setting:demon_house_rules

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setting:demon_house_rules [2022/Nov/05 19:37]
zechstein
setting:demon_house_rules [2023/May/06 14:21] (current)
zechstein
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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]]  |+|  **General**  |  [[Pacts]]  |  [[Reaping Faith]]  |  [[Lores]]  |  [[demon_rituals|Rituals]]  |
  
  
-Below is a list of House Rules and mechanics for //Demonthe Fallen// at **Shadows over the South.** It is not exhaustive and until further notice should be considered a **work in progress.**+====== ForewordAnnotations for New Players =====
  
-====== ForewordRecommendations for New Players =====+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 and recommendations that are intended to help with these issues:
  
-**Shadow over the South** is a multisplat game and also has a few peculiarities that might not be obvious to new playersFor this purpose the following list of recommendations has been compiledNote that while these are not //**required**// per senot following these recommendations, from experience, //will// hamper your gameplay eventually. +  - //Ranks of Virtues bought with freebie points do not affect your Willpower.// If you wish to increase your Willpower beyond the four or five points you get from your regular allotment of Virtues, you have to do so directly. However, please note the general server rules regarding permanent Willpower scores over five. 
- +  - Since **SotS** uses (modified) Twentieth Anniversary Edition rules for combat, dodging is resolved as Dexterity + Athletics roll. //The Dodge talent is therefore superfluous and can be ignored.// 
-  - **Take at least one dot of the __Legacy__ background.** Otherwise your character will not know (and cannot know) much about their condition as Demon, and will thus come across as an uninformed idiot to his or her fellow Demons, as well as any other character who knows anything about them+  - The Religion knowledge ability has been replaced by the more general Belief Systems knowledge ability from M20Please ask the Demon ST for the full text of the ability if you don't have access to the M20 core book. 
-  - **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 you to break the Veil/Masquerade/whatever you want to call it, you //will// eventually piss someone off, most likely your own superiors as a Demon if you draw the wrong kind of attention, and they //will not// think twice about throwing you under the bus if they think you’re liabilityWhile Pacts also requires you to break the Veil, usually by the time you’re ready to drop the ‘I’m a Demon, want to sell me your soul?’ bomb on them, you’ve either earned their trust or have made them so desperate by that point that they’re unlikely to say no. The **only** reason you shouldn’t take this Background is if you’re gunning for Reconciliation], which is //not// easy and is an entire character arc all on its own, much like Golconda for VampireIn short, **REAP FAITH AT YOUR OWN RISK.** +  - **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. 
-  - **__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 of some kind. **All Pacts with NPCs being possible or not are the sole discretion of the ST of the scene/splat in question (Demon STs if it’s a normal mortal).** Do not expect the STs to make an entire plotline just for you to make a Pact. It’s on you to find an opportunity and seize it, and then we can work from there. Moreover, other PCs aren’t stupid, and infernalism is a crime in most other splats, punishable by death or worse. The Infernal Court pays lip service to the Council agreements banning it, but in practice, the unwritten rule is ‘we don’t want to know, and you better not get caught.’ Basically, if you form Pact with another PC and get caught, the Court’s hierarchy will deny all knowledge of it, and you will pay the priceAgain, **you have been warned.**+  - In generalplease note the modified ability lists used in this gameThey can be found in full [[setting:general_system_house_rules#abilities|here.]] 
 +  - 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 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 Reaping Faith subpage for details), it is not recommended due to the fact that it involves intentionally revealing the existence of the supernatural to regular human. 
 +  - In the same vein it is highly recommended that you take at least one dot of the **Legacy** backgroundWithout Legacy your character will not know (and cannot know) much about their condition as 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...
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-====== 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, the student makes a Perception + Alertness roll against Difficulty 7. 
-  - 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 'contaminate' mortals and replace all other languages does not work on supernatural beings in general and player characters in particular. The potential for abuse is too great otherwise.   * The ability of the First Tongue to 'contaminate' mortals and replace all other languages does not work on supernatural beings in general and player characters in particular. The potential for abuse is too great otherwise.
-  * 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 of the language, either in its original writing system or written phonetically, is **not** cause for such a roll, the subject needs to hear it spoken.
  
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setting/demon_house_rules.1667677024.txt.gz · Last modified: 2022/Nov/05 19:37 by zechstein