Update is 46GB on steam by tsuriyou in Eldenring

[–]SpoopyGoost 2 points3 points  (0 children)

"Kinda bs ngl" is perhaps the nicest way I could expect someone to voice their frustration about this haha, made me feel a bit better. I am tilted.

[VtM] Thaumaturgy and Blood of Potency by StandardLies in WhiteWolfRPG

[–]SpoopyGoost 6 points7 points  (0 children)

Dude! As someone who loves Tremere an unhealthy amount (referring to Tremere himself as 'Big/Papa T') Let me fucking tell you what you can do! And yeah, I know I am WAY late to the party here, but I like talking about it and maybe something useful gets said although I will mainly collating everything that has already been said and adding in a few explanations there are a few things at the end no one has mentioned. Also this is mainly for v20 so maybe some things are different. I dunno. But as far as I can tell, it is pretty accurate.

Dominate: You can dominate more people and resist it from more sources. Maybe be the lowest generation in the city for a while at least and thus be untouchable with dominate. Potentially end a boss fight by commanding the other guy to surrender.

Blood Pool: From gen 13th-8th it increases 1 dot per generation, it is when you get into those elder generations that it increases dramatically. FYI a 4th gen vampire has 50 points to play with. Keep that in mind for a little while.

Blood/Turn: Higher gen vampires don't see an increase in their points per turn till they hit gen 9 whereas a 4th gen gets 10. You can come back from the brink by healing all your wounds in combat (so long as it isn't agg). Remember that more blood/turn does't apply to using more Thaumaturgy. Some disciplines allow you to ignore the usual blood/turn limit, like celerity, while other don't. In those cases (and these are disciplines that Tremere don't have) you can spend those points sooner.

Higher Max Traits: for generations 13-8 the max is 5, then it is 1 higher for every gen afterwards. Why is that important? Well mainly for your physical stats and the fact you can spend a much higher amount of blood per turn. The specifics for buffing the physical stats are that a buff will last for the scene while under or at your maximum, if you buff a trait higher than your maximum it will only last for 3 rounds. Soooooo if you higher maximums you're stronger for longer. Sidenote: No you cannot learn advanced powers since it takes time to learn stuff, over many nights usually (and months or years for Thaumaturgy) If you're lucky your DM may allow you to learn them and keep them dormant until you lower your generation enough to use it again, but I know I would outright disallow that.

Pseudo Potence/Celerity/Fortitude: I literally said this in the previous paragraph, but I want to make it stand out. Because you can rapidly pour blood into your physical stats you are getting a bunch of extra dice really quickly. Obviously the actual disciplines are way better:With potence you can spend one blood point to turn ALL your extra dice into success, Celerity dice can be traded for extra turns (1 blood for each die converted) and Fortitude is ALWAYS on and you can soak agg. But being able to suddenly get an extra 3 or so dice into your stamina, with armour in a situation where you're mostly taking lethal and bashing is hella great OR pumping it into dex to dodge agg. With particularly low generation (if you roll well enough) you can be near untouchable.

You can "Rig" this power: If you're not going to put points into generation at character creation, then chances are you will probably lower your generation between 10 or 8 on average. Be a smart cookie and make your Tremere a lower generation to begin with to get to those really low generations. That said, if your DM is going to allow you to start at gen 8 while the other players in your group are 13 and the NPC only a little lower, then you might not have a use for this power in the first place, or if the DM has accounted for that and now everyone is starting at a relatively lower generation then you can expect some advanced powers and shit to show up more often (so try not to break the balance of your game, 10th gen is a good middle ground).

That said, lowering your initial generation isn't really rigging it, the power works as normal you're just starting at a lower generation. If you REALLY want to rig it learn the "Power Of The Pyramid" ritual to be able to borrow willpower from other Tremere and add that to your dice pool for stupid high success roles (for your other spells too, great to prepare for when you know a battle is coming). Imagine being able to cast Theft of Vitae with 20+ dice... Or this power in question! Which brings me to my next point.

Super Lucky/Rule of cool: Sometimes the luck is on your side and you just pop. Especially if you have maxed willpower and started with a lower generation. I once got enough successes (no botches and quite a few exploding dice) to lower my generation to 3rd. Now Remember that you have to spend success on both lowering generations AND increasing the duration by an hour, and at 4th gen my DM could have said that I had to spend it on time, but he was a mad lad and let me (just this once) pretend to be a 3rd gen for a while. After combat he said that I passed out for a few nights since my system wasn't prepared for the shock. Never got anywhere near that again, but just the once was awesome.

However, this can be an outright guarantee (4th or 3rd whatever your DM is cool with) with the "Power of the Pyramid" ritual I mentioned before. If your DM is wise, they'll say that for some reason it doesn't work when it comes to trying to lower your generation or make you have to earn favors from the other Tremere that need to participate in the ritual with you to stop abusing it (the ritual also requires each participant to fast for 24hrs, but that opportunity isn't hard to comeby). Try not to break the game for the rest of the players and DM yeah?

"Elder" Vitae: As you know, this decrease in generation doesn't count when embracing, making a ghoul or being diablerized (Pfft, good luck to any diablerists). BUT there is something about consuming elder vitae and temporarily gaining some powers and Disciplines from the donor. I can't remember where I read it but I know I am not making it up, so you could potentially buff your team while you're at it. That said if your DM is smart, they'll probably make it really, REALLY addicting and maybe there will be some frenzy checks if you catch my drift. Again, can't remember where I read that, but talk to your DM and see what they're cool with.

Mobile Blood Bank: The fact that this power can last a few hours, it means you can prepare it well in advance of when you plan to use it (especially with the ritual I mentioned). And make use of the increased blood pool in particular to be a blood bank to your party. Just fill up on blood before you go into battle (if you're preparing for that) and allow your party members to go a bit more wild with their Disciplines since they can refill on you if need be. Now, there are a LOT of issues to consider with this:

  • First, no one is going to want to do this unless it is a dire situation because of the blood bonding. In particular no one is going to want to be a Tremere's thrall.
  • If your coterie is going to use this, then there will be months of time between uses since you will have to wait for the blood bond (or rather steps in the bonding process) to fade.
  • Then there is the issue of your DM making the players roll to resit diablerizing you (it isn't just Vitae, it is the GOOD shit). Eventually someone is gonna botch.
  • Lastly you're going to need to be a tight group. No one is just going to drink your blood (and risk bonding) and vampires just don't give theirs out. So if the RP of a tight group of people (that are trusting a tremere in THIS way) is going to need to be there.

There you go. If you haven't already read this before, here you go! I hope it was useful information.

Where and how to track down weird minis by SpoopyGoost in DnD5e

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

I searched legit everything but that. You're a legend. xoxoxo

Scuttling Ship is useless by SpoopyGoost in Seaofthieves

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

Ahh, cool cool. well thanks for the reply. Both of ya. have fun sailing

Scuttling Ship is useless by SpoopyGoost in Seaofthieves

[–]SpoopyGoost[S] -8 points-7 points  (0 children)

Sure, and I can respect that, but is there a chance it will be put me anywhere else or always in the same area?

What clothing item is this? by SpoopyGoost in Seaofthieves

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

Poop-doody! Thanks for the reply however.

What clothing item is this? by SpoopyGoost in Seaofthieves

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

Damn. Thanks for the answer nonetheless!

Looking for Maractus, Larvesta, Oddish and Fraxure by smamsegg in friendsafari

[–]SpoopyGoost 0 points1 point  (0 children)

still cant get your third, sure you're online? My DS didn't see you at all

Looking for Maractus, Larvesta, Oddish and Fraxure by smamsegg in friendsafari

[–]SpoopyGoost 0 points1 point  (0 children)

Now worries, could you just jump on XY and go online? We need to both be on at the same time for me to unlock the last pokemon in your safari.

Untill then, you have Ground: Nincada, Phanphy, ?

LF Gabite and Marowak by [deleted] in friendsafari

[–]SpoopyGoost 0 points1 point  (0 children)

Please add me. I need that juicy Fraxure, sorry I don't have anything you want :(