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setting:demon_house_rules [2023/Mar/12 15:22]
zechstein [Foreword: Annotations for New Players]
setting:demon_house_rules [2025/Jul/08 18:27] (current)
zechstein [Fugue]
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 [[house_rules|Back to the House Rules Index]] \\ [[house_rules|Back to the House Rules Index]] \\
  
-^  **Subpages**  ||||| +^  **Subpages**  |||||| 
-|  **General**  |  [[Pacts]]  |  [[Reaping Faith]]  |  [[Lores]]  |  [[demon_rituals|Rituals]]  |+|  **General**  |  [[Pacts]]  |  [[Reaping Faith|Faith]]  |  [[Lores]]  |  [[demon_miracles|Miracles]]  |  [[demon_rituals|Rituals]]  |
  
  
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   - Since **SotS** uses (modified) Twentieth Anniversary Edition rules for combat, dodging is resolved as a Dexterity + Athletics roll. //The Dodge talent is therefore superfluous and can be ignored.//   - Since **SotS** uses (modified) Twentieth Anniversary Edition rules for combat, dodging is resolved as a Dexterity + Athletics roll. //The Dodge talent is therefore superfluous and can be ignored.//
   - The Religion knowledge ability has been replaced by the more general Belief Systems knowledge ability from M20. Please ask the Demon ST for the full text of the ability if you don't have access to the M20 core book.   - The Religion knowledge ability has been replaced by the more general Belief Systems knowledge ability from M20. Please ask the Demon ST for the full text of the ability if you don't have access to the M20 core book.
-  - While most abilities receive a specialisation at four dots, there are some exceptions: **Art, Crafts, Performance,** and **Belief Systems** receive a specialisation at the first dot. **Academics** and **Science** receive a specialisation at the //second// dot. 
   - **SotS** does not utilise the Linguistics knowledge ability. Instead additional languages are gained by purchasing the **Language** merit. The full text of the merit can be found on the [[setting:universal_merit|Universal Merits]] page.   - **SotS** does not utilise the Linguistics knowledge ability. Instead additional languages are gained by purchasing the **Language** merit. The full text of the merit can be found on the [[setting:universal_merit|Universal Merits]] page.
-  - Please make sure to familiarise yourself with our [[setting:lore_system|splat lore system]]. Since every character receives a free dot of their respective splat lore, all demon characters receive one dot of **Occult**. Halaku characters can elect to receive a dot of Lore: Spirits instead. This dot is applied after step three of character creation, and //can// increase the rank of Occult beyond three dots. +  - In general, please note the modified ability lists used in this game. They can be found in full [[setting:general_system_house_rules#abilities|here]]. 
-  - While it is not a requirement, it is strongly recommended that you take at least one dot of the **Pacts** background. While Reaping is an available option for Demons to gain Faith (see the Reaping Faith subpage for details), it is not recommended due to the fact that it involves intentionally revealing the existence of the supernatural to a regular human.+  - It is recommended that characters with medium to high incomes (Resources 3 or above) purchase at least one dot of the **Finance** ability. Without knowledge of financial matters the character can easily fall prey to scams or simply bad investments. 
 +  - Please make sure to familiarise yourself with our [[setting:lore_system|splat lore system]]. Since every character automatically receives a dot of their respective splat lore, demon characters receive one dot of **Occult** for free. Halaku characters can elect to receive a dot of Lore: Spirits instead. This dot is applied after step three of character creation, and //can// increase the rank of Occult beyond three dots. 
 +  - While it is not a requirement, it is strongly recommended that you take at least one dot of the **Pacts** background. While Reaping is an available option for Demons to gain Faith (see the Faith subpage for details), it is not recommended due to the fact that it involves intentionally revealing the existence of the supernatural to a regular human.
   - In the same vein it is highly recommended that you take at least one dot of the **Legacy** background. Without Legacy your character will not know (and cannot know) much about their condition as a Demon, and will thus come across as highly ignorant.   - In the same vein it is highly recommended that you take at least one dot of the **Legacy** background. Without Legacy your character will not know (and cannot know) much about their condition as a Demon, and will thus come across as highly ignorant.
 +  - Players who want to play an Asharu (Scourge), please take note of the rewritten [[setting:lore_of_the_firmament|Lore of the Firmament]] used in this game.
  
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 ====== Apocalyptic Traits ====== ====== Apocalyptic Traits ======
-**__We do not allow custom Apocalyptic Traits at character creation. You may ONLY have the Form Abilities that your Visage has as listed IN THE BOOK at character creation.__**+ 
 +===== Custom Visages ===== 
 + 
 +**__We do not allow custom Apocalyptic Traits at character creation. Your character always starts with the apocalyptic form traits listed for their visage in the book.__**
  
 If you want to have custom traits, you must //earn them// in-game, using the method outlined in Chapter Four of //Demon: The Fallen: Player's Guide.// The XP Costs for doing so are as follows: If you want to have custom traits, you must //earn them// in-game, using the method outlined in Chapter Four of //Demon: The Fallen: Player's Guide.// The XP Costs for doing so are as follows:
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   * If the Form Ability is less than or equivalent in Form Points to the one being replaced, then the Player must pay equal to their Permanent Faith Rating x2 in XP.   * If the Form Ability is less than or equivalent in Form Points to the one being replaced, then the Player must pay equal to their Permanent Faith Rating x2 in XP.
   * If the Form Ability is greater in the number of Form Points than the Ability being replaced, the Player must pay in XP the default cost of Faith Rating x2, in addition to the difference in Form Points between the two Form Abilities x4.    * If the Form Ability is greater in the number of Form Points than the Ability being replaced, the Player must pay in XP the default cost of Faith Rating x2, in addition to the difference in Form Points between the two Form Abilities x4. 
 +
 +===== Wings =====
 +
 +While the description of the Wings trait only speaks of gliding, demons with this apocalyptic trait can achieve full flight by purchasing ranks in the Flying ability (see the M20 Core Book page 293 or [[setting:talents|here]] for details).
  
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 ====== Spending XP as a Demon ====== ====== Spending XP as a Demon ======
  
-  * **House Lores and Common Lores do __NOT__ require scenes to increase.** You aren't //learning// them, you are //remembering// them. You can purchase these whenever you have the XP for them, though the third and fourth dots of those Lores will require more justification for them, such as a particularly spectacular roll using the highest level of that Lore that your character currently knows (please provide us with a link to that roll //and// to the context in which the roll was made in the scene). Remember that no Lore can exceed the level of dots you have in your Primary Lore. +  * **House Lores and Common Lores do __not__ require scenes to increase.** You aren't //learning// them, you are //remembering// them. You can purchase these whenever you have the XP for them. Please keep in mind that no Lore can exceed the level of dots you have in your Primary Lore. 
-  * **Out-of-House Lores __DO__ require scenes to increase.** The preferred method is for you to find someone who can teach you that Lore, who //must// already know the Lore in question at the number of dots in question. For details see the rules below.+  * **Out-of-House Lores __do__ require scenes to increase.** The preferred method is for you to find someone who can teach you that Lore. For details see the rules [[setting:lores#teaching_lores|here]].
   * **Rituals require an entire process to learn.** See //Demon: The Fallen: Player's Guide//, Page 177 for more details.   * **Rituals require an entire process to learn.** See //Demon: The Fallen: Player's Guide//, Page 177 for more details.
-  * **Permanent Faith DOES require a scene to increase.** Mage players and Mummy players will be familiar with this concept. It will be run exactly like a Seeking Scene or a Balance Scene, in which your character acquires a deeper understanding of their role in the cosmos and will be tailored for each character. Hey, that's free XP for you, and possibly some other goodies+  * **Permanent Faith does __not__ require a scene to increase.** Instead your ability to increase your Permanent Faith is tied to your progress in other areas. Please consult the rules [[setting:reaping_faith#justification|here]] for details.  
-  * **A decrease in Permanent Torment DOES require justification, but //not necessarily an entire Scene.//** In order to decrease your Permanent Torment, you must have ZERO Temporary Torment, and you must have gone an entire month without gaining any //new// Temporary Torment before you can request a decrease in Permanent Torment. //You cannot request a decrease in Permanent Torment two months in a row.// This is to prevent players cheesing it by simply not doing anything with that character so as to avoid any instance in which they might gain Torment. +  * **A decrease in Permanent Torment requires justification, but //not necessarily an entire Scene.//** In order to decrease your Permanent Torment, you must have zero Temporary Torment, and you must have gone an entire month without gaining any //new// Temporary Torment before you can request a decrease in Permanent Torment. //You cannot request a decrease in Permanent Torment two months in a row.//
- +
-Temporary Torment decreases are left up to the discretion of the STs. If you think you've done something that warrants a decrease in Temporary Torment, ping a Demon ST and we'll decide.+
  
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   * You can shed one Temporary Torment per month, so long as you did not accrue any Temporary Torment for that month. For example, if you gain one point of Temporary Torment in January, but gain no points in February, you will lose one point at the beginning of March. If you gain no more points in March, you'll lose another at the beginning of April. Note that you cannot lose Permanent Torment in this fashion; if you have 0 Temporary Torment at the end of a month in which you did not gain any Torment, you don't suddenly drop down to a lower point of Permanent Torment.   * You can shed one Temporary Torment per month, so long as you did not accrue any Temporary Torment for that month. For example, if you gain one point of Temporary Torment in January, but gain no points in February, you will lose one point at the beginning of March. If you gain no more points in March, you'll lose another at the beginning of April. Note that you cannot lose Permanent Torment in this fashion; if you have 0 Temporary Torment at the end of a month in which you did not gain any Torment, you don't suddenly drop down to a lower point of Permanent Torment.
 +  * Additional decreases of Temporary Torment can happen at the discretion of the Demon ST. If you think that an action your character took warrants a decrease, please ping the Demon ST for consideration.
   * You cannot reach Torment 0 by spending XP. The lowest level you can reach by spending XP is Torment 1. If someone reaches Torment 1 and wishes to try to reach Torment 0 (and thereby seek forgiveness from the Loyalist Host), see the rules about reconciliation further down.   * You cannot reach Torment 0 by spending XP. The lowest level you can reach by spending XP is Torment 1. If someone reaches Torment 1 and wishes to try to reach Torment 0 (and thereby seek forgiveness from the Loyalist Host), see the rules about reconciliation further down.
   * If a character somehow reaches Torment 10 (and hasn't been killed by the other player characters for being an utter monster in the process), that player has two choices: Temporarily retire their character and maybe have that character escape hell again in the future, or attempt to become Earthbound.   * If a character somehow reaches Torment 10 (and hasn't been killed by the other player characters for being an utter monster in the process), that player has two choices: Temporarily retire their character and maybe have that character escape hell again in the future, or attempt to become Earthbound.
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   * Rather than gaining extra XP for the Legacy roll at the end, you will instead earn an XP discount.   * Rather than gaining extra XP for the Legacy roll at the end, you will instead earn an XP discount.
-  * You may use Fugue to gain a discount on House Lores other than your Primary Lore, but only after you have gained your fifth dot in your Primary Lore. You cannot use Fugue to gain a discount on out-of-House Lores. Common Lores count as House Lores for this purpose. Earthbound characters cannot use Fugue to gain a discount on the Earthbound Lores. Those Lores did not exist until after the War, therefore you cannot possibly have memories of using that Lore during the War.+  * You may use Fugue to gain a discount on House Lores other than your Primary Lore, but only after you have gained your fifth dot in your Primary Lore. You cannot use Fugue to gain a discount on out-of-House Lores. Earthbound characters cannot use Fugue to gain a discount on the Earthbound Lores. Those Lores did not exist until after the War, therefore you cannot possibly have memories of using that Lore during the War
 +  * Players may not request Fugue scenes for the following evocations, because it is difficult to impossible to write an appropriate scene for them: Lore of Fundament 1, 2, and 4 (these evocations largely replicate abilities that demons have in their natural form anyway), as well as Lore of Humanity 1 (before the Shattering everyone spoke the same language already) and 2 (the Fallen were already worshiped as gods by humanity during the War).
   * The downside of entering a Fugue: If you botch the Legacy roll at the end of the Fugue, your character remains in Fugue. Your character may start having memories of the end of the War, being cast into the Abyss, or even remember the Torment of the Abyss itself. They will remain in Fugue until they they eventually pass a Willpower roll, difficulty 7, which you may only make once per day. Woe to the character who remains in Fugue for a particularly long time...   * The downside of entering a Fugue: If you botch the Legacy roll at the end of the Fugue, your character remains in Fugue. Your character may start having memories of the end of the War, being cast into the Abyss, or even remember the Torment of the Abyss itself. They will remain in Fugue until they they eventually pass a Willpower roll, difficulty 7, which you may only make once per day. Woe to the character who remains in Fugue for a particularly long time...
  
setting/demon_house_rules.1678634559.txt.gz · Last modified: 2023/Mar/12 15:22 by zechstein