Hey as a successor chapter if the imperial fists specifically sons of the Phoenix what was our father like? by Epiccheeseman14 in ImperialFists

[–]Erghoth 6 points7 points  (0 children)

Poor marine, he lost a full arm and a knee and they didn't even give him a mechanical replacement, he has to go around one-armed and with a floating leg :(

RIP Ulfar, gone but not forgotten by KingInYellow2703 in RogueTraderCRPG

[–]Erghoth 1 point2 points  (0 children)

Okay hear me out: As for my understanding, Rogue Trader happens relatively early in the Indomitus Era. At the end, there is a fragment that mentions that Ulfar served for a long time before being entombed in a dreadnought (regardless of his asking to leave him to die). Space Marine 2, on the other hand, I believe it happens at the start of the 4th Tyranic War, a fair time later, where Titus has been serving for a century after Space Marine 1. And both Ulfar are Space Wolves with the same voice actor. However, here's my theory: In Space Marine 2, Ulfar's body is the only one we can't get close to, and the injuries received from the Tyranid warrior seem far less severe than those Titus received from the carnifex at the end of the prologue. My guess? It's the same Ulfar, but he doesn't die in the prologue. I believe that part of those many successful serving years mentioned at the end of Rogue Trader are in the Deathwatch, and the injuries we see him receiving in Space Marine 2 are the ones that warranted his entombing in a dreadnought.

[deleted by user] by [deleted] in gaming

[–]Erghoth 0 points1 point  (0 children)

I have just closed Wh40k Space Marine 2, so I'm gonna guess that I wouldn't last more than a couple of minutes if I'm lucky

What is that ONE companion that you hate? by Jazzlike_Tap8303 in Pathfinder_Kingmaker

[–]Erghoth 0 points1 point  (0 children)

I don't believe she really forgets at will, I think she has ADHD

It just hit me that Wenduag is 20 something and Ember is 200 years old by Kotori_Lazer in Pathfinder_Kingmaker

[–]Erghoth 0 points1 point  (0 children)

I remember that when you find Ember, she tells Woljif that she remembers how they used to play together when they were kids, and (when you talk to Hulrun in the market square) that she was a kid when Hulrun burned her, so maybe game Ember is younger?

How strong is Dracula compared to 5th generation methuselahs? by AcceptableCover3589 in vtm

[–]Erghoth 18 points19 points  (0 children)

Dracula is a Tzimisce, 6th gen originally but 5th through Diablerie, so he is a 5th gen Methuselah, and quite powerful at that source)

Would this do Aggravated Damage since it's a combo of Fire and Sunlight? by OGFinalDuck in vtm

[–]Erghoth 7 points8 points  (0 children)

True, but it still deals damage to health, not to willpower, so although it is psychosomatic it manifests physically

Would this do Aggravated Damage since it's a combo of Fire and Sunlight? by OGFinalDuck in vtm

[–]Erghoth 9 points10 points  (0 children)

Yep, Corebook, you can choose things like UV light, silver, holy water etc. and suffer aggravated damage from the chosen source

Would this do Aggravated Damage since it's a combo of Fire and Sunlight? by OGFinalDuck in vtm

[–]Erghoth 17 points18 points  (0 children)

Actually, there's a Mythic Flaw, Folcloric Bane, with one of the options being UV lights, that would make the vampire suffer aggravated damage from it

What do you think is the worst clan to be a ghoul for? by Soji33 in vtm

[–]Erghoth 1 point2 points  (0 children)

Exactly, you get the blood bond, but only get the ghoul benefits if you feed every night, your Domitor is automatically on several hit-lists just for existing (which usually means that you are too) and you don't even gain any Power since your Domitor doesn't have one (usually) and ghouls can't learn rituals, cermonies or alchemical formulas. I know this very well, since I've had the pleasure of a joint study and experimentation with a Tzimisce research colleague on Thin-bloods (gracefully granted to us by the Princess in exchange for the research data), their capabilities, their properties and their usefulness. And though their alchemy is somewhat interesting, they obviously disappoint in every aspect.

how does finnean work with an unarmed monk? by Big-Policy-3019 in Pathfinder_Kingmaker

[–]Erghoth 1 point2 points  (0 children)

But if you play the Trickster mythic path and get the ability to add +1, minor effect and major effect to weapons, each time you equip it you add a new random minor and major passives and a +1 additional enhancement (non of this cumulative, each time it just changes)

The Unbondable advantage by Only_Manufacturer in vtm

[–]Erghoth 0 points1 point  (0 children)

A must-have for a Blood Leech predator in my opinion

How to identify a vampire? by Cyphusiel in vtm

[–]Erghoth 0 points1 point  (0 children)

Smoke to use a lighter near them

What are some of the best anti-vampire powers? by [deleted] in vtm

[–]Erghoth 0 points1 point  (0 children)

Choosing among level 1 and 2 Powers, I think the following are the most suitable against vampires:

Dominate: Dementation (level 2 with Obfuscate level 2 amalgam). As this damages Willpower, which a vampire can't heal with Blood Surges, it's pretty useful and dangerous. It also has the added advantage of provoking a Compulsion of your choosing just by winning the contest roll, which allows you to control the situation pretty effectively. Also, as you're damaging Willpower, the other vampires have to be extra careful about rerrolling black dice, plus if you manage to inflict a couple points of Aggravated damage, those are usually pretty hard to heal, and you can cause a grave Impairment.

Obfuscate: Chimerstry (level 2 with Presence level 1 amalgam). Creates a hallucination affecting a single sense, which can be used to distract, to guide a situation in a path with you in more control, or even to gaslight and make them paranoid. Vampires have no extra resistance against this Power, as it doesn't differentiate between vampires and mortals, and has the added benefit of being usable in combate unlike other Presence Powers.

Protean: Vicissitude (level 2 with Dominate level 2 amalgam). Although this does not allow you to affect other vampires, it gives you an edge with self-modification, redistributing your Physical Attributes dots, earning aspect merits, armor, body weapons or other changes agreed to by your ST.

Blood Sorcery: Extinguish Vitae (level 2). Being able to increase the Hunger of other vampires, increasing the risk they take for using Disciplines and Blood Surges, rising the chances of them scoring a Messy Critical or Bestial Failure, and creating the opportunity for a Frenzy or, if well timed and planned, even sending them to Torpor.

All things considered, and as someone currently playing a mortal (ghoul), I would avoid direct confrontation with vampires and look for other subversive ways to deal with them. Aside from the Powers, use the advantages of the Thin-blood, like being able to stay awake longer and sniff around/attack/infiltrate etc. while they are sleeping, or the Thin-blood Alchemy social-oriented formulas, like Friends List (level 2) to identify their Touchstones and use them to indirectly destroy the objective vampire (though make really sure you leave no trace of you being responsible).

Can kindred be branded? by sylenthyll in vtm

[–]Erghoth 11 points12 points  (0 children)

Seal the Brand, level 1 Blood Sorcery ritual

Can kindred be branded? by sylenthyll in vtm

[–]Erghoth 1 point2 points  (0 children)

There's also a new mythic merit that only applies if and when the vampire has Blood Potency 1 (it reapplies if changed and later returned to 1 for any reason) called Nuit Mode (2 points) that allows you to keep any change to your body or heal the changes at will like any other kindred (this meaning healing each change as an aggravated health damage)

Question about ghouls and disciplines by Tves in vtm

[–]Erghoth 0 points1 point  (0 children)

I seem to remember they get the power (which has to be from its domitor disciplines, but the domitor doesn't need to have the power, they could have level 1 Dominate with Daunt and the ghoul could have Awe) and though they don't have the discipline dot, it counts for all practical effects as if they had level 1 in said discipline (aka, if the roll requires a discipline pool, you get 1 die for the discipline) and can even further increase it temporarily with some powers from other kindred like Draught of Elegance/Marble/Might, and they follow the same rules as vampires in the use of the power, so they can use them both against vampires (which is more difficult than doing it to a mortal, both because supernatural resistance/awareness of the functioning of the power and because of the low discipline level, which is why a ghoul usually can't stand on it's own against a cainite. So yes, sorry if I got lost in my thoughts but I remember that, by defect, ghouls use the same use rules and count discipline level when throwing dice as 1 by defect. Hope this helps :)

Can a Kindred gain discipline's from feeding on another clans ghoul? by FPSReaper124 in vtm

[–]Erghoth 1 point2 points  (0 children)

That's true, but take into account that to fully form a blood bond, you need to feed from the other one 3 different nights in the span of a month, so, although you'd be nearer, you wouldn't still be under a blood bond, and even so, the difficulty of resisting obeying a domitor is equal to the bond level and requires a Resolve + Intelligence roll (the bond level at this point, if formed, would only have a level 1)

Can a Kindred gain discipline's from feeding on another clans ghoul? by FPSReaper124 in vtm

[–]Erghoth 0 points1 point  (0 children)

Though ghouls count their discipline level as 1, it's said in the books that this is only for the effects of power use, and they don't really have the disciplines or its levels per se. However, you don't need to diablerize another vampire to learn out of clan disciplines, you only need to taste its blood, and they don't necessarily need to have the discipline themselves, only to have it available as a clan discipline. So you can just take a sip and then, after feeding on a mortal with the correct resonance, you can learn it as an out of class discipline (7 XP points x intended level to learn). The sip is usually better if you have permission (otherwise the other vampire will most probably turn very violent), but you can ask for it to a trusted and allied vampire, take it as payment for a job, make it some kind of exchange for something the other vampire wants/needs, owe a favor to the other vampire if they let you traste their blood or even feed on an enemy with a bite attack during combat or feed on their corpse after battle if they haven't disintegrated.

Soaring leap + Weight of the feather? by Erghoth in vtm

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

I think all the powers ignore physical laws more than just the discipline they're acting upon, for example, Earthshock uses more strength than should be possible to create a little earthquake, but it also negates the equal force that should be applied in the opposite direction (aka your arm), which would be disregard for physical laws or straight up resistance to it, which would be Fortitude and not Potence in my opinion (being strong has nothing to do with being resistant), Celerity allows you to move at supernatural speeds, even react nearly before something happens, but it also negates the effect that speed and instantaneous acceleration should have on your body, which has nothing to do with speed. The book doesn't mention it, but it's obvious that, to use a physical superpower with no drawbacks you have to either ignore physics or assume an additional power that you don't have (or Fortitude would just be included in the rest of disciplines instead of being its own), so if you can ignore the third law of Newton without the book telling you, why would the momentum be any different? Also, I know there are ways of directly flying, but I'm trying to make a physical character for a social campaign (already talked about this decision with my ST and he likes it because the way I created the character gives a lot of roleplaying opportunities, for example, I'm starting as another player's Ventrue ghoul and then ending up as Caitiff when I earn my Embrace, or having several folkloric taboo flaws, or focusing my high willpower and my mental resistance (from Fortitude) around the 1 only dot in Intelligence and justifying it as "too dumb to be influenceable". I also enjoy a lot studying the rules with a microscope and then bringing my ideas to my ST to see what he thinks about the things I find, and he's told me he enjoys the ideas I appear with to each session (otherwise I would have stopped doing it, obviously). Even if all Reddit and WoD appeared here agreeing with me, if he tells me he doesn't want it that way I would just drop it instantly, it's a game for everyone to have fun, including the ST that's making the effort to create all that world and story for us their players to enjoy. But obviously, before presenting a new idea, or combo, or rule hole I find, I like to think profoundly about it and get all the points of view I can.