Expression: Music, Acting, Dancing, Jouranlism, Writing, Poetry...all of that falls under here, which makes it an important skill for all sorts of builds, but not used as much for others.


Expression is most essential possible skill for Dance Off: The Vigil.

OH GOD NO PROFESSIONAL TRAINING MENTIONED WHY WOULD YOU DO THIS?
Profession: Dancer
Professional Training: Dancer
To help my Hunter get edge at Dancing over equivalent XP splats.
Dance Offs are now my Vigil!
Go around challenging artistically inclined supernaturals to Dance Battles!
 
Profession: Dancer
Professional Training: Dancer
To help my Hunter get edge at Dancing over equivalent XP splats.
Dance Offs are now my Vigil!
Go around challenging artistically inclined supernaturals to Dance Battles!

i am dance!mummy fight mi

i have been setting fire to the dance floor since before the dawn of modern civilization

how can your pathetic mortal dance floor pretend to stand a chance against my hot moves

(And then the Mummy incinerated the city by dancing so hard :V)
 
Honestly, Professional Training isn't that bad of an idea. As long as you have a ST there to make sure if you pick a profession you actually, you know, have a profession? You can't just pick 'Good at stuff that's relevant.' I mean, I do understand the argument that it's too cheap, XP wise, for all it does, but...
 
i am dance!mummy fight mi

i have been setting fire to the dance floor since before the dawn of modern civilization
You millenia of immortal freestyle has nothing on human adaptability.
Hunters don't stand alone.
We can utilize tactics.
Practical Experience in Dance related stuff for entirety of a Dance Cell.

Tactic: My Brother's Keeper
Teamwork to help improve boogie-ing initiative, maintain dancer morale, and resist dancing compulsions

Identification, Profiling, and/or Measurements to determine what kind dancer you are & prepare our routine accordingly.

Athletics (Free specialization Dance + reduced costs from Professional Training) + Expression (Free specialization Dance + reduced costs from Professional Training) + Tactics

That's without going into Endowments that enhance dancers!

What can a rhythmic Mummy like you do against such overwhelming prowess?
 
Honestly, Professional Training isn't that bad of an idea. As long as you have a ST there to make sure if you pick a profession you actually, you know, have a profession? You can't just pick 'Good at stuff that's relevant.' I mean, I do understand the argument that it's too cheap, XP wise, for all it does, but...

Nah, the big problem with Professional Training isn't that it gives you Merits.

It's that it does it for free.

I like Mystery Cult Initiation, because it ties you to a cult that's probably all kinds of fucked.

Meanwhile, Professional Training goes "i have a job that i'm good at"
 
Talking about Demon, I actually have a question:

What the fuck does Fast Attack even do? Like, it allows me to set my Initiative to be higher than my target's after successfully attacking them but why would I want to do this? I mean, it's not like my Initiative's gonna change so what's the benefit?
I haven't actually read Demon, but wouldn't this mean that on the next round, when everyone is going to take their turns again, You get to go before the person you attacked if you went after them previously?
 
Nah, the big problem with Professional Training isn't that it gives you Merits.

It's that it does it for free.

I like Mystery Cult Initiation, because it ties you to a cult that's probably all kinds of fucked.

Meanwhile, Professional Training goes "i have a job that i'm good at"

I dunno. I mean, that seems like it's kinda the point? Plus, any job has requirements and necessities. I mean, if a person chooses a job as a lawyer, well if they're not independently wealthy, congratulations. A lawyer works long hours. Ask any of the lawyerkin if it's a job that you can just do for an hour a day and then go hunt monsters.

Or discover the riddles of the universe, for that matter.
 
You millenia of immortal freestyle has nothing on human adaptability.
Hunters don't stand alone.
We can utilize tactics.
Practical Experience in Dance related stuff for entirety of a Dance Cell.

Tactic: My Brother's Keeper
Teamwork to help improve boogie-ing initiative, maintain dancer morale, and resist dancing compulsions

Identification, Profiling, and/or Measurements to determine what kind dancer you are & prepare our routine accordingly.

Athletics (Free specialization Dance + reduced costs from Professional Training) + Expression (Free specialization Dance + reduced costs from Professional Training) + Tactics

That's without going into Endowments that enhance dancers!

What can a rhythmic Mummy like you do against such overwhelming prowess?

Look I'm going to let you finish, but you have to be aware that Mage's are the true kings of the dance. With pyro-kinetics built in, the ability to shape-shift mid dance to better capture the true essence of boogieing down, and thanks to Correspondence, summoning background dancers on demand...who could challenge our dance prowess?
 
I dunno. I mean, that seems like it's kinda the point? Plus, any job has requirements and necessities. I mean, if a person chooses a job as a lawyer, well if they're not independently wealthy, congratulations. A lawyer works long hours. Ask any of the lawyerkin if it's a job that you can just do for an hour a day and then go hunt monsters.

Or discover the riddles of the universe, for that matter.

See, the joke you should have made is "Professional Training: Lawyer doesn't tie you to a cult which is all kinds of fucked?"

Bil'labl H'r is the worst dark god.
 
Look I'm going to let you finish, but you have to be aware that Mage's are the true kings of the dance. With pyro-kinetics built in, the ability to shape-shift mid dance to better capture the true essence of boogieing down, and thanks to Correspondence, summoning background dancers on demand...who could challenge our dance prowess?

Everyone knows that faeries are the true lords of the dance.
 
Why settle for being a rank amateur in murder hobo?
In taking Profession: Vagrant you could be literally a professional murder hobo.
If you're going to live a life of vagrancy might as well be getting skills, contacts, and resources for it?

Everyone knows that faeries are the true lords of the dance.
oWoD Changelings inhabit a realm of creativity.
I would certainly expect somebody having dance skills?
Might be less applicable to nWod Changelings?

What's a dancing contract look like for True Fae?
In case you're willing to trade your *everything* for moves.

Look I'm going to let you finish
That's very mature of you Bel thank y-
. . . but you have to be aware that Mage's are the true kings of the dance. With pyro-kinetics built in, the ability to shape-shift mid dance to better capture the true essence of boogieing down, and thanks to Correspondence, summoning background dancers on demand...who could challenge our dance prowess?
Oh, so it's going to be like that now?
Pyro-kinetics isn't dancing but dance-shifting could be useful.
Anybody with Allies invested in Avatar Companion has amazing backup dancer perfectly coordinating with you.
Time allows you to preemptively avoid stumbles in your routine.
Real question is how to best optimize your a dancer mage?
 
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Oh, so it's going to be like that now?
Pyro-kinetics isn't dancing but dance-shifting could be useful.
Anybody with Allies invested in Avatar Companion has amazing backup dancer perfectly coordinating with you.
Time allows you to preemptively avoid stumbles in your routine.
Real question is how best optimize you a dancer mage?

I dispute that Pyro-kinetics, properly used, could be very useful for dancing!

Also, remember that Entropy/fate (depending on whether its nMage or oMage) would allow you to shift probability in your favour to avoid mistakes (and if your an asshole Dance-Mage, shift probability so your competition epic fails that amazing spin they were going for).

I guess if you were going to cheat, you could use Spirit to summon and channel the literal Lord of the Dance. Life would allow you to sculpt your body to aesthetic perfection and maintain the strength/speed/endurance to dance till the break of dawn. Forces for thigns as blatant as leaving fire-trails as you move through your routine to more subtle effects like effecting gravity (easier to do impressive if impractical things like fifteen back flips).
 
So, does anybody like my VTM quest? It just started, but once we get into the main story, it will be awesome.
 
Yes, but there's one fundamental downside there.

It's called "Tremere are control freaks whose magic is substantially inferior to an Awakened mage, and Tremere are very, very flammable. So they're not going to be able to stop themselves from blood-bonding them at the very least".

...

Honestly, if you're not sensible and just give the Tremere the Tzimisce clan flaw, then you should probably replace the weaksauce Tremere clan flaw with some kind of control-freakery clan flaw. Since it totally defines them and cripples them.

You kidding? Tremere have the worst curse of them all. They have the reputation of clan Tremere in a setting forged of cutthroat politics and paranoid peers. Even in their own clan they are viewed as more of a tool at best or a rival for power at worst. Their blood bond to the inner council is the only thing that holds that clan together amidst a sea of betrayal worthy power mongering, and the only reason the rest of the clans tolerate them is the indisputable utility of their magic and the not so subtle threat of having it turned towards destruction at a moment's notice.

Lure of the Flames is really really dangerous, but it's the perk for being looked at as the slimy evil vizier in every situation you're in regardless of your intentions or morality. Nobody likes the Tremere, they're not a High Clan of the old world, they inflicted grievous wounds upon many of the low clans in the past (even assuming Gargoyles are rare and unknown to most kindred, they still stepped over the low clans to mingle with the High Clans in the new world), they're dangerous, bookish, cutthroat and have a versatility in power so vast that anyone who doesn't treat them with fear and caution is a fool.

Also V20 doubled the severity of their blood bonds whenever they drink blood now, so they're fully bound in two sips instead of three... so there's that too.

That said there is a faction that uses mages... but the only faction with the balls to enslave awakened mages is as far as I'm aware, a relatively newly added feature to the recursively convoluted secret society inside of a secret society, the Tal'Mahe'Ra, or the True Black Hand. V20 introduced their Awakened Blood Familiars have been cultivated over generations to serve as special Ghouls. The Followers of Set brought them into the fold originally, so expecting any faction less manipulative than a Setite and less connected than the Tal'Mahe'Ra to pull it off would be a bit of a stretch... so yeah, Tremere's not touching that with a 1,000 ft ritual, especially when half the loyalty comes from ideological conditioning over generations rather than straight up magic and manipulation in the modern era.

But at this point we're talking about a gentleman's club three levels deep into ancient cabal land the likes of which would make most vampires balk in disbelief, so it's a little hard to look at and still take it seriously without accepting that the genre is emphatically no longer run of the mill gritty Gothic urban fantasy but the comic book vampires variety (which to me is almost always more fun).
 
You kidding? Tremere have the worst curse of them all. They have the reputation of clan Tremere in a setting forged of cutthroat politics and paranoid peers. Even in their own clan they are viewed as more of a tool at best or a rival for power at worst. Their blood bond to the inner council is the only thing that holds that clan together amidst a sea of betrayal worthy power mongering, and the only reason the rest of the clans tolerate them is the indisputable utility of their magic and the not so subtle threat of having it turned towards destruction at a moment's notice.

Lure of the Flames is really really dangerous, but it's the perk for being looked at as the slimy evil vizier in every situation you're in regardless of your intentions or morality. Nobody likes the Tremere, they're not a High Clan of the old world, they inflicted grievous wounds upon many of the low clans in the past (even assuming Gargoyles are rare and unknown to most kindred, they still stepped over the low clans to mingle with the High Clans in the new world), they're dangerous, bookish, cutthroat and have a versatility in power so vast that anyone who doesn't treat them with fear and caution is a fool.

Also V20 doubled the severity of their blood bonds whenever they drink blood now, so they're fully bound in two sips instead of three... so there's that too.

That's not a real flaw. Oh no, other vampires think I'm a treacherous bastard. Quite unlike all the other treacherous bastards in vampirekind. Hey, why do the Lasombra have a clan flaw on top of "also being seen as a bunch of treacherous bastards"? Is it because they're not the Tremere and haven't had a decade of being fellated by the writers? I have no time for arguments that social, non-metaphysical element should be their unique clan's curse.

And the V20 "flaw" is still a stupid flaw. Because, bluntly, it doesn't actually encourage any specific behaviour you weren't doing already. It's as shit-tier as the Mekhet clan flaw in nWoD.

"Oh no, I get addicted to vitae more easily. Better... avoid drinking the blood of other vampires who might try to enslave me with it. Just like every other vampire."

"Oh no, I take more damage from sunlight and fire. Better... avoid the sun and burning things. Just like every other vampire."

That doesn't actually incentivise any different behaviour. It's boring, and honestly not a real clan flaw - because if someone wants to enslave you, two drinks aren't really very different from three drinks.

By contrast, if they had the Tzimisce clan flaw, quite apart from it being a nice reminder that they're still just a jumped up Tzimisce bloodline, it actually is a meaningful flaw. The Tzimisce flaw anchors you. You are reliant on your prepared sleeping place. You can't just find a place to nap. Everything requires infrastructure and moving a coffin full of earth around if you're away from the area where you were born. It shifts your behaviour, like all the good clan flaws. It's a meaningful, interesting weakness. So too would be a Tremere weakness that actually mechanised their control freakery - a risk of frenzy when things don't go as planned (encouraging them to plan everything out), or a derangement which is shared by the entire clan.
 
Do Technocrats even call them Spheres? That being said, I was looking from a more Mage (Tradition/Orphan) perspective, wondering if I have or can have access to something like that in-game. So far, seems like permanently changing a person's relationship would require Mind 4 at a minimum, plus assorted support stuff like long-range casting, so it seems like the answer is "maybe when you get lots and lots of XP".
 
So far, seems like permanently changing a person's relationship would require Mind 4 at a minimum, plus assorted support stuff like long-range casting, so it seems like the answer is "maybe when you get lots and lots of XP".

Nah.

Use primal utility to turn your Ally in quintaesence, then turn the quint in wharever you want.

(Reverting this process requires Life).
 
Do Technocrats even call them Spheres? That being said, I was looking from a more Mage (Tradition/Orphan) perspective, wondering if I have or can have access to something like that in-game. So far, seems like permanently changing a person's relationship would require Mind 4 at a minimum, plus assorted support stuff like long-range casting, so it seems like the answer is "maybe when you get lots and lots of XP".
They're spheres of influence, at closest. To the extent they're even referred to in-character.
 
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