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- | Below is a list of House Rules and mechanics for //Demon: the Fallen// at **Shadows over the South.** It is not exhaustive and until further notice should be considered a **work in progress.** | + | [[house_rules|Back to the House Rules Index]] \\ |
- | ====== Foreword: Recommendations for New Players ===== | + | ^ **Subpages** |
+ | | **General** | ||
- | **Shadow over the South** is a multisplat game and also has a few peculiarities that might not be obvious to new players. For this purpose the following list of recommendations has been compiled. Note that while these are not // | ||
- | - **Take at least one dot of the __Legacy__ background.** Otherwise your character will not know (and cannot know) much about their condition as a Demon, | + | ====== Foreword: Annotations for New Players ===== |
- | - **Take at least one dot of the __Pacts__ background.** While Reaping is an available option for Demons to gain Faith (see below), it is //**not recommended at all**// due to the simple fact that this is a multisplat game, and as Reaping requires | + | |
- | - **__Do not__ count on being able to form Pacts in-character, //especially// not with other PCs.** While this is possible, you have to work for it, and it will mostly likely be a scene reward | + | Experience has shown that there are a number of pitfalls that regularly plague new players of Demon: The Fallen, especially in the context of **Shadows over the South**. Following are a number of explanations |
+ | |||
+ | - //Ranks of Virtues bought with freebie points do not affect your Willpower.// If you wish to increase your Willpower beyond | ||
+ | - Since **SotS** uses (modified) Twentieth Anniversary Edition rules for combat, dodging is resolved | ||
+ | - The Religion knowledge ability has been replaced by the more general Belief Systems knowledge ability from M20.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' | ||
+ | - **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: | ||
+ | - In general, please note the modified ability lists used in this game. They can be found in full [[setting: | ||
+ | - 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: | ||
+ | - While it is not a requirement, it is strongly recommended that you take at least one dot of the **Pacts** | ||
+ | - 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. | ||
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* 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. 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. | ||
* 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... | ||
- | |||
- | ---- | ||
- | |||
- | ====== Teaching Lores ====== | ||
- | |||
- | The process of learning a non-house Lore from a teacher outlined in the Players Guide is generally too slow and complicated for the purposes of a living game like this. As such, a simplified method has been established: | ||
- | |||
- | - The Teacher demonstrates the evocation to be taught to the student. This is a regular evocation of the Lore in all regards, i.e. all perquisites for using the evocation have to be met and there needs to be a valid target (if required). | ||
- | - The student observes the evocation carefully. Mechanically, | ||
- | - Step one and two are repeated until the student has accumulated a number of successes equal or greater than the number of XP necessary to buy the evocation in question (e.g. ten successes for a level one evocation, five for two, etc.) | ||
- | - In a final step the student has to perform the evocation for themselves. This requires the standard evocation roll (spending Faith on additional successes is permissible). If they succeed, they gain justification to buy the evocation at standard cost. If they fail, they can try again. If they botch all progress is lost and they need to restart the learning process from scratch. | ||
- | |||
- | Please remember to ping the Demon ST to validate your success and to link to the scene in your purchase request. \\ | ||
- | |||
- | **Additional Notes: | ||
- | * The process outlined in this section cannot be used to learn evocations out of order. E.g. to learn Lore of Flame 2 the character needs to already know Lore of Flame 1. | ||
- | * Your character cannot perform the evocation until after the purchase request has been completed. Their successful use of the evocation in step four is considered a fluke, the character will need to practice the Lore off-screen for a while before they can securely evoke it on command. | ||
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* As we don't use the Linguistics skill, learning the First Tongue requires buying the merit Language: First Tongue. Demons do not require justification for this purchase, as they are merely remembering something they used to know. | * As we don't use the Linguistics skill, learning the First Tongue requires buying the merit Language: First Tongue. Demons do not require justification for this purchase, as they are merely remembering something they used to know. | ||
+ | * While the description claims that the First Tongue has "no surviving written form," this is contradicted within the book itself, as still existing texts written in the First Tongue are described on page 105. Therefore for the purpose of this game, the merit Language: First Tongue also confers the ability to read and write it in its original writing system. | ||
* The ability of the First Tongue to ' | * The ability of the First Tongue to ' | ||
- | * Regular (NPC) humans who hear the One Language make a Perception + Intuition roll against Difficulty 8 to learn it, instead of the Perception + Linguistics roll prescribed in the book. | + | * Regular (NPC) humans who hear the One Language make a Perception + Intuition roll against Difficulty 8 to learn it, instead of the Perception + Linguistics roll prescribed in the book. Seeing written examples |
- | + | ||
- | ---- | + | |
- | ====== Pacts And You ====== | + | |
- | First and foremost, let's start with the one everyone is going to ask about first: Pacts. //Yes, Pacts can be made with player characters.// | + | |
- | + | ||
- | ===== IMPORTANT DISCLAIMER ===== | + | |
- | + | ||
- | Once you agree to a Pact as a PC, you are effectively playing on Hard Mode from that point on. Your splat will almost certainly kill you if they find out what you've done, and few Fallen will think twice about throwing you under the bus to save their own skin. The Demon //owns you// from that point on. They have you on speed dial 24 hours a day, and they //will// make you do things you, as a player, will not want to do, and often at the worst possible time, and just trying saying no to them and see what happens. They also have enemies | + | |
- | + | ||
- | + | ||
- | With that out of the way, Pacts with regular mortals work as described | + | |
- | + | ||
- | + | ||
- | ===== Pacts with Supernaturals ===== | + | |
- | + | ||
- | After reading the above, you're probably all thinking, "Gee, can't wait until I can enthrall me a Nephandi and Baali and a Shusakhsen and a Black Spiral Dancer and and and and--..." | + | |
- | + | ||
- | Let's face it. Supernatural Thralls are the Holy Grail for a Demon, and just about everyone knows it, just like how having another supernatural as a ghoul is for a vampire. You're giving them extra power, and now you own them; you have the leverage of taking that gift away with a snap of your fingers, and they will do // | + | |
- | + | ||
- | **A Pact is __not__ a blood bond**. The threat of losing what you have given them is leverage, but leverage earns compliance, not loyalty. So to be clear, I am not talking about the Pacts background; once the Pact is forged, you're getting your Faith whether your thrall likes it or not, and they can't back out of that agreement. I am, in fact, talking about the **Followers/ | + | |
- | + | ||
- | Pacts are often made in desperation or out of greed. They might be made in the heat of the moment, a moment of weakness, or because the potential thrall has crossed the despair event horizon and no longer sees any other way out of their current predicament than selling their soul. But eventually, unless that thrall is simply an infernalist by nature (in which case, you should really think twice before agreeing to that Pact), it is going to sink in for them that they' | + | |
- | + | ||
- | So, how do you turn someone having an existential crisis into a loyal follower? I'll tell you. And no, it's not as simple as spending points. | + | |
- | + | ||
- | + | ||
- | * You must earn the Supernatural Thrall/ | + | |
- | * **You must first purchase the Pacts background**. Your Supernatural Thrall/ | + | |
- | * **Once you have the Pacts background, you must purchase the Followers/ | + | |
- | * **On or around the completion date of the Followers/ | + | |
- | + | ||
- | ===== Pacts with Vampires ===== | + | |
- | + | ||
- | **IMPORTANT**: | + | |
- | As has been pointed out multiple times, information on Pacts with vampires is extremely contradictory within //Demon: the Fallen//, despite the fact that Infernalism is well-established among Cainites and has been dating back all the way to Enoch. //Demon: the Fallen: Storyteller' | + | |
- | + | ||
- | After much deliberation and working with the Vampire ST, we've come up with the following mechanics for forming Pacts with vampires. Note that these mechanics do //not// apply to any other splat in the game; All other splats, with the exception of Wraith, are ' | + | |
- | + | ||
- | **__House Mechanics for Forming the Pact__**: | + | |
- | * **To form the Pact**, the Fallen must spend at least 1, but no more than 5 points of Faith, and then roll that many dice (standard difficulty). For each success, the Vampire spends one Blood Point. The Faith ' | + | |
- | * **Once the Pact is made**, the Vampire automatically loses one point of Humanity or Path (unless, for some reason, they' | + | |
- | + | ||
- | + | ||
- | **__House Rules__**: | + | |
- | * **Upon forming a Pact**, Vampires gain one point of Permanent Torment. This Torment, as stated in in // | + | |
- | * **Vampires do not have a Faith Potential, or at least not a ' | + | |
- | + | ||
- | **__Possible Benefits to Vampires__: | + | |
- | + | ||
- | * **Any ' | + | |
- | * **Dark Thaumaturgy**. This one comes with a major caveat:// Either the Fallen or the Vampire must have some form of justification to learn a Dark Thaumaturgy path.// Examples can include infernalist tomes, or similar scene rewards. Dark Thaumaturgy originated with demons that existed before the Sixth Great Maelstrom, such as Earthbound, Banes, etc., and most modern Fallen (and indeed, most Vampires) haven' | + | |
- | * **Chain the Beast.** Adopted from //Dark Ages: Devil' | + | |
- | * **Lowered Generation**. This is one of the only ways you can lower your Generation without diablerie. Each point of Faith reinvested back into a Vampire is another generation lowered. As tempting as this sounds, be careful | + | |
- | + | ||
- | ===== Pacts with Mages ===== | + | |
- | __**House Rules**__ | + | |
- | * Mages gain 1 point of Permanent Torment. Mages also gain one point each of Conviction, Courage, and Conscience, as well as up to seven additional dots to be spread out amongst these three Virtues, in accordance with that Mage's personality. This is for making Degeneration rolls whenever a Mage does anything that could result in them gaining Temporary Torment. Note that going against your Paradigm //or// acting in defiance of you Avatar will result in a degeneration roll (in addition to increased difficulty on Arete rolls if failed, in the case of the latter), using Conviction. Mages may purchase additional Virtue dots with XP, just like Demons. See [[http:// | + | |
- | * A Mage's Faith Potential is equivalent to their Avatar rating, at a maximum of **five**. Fallen gain/invest Faith accordingly. | + | |
- | * **A Mage's Permanent Faith is equivalent to their Arete rating**. Unlike other types of Thralls, Mages regain Temporary Faith every morning, equal to the number of successes made on an Arete roll (difficulty 7). WARNING: This roll __can__ botch, with disastrous results! | + | |
- | * Temporary Faith cannot be used as a substitute for Quintessence, | + | |
- | * **If a Mage's Permanent Torment rating ever exceeds their Avatar rating, that Avatar becomes Inverted.** While some might argue that this is better than outright losing their Avatar, as can happen if they become a ghoul, don't let the local Chantry find out... | + | |
- | * **Forming a Pact will have you take the Bound flaw**. The only one who can ' | + | |
- | + | ||
- | __**Possible Benefits for Mages: | + | |
- | * **One dot of Arete**. However, just as any Mage would tell you, there is no such thing as an easy route to power, and this Gift comes with a terrible price: Should you ever botch an Arete roll fueled by this Infernal power, you will gain one additional point of Temporary Torment for every point of Paradox you would have gained. Note that Temporary Torment does //not// disappear with Paradox. See above for how to get rid of Temporary Torment. | + | |
- | * **Any Gift that could be given to normal thralls**. Want to thwart any attempt at using the Mind Sphere on you? Take Mind Control immunity. Want to be more beautiful, stronger, etc.? Take 10 freebie points. NOTE: These freebie points cannot be spent on Arete or Avatar. | + | |
- | * **Spheres**. Spheres may be purchased with freebie points received via a Pact. Note, however, that the same rule as with Arete increases apply, but only for Arete rolls made while using that Sphere: Botching a roll while using that sphere (**regardless of level**) will cause an increase in Torment along with Paradox, at a rate of one point of Temporary Torment per point of Paradox. If you took both Arete //and// Spheres, these penalties stack. | + | |
- | * **Backgrounds**. While normally backgrounds //cannot// be purchased with Freebie points granted by Pacts, //certain// backgrounds | + | |
- | + | ||
- | + | ||
- | ===== Pacts with Garou and Fera ===== | + | |
- | __**House Rules**__ | + | |
- | + | ||
- | * All Garou or Fera who enter into a Pact with Fallen gain one point of Permanent Torment //per point of their Gnosis rating.// **Torment is indistinguishable from Wyrm Taint to other Garou or Fera**. If you enter into a Pact, be prepared to abandon your Pack, or suffer the consequences. | + | |
- | * A Garou or Fera's Faith Potential matches their permanent Gnosis rating, capped at 5. | + | |
- | * Gnosis is treated as Faith for all Shapechangers. They may spend Gnosis for any Gift or Investment that requires spending Faith, and they regain Gnosis as normal. Fallen may also likewise ' | + | |
- | * Garou or Fera inevitably go insane from Torment, much like Wyrm Taint. Garou and Fera gain one Derangement for every point of Permanent Torment they gain //after// the Pact is formed. These Derangements persist until the point of Permanent Torment is bought off with XP. Furthermore, | + | |
- | * Every two points of Permanent Torment adds +1 difficulty to every roll to use Gifts. The reason for this is for the same reason why Wyrm-tainted Fera or Garou eventually lose their Gifts; the Spirits simply refuse to help them, and the Garou or Fera will eventually have to embrace the Wyrm to compensate for the lost power. So too is the case with the Fallen. Botching a roll to use a Gift while under a Pact results in evoking the anger of that Spirit instead, with results left to the discretion of the Werewolf ST. | + | |
- | + | ||
- | + | ||
- | __**Possible Benefits for Garou and Fera:**__ | + | |
- | + | ||
- | * Any Investment that can be given to any normal Thrall. Note that Apocalyptic Traits or any other Investment can be manifested while in Crinos form, and that the bonuses stack... | + | |
- | * Shapechangers have their own unique investment, similar to 'Chain the Beast' for vampires. This investment works mostly the same way (in that the Shapechanger gains immunity to Frenzy checks), but one with one key difference; your demonic patron can also likewise cause the Shapechanger to Frenzy whenever he or she wishes. Note that if the Fallen triggers a Frenzy in a Shapechanger and that Shapechangers kills an innocent, the Fallen is responsible, | + | |
- | + | ||
- | + | ||
- | ===== Pacts with Changelings ===== | + | |
- | + | ||
- | //Work in progress; details to be worked out with the Changeling ST. Not a priority unless and until such mechanics become necessary.// | + | |
- | + | ||
- | + | ||
- | ===== Pacts with Imbued ===== | + | |
- | + | ||
- | //Work in progress; details to be worked out with the Hunter ST. Not a priority unless and until such mechanics become necessary.// | + | |
- | + | ||
- | + | ||
- | ===== Pacts with Mummies and Amkhat ===== | + | |
- | + | ||
- | // | + | |
- | + | ||
- | **__House Rules__: | + | |
- | * All Mummies immediately gain one dot of Permanent Torment. This Torment acts as a second Corruption rating, meaning that the Corruption and Permanent Torment ratings stack for all Corruption-related mechanics (except for Corrupt Faith; see below). This more or less means that, just like with Garou and Fera, any Mummy or Amkhat that forms a Pact with a Fallen will inevitably become an inhuman, psychotic monster. Form this Pact at your own risk! | + | |
- | * Any lingering connection the Mummy or Amkhat had to Apophis or Set is immediately severed. You cannot serve two masters! Amkhat will not notice that the connection is severed, but if they ever //do// find out, watch out. This also means that they do not regain Sekhem from dusk falling, but they //can// still regain Sekhem from Nodes. | + | |
- | * Cabiri regain their Sekhem as normal. Teomalki can only regain their Sekhem if the Demon they made a Pact with can somehow gain the favor of their Ancestors. This, naturally, is much easier said than done and will require an entire plot arc on the Demon' | + | |
- | * A Mummy or Amkhat' | + | |
- | * All Mummies and Amkhat have a Permanent Faith rating equal to half of their Corruption or Direction rating (rounded up). Mummies, much like Shapechangers, | + | |
- | * A Mummy' | + | |
- | * Each point of Permanent Torment rating is treated as an extra point of Khaibit for Mummies, meaning that everyone they come into contact with will feel something very, very wrong with them. | + | |
- | + | ||
- | __**Possible Benefits for Mummies and Amkhat: | + | |
- | + | ||
- | * Any Gift that can be given to a ' | + | |
- | * Corrupt Faith: This Gift is automatically granted to all Corruption Mummies and Amkhat, and is ' | + | |
- | + | ||
- | ---- | + | |
- | + | ||
- | ====== Reaping Faith ====== | + | |
- | + | ||
- | While it is strongly recommended that player characters take at least one dot in the Pacts background, it is not strictly required, and in fact there are reasons why you might want to avoid it (e.g. if your character is seeking reconciliation, | + | |
- | + | ||
- | The problem is that it's also riskier; after all, Reaping means deliberately revealing your true nature to a mortal, and using the resulting shock (or Revelation) to snatch some Faith as their belief in the divine - or the demonic - is rekindled. If the Revelation didn't force them to forget, they might become a born-again religious devotee, or be scarred for life. Or, if you're particularly unlucky, they go home and blog about it and you attract unwanted attention. \\ | + | |
- | + | ||
- | Just like for hunting for vampires, this will be done via dice-rolling. There will be methods for both Low-Torment and High-Torment. Whenever you perform one of these rolls, ping the Demon ST for validation purposes. If the roll is successful, you gain back one point of Temporary Faith. You may make this roll once per day. \\ | + | |
- | + | ||
- | ===== Low-Torment Reaping ===== | + | |
- | + | ||
- | ==== Vigilantism ==== | + | |
- | + | ||
- | Somebody is being mugged, or beaten up, or worse. Time to be a guardian angel!\\ | + | |
- | Roll any ability you might have to break it up, whether it be Dexterity + Brawl to punch his lights out, or some evocation. Be very careful not to use anything lethal; if the assailant dies, you might have just created more problems than you solved. Including, possibly, gaining Torment.\\ | + | |
- | + | ||
- | If you roll at least three successes, you've saved the victim. Now comes the fun part: If you did NOT use an Evocation to subdue the assailant, you reveal your true nature to the victim, the assailant (if they' | + | |
- | + | ||
- | Now, roll Charisma + Empathy. The affected mortals roll for Revelation. If you succeed on your roll, you reap Faith. If the affected mortal(s) succumb to Revelation, you face no consequences if you failed or botched the Empathy roll. | + | |
- | + | ||
- | ==== Healing the Sick ==== | + | |
- | + | ||
- | Note: In order to do this, you MUST have Lore of Awakening, Lore of the Flesh 4, or a similar power. | + | |
- | This one is straightforward. Go to a hospital, find someone wounded, or find someone otherwise sick. Use your Evocation to heal them. Alternatively, | + | |
- | + | ||
- | If the roll is successful, the patient awakens. Now is the time to reveal your true nature. Roll Charisma + Empathy. The patient rolls for Revelation. If successful, you gain one point of Faith. If the patient fails the Revelation roll, you will gain no negative consequences from this.\\ | + | |
- | + | ||
- | ==== Lifesaver ==== | + | |
- | + | ||
- | A mortal is about to suffer a terrible accident, or maybe they' | + | |
- | + | ||
- | Roll Dexterity + Athletics. If you succeed, you either tackle them to the ground before they jump in front of that bus, you push them out of the way of the drunk driver that was about to hit them, or you save them from falling off of a ledge. If you fail this roll, you do not save them. If you botch, you get hurt, too. (Note: Failing to save someone does NOT require a Degeneration roll. According to the Hierarchy of Sins, what matters is that you tried.) \\ | + | |
- | + | ||
- | Once that mortal' | + | |
- | + | ||
- | ===== High-Torment Reaping ===== | + | |
- | + | ||
- | Of course, you don’t have to be a good Samaritan. The rulebook is very clear that it is also possible to reap Faith by committing heinous acts. It is not recommended that you engage in such behavior (not in the game, and // | + | |
- | + | ||
- | High-Torment Reaping is both easier, and grants two points of Temporary Faith instead of one. It's also of course, riskier; not only will you automatically gain a point of Temporary Torment if you go this route, but the consequences of failing and botching are much higher... \\ | + | |
- | + | ||
- | ==== Torture ==== | + | |
- | You must have a captive, prisoner, or otherwise easily-accessible victim for this to be a viable option. Alternatively, | + | |
- | + | ||
- | Roll your preferred method of torture. Note that you do NOT want to kill the victim; if you do, you cannot reap Faith. If you have a particularly brutal Evocation (likely High-Torment version of one you already have, in which case intentionally using it results in an additional point of Temporary Torment in addition to the point gained from High-Torment Reaping), use that. You could also go the Jack Bauer route by rolling Strength + Brawl, or use psychological torture via Manipulation + Intimidation. If you have the Torture skill, you may also use that. \\ | + | |
- | + | ||
- | You must make an extended, contested roll of your preferred method against the victim' | + | |
- | + | ||
- | When the victim is broken, reveal your true Nature. The victim rolls for Revelation; because they' | + | |
- | + | ||
- | ===== Risks ===== | + | |
- | + | ||
- | If you ever botch the roll needed to actually Reap the Faith (such as the Charisma + Empathy roll needed for Healing the Sick), or if the mortal scores three or more successes on their Revelation roll, you could face consequences. As mentioned above, maybe they go home and blog about it, and a Hunter reads it and recognizes it as legitimate. Maybe the person you healed IS a Hunter, or worse, the member of an Earthbound cult, a Sabbat ghoul, or a Technocrat or Kinsfolk. \\ | + | |
- | + | ||
- | **For the sake of mortal willpower for Revelation rolls, assume they have a Willpower of 4 unless stated otherwise.** | + | |
- | + | ||
- | ---- | + | |
- | + | ||
- | ====== Lores And You ====== | + | |
- | + | ||
- | ===== Extended Rolls ===== | + | |
- | + | ||
- | If an evocation requires more successes to produce the desired effect than the player is confident they can achieve in a single roll, they can try for an extended roll. | + | |
- | + | ||
- | The first roll takes as long as it would take to perform the base evocation (typically one round), and every further roll adds time equal to twice the length of the previous roll. So if the first roll takes one round the second one will take two rounds, the third one four, and so on. | + | |
- | + | ||
- | A failure simply means that no successes are gathered in this period, but on a botch the evocation fails, all accumulated successes are lost and the demon looses one point of temporary Faith. | + | |
- | + | ||
- | This rule does not apply to evocations that already ask for extended rolls (e.g. Lore of Paths 2), in those cases the time requirements stated in the lore descriptions take precedence. It also does not apply to resisted evocation rolls (e.g. Lore of Radiance 1) | + | |
- | + | ||
- | + | ||
- | ===== Lore of Flame ===== | + | |
- | + | ||
- | __**Lore of Flame 3: Holocaust**__ \\ | + | |
- | + | ||
- | For the purpose of this game, the name of this evocation shall be **" | + | |
- | ===== Lore of the Flesh ===== | + | |
- | + | ||
- | **Also known as ' | + | |
- | + | ||
- | **__Lore of the Flesh 3: Manipulate Flesh__**: | + | |
- | + | ||
- | You can: | + | |
- | + | ||
- | * Increase (or decrease...) any attribute allowed by the evocation of any character temporarily, | + | |
- | + | ||
- | You // | + | |
- | + | ||
- | * Increase social attributes. No, not even Appearance; that's Lore of Transfiguration. | + | |
- | * Use this evocation on a Wraith. Their bodies are not corporeal. No, Lore of the Realms won't help you. Orpheus operatives are fair game, though. Risen... I'll need to talk with the Wraith ST. Watch this space. | + | |
- | * Increase any attribute above 5. That's Flesh 5. | + | |
- | + | ||
- | **__Lore of the Flesh 5: Shape Flesh__**: | + | |
- | + | ||
- | Balance: | + | |
- | + | ||
- | * Increase Attributes permanently at a cost of spending 1 Willpower Point //point dot added or removed// | + | |
- | * Increase Attributes above 5, but at a cost: **Raising __any__ attribute above 5 marks this person as obviously supernatural.** Raising Strength above 5 turns this person into the Hulk, with more muscle mass than should be biologically possible. Raising Dexterity above 5 turns this person into a circus freak with double-jointed limbs, able to contort themselves in ways Harry Houdini only wishes he could have. Raising Stamina above 5 turns this person' | + | |
- | + | ||
- | You can: | + | |
- | + | ||
- | * Permanently increase the Attributes of other characters //only with a Pact.// Doing so automatically gives the other character the Devil' | + | |
- | + | ||
- | You // | + | |
- | + | ||
- | * Make any change to a Mummy that persists after a Death Cycle. This applies mainly to Corruption or Direction Mummies, as Amenti and Wu' | + | |
- | * Increase any Social Attributes. Again, no, not even Appearance. That's Lore of Transfiguration. | + | |
- | + | ||
- | + | ||
- | ===== Lore of Radiance ===== | + | |
- | + | ||
- | **Also known as ' | + | |
- | + | ||
- | **__Lore of Radiance 2: Exalt__** | + | |
- | + | ||
- | You can: | + | |
- | + | ||
- | * Use this ability to buff (or //de//buff, with the High Torment form) Mages, Imbued, and Shapechangers. | + | |
- | * Buff a Mage's Arete with this. // | + | |
- | + | ||
- | You // | + | |
- | + | ||
- | * Use this Lore on Mummies, Vampires, Changelings, | + | |
- | * Stack Exalt dice with risked Conviction for Imbued. Conviction comes from angels. Exalt comes from demons (usually; technically, | + | |
- | * Buff an Imbued' | + | |
- | + | ||
- | + | ||
- | ===== Lore of the Forge ===== | + | |
- | + | ||
- | __**Lore of the Forge 1: Enhance Object**__ | + | |
- | + | ||
- | The general rule that no roll can have its base difficulty lowered by more than three (see General Systems House Rules for details) stays in effect. So when using this evocation you cannot invest more than three successes into lowering the difficulty of using an ability with this item, and no roll can ever have a difficulty lower than three. | + | |
- | + | ||
- | ===== Lore of the Realms ===== | + | |
- | + | ||
- | **Also known as 'How Demons go to the Umbra/ | + | |
- | + | ||
- | __**Lore of the Realms 2: Step Beyond the Veil**__ | + | |
- | + | ||
- | You can: | + | |
- | * Travel the Soul Storm/ | + | |
- | + | ||
- | + | ||
- | ===== Regarding Performance and Art ===== | + | |
- | + | ||
- | Due to the overlap between the abilities, players are permitted to substitute the Performance skill with the Art talent (M20 core, page 275) when making evocation rolls for **Lore of Light 3: Phantasm** and **Lore of Transfiguration 1: Mimic**, provided they posses an Art speciality in a performing art. | + | |
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