I do think there's some room for more planning involving Torpor, of course. Like, I could imagine an elder handing off the Princedom to a trusted friend and ally, but not as part of a hundred year plan to get it back at the end of that, but just as a, 'Well, it's worth a try I guess, and if I'm going to be asleep, better you there than anyone else.'

Could make for an amusing startup to a high-level game. You are at the top, the Prince and all, and go into Torpor, leave it for your friend, and hope things don't go to shit.

50-60 years later (or at least less time than you expected, but more than just a few years), you're woken up by your friend because you have to flee because everything's gone to shit, both on the vampire side and the mortal one.[1]

[1] Obvious reason: a revolution. If you set it in China in 1900 to start, and then had the Elder wake up in 1949, that'd be interesting. Or, well, any communist country would work, or etc, etc.

Anywhere where there's 'The country I lived in literally doesn't actually exist per se anymore' that can happen in a matter of decades.
 
Or create a fully autonomous AI system made of interlocking Dominate commands running on Vampires who also know Dominate and thus can expand the system as needed.
 
I was assuming @Sydonai was talking about the WoD equivalent to saving throws. Are those a thing?
There aren't really any infallible powers that affect others. While I can't remember Dominate offhand, it's either an opposed roll (which can obviously fail) or a roll (possibly penalized) against a difficulty (which success based mechanics means is never certain).
 
There aren't really any infallible powers that affect others. While I can't remember Dominate offhand, it's either an opposed roll (which can obviously fail) or a roll (possibly penalized) against a difficulty (which success based mechanics means is never certain).

Well, I bought the nWod 2e Vamp book so I could look it up, but I think he might be talking about oVamp.

There are ways to turn someone into basically a 'forever slave' that involve days and weeks of conditioning and are meant to replicate, like, an intensive effort that most people wouldn't bother with.

Even that could be undone, and that required well over a week of persistent effort.
 
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Well, I bought the nWod 2e Vamp book so I could look it up, but I think he might be talking about oVamp.

There are ways to turn someone into basically a 'forever slave' that involve days and weeks of conditioning and are meant to replicate, like, an intensive effort that most people wouldn't bother with.
Well we were only talking about nVamp, so... ¯\_(ツ)_/¯
 
Well we were only talking about nVamp, so... ¯\_(ツ)_/¯

I didn't know whether hyzmarca was.

How it works, btw, is that you do a roll-off. Wits+Subterfuge+Dominate vs. Resolve+BP.

If you succeed, they gain the Subservient Condition and if the condition expires normally without hitting a Resolution (which is caused by them taking any damage or destroying their life so you have to keep them out of trouble while it's working) you mark a check above their willpower box.

Then, two nights later, you do it again. And again. And if you eventually check a cross above every one of their Willpower, they gain the Enslaved Condition, and congratulations, you're a terrible person, but then as a vampire you already knew that.
 
Hey, who here thinks Tokyo Ghoul would make an awesome WoD game or at least a nice little plug in for it?

Anyone got any ideas on how TG Ghouls would interact with the other Splats? Or at least a Stereotypes type thing?
 
Hey, who here thinks Tokyo Ghoul would make an awesome WoD game or at least a nice little plug in for it?

Anyone got any ideas on how TG Ghouls would interact with the other Splats? Or at least a Stereotypes type thing?
I had this thought earlier today.

My conclusion was 'Weird form of Vampire'. As in, model them as vampires. They fit in a very similar narrative space.
 
I had this thought earlier today.

My conclusion was 'Weird form of Vampire'. As in, model them as vampires. They fit in a very similar narrative space.

Somehow the superpowered cannibals are less assholish than nVamps. More fighty too. Fewer in number probably (can't just chomp a fuck and have them turn). Has the benefit of introducing the whole "is it okay for me to exist" question without the answer unironically being "fuck no now eat your sunlight like a good boy". :V

Honestly though the early rumors about Deviant and stuff sounds like they'd be a good fit there, especially given how they heavily center around their conflict with the Doves.
 
Somehow the superpowered cannibals are less assholish than nVamps. More fighty too. Fewer in number probably (can't just chomp a fuck and have them turn). Has the benefit of introducing the whole "is it okay for me to exist" question without the answer unironically being "fuck no now eat your sunlight like a good boy". :V

Honestly though the early rumors about Deviant and stuff sounds like they'd be a good fit there, especially given how they heavily center around their conflict with the Doves.
I agree, Kaneki especially seems like he could fit as a Deviant.

But like I said, similar, not exactly. Ghouls are generally more sympathetic than vampires.
 
I didn't know whether hyzmarca was.

How it works, btw, is that you do a roll-off. Wits+Subterfuge+Dominate vs. Resolve+BP.

If you succeed, they gain the Subservient Condition and if the condition expires normally without hitting a Resolution (which is caused by them taking any damage or destroying their life so you have to keep them out of trouble while it's working) you mark a check above their willpower box.

Then, two nights later, you do it again. And again. And if you eventually check a cross above every one of their Willpower, they gain the Enslaved Condition, and congratulations, you're a terrible person, but then as a vampire you already knew that.

I was thinking of both, but especially suppositions that the entire oVampire Jyhad was actually just a bunch of self-replicating AI weapon systems left behind by long-dead or sleeping Methuselahs rubbing against each other.




When brings me to another idea:

Machine: The Terminating.

Millions of years ago, in an age long forgotten, an extremely advanced civilization descended into civil war. Both sides created robot infiltrators to exterminate their ideological rivals. These machines worked all too well, and both sides were wiped out to the last man. But that didn't stop the war. The automated factories kept churning out weapons, the machines kept fighting each other, and killing humans who were ideaologically impure. Civilizations rose and fell with the Machines fighting in shadows, each side trying to covertly push its own dogma upon the remnants of humanity.

You believed that you were human, but you are not. Your memories, though real to you, are completely fabricated and beneath your skin is a hyperalloy endoskeleton. Now that you know what you really are, it's time for you to join a completely pointless and unwinnable war that has already knocked humanity back to the stone age several times.
 
MJ Homebrew: MALR
I have been using SPARKs way too often in XCOM 2 and therefore I am here to give the old, 1E Iteration X Exoskeleton a new, AI controlled update. The MALR costs 4 points because although yes, it is a deadly shit-kicking machine it is probably not nearly as good as, say, a combat homonculus and it is also dumb as a box of rocks and obvious as fuck. That, I think, is worth the additional 6 points the homonculus costs. You can probably adjust the cost up or down as you feel like.

Iteration X Multirole Autonomous Light Robotic (MALR/"Mauler") (4 pts)

Halfway between a robotic vehicle and a robotic infantryman, the MALR is a quantum leap in low-cost semi-autonomous battlefield robotics. Radical advances in cost-effective AI design have allowed for an autonomous war machine that can truly be mass produced. Ever since its introduction in 2010, the MALR has become a solid competitor to the HITMark V series. Although the HITMark is undeniably more effective-it is more agile, intelligent, requires less command micromanagement, and can learn from its mistakes in a way the MALR cannot, the MALR is far cheaper and more expendable. As more and more Iterators realize how valuable HITMarks are-and more and more HITMarks become people rather than war materiel-something which is not nearly as cuddly has its advantages in expendability. Standing 2 and a half meters tall and massing a quarter-ton, with a half-dozen multispectral lenses for its face, the MALR cannot pass for human at all, but easily passes for a mundanely advanced military weapon. The MALR is almost as tough and deadly HITMark but not nearly as intelligent or adaptable, and its silicone actuators are significantly weaker than the HITMark's synthetic musculature. That said, a single HITMark costs as much as a squad of MALRs, and with a proper overseer, the latter are at least as dangerous, if not more.

Using very few hypertech components, the MALR is designed for cost-effectiveness. Its titanium endoskeleton and composite shell are incredibly advanced and difficult to produce by the technology available to the Masses, but Iteration X nanofabs allow its creation in job lots. Its silicone actuators are also largely the work of Exceptional Citizens rather than true Enlightened Scientists, and only its AI template is truly the work of Iteration X's most prized researchers-a template which now can also be reproduced by Exceptional Citizens with minimal supervision. Its sensors are, although powerful, largely off-the-shelf designs with off-the-shelf protection. Even its powerplant-an advanced hydrogen fuel cell-is something that the Exceptional Citizens of Iteration X can build relatively cheaply-no more than a million dollars per pop.

The MALR is common for Iteration X or NWO amalgams with military covers-and in fact has been introduced as top-secret prototypes to the US military and the United Nations Extraterrestrial Contact, Monitoring, and Containment Group, both of which have made careful use of this weapon in various conflict zones. This not only allows Iteration X to deploy its heavier, more capable robotics and have them confused for MALRs-an often fatal mistake-but also increases the acceptance of autonomous battlefield robotics.

The Traditions have leaked some knowledge of the MALR's existence to anti-war and anti-drone groups, in hopes that increasing concern about unmanned warfare may weaken Iteration X's current position. Should they be able to use the MALR as a test case to force a drone ban into existence, it may have significant repercussions to both Iteration X's strength in the Technocratic Union and the Technocracy's ability to advance and deploy increasingly cheap and lethal unmanned robotics.

MALR

Attributes:

Strength 7 (Brute Force) Perception 2
Dexterity 3 Intelligence 1
Stamina 6 (Relentless) Wits 2
Abilities:
Firearms 3 Alertness 2 Strategy 1
Heavy Weapons 3 Athletics 3  
Stealth 1 Brawl 3  
Technology 2*    
*For demolitions only. The MALR has basic programming on how to avoid and disarm mines.

Soak: 12d (Reinforced Exoskeleton 6d). The MALR soaks lethal and aggravated damage with full Stamina.
Health Levels: -0/-0/-0/-1/-1/-1/-2/-2/-2/-5/Destroyed

Attacks:
  • Fist Strike: Difficulty 5, Damage + 3L (10L)-the reinforced metal fists and high-strength myomer actuators of the MALR make its hand to hand attacks fast and brutal. This attack uses Dexterity + Brawl to hit.
  • Light Autocannon: Damage 12L, Rate 5, Range 200, Magazine 25-the shortened, magazine-fed 20mm of the MALR is an offshoot of the IX-22. Its simpler magazine feed and rifle-styled design make it much more reliable in adverse conditions, while it maintains its immense stopping power and versatility. Effective against a wide range of targets and reliable in a wide range of environments, salvaged ones are often prized by extremely strong mages-and werewolves who have won fights against the Technocracy. Using the light autocannon as a handheld weapon requires Strength 6-most of the advanced recoil-compensation mechanisms have been removed in the conversion from advanced Device to something mass-produced by Exceptional Citizens.
  • Heavy Machine Gun: Damage 10L, Rate 5, Range 400, Magazine 100-The US military's MALR designs are equipped with modified M2HB heavy machine guns rather than the Iteration X version's autocannon. A venerable, nearly century-old weapon, the M2HB is reliable, effective, and heavy.
  • The MALR can also use any normal or crew-served weapon modified for its larger hands. It cannot use weapons designed for normal humans, seeing that it is the size of a Crinos Garou with a build to match.

Special Rules:
  • Redundant Systems: With Primium being ever-more expensive, Iteration X used active defenses for the MALR series rather than passive defensive measures. An Entropy 1/Forces 1/Prime 3 effect hardens the MALR against Forces-based hacking and Entropy-based Slay Machine effects, giving it significantly better survivability against the most common threats it will face. The MALR has a 3-die countermagic pool which specifically counters Entropy and Forces magic targeting the MALR's internal systems-e.g. hacking attempts and Slay Machine casts, but not fireballs or lasers or railguns.
  • Secured Comms: The communications system of the MALR is highly encrypted and secured. A minimum of 3 successes on a Forces 2/Entropy 2 effect are required to decode the communications, and an additional 2 successes are required to attempt to insert any orders through the comms network. A character using plain Int + Computers to do so requires double that number of successes, and rolls at Difficulty 9. Nevertheless, Iteration X is well aware that a mage can easily break through this security and insert false orders that MALRs will not question, and when deploying them against RDs will generally have someone who can provide real-time countermeasures against hacking attack. Military MALRs, of course, do not have this advantage.
  • Advanced Sensors: The MALR has thermal imaging, lidar, and superhuman acoustic sensor capability. Normally, it makes all its Alertness rolls at +3 dice and -2 difficulty, unless the target is actively shielding itself from sensors via Forces 2 or similar linear magic. It counts all weapons as having a computer targeting system.
  • Nonsapient: The MALR, although intelligent, is nowhere near human-level intelligence. It can do combat pathfinding and parse orders given in natural language. However, a MALR has several significant limitations:
    • The MALR is not adaptable. If given orders, it will not be able to change its orders to deal with significant changes in events, although it is smart enough to avoid obvious hazards-the MALR will not run into an obvious minefield at full speed because it was told to move past it as quickly as possible, unless specifically ordered otherwise.
    • Once its orders are completed or impossible to complete, it will go into watchdog mode until given another set of legitimate orders. In this mode, the MALR will only return fire on attackers or designated hostiles, take cover, and await further instructions.
    • The MALR will carry out any legitimate orders it is given to the best of its ability, even if the legitimate orders are apparently nonsensical, allowing a hacker to take over command of a MALR unit. MALRs have no sense of self-preservation and although there is an IFF system, it is possible to deactivate it.
    • The MALR has a sensory capability which is best described as 'myopic.' Although it can easily detect movement, it automatically fails any roll to see through disguises, and does not gain its Advanced Sensors bonus when dealing with someone who is largely staying still. However, an operator can watch the MALR's sensor feed and order it to take action, so a paper-thin disguise is not 100% effective.
    • The MALR can only speak a very basic set of phrases. Generally, these phrases are a call for surrender, a warning that they are authorized to use lethal force, and a demand for a crowd to disperse.
 
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Somehow the superpowered cannibals are less assholish than nVamps. More fighty too. Fewer in number probably (can't just chomp a fuck and have them turn). Has the benefit of introducing the whole "is it okay for me to exist" question without the answer unironically being "fuck no now eat your sunlight like a good boy". :V

But it's not ok for them to exist :/
 
Well there are some Ghouls who make a genuine attempt at keeping their humanity. Dedicating their lives to making awesome coffee and only eating by taking pieces from Morgues and other such places, and who make it their duty to hunt down other Ghouls who hunt down humans in their territories.

But there are also Ghouls who embraced their monstrosity. Taking perverse delight in hunting down and eating humans that earns their Ire. Captuing and selling humans as livestock, and in general being pieces of shit.

So I think the former are better than what you'd find in a vampire game, but the latter are just as bad as the worse of the Vampire society.
 
Ghouls are slightly more sympathetic because they didn't choose to be Ghouls, and because there's extremely well-funded hunters with government support. And they're publicly known, so they can be feared and discriminated against.
 
Well there are some Ghouls who make a genuine attempt at keeping their humanity. Dedicating their lives to making awesome coffee and only eating by taking pieces from Morgues and other such places, and who make it their duty to hunt down other Ghouls who hunt down humans in their territories.

But there are also Ghouls who embraced their monstrosity. Taking perverse delight in hunting down and eating humans that earns their Ire. Captuing and selling humans as livestock, and in general being pieces of shit.

So I think the former are better than what you'd find in a vampire game, but the latter are just as bad as the worse of the Vampire society.
Vampires have a wide spectrum of feeding arrangements of various degrees of harmfulness, ranging from 'I literally never hurt anyone and only feed on animals' to 'it puts the lotion in the basket or it gets the hose again.' By contrast ghouls are pretty much binary, 'are you killing people to get your dead meat y/n.' Vampires are less sympathetic and humane because they have more room to make arrangements with morality before jumping to 'mass murderer cannibal.'
 
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