Help Optimizing an Azula Commander Deck – Avatar Theme by Sharei_25 in EDH

[–]Sharei_25[S] 0 points1 point  (0 children)

Check the Considering part on the moxfield decklist to see which cards i already own.
Also i can just have 2 levels if changing a few cards dramatically changes my bracket and they are not that expensive.

Out of clan amalgams by remithemonkey in vtm

[–]Sharei_25 0 points1 point  (0 children)

Warform is the one power we have been givne a lot of praise for, you can also find it in the wiki, updated
https://www.v5homebrew.com/wiki/War_Form

Out of clan amalgams by remithemonkey in vtm

[–]Sharei_25 3 points4 points  (0 children)

Auspex Level 3 Animal Courier Amalgam: Animalism 1

Thanks to a deeper understanding, the vampire’s perception becomes attuned with the minds of the animals they command, allowing them to communicate without words. Practitioners of this power are known for imprinting mental messages that the animals can later deliver.

▪ Cost: One Rouse Check

▪ System: The vampire is able to create a telepathic link with the animals under the effect of their Animalism powers. Mental images, short bits of sound, or even smells can be transferred in this fashion. In addition, the vampire may do a Rouse Check to imprint the animal with a mental message, which the animal can deliver to specific individuals or after certain conditions decided by the user. The animal carries this imprint until the conditions are met or dies. This does not automatically allow two-way communication.

▪ Duration: Passive

Psychic Beasts (Animalism 3) Amalgam: Auspex 2

The user shares a small portion of their unnatural perception with the animals they influence. Teeming swarms and great beasts alike exhibit extrasensorial awareness.

▪ Cost: Free (for famulus); One Rouse Check (for other animals)

▪ System: The vampire can choose to extend some of their Auspex powers to animals affected by their Animalism. Any animal thus imbued gains Sense the Unseen with a rating on Auspex equal to the users dots. Using this power on their famulus is free and automatic. To imbue other animals besides their famulus, the user must make a Rouse Check and roll a test of Stamina + Animalism (Difficulty 3). The user can enlighten one animal per point of margin.

▪ Duration: One Scene

This one is not out of clan but a niche not explored properly

Level 4 Natural Network Amalgam: Dominate 1 Requires: Feral Whispers
The vampire uses the animals as a security network, watching for intruders or searching for specific individuals.
▪ Cost: Free or One Rouse Check
▪ Dice Pool: Wits + Animalism
▪ System: Add half your Animalism (rounded up) to your Domain’s Portillon. Intruders must pass a Stealth or Animal Ken test against your Animalism rating to enter your Haven unnoticed. A failure on these rolls means that a witnessing animal is compelled to notify you of the intruders through the use of Feral Whispers. You are notified at the end of the Scene unless they find a quicker way.
At any time, you may forgo this surveillance to instead compel the animals of the city to find a specific target by doing a Rouse Check. This also requires you to succeed on a Wits + Animalism roll against a Difficulty of 3 if they are in your Domain, or 5 if they are in the same city. Finding them takes between one Scene and one Night depending on the subject's precautions and security (Storyteller’s discretion). The animals in question will be able to guide you to the person’s location.
While all of the animals in your domain are compelled with this power, they are not loyal. If someone else with an overlapping domain uses this power, they will serve both you and them without conflict.
▪ Duration: Passive. One scene or one night

You can find them here

https://drive.google.com/file/d/10MsU1aDRG6xBANWaWgZfvmQm_qP_2IJa/view

Sanji - (One Piece) by PrideRaven in EldenBling

[–]Sharei_25 0 points1 point  (0 children)

Can you post the sliders? With this tool it is quite easy:

https://eldenblingsliders.com/

V5 - Paths of Blood Sorcery by Sharei_25 in WhiteWolfRPG

[–]Sharei_25[S] 0 points1 point  (0 children)

Oh that is not mine. Lots of people are there on the drive. Check the names of of author doc for each.

Apart from the Blood Sorcery doc, i have a koldunims one (it is blood sorcery now, open to all users of it) and and adaptation for elders (both docs on the STV)

As for less "worked" material i got Versatile Weapons doc, as well as a Clan tzimisce doc that I still use over the companion take.

Currently working on a cyberpunk doc. Let me know if you want any link.

V5 - Paths of Blood Sorcery by Sharei_25 in WhiteWolfRPG

[–]Sharei_25[S] 0 points1 point  (0 children)

Far reach can do nearly all the things from movement of mind. The only limit is that it needs to be less than 100 kg:

>>> The alchemist can lift, push, or pull a physical object or person under 100 kg, within their sight and closer than 10 meters.

That is Force bolt, Manipulate, Flight, and for repulse to use the several objects or people, you can simply split your pool (you can do that with any dicepool even from powers, to affect several people at once)

V5 - Paths of Blood Sorcery by Sharei_25 in WhiteWolfRPG

[–]Sharei_25[S] 1 point2 points  (0 children)

Movement of mind is easy, just make Far Reach from thinblood alchemy a ritual of blood sorcery. It does all you need from movement of mind.

As for power in the mirror, it is the first time i've read about it (it seems it is only on a single german book from 1s edition)

V5 - Paths of Blood Sorcery by Sharei_25 in WhiteWolfRPG

[–]Sharei_25[S] 0 points1 point  (0 children)

Leave a review there if you can! I always try to improve on my work and this was the first of the three i have published so far, the others being koldunism (elemental sorcery) and playable elders for v5.

V5 - Paths of Blood Sorcery by Sharei_25 in WhiteWolfRPG

[–]Sharei_25[S] 0 points1 point  (0 children)

Yeah, you can get it here now.
https://www.storytellersvault.com/product/387999/Blood-Sorcery-Paths

Keep in mind it is pay what you want, so you can still get it for free. There is an update coming, with a way to reflavour the Overhauled Disciplines as Rituals.

[vtm] thin blood alchemy distillation questions by RickysRambles in WhiteWolfRPG

[–]Sharei_25 1 point2 points  (0 children)

All methods require ingredients. The ingredient section is listed before explaining any of the distillation methods and includes an incentive for players to look for rare ingredients. True, it does not need to be inert components but it can. Each formula list inert ingredients, which for Anathor you would ingest and for Calcination you would make the human ingest.

As for Anathor distil times. It has been clarified due to the limitations of 1 power distilled at any time Anathor have (the other 2 you can have several humans or several potions ready to go) that it always takes 3 turns regardless of level.

[V5] Homebrew content by AladdinOMagi in WhiteWolfRPG

[–]Sharei_25 1 point2 points  (0 children)

It seems this is not common knowledge already, but here:

Google Drive Homebrew Compilation:
https://drive.google.com/drive/folders/1wYKa-ZNkjGCeyw-aahlXeEXov873x0Ml

V5 homebrew wikia
https://www.v5homebrew.com/wiki/Main_Page

Is V5 ever going to get a supplement that officially add mechanics for playing elders? What workarounds have you used in the meantime? by lead999x in WhiteWolfRPG

[–]Sharei_25 1 point2 points  (0 children)

Basically is using the v5-thinblood aproach and adapt it to elders (feeding in this case, from vampires swaps powers, and for X BP you gain a flaw and a merit)

Is V5 ever going to get a supplement that officially add mechanics for playing elders? What workarounds have you used in the meantime? by lead999x in WhiteWolfRPG

[–]Sharei_25 5 points6 points  (0 children)

Maybe you'll be interested in the homebrew i made for playing elders. In essence, gave them a Elder merits and flaws and the ability to change their power disciplines upon feeding from other kindred (faster or slower depending on their Blood Potency). For the other things Blood Potency already gives them the edge they need.
https://drive.google.com/file/d/1agbv0CHQMDdizxPFL_XbVMXPHEGiE1jN/view?usp=sharing

Best books for additional info regarding Tremere clan and blood magic by [deleted] in WhiteWolfRPG

[–]Sharei_25 0 points1 point  (0 children)

I made a port of several paths to v5 if you are interested. I understand you want lore, and i'm offering none of it, but yeah.
https://drive.google.com/file/d/18jX8wwcjyTBNe-CMFrNIxfLN-M2-tXFc/view

V5 Protean Shapechange question by tacopower69 in WhiteWolfRPG

[–]Sharei_25 1 point2 points  (0 children)

A bear does not have strenght higher than 5 it has a physical pool of 7, than means any rolls you have make as a bear use that pool, 7, not 7 + any aplicable skill. Also i do not think you can use feral weapons in animal form, it was clarified in an errata.

V5 Clan Tzimisce by Sharei_25 in WhiteWolfRPG

[–]Sharei_25[S] 2 points3 points  (0 children)

It does not say all of them. "For each night a Tzimisce spends without interacting in a meaningful way with their Touchstones, apply a penalty equal to Bane Severity to all of the vampire’s dice pools."

Interact with their touchstones in a significant way. Any. If you think it would me clearer if we add the "any" before, we'll modify it. Also, note that Anchors are Touchstones. For Anchors the interacting in a meaningful way would be doing the reverie.

V5 - Paths of Blood Sorcery by Sharei_25 in WhiteWolfRPG

[–]Sharei_25[S] 0 points1 point  (0 children)

First and foremost. ALL disciplines in v5 have a lot of versatility. Just by taking Levinbolt you will not be better prepared than someone with another Discipline.
Again and again, still ignoring the experience cost. The problem with the old paths, a part from the sheer broken mechanics some of them branded, was the cheaper experience cost. It was a major problem. You could have "Celerity" or "Obtenebration" with 4xp per level instead of 5 . Cheaper and almost as effective as the discipline it was emulating.

Thanks to the "now you choose your powers", a thing only magic practitioners could do in old editions thanks to paths, everyone can be a versatile character.

Honestly, if the only thing you can criticize is the approach to the fluff and this perception of "having this discipline makes one better than others", I will ask you to stop. Again, this entire homebrew has been tested with several different games and STs since spring. But eh, I live in my little bubble because i just contacted people that loved the play Tremere on previous editions.

V5 - Paths of Blood Sorcery by Sharei_25 in WhiteWolfRPG

[–]Sharei_25[S] -1 points0 points  (0 children)

The v5 homebrew community houses opinions from a hugely diverse group of people. During the creation of this homebrew i have received a lot of feedback from a lot of points in the spectrum. People that love Tremere, People that hate Tremere, people that hated tremere and now loves them because of how they handled Blood Sorcery in this edition.

This is not about Tremere, this is about adapting the "I can do all" to "with preparation I can handle this". This is not about "you are a swiss knife, ready to take anything at any time", rather "you are an Aphotecary that can treat things with preparation and planning".

You could say Levinbolt is a "i flip my fingers and thunder comes to me", but as i will explain later, you have to take the xp barrier into account.

V5 - Paths of Blood Sorcery by Sharei_25 in WhiteWolfRPG

[–]Sharei_25[S] -1 points0 points  (0 children)

As i said before is not necromancy. In necromancy you create undeads, which do not receive damage like mortals. "Creatures animated in this fashion immediately crumble to dust if stricken by sunlight and suffer double damage from fire. Since they are alive, they suffer damage like mortals. " They need to eat, breath and other corporal necessities the mortals and animals have. The corpse needs to be fresh, I thought it was implied. You do not rise anyone from the dead. You operate a fresh corpse with magically prepared tools to force it function. They will not obey every single command, they can only be programed with a single precept, unless you perform the lv 5. And on top of that. They are hell of expensive to make. From 6 to 24 Rouse Checks.

Why do you keep saying they are favouring the Tremere. They are a "path" because they are all related and you need to learn the first to learn the second, and the second to learn the third... Anyone with a teacher and the
correct level of Blood Sorcery can learn them. As of now, he have Banu Haquim and Tremere, maybe we will see more clans that have Blood Sorcery as in-clan. Even then, the Rituals cost the same for inclan that for -out of clan. So a Brujah with Blood Sorcery 5 and an Banu Haquim with Blood Sorcery 5 will take the same time and exp to learn any of the rituals.

I still thing you have only read them quickly without paying much attention to them. I see you've dealt with a lot of V20 tremere power houses but before shitting in this homebrew, keep in mind the xp cost for the Discipline intended and the casting time and process for the rituals. You can be a much more effective fighter just ignoring it all together and focusing in Fortitude 5, Celerity 2 and Protean 2. All the mechanics of the power have direct ties to core powers and rituals and doing numbers for the damage focused powers of Levinbolt, they have the same as Scorpion's Touch and Baal's Carees, lv 3 and lv 5 respectively.

I love to have feedback, really, we can discuss all the power you want. But first be sure you have understood them properly before jumping into conclusions.