- Pronouns
- They/Them
I know it's probably obvious, but what can hurt ghosts? Or, where would I found it what can and can't harm a ghost?
Spirit or Dimensional Science. Werewolves.I know it's probably obvious, but what can hurt ghosts? Or, where would I found it what can and can't harm a ghost?
nWoD?I know it's probably obvious, but what can hurt ghosts? Or, where would I found it what can and can't harm a ghost?
And Vampires that have revelant discipline like Giovanni.
If you're playing NWoD then it's other Ghosts, their bane, "blessed" items, and certain powers that allow you to interact with the Ghostly frequency of twilight. I think salt acts as a solid barrier to them as well.I know it's probably obvious, but what can hurt ghosts? Or, where would I found it what can and can't harm a ghost?
No, a Falcon Punch is when you actually lunge forward and clock them one.If you were a dork, you could yell, "Falcon punch" at someone from halfway across the room and then have the ghost punch them for you, and they'd be all like, "What the hell was that."
One fun thing about a lot of nWoD properties (though to different extents) is how the genre/power level can shift pretty rapidly from level to level.
You can ride on a steel unicorn after a running house on stilts through a thorny forest wielding the bow of a hunter-goddess goblin-thing to hunt down a mad loyalist sorceress planning a horrific ritual, and get beaten up by a bunch of purely-mortal thugs wielding baseball bats in the same chronicle. Hell, in theory you could in the same session, though there'd be some schizophrenia there.
Combat is dangerous enough, and especially for, say, Changelings, greater power rarely gives 'You lose' buttons against just vanilla challenges, that each level can be valid. Like, there's no 'Your bullets cannot hurt me' Contract which automatically makes it so that you can suddenly fight armies of mortals or something. A guy with a shotgun is a threat even if you're vastly powerful.
I mean, if you are vastly powerful, you have ways to deal with him, but you don't have ways to just play around with him. You can't say, "Take your best shot, I'll tank your blows and laugh in your face and hold back for five minutes and then kill you."
No time and no margin to fuck around like that.
But at the same time, yes. You can have a Fae Mount and a powerful Token and be hunting a mad sorceress with a Mobile Hollow.
If you can manage to get to wyrd 9 while remaining sane, you can always take sublime, which makes it explicitly impossible for mortals to attack you (excluding self-defense). Vainglory 3 has a similar effect, albeit a more temporary one, so any mortal combat just stops working.
Beyond that, a high wyrd changeling with the right contracts can get nearly invincible to low level threats. Say wyrd 6. Seperation 4 gives 6 defense right there, which applies to firearms. Combine with natural defense of say 3 and mortals have to be pretty tough to even hit you. Elements 5 gives this changeling 3 armour, stack with elements 2 for 4 armour, making anything that does hit not do much.
Still, all of this stuff is pretty high up in the game. If you've made it to the point where you can do this sort of stuff, then you're earned that near invincibility.
That's mostly Changeling to my understanding, especially come nWoD 2E, and mostly due to their lack of direct asskicking Contracts. The general combat mechanics do flatten the power curve somewhat, but especially for say, Vampire 2E, they can scale beyond mortals pretty sharply at higher levels.
For example:
And then the Devotions...
- Celerity allows you to just take another action whenever the fuck you want, explicitly allowed to interrupt another's action (frex, popping Celerity mid axe-swing to step out of range and become an invalid target). Combined with being able to boost your speed with it, you can easily go 'lol nah' to a whole swathe of enemy attacks, unless they have Celerity to counter it back.
- Dominate 1 allows you to make your enemies just kill themselves. Dominate 5 lets you straight-up possess them.
- Majesty 5 makes mortals basically unable to try to harm you.
- Obfuscate 3 makes you invisible, even in plain sight. Obfuscate 5 lets you do basically whatever the fuck you want, Obfuscate-wise, to people in your lair.
- Protean 5 makes you immune to anything that isn't fire/sunlight/banes.
- Resilience reduces damage by Resilience + 1 for 1 vitae, which is ridiculous.
- Vigor makes you silly-strong in general, all the time, and you can double-dip with blood expenditure.
et cetera. I know Mages are even sillier, and I doubt Werewolves are worse at physical beatdowns than Vampires are.
- Force of Nature makes you an insane murder-machine.
- Juggernaut's Gait is a legit turn-long and extendable perfect defense, though the blood cost for sustaining it is only really viable as an elder.
- Riot turns that gang of mortals trying to beat you up into a gang of mortals murdering each other.
- Vermin Flood just murders them by doing (Animalism) lethal damage every turn that ignores armor
I think you meant "devs cannot into combat", or "shitty balancing". 1st edition NWoD was even worse, with pepper spray being a deadly weapon to pretty much ANYTHING in (close) range. And it was free to boot! Then there's the fact that IIRC firearms and explosives cannot be dodged normally because of "lol realism"... Oh wait, all of that is still technically true in the new edition.One fun thing about a lot of nWoD properties (though to different extents) is how the genre/power level can shift pretty rapidly from level to level.
Combat is dangerous enough, and especially for, say, Changelings, greater power rarely gives 'You lose' buttons against just vanilla challenges, that each level can be valid. Like, there's no 'Your bullets cannot hurt me' Contract which automatically makes it so that you can suddenly fight armies of mortals or something. A guy with a shotgun is a threat even if you're vastly powerful.
I think you meant "devs cannot into combat", or "shitty balancing". 1st edition NWoD was even worse, with pepper spray being a deadly weapon to pretty much ANYTHING in (close) range. And it was free to boot! Then there's the fact that IIRC firearms and explosives cannot be dodged normally because of "lol realism"... Oh wait, all of that is still technically true in the new edition.
DTD's Demon: "Lol Amateur".
No actually, at least in 1E werewolves were gimped into being one of the weakest splats physically.I doubt Werewolves are worse at physical beatdowns than Vampires are.
Also, how would you have handled firearms without getting into stupid wuxia bullshit? Now, firearms always hitting is clearly not how it works, not even close (though some of that is covered by the fact that most people shouldn't be rolling a lot of dice), but leaping away from bullets hither and yon takes away from the fact that combat's supposed to actually be dangerous and something you shouldn't leap into, because the concept is that WoD isn't a combat simulator that I guess lets you also talk to people, ala D&D.
Also, how would you have handled firearms without getting into stupid wuxia bullshit? .
Remind me what the deal with pepper spray was?I think you meant "devs cannot into combat", or "shitty balancing". 1st edition NWoD was even worse, with pepper spray being a deadly weapon to pretty much ANYTHING in (close) range. And it was free to boot! Then there's the fact that IIRC firearms and explosives cannot be dodged normally because of "lol realism"... Oh wait, all of that is still technically true in the new edition.
Hmmf. So basically the same thing as Dart Frog Poison, but without damage and whole-scene (not that it probably matters by that point).-5 penalty to all actions for the scene. Effectively cripples most characters.
Well, to be fair, you try doing kung fu with pepper spray in your eyes.-5 penalty to all actions for the scene. Effectively cripples most characters.