Malkavian Madness Network
User Info
Welcome, Guest. Please login or register.
Did you miss your activation email?
May 09, 2024, 08:55:48 PM

Login with username, password and session length
Search:     Advanced search
News
SMF - Just Installed!
Forum Stats
7834 Posts in 94 Topics by 25 Members
Latest Member: fonoli
Home Help Search Login Register
Malkavian Madness Network  |  Profile of ColossusCrusher  |  Show Posts  |  Topics

Show Posts

Messages | * Topics | Attachments

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Topics - ColossusCrusher

Pages: [1]
1
Characters / Cecilia Lind
« on: November 14, 2022, 01:31:38 AM »
Player: ColossusCrusher
Real Name: Cecilia Lind
Concept: Traumatized Ambusher
Blood: Monster
Bone: Wallflower
Auspice: Irraka
Tribe: Hunters in Darkness

Attributes:

Mental:
Intelligence: 2
Wits: 2
Resolve: 2

Physical:
Strength: 2/3/5/4/2
Dexterity: 4/4/5/6/6
Stamina: 2/3/4/4/3

Social:
Presence: 1
Manipulation: 3/2/3/2/2
Composure: 3

Other:
Size: 5/6/7/6/4
Health: [][][][][][][]/[][]/[][][][]/[][][]/No Change
Willpower: (5/5)
Harmony: 7
Defense: 4
Initiative Mod: 7/7/8/9/9
Speed: 11/12/15/18/16
Perception Bonus: 1/2/3/3/4

Skills:

Mental:
Academics: 1
Computer: 0
Crafts: 0
Investigation: 3
Medicine: 0
Occult: 3
Politics: 0
Science: 0

Physical:
Athletics: 2
Brawl: 4 (Claws)
Drive: 0
Firearms: 0
Larceny: 0
Stealth: 4 (Hiding)
Survival: 1
Weaponry: 0

Social:
Animal Ken: 0
Empathy: 0
Expression: 0
Intimidation: 0
Persuasion: 0
Socialize: 0
Streetwise: 2 (Urban Navigation)
Subterfuge: 3

Merits:
Fighting Finesse (Claws): ••
Resources: •
Nowhere to Run: ••
Danger Sense: ••

Gifts:
New Moon: ••
-Eviscerate
--Slip Away
Evasion
-Hit and Run (Purity): Dexterity + Stealth + Purity vs. Composure + Primal Urge – 9 Dice
Stealth
-The Hunter Waits (Purity)

Rites:
Sacred Hunt: ••

Essence: 7 (Max 10, 1 per turn)
Primal Urge: 1
-Regeneration: 1B
-Basu-Im Time: 10 Minutes
-Feeding Restriction: None
-Hunt Time: 3 Months
-Lunacy Penalty: 0
-Tracking Bonus: 0

Renown:
Cunning: 2
Glory: 0
Honor: 0
Purity: 1
Wisdom: 0

Experience: 0

Exp Expenditures:

2
Characters / Isabella Giovanni
« on: December 30, 2021, 10:15:22 PM »
Player: ColossusCrusher
Character Name: Isabella Giovanni
Nature: Deviant
Demeanor: Survivor
Domitor Clan: Giovanni

Attributes:

Physical:
Strength: 2
Dexterity: 2
Stamina: 3

Social:
Charisma: 3
Manipulation: 3
Appearance: 3

Mental:
Perception: 3
Intelligence: 3
Wits: 2

Other:
Willpower: 8 (8/8)
Humanity: 7
Initiative Modifier: 4

Abilities:

Talents:
Alertness: 2
Athletics: 0
Awareness: 0
Brawl: 2
Empathy: 0
Expression: 0
Intimidation: 3
Leadership: 0
Streetwise: 2
Subterfuge: 2

Skills:
Animal Ken: 0
Crafts: 0
Drive: 0
Etiquette: 2
Firearms: 0
Larceny: 2
Melee: 0
Performance: 0
Stealth: 2
Survival: 0

Knowledges:
Academics: 3
Bureaucracy: 2
Finance: 1
Investigation: 2
Law: 0
Medicine: 0
Occult: 0
Politics: 0
Science: 0
Technology: 0

Backgrounds:
Allies: 1 (College Friends)
Contacts: 2 (Queer Underground, Speakeasies)
Resources: 2

Virtues:
Conscience/Conviction: 3
Self-Control/Instinct: 3
Courage: 4

Disciplines:
Dominate: 1
Potence: 1

Generation: 13
Vitae: X/10 (1/Turn)

Merits and Flaws:
Concentration (1)
Consanguineous Resistance (1)
Iron Will (3)
Problem with Authority (-5)

Experience: 0

EXP Expenditures:
Character Creation (+21 Freebies)
-Willpower 4 (-4 Freebies)
-Perception 3 (-5 Freebies)
-Stamina 3 (-5 Freebies)
-Etiquette 2 (-2 Freebies)
-Stealth 2 (-2 Freebies)
-Academics 3 (-2 Freebies)
-Humanity 7 (-1 Freebies)

3
Collegia Supernal / Stat Tracker
« on: April 06, 2021, 01:19:12 AM »
Athena

Health: 8 [/][/][][][][][][]
Willpower: 4/5
Mana/per turn: (11/11)/2
Beats: 2
Experience: 0
Arcane Beats: 5
Arcane Experience: 0

Conditions:
Informed - supernatural crafting materials

Tilts:

4
Collegia Supernal / Athena
« on: April 04, 2021, 11:40:31 PM »
Player: ColossusCrusher
Real Name: Kristina Bergman
Shadow Name: Athena
Concept: Awakened Crafter
Virtue: Patient
Vice: Ambitious
Path: Obrimos
Order: Mysterium
Legacy: Forge Masters (2e Homebrew Update) [Prospective]

Attributes:

Mental:
Intelligence: 4
Wits: 3
Resolve: 2

Physical:
Strength: 3
Dexterity: 3
Stamina: 3

Social:
Presence: 2
Manipulation: 1
Composure: 3

Other:
Size: 5
Health: 8 [][][][][][][][]
Willpower: 5 (5/5)
Wisdom: 7
Defense: 6
Initiative Mod: 6
Speed: 11

Skills:

Mental:
Academics: 3 (Research)
Computer: 0
Crafts: 4 (Forging)
Investigation: 1 [Rote Skill]
Medicine: 0
Occult: 2 [Rote Skill]
Politics: 0
Science: 2 (Materials)

Physical:
Athletics: 3
Brawl: 2
Drive: 0
Firearms: 0
Larceny: 0
Stealth: 0
Survival: 0 [Rote Skill]
Weaponry: 2

Social:
Animal Ken: 0
Empathy: 2
Expression: 2
Intimidation: 0
Persuasion: 0
Socialize: 0
Streetwise: 0
Subterfuge: 0

Merits:
High Speech: •
Status: • (Mysterium)
Resources: •
Demolisher: ••
Iron Stamina: ••
Mana Sensitivity: •
Keen Periphery: ••
Good Time Management: •

Arcana:
Forces: 2
Matter: 3
Prime: 2

Gnosis: 2
-3 Hour Ritual Interval
-2 Yantras
-1 Paradox   
-1 Combined Spells
-1 Obsessions
-3/2 Highest/Other Arcana Max

Mana/Points per turn: (11/11)/2

Rotes:
Hone the Perfected Form (Associated Skill: Crafts)
Aegis (Associated Skill: Crafts)
Alter Integrity (Associated Skill: Crafts)

Praxes:
Windstrike
Shaping

Spells Active:

Nimbus: Pounding of hammers on steel (+1 to Composure rolls)

Dedicated Magical Tool: Steel hammer

Aspirations:
-Do well in class
-Join the Forge Masters
-Make new friends

Obsessions:
-Work with Perfected Metals

Attainments:

Flaws:

Beats: 0
Experience: 0
Arcane Beats: 0
Arcane Experience: 0

EXP Expenditures:
-Starting XP (+15)
-Gnosis 2 (Five Merit Dots)
-Forces 2 (-4)
-Wits 3 (-4)
-Dexterity 3 (-4)
-Mana Sensitivity 1 (-1)
-Keen Periphery 2 (-2)
-Good Time Management 1 (-1)

5
ColossusCrusher's Salon / 2e Legacy Conversions
« on: April 02, 2021, 10:03:56 PM »
The Forge Masters

Parent Path: Moros
Parent Orders: Adamantine Arrow/Mysterium

Ruling Arcanum: Prime or Matter
Doctrine: Prime 2, Matter 2, Craft 2
Initiation: Craft an item from Perfected Metals

Suggested Oblations: Smelting your own metal from ore you dug yourself. Using that metal to make a tool or weapon for a client, in one day. Forging a small item and quench it in blood. Melting down scrap metal to make something both useful and beautiful. Repairing a weapon or armor that was damaged in battle so it’s as good as new.

Attainment 1: Craftsman's Eye
Prerequisites: Initiation
The eye is one of the craftsman's most important tools. This attainment allows the Forge Master to emulate the Supernal Vision spell with Potency equal to their dots in Prime and the Discern Composition spell with Potency equal to their dots in Matter.

Optional: Space 2
With this level of Space, the Forge Master can add the Space 2 optional Arcana option to their Discern Composition attainment.

Attainment 2: The Master's Hand
Prerequisites: Prime 2, Matter 2
A craftsman is always tinkering, making small improvements to mundane objects. This attainment allows them to duplicate the spell Find the Balance on any mundane object they spend at least an hour tinkering with. Alternatively, they may work on a magical tool, in which case this attainment mimics the spell As Above, So Below.

Attainment 3: Primal Tempering
Prerequisites: Prime 3, Craft 3
By working on an object, the Forge Master can make it realer than real. This attainment emulates the spell Ephemeral Enchantment, with Reach allocated to Instant Casting. If they tinker with the object for a full scene or hour, this attainment additionally uses Advanced Duration.

Optional: Matter 3
With this level of Matter, items affected by Primal Tempering additionally have their Durability increased as if by Alter Integrity for the duration of the attainment, with Potency equal to their dots in Matter.

Attainment 4: Perfect Metallurgy
Prerequisites: Matter 4, Craft 4
The Forge Master has reached a level of skill in the creation of Perfected Metals that approaches the miraculous. When casting Hone the Perfected Form, they may spend Mana equal to the total Size of the spell's subjects in order to make the spell Lasting.

Optional: Prime 4
With this level of Prime the Forge Master can choose to spend Mana instead of a Willpower dot to safely relinquish a spell. Relinquishing a spell in this fashion requires 20 Mana. Upon initiating this process, and once every 24 hours thereafter, the Mage loses up to their maximum Mana per turn - but at least one - until the drain is complete. If the Mage has no mana available at any of these intervals, their Pattern will automatically scour in order to provide the mana in question.

Attainment 5: Primal Forge
Prerequisites: Matter 5, Craft 5
The Forge Master has now achieved such a mastery over their craft that they no longer need a forge. This attainment emulates the spell Ex Nihilo, with Reach applied to Instant Casting. If they focus on the object for a full scene or hour, this attainment additionally uses Advanced Duration.

Optional: Prime 5
With this level of Prime, items created with this Attainment benefit from Primal Tempering (including its optional effect) and can be Imbued with spells. Additionally, any items created by this Attainment add half the Mage's Prime dots rounded up to any provided bonuses, traits or other factors.

6
ColossusCrusher's Salon / Homebrew Legacies
« on: March 07, 2021, 01:29:51 AM »
The Tacticians
Suggested Path: Acanthus or Mastigos
Suggested Order: Adamantine Arrow, Guardians of the Veil or Silver Ladder

Suggested Oblations: Developing a plan, playing a game of chess, studying historical battles. As long as the action involves tactical or strategic analysis it can probably be used as an oblation.

Attainment 1: Secure the Plan
Requirements: Gnosis 3, Mind 2 (Primary), Time 1, Subterfuge 2
Any planner knows that the most important of all things is to prevent the discovery of one's secrets. This attainment grants the Tactician a permanent effect akin to "Mental Shield" with potency equal to his Mind dots.

Moreover, sometimes a plan must be secured through quick, decisive action, or just through random improvisation. A number of times equal to his Time dots per scene, the Tactician may roll Intelligence + Composure + Time as per the spell "Perfect Timing" without spending mana in order to guarantee that this improvisation is successful.

Attainment 2: Share the Plan
Requirements: Gnosis 5, Mind 3
Any good plan requires the help of others, and this attainment allows the Tactician to communicate with a number of people equal to his Gnosis as per the spell "Telepathy". The others may not communicate with each other at this point - the Tactician needs to relay the information to and from everyone. With Mind 4 the Tactician may set up a telepathic network as per the spell "Network", allowing all the group members to communicate with each other.

Optional: Time 3
In order for a plan to be shared, one must know what it is. This attainment allows for the Tactician to ask a number of questions about the future equal to his Time dots per scene, as per the spell "Divination". The questions must somehow be related to the plan in order to glean this future insight.

Attainment 3: Subvert the Plan
Requirements: Gnosis 7, Mind 4
Sometimes what is necessary is not a perfect plan, but for an imperfect enemy plan. This allows the Tactician to roll Manipulation + Persuasion + Mind, contested by Resolve + Gnosis, in order to exert control over a target as per the spell "Telepathic Control". The Tactician may only have this attainment active one at a time - in order to affect another person he must relinquish control over the previously controlled one. However, the Tactician may affect multiple targets by spending one mana per additional target.
With Mind 5 this attainment may take the form of the spell "Psychic Domintion".

Optional: Time 4
Similarly, mistakes happen only once. This attainment allows the Tactician to create his own by rolling Wits + Occult + Time as per the spell "Temporal Stutter", contested by Composure + Gnosis a number of times equal to his Time dots per scene. This prevents enemies from being able to act, while similarly allowing the Tactician's allies to set up optimal defenses for when they return. The Tactician may affect multiple targets by spending one mana per additional target.


7
ColossusCrusher's Salon / Homebrew Legacies 2e
« on: March 07, 2021, 01:29:11 AM »
The Devourers
Suggested Path: Any, as long as a Mage is willing to make the sacrifices necessary to attain as much power as possible.
Suggested Order: None. The Pentacle and even the Seers try to mention this Legacy as little as possible, as they both fear the potential of ambitious Mages using the Legacy's Attainments - they have one and only one purpose: the accumulation of as much power as possible at the expense of anyone else. Anyone who investigates this Legacy without authorization is swiftly punished.

Ruling Arcanum: Death
Doctrine: Death 2, Life 2, Mind 2, Occult 1
Initiation: Sever a soul

Suggested Oblations: Identifying optimal souls for harvest, observing the effects of harvest on affected mortals, creating a method to maximize consumption and minimize detection. Most Devourers focus on optimizing their "eating" habits to an extreme degree, to the point that these acts have become oblations for them, provided they spend the requisite amount of time on them.

Attainment 1: Discerning Palate
Prerequisites: Initiation
In order to properly judge whether or not a soul is ripe for harvesting, it is important to know how healthy a soul is, or what other factors could be affecting it. The Attainment emulates the Soul Marks spell with Potency equal to the Devourer’s Death dots.

Optional: Prime 1
With this level of Prime, a Devourer can roughly estimate the moral quality of a soul. When using Discerning Palate, they gain a rough idea of the quality of that person's soul, revealed by how tattered the soul is: shredded (Morality 0), tattered (Morality 1-3), damaged (Morality 4-6), intact (Morality 7-9), pristine (Morality 10)

Attainment 2: Prepare the Feast
Prerequisites: Death 2, Occult 2
There is no point in knowing how delicious a morsel may be if it cannot be stored for eating in the future. This Attainment allows the Devourer to act as a living Soul Jar. They may store a number of souls in their Pattern equal to their Gnosis.

Optional: Prime 2
With this level of Prime, a Devourer is better able to prevent any others from detecting the souls they have harvested. The Devourer is protected by an effect akin to the Supernal Veil spell at all times. If a Clash of Wills is triggered, this Attainment uses the Devourer’s Gnosis and Prime dots. As an indefinite effect, the Devourer receives a +4 die bonus to the roll.

Attainment 3: Harvest of Conscience
Prerequisites: Death 3, Occult 3
As an instant action the Devourer may harvest a soul stored in their Pattern of its Morality, gaining a number of temporary dots equal to the soul's Morality score. These dots may be allocated among the Devourer's Skills or Attributes up to a limit of their dots in the Death Arcanum, and vanish at the end of the scene. The soul itself is released back into the world, where it can reunite with its host. Because Devourers shred a soul’s essence when they use their Attainments, the host of such a returning soul suffers a Breaking Point upon fully recovering their Wisdom or Integrity (with a -3 die penalty for suffering supernatural torture). Furthermore, regardless of the result of the Breaking Point roll, the victim develops the Broken, Fugue, or Madness Condition as a result of their soul being mutilated in such a fashion.

Optional: Prime 3
With this level of Prime, a Devourer who uses Harvest of Conscience to temporarily increase their skills or abilities may also convert Morality dots directly into Mana, almost as if the soul was Tass.

Attainment 4: Harvest of Body
Prerequisites: Death 4, Occult 4
Devourers who have advanced to this level in the Legacy have discovered how to improve on their first Attainment to create permanent benefits, albeit at greater cost. A Devourer may now consume three or five souls at once when using Harvest of Conscience. Instead of temporarily adding to their Skills or Attributes, the Devourer instead increases one of their Skills or Attributes by one dot up to a maximum of their dots in the Death Arcanum, depending on if they consumed three or five souls. As before, the souls are released back into the world bereft of any of their morality.

Optional: Prime 4
With this level of Prime, a Devourer can channel soul energy between people as easily as others channel Mana. This Attainment allows a Devourer to transfer the effects of Harvest of Conscience to another person. Physical contact must be maintained when the Attainment is initially used, and the Devourer’s Death dots are used to determine the maximum number of dots allowed per Skill or Attribute. The Devourer need not use a Pattern-stored soul for this Attainment – so long as they have another one on hand. A Devourer may not use this Attainment with Harvest of Body or Supernal Harvest (see below). Such a profound change of one’s Pattern is beyond their ability.

Attainment 5: Supernal Harvest
Prerequisites: Death 5, Occult 5
Master Devourers are truly forces to be reckoned with. When consuming multiple souls at once, they may now use up seven souls at once in order to permanently increase their skill in one of the ten Arcana by one dot, up to half of their dots in the Death Arcanum, rounded up. This Attainment can only be used with Awakened souls, as those of Sleepers do not have the Supernal essence necessary for harvest and reshaping into the Devourer's Pattern.

Optional: Prime 5
With this level of Prime, a Devourer with a full soul reserve may consume all of them in order to permanently increase their Gnosis Score by one dot. This aspect of Supernal Harvest may not be used until the tainted area created by its previous use has faded (see below for details). Truly depraved Devourers steal as many souls as possible in order to ascend to the highest level of raw magical power as quickly as possible. Only Awakened souls may be used for this Attainment, as with Supernal Harvest.

While the Devourers offer many tempting and powerful rewards, their Attainments come with significant drawbacks - using any of the Harvest Attainments is a sin against Wisdom 2. Furthermore, using the third Attainment stains the area it is performed in with a dark aura for a number of days equal to the Devourer's Gnosis. Using the fourth stains the area for a number of weeks equal to the Devourer's Gnosis and using the fifth stains the area for a number of months equal to the Devourer's Gnosis. Stained areas immediately trigger any Mage's Peripheral Mage Sight and with some investigation may reveal residue from the shredded souls' return back to the world, potentially leading investigators to the Devourer. For this reason many Devourers try to use their attainments in secluded areas, although in many cases that is not an option. When a shredded soul returns to its host, the person must immediately check each lost dot of Morality for degeneration as if each dot had been lost one at a time.

8
ColossusCrusher's Salon / House Rules
« on: March 07, 2021, 01:28:48 AM »
The Rule of Common Sense
-Everybody must have fun. If someone is not having fun it is their right, obligation and duty to bring it up with the rest of the group so that everyone can work out a solution together. This means that while one player might want to be a God-Wizard who can out-sneak the Rogue and out-fight the Fighter, he or she cannot do so if doing so would infringe on the fun of the Rogue or Fighter players. It means that players that know how to optimize should either optimize to the level of the lowest-skilled player or severely rein in their more powerful abilities and use them only as a last resort.

[This rule is open to expansion at any time. It is the core of my gaming philosophy and applies to all of the games I participate in. While not exactly a house rule I'm putting it first anyway. Real house rules to come later]

Character Creation: D&D
-40 Point Buy, may not put more than 16 points into an ability score (Score of 18 before racial boosts)
-All official WotCo material is allowed, Dragon Compendium/Magazine material will generally be allowed, but please point it out for me
-Third Party material is on a case-by-case basis only. I reserve the right to use 3rd party material as a DM-only feature

Players like having fun and getting good things. As such I give a slightly higher Point Buy total and am generally relaxed on what people use. While I reserve the right to veto something if I feel it's not appropriate or ridiculously powerful, I try to let everyone get what they want. Just don't push it. Please.

D&D House Rules
-On Alternative Uses for Turn Attempts
--Multiple Nightsticks can be used, but they do not stack with each other - if a Nightstick does not cover the amount of turn attempts required for the intended purpose, the user must fill in the remaining turns with his/her personal pool. For example, DMM Persist costs seven turn attempts or a Nightstick plus three from the 3+CHA+Extra Turning+Other Sources pool.
---The Reliquary Holy Symbol adds turns directly to the user's personal pool but does not stack with itself
----Sources of bonus turn attempts that add to a pool add to all turning pools - for example, Extra Turning would add four turns to both Turn/Rebuke pools for a Cleric/Death Delver. Nightsticks, however, do not - they are used as disposable batteries that can be used for either pool but not both. The aforementioned Cleric/Death Delver has the following turning pools: 7+CHA/7+CHA/4 floating.

-On Nonstandard Races and LA
--Hobgoblins have LA 0 instead of LA +1. Their bonuses *are* better than some of the standard races, but all they get are two +2 boosts, Darkvision 60 and +4 to Move Silently. Contrast to Dwarves, who get a ridiculous amount of additional features, or the always powerful bonus feat/skill point of a vanilla Human. Since I don't like starting at super-low levels their boosts will already be falling off in terms of obvious superiority.

-XP costs used for crafting or learning new spells/powers, etc. can be replaced by gold at a five-to-one ratio. XP costs used in actually casting a spell or something like that must still be paid.

Pages: [1]
SMF 2.0.18 | SMF © 2021, Simple Machines | Theme by nesianstyles | Buttons by Andrea