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>> No.10102687 [View]
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10102687

>>10100380
>Since this isn't Underworld and I assume WoD doesn't have sunlight-infused bullets
No, but also sort of. CofD games aren't really one unified setting but lots of different settings doing their own thing, and Hunter plays fast and lose with that more than anything else. Task Force: VALKERIE, a Hunter Conspiracy, does have Compound Rounds. These are essentially the "If I put in a bit of everything it's sure to work" of anti-monster ammo. Those rounds do Lethal damage to anything and everything supernatural. Not a thing in 2e as of yet but no reason they could be.

>how dangerous is sunlight to a vamp? Will a full blast utterly crisp them ala Underworld, or is it less lethal like uh...Twilight?
Yes.

It depends. Sticking with VtR2e rules the damage sunlight inflicts is dictated by a Vampire's Humanity and Blood Potency, that is to say how close to a human perspective they are and how powerful/old they are. Humanity determines the intensity of the damage, at very high Humanity they take 1 Lethal but at very low it can be 3+ Aggravated. So the more monstrous a Vampire the more sunlight hurts. Blood Potency dictates the intervals in which the damage is death. Low Blood Potency sees you taking the damage every ten minutes, high Blood Potency has you take it multiple times a turn. So fledgling vamps aren't going to go up in smoke instantly but after they're been around for a while then it becomes a pretty major problem. If they fully cover up and leave just their eyes exposed they do get to treat their Blood Potency as 1 lower than it is though, which can help for a short while. If you're running Vampires by Hunter rules though that all works a little differently, basically there it always does Aggravated at either 1, 2, or 3 points per turn based on the intensity of the sunlight and then it can do an extra point or two based on how much of your body is exposed.

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