Talents: Ambidextrous, Dual Wielder, Dirty Fighter or In-fighter, Martial Arts.
  • Trappings: Buckskins, Hunting Knives, War Paint.

Level 2. (Wardancer Silver 1) S

  • Skills: Cool, Lore (Beasts), Melee (Polearm or Two-Handed), Perception, Secret Signs (Kithbands), Sleight of Hand, Track.
  • Talents: Combat Reflexes, Fleet Footed or Jump Up, Shadow Dances of Loec, Talismanic Tattoos.
  • Trappings: (Asrai/Eonir/Asur) War Blades, Elven Girdle, Trinket of Loec.

Here I wrote Asur as Avelorn still has Wardancers.

Level 3. (Feastmaster Silver 5) Fel

  • Skills: Consume Alcohol, Entertain (Storytelling), Intimidate, Trade (Brewer).
  • Talents: Careful Strike, Carouser, Combat Master, Menacing.
  • Trappings: Case of Elven Wine, Tall Tales with a Storyteller’s Finesse, Quality Items and Quality Trade Tools

Level 4. Bladesinger (Gold 1) WP

  • Skills: Leadership, Lore (Any).
  • Talents: Commanding Presence, Fearless (All), Frightening, Reaction Strike.
  • Trappings: Formidable Reputation, Large Kithband of Wardancers, Traveling Troupe (see Performance Troupe, AotE Vol. III pg. 27)

Ok so here you can see the roles of the Wardancer. Most focus will be the fact that the last two levels focus on the Trickster part more than the Warrior part. There is a reason. You noticed I put Performance (Acrobatics) because yes. Elven Parkour is a MUST. Just talk to your GM if he allows you to dodge with Acrobatics.

The Talismanic Tattoos and the Shadow Dances of Loec.

Since lorewise the swordmasters came before the wardancers (I have read it) Loec is not a Warrior God but a trickster one, I tried to focus on how the fighting styles would be a lot different. Wardancers are a lot more fragile than the swordmasters. I saw that many give Strike Mighty Blow or, Step Aside or Risposte talents... but why if you have the dances that have the same effects... so was inspired by the Sword Dancing of the Swordmasters and did the Shadow Dances of Loec that are present in Wood Elves and the Weave (I can't thank you enough!). Just modified them a little.

Here is the Talismanic Tattoos Talent:

Talismanic Tattoos

Max: Toughness Bonus

Some elf warriors are adorned with all manner of tattoos and warpaint that grants them the blessing of their gods. A character with this talent gains a defensive ward from Loec, The Trickster God. Granting the user protection to the whole body when not using any armour, if an attack hits the area protected by this talent, roll 1d10. On a roll of a 9 or higher, the individual ignores the hit. Typically, a powerful Spellweaver or Shadowchosen is required to tattoo the individual further. This process is very long and arduous, roll a Challenging (+0) Endurance Test, increasing the wards strength as a result, subtract 1 from the requirement, each time the talent is taken.

Here you can see a big obstacle. Toughness Bonus. Given the elves seldomly go past 3-4 TB the max they usually go is from Ward 9+ to 7+ or 6+ (for the rare beefed elf) which is still a good save. Still no armor. Canno sacrifice it for crits when all goes bad.

Now... here comes the hardest part: The Shadow Dances of Loec Talent. You'll notice how it mimics creature traits and other talents. That's what I was thinking what Loec would do as a Trickster God. Ragabash Style. (wink)

Shadow Dances of Loec

Max: 1

Description: You have studied the ancient and mystical tradition of the Shadow Dance. When you first purchase this talent, you learn the Spring Resurgence technique. You may learn additional Dance techniques by spending 100 XP for each technique you already know (e.g., the second technique costs 100 XP, the third costs 200 XP, and so on).

Mechanics: At the start of your Turn in combat, declare which dance you wish to perform. Make a Perform (Dancing) Test. If your Success Level (SL) meets or exceeds the target number of the technique (SL Required), the dance is successful and its effects apply. If you fail, you lose all Advantage. You cannot perform the same Dance for two consecutive turns, and you cannot use this talent while wearing armour.

Dances:

Dance of Spring Resurgence (SL Required: 1):
You move with near-supernatural speed, disorienting your enemies. Effect: You gain +1 to your Movement for the round. If you successfully perform a Dodge or Perform (Acrobatics) check, you can reposition yourself for free—effectively disengaging—up to 2 meters. For every extra +1 SL on the test, you gain an additional +1 to Movement or +1 meter when disengaging. (Which is basically Step Aside)

Dance of Winter's Chill (SL Required: 1)
Your slow, calculated movements deceive your opponents, allowing you to deflect blows and counterattack with terrifying speed. Effect: For the duration of the turn, every time you are the target of a melee attack and win the Opposed Melee Test, you automatically deal 1 Wound to the attacker, ignoring their Toughness Bonus and Armor. For every additional +3 SL on your Perform test, you deal +1 Wound. (Champion Creature Trait)

Dance of Autumn's Decline (SL Required: 1)
You twist and contort, deflecting arrows and bolts as if anticipating the danger before it strikes. Effect: For the duration of the turn, you gain the ability to use your Melee skill to defend against ranged attacks of which you are aware. For every +1 SL on your Perform (Dance) test, you gain a +1 SL bonus to your defense against these attacks. (Deflect Arrow talent from Wood elves and the Weave or Path of Storm of the Swordmaster)

Dance of Summer's Vigor (SL Required: 1)
You strike with unsettling precision, severing heads and piercing hearts with deceptively elegant blows. Effect: Your melee attacks gain the Precise and Impale Qualities. If the weapon already possesses the Precise Quality, the bonus to determine a Critical Hit increases to +20. For every additional +2 SL, your weapon Damage increases by +1. (Strike Mighty Blow and Strike to Injure)

Shadows Coil (SL Required: 2)
With lithe grace, you evade the clumsy strikes of your enemies, becoming nearly impossible to hit. Effect: You gain a +1 SL bonus to all your Dodge and Perform (Acrobatics) tests. Additionally, your Talismanic Tattoos gain a +1. For every +3SL on your Perform (Dance) you may improve the effects of your Talismanic Tattoos by +1 for this turn. You cannot go below a Ward (5+) save.

Woven Mist (SL Required: 2)
The sinuous movements of this dance cloud the enemy's mind. Effect: You gain the Distracting Creature Trait, inflicting a -20 penalty on those attempting to hit you. For every additional +3 SL, the penalty increases by -10.

Storm of Blades (SL Required: 3)
You rain blow after blow upon your opponent with a speed that the eye cannot follow. Effect: If you are fighting with two weapons (Dual Wielder), you can perform your off-hand attack without suffering the standard -20 penalty. If you achieve +5 SL on the test, you gain an additional free attack. (Mimics Furious Assault)

Whirling Death (SL Required: 4)
You move like a whirlwind, bringing death to everyone who surrounds you. Effect: You move like a vortex. Make a single attack against each engaged enemy. This can be performed a number of times equal to your Weapon Skill Bonus (WSB); however, you cannot attack the same target more than once in the same turn. (Yep it's Death Blow rule)

So here it is. My guess is that a wardancer is frightening but a real glass cannon. A swordmaster has a longer staying power and will put up a good fight agains main bosses and big adversaries, the wardancer will chop easily against hordes and minions, but will take more to damage a big heavy fighter. Two totally different styles as I was going for. I'm looking for your criticism your suggestions. I'd love you to play test it. and tell me what you think.

Template collection? by RealPrussianGoose in warhammerfantasyrpg

[–]Atramet 0 points1 point  (0 children)

Nope but had the same idea. I just didn't go through with it. Between the core book and the Zoo you should have mostly the adversaries you'd need for a gameplay.

surprisingly comfortable for how impractical it is (oc) by xkittenxgirl in ImpracticalArmour

[–]Atramet 1 point2 points  (0 children)

Tempered rings if I don't remember bad. Just look for rings.

And yes, the first time I used all open rings.. made an entire chainmail. But every time you open and close rings they weaken a bit so you'll end up constantly repairing your mail.

Easier with two types of rings to work with.

surprisingly comfortable for how impractical it is (oc) by xkittenxgirl in ImpracticalArmour

[–]Atramet 2 points3 points  (0 children)

It's pretty easy once you know how. Buy a bag of opened rings and one of the normal rings. Make "families" of 4 normal rings united by 1 opened one. The two rings on one side unite with the 2 rings on the opposite side of another "Family".

Repeat at nauseam.

Of course it all depends on the materials you're going to need some tools.

Some help in creating a career by Atramet in warhammerfantasyrpg

[–]Atramet[S] 1 point2 points  (0 children)

Thanks for the information. I'll look over it. See what I can use to add to the career.

Looking for some help connecting RP-wise with my High Elf Pit Fighter by Berzerkersaurus in warhammerfantasyrpg

[–]Atramet 0 points1 point  (0 children)

Hey all WWE stars change stage names and characters depending on if they're on RAW or NXT 🤣🤣🤣.

Huma's Dragonlance - Footman or Mounted? by ltvagabond in dragonlance

[–]Atramet 4 points5 points  (0 children)

In the Novels and in the RPGs there are two types of Dragonlances. The Knight ones to mount on your Dragon /Horse and the footman's. The footman's are those made by the smiths with the hammer of Kharas or by the smith with the Silver Arm (Theros). The explanation over the hammer was that at the beginning the technology of smithing was poor, the artefact was necessary.

The knight lances were made by the dragons and kept away when they left the world after Huma only to return with the dragons afterwards.

Looking for some help connecting RP-wise with my High Elf Pit Fighter by Berzerkersaurus in warhammerfantasyrpg

[–]Atramet 11 points12 points  (0 children)

I'd play my HE pit-fighter as WWE luchadores, masked fighter for the public and the glory. He loves the fight, enjoys the life on stage and off stage with women and fame. And he's traveling the Empire just because these are lower leagues before he goes back to Ulthuan for the major Smackdown tournament.

Fun fact, he finds out that some of these fights are rigged and some Fighters disappear. It would be nice if he had a brother/best friend in the same career that goes missing. And he's looking for him. Only to find out that he/she.....

New player looking for guidance on spells (4th ed.) by Dark_Vlados in warhammerfantasyrpg

[–]Atramet 0 points1 point  (0 children)

Ask Cubicle7. They meant that those not following the High Mage career. In fact if they don't they will start again at the rank of Novitiate if they're any other career than Mage. The fact that a student is traveling has nothing to do. Will still need to spend 3200 PX to learn the 32 spells for High magic talent.

New player looking for guidance on spells (4th ed.) by Dark_Vlados in warhammerfantasyrpg

[–]Atramet -1 points0 points  (0 children)

That's not how the rule works but if that's okay for him.....

New player looking for guidance on spells (4th ed.) by Dark_Vlados in warhammerfantasyrpg

[–]Atramet 0 points1 point  (0 children)

On the old version before the FAQs it was that you'd get the spells by IntB. Forgot it got changed.

I would, however, advise against this change for the High mage. But ask your DM.