I悲 think that the camarilla set is already finished but one thing I悲
still like to see in it is... no not S:CE protection for assamites
(I惴 still praying for it though) but more ammo cards. Yes ammo cards.
They spice up gun combat alot, especially things like dragon breath
rounds. How about more variety?
In message <b57b2dc9.02021...@posting.google.com>, Daz
<wb...@hotmail.com> writes:
>I悲 think that the camarilla set is already finished but one thing I悲
>still like to see in it is... no not S:CE protection for assamites
>(I惴 still praying for it though)
I am unsure why you would be praying for a card that would mean that the
only seriously effective defence against Assamites would be Obedience.
*shrug*
> but more ammo cards. Yes ammo cards.
>They spice up gun combat alot, especially things like dragon breath
>rounds. How about more variety?
The difficulty is what more variety can be given to them? Since they're
ammo cards, they can really only affect the damage done. Potentially,
really, *really* fast bullets might just allow you to get First Strike.
Having a readied supply of ammo might allow you an extra shot, due to
preparation, but that's not really an 'ammo' thing in the context of
ammo cards.
--
James Coupe but I lust after the raw pow0r of c.
PGP 0x5D623D5D together with the humping great
EBD690ECD7A1FB457CA2 elephant arse of gnome.
13D7E668C3695D623D5D - Vashti
>The difficulty is what more variety can be given to them? Since they're
>ammo cards, they can really only affect the damage done. Potentially,
>really, *really* fast bullets might just allow you to get First Strike.
>
>Having a readied supply of ammo might allow you an extra shot, due to
>preparation, but that's not really an 'ammo' thing in the context of
>ammo cards.
How about armor-piercing bullets which can't be prevented by Fortitude? Or
maybe make them unpreventable period, but not usable during the first
round/strike?
I wouldn't mind *some* way for a gun to get another manuever. Always sucks when
you manuever to long with a gun, your opponent manuevers back to close and
grapples you. A combat card (limited to once a round) giving a manuever with a
gun would be nice.
Some kind of stun rounds (adjusted for vampiric physiology) could act as a S:CE
or could provide a press. Or flare rounds might allow a S:CE (though maybe you
take a point of damage or the gun is burned afterwards?).
Ha ha! Maybe we can see a stake gun that fires stakes or something!
Halcyan 2
In message <20020219050610...@mb-cu.aol.com>, Halcyan 2
<halc...@aol.com> writes:
<ammo cards>
>How about armor-piercing bullets which can't be prevented by Fortitude? Or
>maybe make them unpreventable period, but not usable during the first
>round/strike?
That's doable, I guess. Or "Cards played to prevent damage from this
strike/(these strikes) cost an additional blood" perhaps.
>I wouldn't mind *some* way for a gun to get another manuever. Always sucks when
>you manuever to long with a gun, your opponent manuevers back to close and
>grapples you. A combat card (limited to once a round) giving a manuever with a
>gun would be nice.
It'd need a bit more, I feel. Though it couldn't be an ammo card really
(played during the strike bit, rather than earlier).
Various sniper-ish concepts have been suggested in the past.
Sniper Tactics.
Only usable by a minion with a gun.
Strike: +1R damage with a gun possessed by this minion, with an optional
maneuver (only usable to maneuver to long range).
(Public domain)
>Some kind of stun rounds (adjusted for vampiric physiology) could act as a S:CE
>or could provide a press. Or flare rounds might allow a S:CE (though maybe you
>take a point of damage or the gun is burned afterwards?).
The flare rounds are kinda taken care of with Smoke Grenades, though
that doesn't mean you couldn't necessarily do something there. But
flares and gun burning make me think:
Flare
Combat
Disciplineless
1 blood
Only usable by a minion with a gun. Only usable before range is chosen
on the first round of combat.
Choose another minion you control. If this round lasts until the Press
step, end combat at the beginning of the press step; the chosen minion
enters combat with the opposing minion. (Flare cannot be played in that
combat.) Place a Flare counter on a gun on this minion. Burn that gun
if it now has more Flare counters than its <damage/cost>.
(Public domain)
Thematically, the idea is that if the opposing minion hangs around long
enough (e.g. they don't torporise you during strike resolution, they
don't S:CE, they don't tap Mariel), a buddy can leg it across the city.
And it doesn't stop you doing a little damage first...
>Ha ha! Maybe we can see a stake gun that fires stakes or something!
This was in White Wolf's Eternal Struggle list of suggestions when the
game was being designed from what players wanted to see. (Pencils fired
from Revolvers.)
[ quoted text not captured ]
On Tue, 19 Feb 2002 03:41:15 +0100, Daz wrote:
> I´d think that the camarilla set is already finished but one thing I´d
> still like to see in it is... no not S:CE protection for assamites (I´m> still praying for it though) but more ammo cards. Yes ammo cards. They
> spice up gun combat alot, especially things like dragon breath rounds.
> How about more variety?
What about the magick ammo used by some Sons of Ether or Virtual Adepts
mages ?
Could be like :
Entropy Rounds
Combat
Only usable before resolution of a gun's strike. If damage is sucessfully
inflicted on the opposing minion with this strike, this opposing minion
burns all his blood (or life) after combat. This is an ammo card. No more
than one ammo card can be used on a gun each combat. Only one Entropy
Rounds can be played in a game.
(*)
By the way, do we know if the Camarilla set will follow the (somehow)
usual : 4 starters with reprints, boosters are all new cards ?
Francois
(*) card tex free of any rights, copyrights, license agreements,
whatever. publish ! publish ! I won't sue you ! ;)
In message <a4tae8$pr0$1...@s1.read.news.oleane.net>, Francois Gombault
<fgom...@I.dont.like.spam.activia.net> writes:
>What about the magick ammo used by some Sons of Ether or Virtual Adepts
>mages ?
These tend to be a facet of vulgar magic, with or without witnesses.
Talismans of this sort seem to have become rarer recently (with good
reason, both thematically and play balance wise).
This makes it rather hard to generate useful sources of them. (Vampire
disciplines being static magic.)
[ quoted text not captured ]
On Tue, 19 Feb 2002 11:56:16 +0100, James Coupe wrote:
> In message <a4tae8$pr0$1...@s1.read.news.oleane.net>, Francois Gombault
> <fgom...@I.dont.like.spam.activia.net> writes:>>What about the magick ammo used by some Sons of Ether or Virtual Adepts
>>mages ?>
> These tend to be a facet of vulgar magic, with or without witnesses.
> Talismans of this sort seem to have become rarer recently (with good
> reason, both thematically and play balance wise).
>
> This makes it rather hard to generate useful sources of them. (Vampire
> disciplines being static magic.)
True indeed, the new Mage line has a definitely stronger focus on
coincidental magic and more "mundane" adventures.
But these ammo Talismans were not uncommon during the Ascension war,
especially within the street Cabals. Why not a unique ammo card to
represent them ? I think this is more probable than the whole Giant's
Blood stuff. But maybe that's because I'm a Mage fan, and not too keen on
Giants.
Francois
>But these ammo Talismans were not uncommon during the Ascension war,
>especially within the street Cabals. Why not a unique ammo card to
>represent them ? I think this is more probable than the whole Giant's
>Blood stuff. But maybe that's because I'm a Mage fan, and not too keen on
>Giants.
Mage is cool (as is Vampire). But I'm not really keen on too much cross-over
stuff.
Anyway, Giant's Blood isn't really blood from a Giant. I think it's just a term
used to describe a supply of really potent elder vitae. Potent vitae that
really refreshes (the blood pool) of whoever partakes in it. I remember the
main characters finding a stash in House of Secrets...
Halcyan 2
On 19 Feb 2002 10:06:10 GMT, halc...@aol.com (Halcyan 2) wrote:
>>The difficulty is what more variety can be given to them? Since they're
>>ammo cards, they can really only affect the damage done. Potentially,
>>really, *really* fast bullets might just allow you to get First Strike.
>>
>>Having a readied supply of ammo might allow you an extra shot, due to
>>preparation, but that's not really an 'ammo' thing in the context of
>>ammo cards.>
>
>How about armor-piercing bullets which can't be prevented by Fortitude? Or
>maybe make them unpreventable period, but not usable during the first
>round/strike?
I'd rather be able to attach a "Clip" to my gun so that Ammo stick
around for more than 1 shot (maybe a Clip would allow ammo to be played
for the duration of combat).
>I wouldn't mind *some* way for a gun to get another manuever. Always sucks when
>you manuever to long with a gun, your opponent manuevers back to close and
>grapples you. A combat card (limited to once a round) giving a manuever with a
>gun would be nice.
Um, NO! If you want range, build your deck to keep it there.
>Some kind of stun rounds (adjusted for vampiric physiology) could act as a S:CE
>or could provide a press. Or flare rounds might allow a S:CE (though maybe you
>take a point of damage or the gun is burned afterwards?).
I could see maybe a Lazer Scope getting you First Strike, but Weapons
don't really need a Combat: Ends mechanism.
>Ha ha! Maybe we can see a stake gun that fires stakes or something!
That would be cool :-)
>Halcyan 2
BernieTime
berni...@attbi.comHOLDLeSPAM wrote:
> I'd rather be able to attach a "Clip" to my gun so that Ammo stick
> around for more than 1 shot (maybe a Clip would allow ammo to be played
> for the duration of combat).
Current ammo (Glaser, Manstopper, DBR) are all "duration of combat"
effects already. (card text).
--
LSJ (vte...@white-wolf.com) V:TES Net.Rep for White Wolf, Inc.
Links to revised rulebook, rulings, errata, and tournament rules:
http://www.white-wolf.com/vtes/
On Tue, 19 Feb 2002, Francois Gombault wrote:
> True indeed, the new Mage line has a definitely stronger focus on
> coincidental magic and more "mundane" adventures.
It may just be a rumor, but I heard that Mage had gotten a new Line
Developer. If so, it'll be interesting to see what direction her takes
the game
> But these ammo Talismans were not uncommon during the Ascension war,
> especially within the street Cabals. Why not a unique ammo card to
> represent them ? I think this is more probable than the whole Giant's
> Blood stuff. But maybe that's because I'm a Mage fan, and not too keen on
> Giants.
Go, man, go!
David Cherryholmes
Prince of Durham
On Tue, 19 Feb 2002 11:20:56 -0500, LSJ <vte...@white-wolf.com> wrote:
>berni...@attbi.comHOLDLeSPAM wrote:>> I'd rather be able to attach a "Clip" to my gun so that Ammo stick
>> around for more than 1 shot (maybe a Clip would allow ammo to be played
>> for the duration of combat).>
>Current ammo (Glaser, Manstopper, DBR) are all "duration of combat"
>effects already. (card text).
It's really true, you DO read every post :-)
Bernie
[ quoted text not captured ]
<berni...@attbi.comHOLDLeSPAM> wrote in message
news:3c72753f...@netnews.attbi.com...
> I'd rather be able to attach a "Clip" to my gun so that Ammo stick
> around for more than 1 shot (maybe a Clip would allow ammo to be played
> for the duration of combat).
LSJ already got this one, but it'd be interesting instead to see a "clip"
card that kept the played ammo in play indefinitely.
Something like:
Clip o' Many Bullets
Combat
Put into play when you have played an ammo card from your hand. Place this
card and the ammo card on the gun being used for the strike. All strikes
with the gun inflict the increased damage indicated by the ammo card.
(public domain)
Or something like that. The wording would definintely need to be cleaned
up.
Xian
"Francois Gombault" <fgom...@I.dont.like.spam.activia.net> wrote in
message news:a4tae8$pr0$1...@s1.read.news.oleane.net...
> What about the magick ammo used by some Sons of Ether or Virtual Adepts
> mages ?
Of course, how the heck a vampire is going to end up with vulgar magick
bullets is beyond me. :) Seems like you're stretching things a little
there...
> By the way, do we know if the Camarilla set will follow the (somehow)
> usual : 4 starters with reprints, boosters are all new cards ?
No word as of yet.
Xian
In message <a4unft$3c4bg$1...@ID-123937.news.dfncis.de>, Xian
<xi...@waste.org> writes:
>"Francois Gombault" <fgom...@I.dont.like.spam.activia.net> wrote in
>message news:a4tae8$pr0$1...@s1.read.news.oleane.net...>> What about the magick ammo used by some Sons of Ether or Virtual Adepts
>> mages ?>
>Of course, how the heck a vampire is going to end up with vulgar magick
>bullets is beyond me. :) Seems like you're stretching things a little
>there...
Talismans don't necessarily require the ability to generate vulgar
magic. They can sometimes be used by Sleepers and hedge mages (which
vampires basically count as, using static magic), though you could with,
say, a Prime effect detect the amount of quintessence a user had or
their ability to use quintessence before allowing it to function,
possibly warning the then definitely Awake owner with a Mind effect.
But that would be quite unusual.
More simply, you could have a Talisman require Quintessence to function,
which could be drawn from an Awake or static magic character -
potentially, a vampire could fuel it with blood or a werewolf with
Gnosis or similar, if they knew what they were doing. But it's
unlikely.
But a talisman created with its own reserve of quintessence would be not
impossible for a vampire to get hold of, potentially.
[ quoted text not captured ]
On Wed, 20 Feb 2002 00:33:41 +0100, Xian wrote:
> Of course, how the heck a vampire is going to end up with vulgar magick
> bullets is beyond me. :) Seems like you're stretching things a little
> there...
Heh. World of Darkness, baby ! :)
Where more than 80% of the population are surnatural creatures of some
kind - wether vampire, mage, garou, kinfolk, sorcerer, hunter, amenti,
cthulhu offspring, whatever !
Where you uncover evil worldwide secret conspirations every other night !
Where you find forgotten mythical artifacts and military-grade
experimental weapons every time you kick a dustbin !
In fact, the real problems arise when you want to buy regular ammo :
- Hi shopkeeper, could I buy some 9mm rounds ?
- Sure, Mercury-hollow-point or
Armor-piercing-depleted-uranium-explosive ?
- Err, no, I think.. just rounds... regular... Y'know, I've got that gun
and...
- Ok. I see. You want "the big stuff". Let's see... Here's a box of
balefire and bane fetish bullets. I got them from a Black Spiral. Stick'em
in your submachine gun, and you're the boss.
- Huh ? What the..
- Ahh.. Still not good enough for you ? Wait a second. <shopkeeper comes
back a minute later, overcautiously handling a small box of ammo. Looks
like the box is made of human skin> I'll tell you : I'm a Nephandus.
Here's the best thing I can give you. I crafted it myself...
Francois
James Coupe <ja...@zephyr.org.uk> wrote:
>These tend to be a facet of vulgar magic, with or without witnesses.
>Talismans of this sort seem to have become rarer recently (with good
>reason, both thematically and play balance wise).
>
>This makes it rather hard to generate useful sources of them. (Vampire
>disciplines being static magic.)
However, I do think there are canonic examples of Tremere "magic
bullets" (like the one that killed Kennedy).
------------------------------------------------------------------------
Johan Lundstrom <jo...@algonet.se>
"Nothing succeeds like excess"
In message <3c739de1....@news.algonet.se>, Johan Lundstrom
<jo...@algonet.se> writes:
>>These tend to be a facet of vulgar magic, with or without witnesses.
>>Talismans of this sort seem to have become rarer recently (with good
>>reason, both thematically and play balance wise).
>>
>>This makes it rather hard to generate useful sources of them. (Vampire
>>disciplines being static magic.)>
>However, I do think there are canonic examples of Tremere "magic
>bullets" (like the one that killed Kennedy).
Sure. Hmm... the concept of ammo cards that require Thaumaturgy is
interesting.
[ quoted text not captured ]
"James Coupe" <ja...@zephyr.org.uk> wrote in message
news:g5rs1kqk...@gratiano.zephyr.org.uk...
> Sure. Hmm... the concept of ammo cards that require Thaumaturgy is
> interesting.
Much better than magickal ones. :)
Magic of the Smith out a .44, start shooting. Hehe.
Xian
hail to the king, baby