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geckopirate.bsky.social
geckopirate
@geckopirate.bsky.social
TTRPG Writer & Layout Designer | Best-Selling DMsGuild Author
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Ecology, Nerdery & Eberron fan
Just want to +1 this; if there was a way to pay you for the print file and support you while avoiding the shipping difficulty of being in the UK, I'd be over the moon.
November 27, 2025 at 12:08 AM
To summarise, you equate everything into the average number of successes it grants. This is also true for blood - you can equate blood into dice gained, and thus successes it grants (including its value for healing injuries). Hope that helps!

(5/5)
August 10, 2025 at 11:15 PM
That equipment above should br 2 dice, typo.

If you put all this together, and use the official Vamps as guidelines, you can make sure your vamps are rolling enough average successes to keep things moving. Ubermensch are the inverse - you look at what the vamps will need on average to defend.
(4/X)
August 10, 2025 at 11:12 PM
If you look at the official vamps, this checks out. A vamp using their 2nd best skill (3 dice) and using the weakest equipment with the narrative bonus die (3 die) is rolling 2.5 successes a turn. They go neutral. Crits, good equipment, and skills then push them over into achieving things. (3/X)
August 10, 2025 at 11:09 PM