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  Demon Hunter X House Rules
Posted by: Lordloss1 - 07-08-2019, 11:08 AM - Forum: House Rules - No Replies

This is where I'll be posting rules for Demon Hunter X as they become an issue or I feel like addressing them.

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  Vampire House Rules
Posted by: Mortarch - 05-19-2019, 01:43 PM - Forum: House Rules - Replies (2)

VAMPIRE HOUSE RULES


Given the nature of Shadows of the South as a multi-splat campaign, concessions to normal rules and behaviour for vampires must be made.  As a result, please see the following changes to the normal rules and mechanics for vampires.

TORPOR

Vampires, canonically, do not sleep as mortals do, as they are dead.  However, they still require a period of rest, known as torpor, to allow their bodies time to regenerate and, some say, to allow their vitae to feed their Antediluvians.
  • While, normally, torpor occurs during the daylight hours - in this campaign, torpor works a little differently, so that Vampire PCs can be just as available during the day as the other splats are able to be.  To which, the following house rules have been created:
  • Torpor, in Shadows of the South, only lasts for a period of time equal to the ‘normal’ amount of sleep required for any mortal.  This means a 7-8 hour period, taken at any time throughout the day.  Now, what does this mean if you are a Vampire who chooses to be awake during daylight hours?  Well, the sunlight will still burn you, but so long as you remain indoors with the curtains drawn, that will pose no issue to you, nor will it impose the normal penalties to you that it might normally in a Vampire-only game (i.e. no reductions to your die pools).  You can, of course, still choose to torpor during the day, and then wake during the night, as per normal.
  • It is also important to note that, unlike normal Vampire games, you do not lose a point of blood upon rising from torpor.

BLOOD POINTS + FEEDING

Since the day that God sent his Archangels to visit Caine, and Caine rebuffed their offers, the race of Cainites has been damned with an unquenchable hunger - one that demands to be satiated.  The following house rules cover how exactly blood points are maintained and gained during the course of Shadows of the South play.
  • To begin with, all players, at the stroke of midnight on Sunday, will automatically have their blood points restored to full (i.e. 13 for 10th gen, etc.).
  • From there, if your PC spends any blood points during the week, either to activate vampiric Disciplines, create blood bonds, or for any other reason, from there, your PC will have to make hunting rolls to replenish their blood pool.
  • For said hunting rolls, first, you will have to decide what kind of predator your Cainite is - thankfully, with the release of V5, we have a series of quantifiers for you to use:
  • Sirens are those Cainites who prefer to seduce their targets, now, whether that means conversation, a kiss on the cheek, or during sex is up to you - seduction takes many forms, after all.  Regardless of your approach, the roll for this variant of feeding is always Appearance + Subterfuge.
  • Alleycats are those Cainites who prefer the stealthy approach, insofar as they might be those who break and enter into a house and feed on the sleeping denizens within, or otherwise, as the name suggests, find those who stumble drunkenly into an alley, and seize their meal therefrom.  Regardless of your approach, the roll for this variant of feeding is always Dexterity + Stealth.
  • Cleavers are those Cainites who, in violation of the Masquerade, live with and otherwise engage with a mortal family.  For instance, a husband who is Embraced might return to their wife and children, and feed therefrom.  Regardless of your approach, the roll for this variant of feeding is always Manipulation + Empathy.
  • Consensualists are those Cainites who like to obtain permission from their targets, though this does not necessarily mean that they ask direct permission.  Your PC could operate a blood drive, or otherwise operate in the open as having some sort of fetish.  Regardless of your approach, the roll for this variant of feeding is always Charisma + Empathy.
  • Farmers are those Cainites who feed exclusively on animals, for whatever personal reasons.  Regardless of what variety of animal you feed from, this roll is always Strength + Animal Ken.
  • After deciding what kind of predator you will be, it is now important to know the mechanics behind said feeding rolls, which are as follows:
  • You may only make two feeding rolls per day - one, at the normal difficulty of 6, and another if absolutely necessary (ST discretion), at the difficulty of 8.
  • The difficulty of feeding rolls is reduced by your dots in Domain, to a minimum difficulty of 3.
  • If your PC has dots in the Herd background, they may immediately gain 1 BP per day for every dot of Herd they have, up to their generational maximum.
ADVANCED FEEDING MECHANICS

Given that Shadows over the South is a multi-splat campaign, Cainite PCs are far more likely to interact with, and therefore have the chance to feed from, a wider variety of supernatural creatures than they might otherwise be able to.  As a result, please see the following rules regarding feeding from supernatural creatures.
  • Changelings: For every point of blood drained from a Changeling, a Cainite PC suffers a +1 to the difficulty of all Perception and Intelligence-based checks.  These penalties last for the rest of the day, or until those blood points are spent.
  • Demons: Feeding from a demon is dangerous. Full stop. Aside from the fact that certain hardliners will accuse you of being an infernalist just for admitting that you do this, the effects the blood of the infernal have on vampires are among the most difficult of all supernaturals to predict, due to Torment and the way it reacts with the Beast Within. In short, the effects depend upon the Torment level of the demon, and the Humanity of the vampire. Note that a Path of Enlightenment counts as low humanity for the purposes of these rolls.
TORMENT 4-
  • If a humanity has high humanity (6 and above), the only thing that happens is that the blood gives the vampire a warm, calming feeling. Mechanically irrelevant, but purely for flavor. If a vampire has medium-to-low humanity (5), the vampire must roll Willpower, difficulty 6 for a demon with Torment 3 or 4, difficulty 8 if Torment 2 or less. If this roll fails, the vampire is overcome with feelings of guilt, and is forced to reflect upon her sins for the rest of the scene. If this roll botches, the vampire instead has visions of being trapped in the endless Abyss, and must make an immediate Rötschreck check.
TORMENT 5+
  • Regardless of the humanity of the vampire, the effects of high Torment immediately begin to weigh upon the vampire's psyche. For each blood point ingested by the vampire, the vampire must roll for degeneration as the Torment attempts to corrupt the vampire from within. There is only one exception: If the vampire is on the Path of Evil Revelations and was offered the blood willingly by the demon, each blood point of blood swallowed by the vampire may add one extra dice per blood point spent to the use of any Infernalism-based power such as Infernal Investments, Daimonion, or Dark Thaumaturgy, but only for that scene, and only for abilities that require the expenditure of blood points.
  • Imbued: The divine nature of the Imbuing renders the blood of Imbued distinctly unpalatable to Cainites.  Any Cainite that attempts to feed from an Imbued suffers unimaginable pain, as the vitae turns to caustic liquid in their mouths.
  • Mages: With the exception of some Etherite and Technocrat Mages, all other Mages count as normal for the purposes of feeding, and therefore a Cainite PC will suffer no side effects.  However, in the case of a radically enhanced Etherite or Technocrat (i.e. cybernetics, drastic physical changes, etc.), the blood gained therefrom will not be palatable to a Cainite PC, and will cause your PC to vomit it up immediately.
  • Shapechangers: For every point of blood drained from a Shapechanger, a Cainite PC suffers a +1 to the difficulty of all Self-Control rolls for the rest of the day, or until those blood points are spent.

MENTORSHIP

In the World of Darkness, Mentors are those who mechanically and narratively teach your characters something.  This is represented by the Mentor background, which can either be taken during character creation as a part of your backstory, or otherwise gained during play, as a result of RP.  The following house rules detail the benefits and uses for this particular background in this chronicle.
  • First, please note that in the case of Celerity, Fortitude and Potence, you are not required to have any dots in Mentor to learn/further these disciplines.  The only exception to this rule would be in regards to the Elder tiers of these disciplines (i.e. Dot 6+), which will require a Mentor to acquire.
  • Second, please note that in the case of In-Clan Disciplines, you are not required to have any dots in Mentor to learn/further these disciplines, as knowledge of them is innate to your very being.  The only exception to this rule would be regarding any variant of Thaumaturgy, as the Principles of Thaumaturgy demand that it be taught, and the teaching thereof is a primary RP element of playing a member of Clan Tremere.
  • Third, please note that, in the case of Out-of-Clan Disciplines, you will require dots in Mentor or PC involvement to learn said disciplines.  

RITUALS

For here on out we will be using the rules found in Rites of the Blood for learning blood sorcery rituals. This will apply to all forms of blood sorcery, ex. Dur-An-Ki, Necromancy, Thaumaturgy, etc. Below I will lay out a summary of these rules. For the full read go to page 136 in Rites of the Blood. Pages 221-222 of Lore of the Clans are also referenced for Tremere.
  • Firstly, the process of learning of the ritual and mastering it must be rp'd. This would best be done in the form of Journal entries.

  • Rituals are free to learn, however if you wish they may be purchased with xp. For the Clan-Favored it is ritual level x2. Those not Clan-Favored who wish to use xp must purchase it at ritual level x3. Even if you elect to use xp I will still require that you write journal entries describing it.

  • There are two ways that the ritual can be learned. If your character is in good standing with the clan that teaches it (ex. a loyal Tremere or Giovanni), then they may simply request to have the ritual taught to them. If they are unable to gain approval, or would prefer to simply research it on their own then the following rules apply for researching it. They must make an extended Intelligence + Investigation roll with difficult of ritual's level +3. The number of successes required is equal to the ritual's level x5. The roll can be made once every number of days equal to the rating of the ritual. So for example, with a level 3 ritual you could roll for it once every three days.

  • After they have finished learning of the ritual by either method, they must then master it. This will require an extended roll of Intelligence + Occult with a difficulty of the ritual's level +3. The number of successes needed is equal to the ritual's level x5. The roll can be made once every number of days equal to the rating of the ritual, same as during the research phase.

  • Your mentor rating can be added to the number of dice available for your roll. In addition, Loyalist Tremere are capable of using their Chantry's Library and Research rating to their relevant dice rolls. This will require approval and you may only be able to use a portion of the Chantry's dots.
ADAPTING FOREIGN BLOOD RITUALS
Practitioners of blood sorcery are capable of adapting rituals of other schools to work with their own. This however is not without a good deal of difficulty.
  • With the usage of xp it will cost ritual level x3 for those who are Clan-Favored in the discipline. For the non Clan-Favored it will cost ritual level x4.

  • If you elect to roll to learn the ritual, you will be required to complete the previous two rolls. Difficulty is ritual level +3 and the required successes is ritual level x10. You may subtract from this number the amount of dots you have in your own school's paths, to a minimum of half the required successes.

  • Rolls are done at the same rate as the last two rolls
TREMERE AND THAUMATURGY

Going forwards we will be  instituting a rarity system for learning Thaumaturgy. There will be four tiers to the system, with each rising tier representing how hard it is to acquire knowledge and mastery of any given Path. Each House has a set of Paths that represent their particular pursuit of Thaumaturgical advancement.

These specific Paths will be considered Tier One for upstanding members of their respective Houses. Tier Two will require that you be at least an Apprentice of the Fourth Circle. Any non-Thaumaturgy Paths in the Lesser Houses are counted as Tier Two and require one to have proved themselves to the House before earning knowledge of them. Tier Three and Four will both require explicit approval from the Regent for those Tremere who seek to learn them. Tier Four Paths are near unheard of within Camarilla Tremere Chantries, with many of them being from the Tremere in the Anarchs or Sabbat. Players will not be able to take any Paths that are higher than Tier One for them at character creation.

TIER ONE (COMMON)
Path of Blood, Elemental Mastery, Lure of Flames, Movement of the Mind, Path of Conjuring
TIER TWO (UNCOMMON)
Alchemy, Green Path, Hearth Path, Neptune’s Might, Oneiromancy, Path of Transmutation, Weather Control, Mastery of the Mortal Shell, Path of Technomancy, Path of the Levinbolt
TIER THREE (RARE)
Biothaumaturgy, Faux Path, Focused Mind, Path of Spirit Manipulation, Path of Corruption, Path of Curses, Thaumaturgical Countermagic, Vine of Dionysus
TIER FOUR (VERY RARE)
Hands of Destruction, Path of the Blood’s Curse, Path of Mars, Path of Shadow Crafting, Path of the Father’s Vengeance

THE TREMERE HOUSES

While all Camarilla Tremere by default belong to the House Tremere, there are also a number of officially recognized Lesser Houses throughout the Clan that Tremere are able to join. These Lesser Houses represent a sort of specialization within a Tremere's study of Blood Sorcery and provide access to various Paths and Rituals to their members. The available Houses for Tremere players have been listed on the wiki (http://www.shadowsoverthesouth.net/wiki/...mereHouses). Players will be starting as Apprentices of the Third Circle in House Tremere and will be allowed to start as new members of one of the Lesser Houses should they take the new House Membership merit. If a House wasn’t joined at creation, then a player will be able to join one later on through journaling and scenes.

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  Hunters Hunted 2 Mechanics
Posted by: Lordloss1 - 05-13-2019, 09:47 AM - Forum: House Rules - Replies (3)

These will be rulings and guidelines outlined for specifically Hunters Hunted 2 Characters. 

Here are some quick things I'm going to list off for starters.


1)When creating a character, you will be using the higher of the two starting Ability point distribution of 7/5/3.

2)Your Hunter will start off with 1 Free dots in 2 separate lores because Hunters are always seeking to know their enemy and how to combat them. 

3)If you decide to choice to take Numina to begin with, you must choose a "Primary" type of Numina your character was gifted with (ex.Psychic, Hedge Magic..). Doing so will make that one branch far easier to learn, if not the only thing you'll ever truly know. Be sure to have the appropriate guide and or mentor rating to justify this or work it into your backstory reasonably.


While having this as your primary Numina type, you must also designate your Signature use of the Numina as well, which is effectively what comes more naturally to you under that branch of Numina tree.

All of this will determine under the XP page what you'll be capable of learning easier or requiring a bit more learning for.

More will be coming soon as issues come up. the most pressing issues will be Ghouling, Pact making, and so on.

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  Wraith Mechanics
Posted by: Lordloss1 - 05-05-2019, 04:21 PM - Forum: House Rules - Replies (7)

Hello, Sinful here you adorable ghosties!

I will be adding rulings in the near future. Stay tuned!!!

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  Hunter: The Reckoning House Mechanics 2.0
Posted by: Lordloss1 - 05-05-2019, 02:27 PM - Forum: House Rules - Replies (6)

This where I, Sinful, shall be posting all the new and official house rules for Hunters so that there is no confusion going forward.


When creating a new Hunter Character, you will use the rules for starting stats on page 79 of Hunter: The Reckoning Player's Guide. They will refer to the core book as well so make sure you have them readily available.

Also, Only 1 stat at 5 dots will be allowed with justification to why your character would excel at this particular thing. You will need a very good reason. Training for a long period of time will not cut it since you can practice the wrong thing for a long time. For example, spending points to get a special NPC that is of 5 dots in the particular field would be good. Though you would need to work this person into your backstory. This person must be a heavy influence is your characters story to some degree to justify wanting to make you the best at what you do.

Finally, remember your Hunter is a skilled member of a group of people who track, deduce, and execute plans to bring down monstrous threats. Even if they work horribly together at times, their skills are versatile. Spread out your points so you have a chance to be more than a one trick pony.

As Hunter is a splat that very much does not want to work with the others, we will try to put down rules so that they can at least work at the same speed.

1. You may cash in conviction either: once a month for each virtue (so you may raise at the most mercy, vision and zeal once in a month and no more) OR twice a month for your favored virtue (to make it easier to keep it ahead of the others, but also at a cost of cashing in less per month). This does not limit your gains or losses, only how many times a month you may cash in conviction
2. Aggravated damage is a thing. PERIOD. While hunters may suffer it, any limitations of aggravated damage falls when interacting with other types of supernaturals. Edges that heal will heal aggravated damage ON HUNTERS ONLY and will not heal on any other.

House Ruling on Hunters and Lores:

Hunters are Humans that have been touched by some unseen force of nature that gives them an enlightenment to the world of monsters and sight at things that were hidden from average humans.

Upon creation of a Hunter, you may place one free dot into two separate Lores, which are Knowledge based.

You may also put dots into this at creation, up to a max of two as you are as knowledgeable as someone who has skimmed the materials and not really committed the knowledge to memory. Further progression will require acquiring ancient texts or those more knowledgeable than you to teach it to you.

A Hunters edge is his wit and time committed to learning how to kill ones foes.

Ruling on Hunter’s and new Edges:

Edges do not just appear and become available through simply requesting them. One must have a rather important moment where the limits you had before just suddenly shatter and grant you this new and rather unique ability.

When applying for a new edge, one must specify the scene in question and detailing both in the request and a journal this heralding experience and leap into the unknown. On top of that, indicate at the end of both the trigger for the edge to be activated so I can judge the request as a whole as worthy of being granted to the Hunter.

Further more, new edges may be purchased using both virtue points and XP. The book details Virtue points so read their before asking questions.

Ruling on ST given Virtue increase.

In a scene, a storyteller may award a Hunter an increase in a virtue in which they strongly display depending on the nature of the virtue. The level at which they currently are also should dictate to what extreme they must display this virtue. The book says to award this as a sign of appreciating excellent role play. One must simply make a not on their sheet with the ST who did it for it to apply with the Hunter ST’s approval.

Virtue is not a good thing, it may reward benefits but it will ultimately consume a hunter. Think of these virtue dots as sins personified. After a certain point, you begin to lose your mind and give in to these dark callings yhat pish you forward to the hunt. (Hunter ST will decide the Derangements they acquiring representing the nature in which they live and the scene they acquire the 7th dot in virtues on forward.)
One final note on new edges.

On a successful virtue roll at Diff 7, a hunter may use their currently pending edge in combat. A failure on this roll with have the draw back of it just not working. Lol Botching this roll will result in a loss of conviction equal to the level of the edge. You may also spend Conviction equal to the level of the edge in combat to use the edge for each use that will effectively last for a single turn.

Edges aren’t simply gained. They are learned through brief bursts of enlightenment. This is a fair assumption of your level of skill to even request it in the first place.

New Hunter Starting Requirement when Creating a Character:

I require you to read the first chapter of Hunter: The Reckoning. Specifically, the portion that describes the setting, the logistics of what is a hunters, the imbuing, and everything that isn't flavor text. You read this and remember it when going to create a character. This will "SAVE US BOTH" a considerable amount of time if you understand what you're getting in to. "DO NOT" listen to what just anyone says. This is your word you live by. You're far more than an ordinary hunter, you are fueled by a base desire that you felt when you were imbued.

Also, as a note. Read the middle portion of your designated creed book that describes the secret creed edges and a better understanding of your creed's purpose.

House Ruling on the Crack Shot Merit.....

The merit will be allowed but by these rulings.

Crack Shot (6 pt. merit)
While aiming down the sight of your rifle, you hit your target with great accuracy. You receive no increased difficulty when targeting any specific location and reduce the difficulty of rolls not involving specific targeting by one. This merit only applies to sniper rifles outside of melee range.

SUBJECT TO CHANGE!!!! It will be under strict supervision and if it feels like it gets outta hand, expect for it to be tempered in the fires of hell!! That being said, be sure to use it wisely. Smile

This only applies to Hunters. Making that point clear as day.

As New Hunter ST: These are the rules I will be implementing going forward. These rules ar SUBJECT TO CHANGE! Keep that in mind. ANY AND ALL changes will be notified to Hunters and allow reallocation of dots.

1) There is a new update to gaining Virtue, Edges, and Conviction on the XP Spending page, since it wasn't stated prior. Most of these increases will demand a scene because tragic things are tied to hunter's progression.


2) Damage Type for Edges are as follows:

Hunter Edges and Damage Types (Revisions to prior House Rules):

-Blaze (Innocence 5) deals Aggravated Damage.
-Ravage (Martyr 3) deals Aggravated Damage.
-Respire (Redeemer 3) deals Lethal Damage and heals Lethal Damage. It may only be used to heal Aggravated Damage on Hunters or mortal Humans.
-Restore (Visionary 4) heals Aggravated Damage. (All Damage essential)
-Brand (Defender 3) deals Aggravated on initial hit and then Lethal Damage there on after.
-Burn (Defender 5) deals Aggravated Damage.
-Cleave (Vengeance 1) deals Lethal Damage, but cannot be soaked below 1 Damage on a hit.
-Smite (Vengeance 5) deals Aggravated Damage.
-Spiral (Deviance 5) deals Aggravated Damage.



3) Hunters register as minor supernaturals when defenses are up ONLY.



4) Derangements will give a Hunter a free Virtue point associated with that Derangement. That virtue will remain as long as the Derangement remains, and the trigger must be directly tied to the scene that brought it on.


5) Hunter's Hunted 2 will be under revision. Any characters associated with it won't be used till further notice. (Mostly because they have different mechanics from the Reckoning. I'll work out rules on them soon.) Express your interest and when I see there's at least 2 people, I will open up the floor for Hunter's Hunted 2 characters.

Hunters...just to make this clear and written.

Lost Creeds demand a teacher from that creed for their edges to learn and they must know that edge you seek.

Also, any supernatural abilities, such as divination, much demand having vision above 3 and at least one dot in Patron. This a REQUIREMENT for divination. Other supernatural abilities will be left up to ruling as they become known. The messenger keeps your body pure, to an extent, with his angel juice in you. (I know how it sounds. Wink )

-Hunters are treated as Minor Supernatural. This means that they are immune to the effects of Delirium.

-Derangements gained via high Virtue ratings can be bought off with good RP/journaling at a maximum rate of 1 Derangement per Month. Talk to an ST, and they'll guide you through the entire process.

Hunters, Additional notes:

-As long as you spend a point of conviction to put up defenses prior, Aggravated damage is reduced to Lethal for you.

-Hunter Edges cannot normally be detected. Only Demons may reflexively roll their Awareness for them.

-Supernatural Creatures have no immunities to Edges, except the rule about extremely powerful monsters, which very rarely would a player character be in this category. This means Antideluvian vampires and the like.

-Edges cannot be countered by Magical means.

-The edge Balance cuts off all non-innate supernatural powers for the duration.

-Hunters can detect supernaturals in their presence with a Perception + Awareness roll, difficulty 7. when Second Sight is not up and they are in your immediate vicinity.

Second Sight (All): Is it supernatural? Enables the Hunter to recognize every single supernatural as a supernatural in some way, no matter what. Does NOT identify what kind, although it may give some generic clues along the following lines:
-Spirits/Ghosts in the Material World appear physical. Second Sight finds an unhealthy pallor, cold breeze, or other indication that they are supernatural, but that is it.
-Spirits or Beings that possess or hide within human hosts appear as images superimposed over the host.
-Beings that masequerade as Human appear wrong. This is the same for Vampires, Ghouls, Mages, and Werewolves and just yells 'Supernatural’.
-immunity to mind/emotion control
-See through and recognize illusions (they don't disappear, but you recognize the illusion for what it is)
-Efforts to control your characters body or to possess it fail automatically.

Discern (Judge 1): See in the Dark OR If it is supernatural, what is it? (Triggers Awareness)
-Activating this Edge prevents blindness and guarantees the Hunter can see.
-If used on a creature the Hunter can already recognize as supernatural, typically via Second Sight or another Hunter's Edge, Discern may identify the kind of supernatural. Each success should give a clue as to the nature of the supernatural--the direct type should not be given outside of an extraordinary number of successes.
-Using this part of the ability without Second Sight (or similar) active can yield the same information. HOWEVER, without proof of the supernatural nature of a creature, Discern can give a false positive. The Hunter might mistakenly identify a sickly Sleeper as a vampire or a mage, etc. STs are encouraged to play with this--as without Second Sight (or similar), this Edge is prone to error.
-Finally, this Edge may give clues as to the supernatural activity which occurred in a given area. In this event, Discern replaces a Perception+Investigation roll to discover information, and might additionally give clues as to the kind of supernatural involved.
Outside of extraordinary circumstances, STs should not simply announce the results, but drop hints and clues.

Illuminate (Innocent 2): Reveal all Auras to every supernatural (including Hunters) in the area, Hyper-Visible and Triggers Awareness
-This Edge automatically provides all the vision benefits of Second Sight, but none of the mind control stuff to everyone in the area.
-Additionally, Illuminate reveals the Aura of each supernatural (remember, Hunters have a mortal aura--but the emotional components of Auras will still show). This recognizes the True Nature of most supernaturals, however, those capable of fooling auras can fool this Edge.
-Using this Edge makes the Hunter extremely visible, and most things don't take kindly to being revealed.
STs are encouraged to play up the emotional aspects as well as the type aspects. Remember that Aura deception will fool this Edge. Additionally, focusing anyone actively using this Edge is encouraged.

Witness (Martyr 2): See the monstrous visage of a supernatural. With additional successes, catch glimpses of how it has interacted with the most recent humans. Multiple successes is multiple glimpses or glimpses from multiple monsters. Awareness Triggers
-Expands upon Second Sight. You must have Second Sight active to use the Identifying Aspect of this , adds to the Perceptive abilities. Where regular Second Sight does not make any distinction between Vampires, Mages, and Werewolves, Witness allowed the Hunter to make those distinctions, but they're provided in the form of a flash of the monstrous visage.
-With additional successes, the Hunter received instantaneous flashes of how the creature last interacted with humans. This might reveal feeding, passionate contact, or other poignant moments. This Edge has no effect on humans, but does for people who possess powers or gifts from unnatural creatures. This includes other Hunters, as well as Demon Thralls.

STs are encouraged to use the flashes of insight to provide details about the monster beyond just 'this is a X, Y, or Z’. Remember that Second Sight must be active, so this isn't a free or unlimited use Edge either--Net Conviction will never be gained.

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Star Combat Mechanics
Posted by: Astroworld - 04-18-2019, 10:00 AM - Forum: House Rules - Replies (1)

This guide is going to provide all the necessary information regarding the combat system in the CWoD, which is used in this community. The system itself is not hard and is easy to understand, and you will soon notice that it brings a lot of fairness and seriousness. 


Generally, the combat itself is split into two categories:

  • Ranged Combat: covers a variety of techniques to fight over a distance. Guns, bows, throwing objects and so on. One must see another to attack him over a distance, you can't hit what you can't really see. 
  • Close Combat: deals with the world of punches, kicks, bites and so on. When a beer bottle is smashed across your face, you are probably having a close combat. Various martial arts also fall under this category and other less-developed forms of combat.
Order of Battle
No matter what happens or whatever mayhem your characters faces, all combat is played through a series of actions turns. 

*Turn: In game terms, a turn is a specific amount of time which is required to do a single action. The exact length of a turn heavily depends on the action in question. An action turn generally lasts about 3 seconds, that is a turn in combat. Punching a creepy guy who was staring at you the whole evening takes a turn, as well as blasting vampire's head off with a sawn-off.

All players are required to roll their initiative to see who acts when and in what time, handling those actions in one-by-one basis. After everyone rolled their initiative rating, combat is split into three parts:
  • Attack: When you check whether or not attacks hit their targets...

  • Defense: The time when you see if a character can defend himself from those attacks...

  • Damage: When you determine how badly your character is hurt
*Initiative: To determine your initiative, roll 1d10 and then add your initiative modifier; the sum of your Wits and Dexterity dots (Vampires may add their Celerity rating as well.) The character with the highest initiative acts first, the second highest goes next, and so on down the line. Ties on the die roll go to the player with the highest modifer; if the initiative modifier ratings are also tied, then favour the character with the highest Wits. If the Wits ratings are also tied, favour the character with the highest Dexterity.

Phase One: Attack
When bullets fly, and you throw fists - the dice pool you employ depends on what you are doing.
  • For attacks that use projectile guns use Dexterity + Firearms

  • For attacks with thrown weapons, use Dexterity + Athletics

  • For attacks using the various hand-held melee weapons, your dice pool is the sum of your Dexterity + Melee

  • The better part of attacks that happen in hand-to-hand combat, roll your Dexterity + Brawl. (Some special manuevers ask from you to roll your Dexterity + Athletics, Martial Arts or Do. You don't need to worry about that now)
For the specific difficulties and results involved, see other posts below this one (WIP)

Phase Two: Defense
No one likes to be hurt. And in the World of Darkness, you can be hurt... really badly. And so, we present you with a system to defend yourself from various attacks. Be it a bottle swung at your head, or a shadowy dude trying to stab you — there's a chance to defend yourself! A character who doesn’t want to get hit with an attack has several options, all detailed below. These defensive maneuvers use the successes you roll to take away from the successes rolled by your opponent. You can perform a dodge, block, or parry as part of an attack – parrying a sword and then sliding your blade up your opponent’s own, for example, or dodging around a corner and then taking a shot at your enemies from behind cover. In each case, you need to divide your dice pool. A desperate defense, on the other hand, reflects all-out escape. A character can’t do anything else that turn.
  • Dodging: To have your character bob and wave to the side and avoid an attack, make a successful Dexterity + Athletics roll. Dodging close combat attacks calls for the usual difficulty of 6, Dodging attacks by bows or crossbows is a difficulty of 8, Dodging thrown weapons is a difficulty of 6 and Dodging firearm attacks is possible, but the roll is made at difficulty 9. This difficulty increases to 10 for attempts to dodge shotgun attacks, automatic fire, strafing, or three-round bursts.

  • Blocking: To use a part of body to deflect a blow, roll Dexterity + Brawl. Blocking hand to hand attacks is done at a difficulty of 6, a character cannot block lethal or aggravated strikes without having an Armor on or and an appropriate discipline (Fortitude, Life Magick, similar skin hardening effects). Blocking cannot be used to defend against firearms. Blocking any ranged attacks by bows, crossbows, or thrown weapons increases the difficulty of the block roll by 2.

  • Parrying: To parry an incoming attack, roll Dexterity + Melee. A parry acts as a block, but is done with a weapon. successfully deploying the parry maneuver against an unarmed attack (punches,kicks,grapple attempts, werewolf bites,claws etc) allows you to inflict an amount of damage based on the amount of the successes that exceed your opponent's roll, the amount of damage dice rolled against the victim equals exceeding successes + weapon's base damage - 1. 

  • Desperate Defense: If you want your character to put everything she can in order to get out of harm — declare a desperate defense. While your character cannot act in any other way except desperately defending in that turn, she does have higher chances of not being hurt. You roll your Dexterity + Athletics. Your character gets to use her full dice pool against the first attack, but she must subtract one die from each subsequent attack that turn, your character may not perform any other actions aside from defending when this maneuver is executed, although some reflexive feats are allowed, such as using blood to augment your Dexterity by a certain amount and proceeding to desperately defend afterwards.
Phase Three: Damage
During this stage, you determine the damage inflicted by your character’s attack. Each extra success you get on an attack roll -1 equals an additional die you add automatically to your damage dice pool. Roll your ''Strength'' at a difficulty of 6 (damage is always rolled at this difficulty unless stated otherwise by a special power) to determine the damage of a unarmed attack (a punch for example) aswell as the ''additional'' successes that you acquired on your attack roll as mentioned above. Inflicting damage with a melee weapon grants you an additional ''Strength +'' damage, every weapon has its own base weapon damage which you roll alongside your ''Strength'', for example a Great Sword has a damage equal to ''Strength + 5'', which basically translates into roll your Strength + an additional 5 dice of damage, the same principle applies to firearm usage (various guns), except when it comes to that you only roll the weapon's base damage + the additional successes scored on the initial attack roll.

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  Banned and Limited Character Types
Posted by: Storyteller J - 03-06-2019, 10:47 AM - Forum: New player Information - No Replies

This is a question the STs have been getting a lot, lately: "Which types of characters am I allowed to play?" Rather than answering this a hundred times, it's long passed time we just made a thread that spells this out.

There are four types of limits we use in this game: Semi-Limited, Limited, Temporarily Closed, and Banned.

  • Semi-Limited: These types of characters are allowed, but will come with a caveat of some kind. More than likely, these types of characters, due to ongoing plot reasons, will have special rules attached to them, or will come with certain expectations we have for how they will fit into the game's plot. No, we won't railroad you into playing them a certain way, but we also don't want you playing blind, and ending up with a nasty surprise later on because you weren't aware of something going on in the game's metaplot, for example.
  • Limited: These types of characters will require a talk with storytellers. For whatever reason, these types of characters are either considered kill-on-sight to a majority of players, their faction is seen as an enemy, or they just plain won't fit into the game's setting as of yet. If you truly have your heart set on playing a character like this, we can possibly work something out, but don't get your hopes up, and if we do end up saying yes, be advised that you are effectively playing on hard mode.
  • Temporarily Closed: We are not accepting sheets for these types of characters at this time. We will probably reopen them later. More often than not, there's just too many of these types of characters in the game, and for the sake of game balance and diversity, they're on hold. Far less commonly, it's for plot reasons. Please don't ask us when they'll be reopened; we promise, you'll be the first to know when they are.
  • Banned: We're not accepting these types of characters until further notice, period. Don't even ask, because the answer will be no.
CLOSED SPLATS:
  • None
Vampire
Semi-Limited:
  • Lasombra and Tzimisce Antitribu: The Sabbat have a very bad reputation in Starke, and for good reason. We have had antitribu of both clans in the past, but just be warned that you're going to have to work extra hard to earn the trust of others. As for Tzimisce, please note that while Tzimisce outside of the Sabbat do exist, Camarilla Tzimisce are extremely rare and are considered untrustworthy by pretty much everyone else in the Camarilla. They almost never actually stay in the Camarilla, often only working with them on a temporary basis and with an ulterior motive.
  • Tal'Mahe'Ra/Inconnu: We don't really have them too deeply involved in our plot, but the STs are open to ideas.
Limited:
  • Sabbat: Character interactions will be severely limited, because they are a major antagonist in this game. We might allow you to play a spy for the Sabbat, but be warned: If you are ever outed as such, be prepared to say goodbye to this character.
  • Followers of Set: If you want to play one, we won't try to stop you, but be warned: Do not let the Amenti (and there are a lot of them in this game) find out what you are. They will consider you kill-on-sight, and no Prince is going to stick their neck out for a Serpent of all things.
  • Salubri: Warrior Caste only, due to the Healer Caste being so rare. Do not let the Tremere find out what you really are. Not even the Prince will be able to protect you if they do.
  • Baali: Be very, very good at blending in. Your only saving grace is that few vampires even know what a Baali is, but those that do consider you kill-on-sight. You might be able to find refuge with the Fallen, since even their interactions with the Baali are few and far between, but behave yourself: Low-Torment Fallen aren't stupid and know what 'typical' infernalists are like, and the Infernal Court will have little patience for a potential liability.
  • Other Rare Bloodlines (including Laibon): Will be discussed on a case-by-case basis. We know a good plot hook when we hear one, so if you think you have a good idea, pitch it to us. Show us that you know your lore, and that this isn't just about having kewl powerz.
Temporarily Closed:
  • N/A
Banned:
  • Cappodocians: They're extinct. They no longer exist. End of discussion.
  • Healer Salubri: There are only seven of these in the world, and you aren't one of them.
  • True Brujah: Temporis is nearly impossible to balance correctly, so we're not even going to try. And before you ask, no, you can't use the Time Sphere in Mage for the same effect.
  • Kuei-Jin: Their mechanics are a mess, and they're considered kill-on-sight for the Wu'Tian. No amount of cross-splat will change that, so to avoid a PVP mess and have to deal with their crazy mechanics, they're banned.
Werewolf
Semi-Limited:
  • N/A.
Limited:
  • Kitsune: They're virtually non-existent in this part of the world. Be prepared to have a very good reason as to why they would be here at all, and more importantly, why they would be accepted by the local septs.
  • Hakken: Same deal. Why are they in Starke, Florida, when they're almost never seen outside of Japan? Give us a legitimate reason, one that shows us that you know your lore, and we'll consider it.
Temporarily Closed:
  • Corax: There's just way too many in the game right now compared to other types of Fera or Garou.
Banned:
  • Black Spiral Dancers: They're kill-on-sight for the entire game, no exceptions.
  • Nagah: They operate in packs of 2 or 3, without exception. If they're here in Starke, it's because they're here on a mission, and that means we'd necessarily have to make brand new NPCs, and that's just a logistical nightmare that we don't want to deal with.
  • Ananasi: Too difficult to fit into the game's current setting.
  • Red Talons: Their hostility to all non-Garou - including mundane humans - makes them ill-suited to this setting.
  • Rokea: Starke is an hours-long drive from the nearest beach, meaning any Rokea character would by necessity have to be a Betweener. Given this fact and how rare Rokea are in general, they're impossible to convincingly integrate into this setting.
Mage
Semi-Limited:
  • N/A.
Limited:
  • Void Engineers: Their... unique relationship to the rest of the Technocratic Union makes them a possibility, but have a good cover story ready for when you show up, because a lot of mages will not be happy about it, even if they're not (immediately) hostile.
Temporarily Closed:
  • Void Engineers: Closed until we know how the rest of the game reacts in-character to a rapidly-expanding Technocrat presence.
Banned:
  • Marauders: Way too difficult to work into the game with our current mechanics.
  • Other Technocrats: Syndicate, the New World Order, etc., while not being a monolith, don't have the unique circumstances attached that the Void Engineers do, and their extreme xenophobia toward other supernaturals just makes them unworkable in this setting.
  • Nephandi: Nephandi, unlike Baali, are going to have a much harder time blending in due to the fact that they don't have an autonomous structure.
Changeling
Semi-Limited:
  • N/A.
Limited:
  • Nunnehi: Their mechanics and lore differ heavily from their European equivalents, so please show us that you know these and are capable of playing them correctly.
  • Menehune: Extremely rare in this part of the world, and they tend to shun technology and civilization in general, so please show us that you know your lore and your history, and can provide a reason for why they would be here.
  • Hsien: See above. They're almost never seen outside of the Middle Kingdom, so again, show us that you know your lore and your history, and can provide a valid reason as to why they're in Starke, Florida of all places.
Temporarily Closed:
  • N/A.
Banned:
  • Inanimae: Way too difficult to properly integrate into the game, given that they almost never interact with anybody but themselves, and what little interactions they do have with others are rarely the good kind.
  • Thallain: Would be an utter nightmare for the STs, and you probably wouldn't have very many opportunities to interact with other characters anyway, at least not in any way that doesn't end in immediate violence.
  • Dauntain: See above.
Mummy
Semi-Limited:
  • N/A.
Limited:
  • Caibri: Their mechanics are notoriously difficult even by WoD standards. We won't try to stop you if you want to play one, but speak with Glyff (the Mummy ST) first so that you know what to expect.
Temporarily Closed:
  • N/A.
Banned:
  • Shusaksen: Monstrously evil servants of Apophis. Given Apophis' current status in the game's metaplot, any and all of his servants are considered kill-on-sight by virtually everyone in this game (yes, including most other 'evil' factions), making them utterly unplayable.
Demon
Semi-Limited:
  • Raveners: They're allowed, but be forewarned that the current makeup of the Infernal Court will not hold much sympathy for you or your goals, and if you go around telling other types of supernaturals that you want to destroy all of creation, well...
Limited:
  • Earthbound: I'm very tempted to just ban them outright. Aside from their mechanics being very difficult to integrate with the game, the Earthbound are inherently monstrous and unspeakably evil, but I guess if a player can come up with a very, very good justification for how it could work, I'm willing to hear them out. After all, it is technically possible for a player character to become one in certain circumstances.
Temporarily Closed:
  • Halaku/Slayer: Vastly overpopulated compared to the other Houses. Halaku currently have four player characters, when some Houses don't even have one.
Banned:
  • Angels (Heavenly Host): No. Just, no. Really, this should go without saying, but I know someone will ask if I don't put it here.
Hunter
Semi-Limited:
  • N/A.
Limited:
  • Wayward: Even by Hunter standards, they're homicidal maniacs. They don't care about collateral damage and view all supernaturals, no matter how virtuous, as evil monsters worthy only of extermination. You will be watched closely by your fellow Imbued in accordance with the rules laid out in Hunter: the Reckoning. Be careful; your fellow Hunters will have little patience for "he who fights monsters" if all he or she does is turn every other faction of supernaturals against them or becomes the very type of monster he or she claims to want to stop.
Temporarily Closed:
  • Demon Hunter X: Closed while the Hunter ST gauges how well the current DHX player characters fit into the setting.
Banned:
  • N/A.
Wraith
Semi-Limited:
  • Orpheus: Allowed, but note that because they play entirely differently than 'normal' Wraiths, get with the ST before submitting your sheet so that you know what to expect.
Limited:
  • Risen: Risen require a whole different style of play than normal Wraiths. Show us that you know the mechanics and accept the challenges involved.
Temporarily Closed:
  • N/A.
Banned:
  • Spectres: Banned because their inherent hostility to... well... everything makes them ill-suited to a game like this.

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  Buying, crafting and obtaining wonders
Posted by: stimtheone - 01-08-2019, 04:05 PM - Forum: House Rules - No Replies

Wonders. Every mage player wants at least one, and even non-mage players might find some use in them, but the crafting requirements can be steep, and by the time you get mileage out of it, you have no miles to give it. Mages often trade in the service of crafting wonders or keep a stock. Here are the methods one can find themselves with a new wonder:

XP - Wonders are very much a background, and in the case of some, it might be the only method to get them. For its full price in XP, one can obtain a wonder through a short, personal storyline, with full ST assistance, and such a request should not be mundane at all.

Purchase - Tass is most often used to trade for wonders, with prices depending on the actual wonder and its worth in background dots. Such a purchase should make some sense, and you should either have a crafter willing to make it or a supplier willing to sell it.

Craft - If you have sufficient ability in Prime, you may craft wonders yourself, paying the price in quintessence as needed. Such a crafting process should involve a good number of rolls to do so

Price of wonders:

Artifact/Talisman/Periapt/Fetish/Tome - 5 tass per dot

Trinket/Charm - 3 Tass per dot. Charms are bought in batches of 10

Tomes are a previously used form of a grimoire, where copying a grimoire gives you a tome, which does not have an arete score, and will not help with a seeking, BUT still contains the requisite knowledge for increasing spheres at a discount. Copying a tome will give an ordinary, if fascinating book, that will not help with increasing spheres. Copying a tome from a grimoire costs nothing but time, but in the process much of the spark is lost, and a third hand account has lost it completely from unintentional small details that are lost.

A tome has a wonder rating equal to its total dots in spheres divided by two (rounded up), so a Mind 4, forces 3 tome would have a wonder rating of 4. This can create the situation in which the tome can have a higher wonder rating than the grimoire itself, but the value of the grimoire is that not only it can help one skip a seeking, but also produce tomes without limit. Due to this, grimoires are usually not for sale, and tomes are not bought unless requested, their potential mass production actually devaluing them.

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  Character Rank
Posted by: stimtheone - 12-28-2018, 01:39 PM - Forum: Starke Florida - No Replies

It's hard to really rank characters in all these splats, but once you reach certain points you should know that the game changes. This is world of darkness, and while the grunts run around killing things, stealing, and generally doing things purely physical no matter how social or mental they are, when you reach a certain point your character will be seen differently and they will act differently.

This is by no means a restriction, or rule, or any sort of arbitrary limit. These are guide lines, and while following them won't necessarily be good, not following them might not give the optimal experience.

The ranks:

0-100 XP: New kid

You might think 100 xp is a lot. It's really not. At this point you're still new, fresh, and learning the ropes. You might be an adept mage, a well rounded kindred or an unstoppable sefekhi, but at this point the game is all but inexistent to you. Your activities will be the most lowly in terms of the world, you will clean up messes, take down stragglers, and generally see it all from street level. Make no mistake, you are a capable person, but you're still on the board instead of AT the board.


100-200 XP: Player

Again, you might think that 100 or even 150 XP is a lot, but it really is not. Skills will be higher, backgrounds better, you might be starting to have a real stash of items from all the places you've been. That does not matter. When you're here you start to see the game. You start to see the players, and here is when you start to discuss fineries. You know the places where it's at and who to call for anything. You might not know about all the splats in detail but you know they're there and what they're good at.

200-300 XP: At the board

You're no longer restricted to knowing the game. Like a mage taking his first steps into manipulating a sphere, you can start making moves in the big game, and oh boy is it big. At this level it's not unheard of for you to send other PC's to do something, or gently plant an idea to have a situation arise. The big guys start taking notice of you, for good or for bad. This is the point where sudden death becomes an actual threat, as why eliminate pieces when you can eliminate a player? Watch your back

300-400 XP: Renowned

This point marks when people of lower tiers start to learn of you before meeting you. You're a subject of discussion, either to avoid, eliminate or manipulate. You no longer make half-assed attempts at moving the community, you DO, and they listen. By this point your protections should be on point and your resources should be very well rounded, able to take on at least indirectly something of quite grand design. You're a name, and that brings benefits as well as dangers.

400-500 XP: Master

Subtle is what you have to be to stay here for long. People KNOW you often before they move in, and your renown has spread a great distance. People might come to this city only to seek your help or kill you flat. You've got a lot of people on call, some players themselves. If YOU take to the street, then shit has truly hit the fan

500-600 XP: Legend

If there was any question that you have gone to the limit, this is where that question stops being asked. You might be a master mage, a very old or experienced kindred, an elder werewolf, or a mummy that has seen a lot of judges... but people respect you, and go to you only when it's one step from the end of days. At this step do not expect going to street level to be a regular... if safe... occurrence. You might spend half your time trying to not get swamped by your own power

>600 XP: Unplayable

There is a time when all adventures must come to an end, when all characters must breathe, look back and exclaim "What a ride!". You should prepare for this during your whole stint as a legend. You must retire at this point, as your character will be so strong that anything will be butter for their existence as a hot knife. But do not despair! Death is not their intended end as you character might just be retired as an NPC to do that helping along. And before you go we might let you enjoy your TRUE LEGEND status with one last great run to show em how it's done, perhaps with some abilities thrown in for you to really just enjoy them one last time. But if your character got here and is still looking good, consider yourself to have won the game.

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  Fallen Mechanics
Posted by: Storyteller J - 11-26-2018, 09:44 AM - Forum: House Rules - Replies (12)

Pacts and Relations with Other Supernaturals:

  1. Imbued: Imbued are the supernaturals most likely to cross paths with Fallen; Fallen are attracted to their abnormally high Faith, and Hunters know exactly which red flags to look for when a Fallen or any other type of demon sets up shop. While most Hunters would consider Fallen to be kill-on-sight, plenty of others would be willing to take an 'enemy of my enemy' approach with lower-Torment Fallen, and others still might be aware that redemption is always possible for Fallen who are willing to repent. Despite ostensibly already being in a 'Pact' of sorts with angels, not only is it possible for Fallen to form a Pact with the Imbued, Imbued have a default Faith Potential of 5, the highest rating possible. Note, however, that should an Imbued break their code and form an infernalist Pact, they will assuredly be viewed by the rest of their fellow Hunters as a pariah at best and a traitor at worst, regardless of the Torment of the Fallen or the merits of the Pact itself. Further, the Messengers would view such a Pact as the ultimate form of betrayal.
  2. Mages: Infernalism and Mages goes back centuries, even outside of the Nephandi. Many arrogant Mages think that they can get the better end of a deal with demons, and Fallen are no exception.  It is possible to form a Pact with a Mage. This is because the Avatar is a 'divine spark' found inside of every Mage, and it is this 'divine spark' that allows their magic to function. There may indeed be a connection between the Avatar, Quintessence, and Faith; after all, Mages are more or less precisely what Lucifer and the Ten envisioned when they wished to impart secrets of the divine unto humanity during the Age of Babel. Note, however, that Magick feels wrong to Fallen, and isn't quite what the Fallen had intended to teach humanity. Demonic Lores change the laws of reality that the Fallen initially wrote. Magick, on the other hand, outright breaks those laws, and Demons can feel the ambient Faith in an area be burned like fuel whenever Magick is used in their immediate vicinity. Remember that infernalism is a serious crime in both the Traditions and the Technocratic Conventions, punishable by gilgul. Enter into a Pact at your own risk.
  3. Vampires: Despite infernalism having a long, well-documented history among vampires dating back to before the Anarch Revolt, the Cainites, by default, have a Faith Potential of 0, meaning most modern Fallen believe that Pacts are not possible with vampires. However, for every rule, there is an exception; the Earthbound Kupala, for example, has a history with Clan Tzimisce, and there are Elders of the boogeymen of vampires everywhere, the Baali bloodline, who have claimed over the years to have formed Pacts with the Archdukes of Hell, Belial, Asmodeus, Azrael, Dagon, and Abaddon. Whether or not that is true, and if these potent Earthbound would ever be willing to share their secrets even if it is true, is another matter entirely. But then again, if anyone could have figured out a way to form Pacts with vampires despite them not having a Faith Potential, it would be the Archdukes. Keep in mind that infernalism is a crime punishable by Final Death by every major vampire sect, including the Camarilla, the Anarchs, and the Sabbat, and for a particularly underhanded vampire looking to get rid of a rival, making an accusation to the Prince of another vampire being an infernalist for associating with Fallen would be quite an easy way to do it. In every other sense, the Fallen and vampires see each other as competition; both need mortals (Fallen need Faith, vampires need blood), and both use more or less the same methods to gain and acquire power (posing as normal humans, putting Thralls and ghouls respectively in positions of power to use as puppets, etc.). See Page 66 of Demon: the Fallen Storytellers' Companion for more details.
  4. Shapechangers: Fera and Garou tend to be instinctually hostile to Fallen on sight, due to the scent of the Wyrm. The scent of a Fallen's Wyrm taint is proportional to a Fallen's Torment score; a High-Torment Fallen will invariably have a stronger taint than a Low-Torment Fallen. If, however, a Fera somehow manages to form a Pact with a Fallen despite this, the Fera or Garou will likewise become tainted, and will slowly driven insane until the Fera or Garou is hunted down and killed by his or her kin. See Demon: the Fallen Storytellers' Companion Page 69 for more details.
  5. Fae: The Fallen are notoriously banal to the Changelings, and few Fae can stand to be in their presence for long. Fae and Fallen tend to avoid one another; the Fae did not exist before the Fall, and are thus a total mystery to them. Meanwhile, Fae tend to view Fallen the same way every other type of supernatural views 'Demons,' even if they're perceptive enough to know that Fallen are not the same thing as, say, a Bane.
  6. Amenti: The Fallen violate the Balance with their very existence, due to having escaped their punishment in hell, regardless of whether or not their punishment was deserved. The pagan gods that the Amenti serve are likewise not fans of the Fallen, and in many cases, the feeling is mutual. For example, Anubis, God of the Underworld, is viewed by many of House Halaku as a usurper, whereas Anubis views the Fallen the same way he views any other angel: With contempt. The very nature of the Balance prevents mummies from forming a Pact with the Fallen. Any attempt by an Amenti to form a Pact will automatically fail, and that Amenti is going to have some explaining to do the next time she talks to the Judges...
  7. Wraiths: Wraiths are the wheelhouse of House Halaku. The Lore of Spirit is borderline sadistic toward Wraiths, and after the Fall, most of the Halaku have come to see Wraiths as little more than tools, rather than their responsibility to guide into the afterlife. For obvious reasons, Wraiths cannot form Pacts with Fallen. They're not alive, they have no 'divine spark,' and most Fallen can't even perceive them without the aid of the Lore of Spirit. They have a Faith Potential of 0, no exceptions.
What is Demonology?
'Demonology' is an Expert Knowledge introduced in Clanbook: Baali. Unlike Occult, which functions as 'Lore: Demons' as far as the Fallen are concerned, Demonology is explicitly related to the summoning of demons, and is the knowledge of choice for infernalists who wish to engage in diabolism, and thus would be known by characters such as Baali and Nephandi, or particularly dedicated hunters of the infernal. Demonology could possibly be used to summon Fallen from the Abyss, given that the Demonologist also knows that Fallen's True Name, but it could also be used to summon other creatures that many infernalists refer to as 'demons,' such as Banes, Malfeans, or even particularly powerful Spectres. Few true infernalists know - or even care to know - the difference, as their very existence is defined by service to their dark masters. Use this Expert Knowledge at your own risk!

But why are they calling me 'Firstborn?'
This isn't so much a mechanic as it is possibly useful information. Basically, Fallen have been in this game long enough for the inhabitants of Starke to recognize that Fallen, despite being colloquially known as 'demons' (something to which many Fallen themselves would not object), are not a monolith, and are not as universally malevolent as many would believe demons to be. Thus, 'demon' has become something of a pejorative term in Starke, and many non-Fallen tend to refer to Fallen instead as 'Firstborn' (as in, the 'first born' species, the first creations of God) as a sort of politically correct term. The Fallen themselves don't seem to care what they are called, and are content to let the other inhaitants of Starke refer to them as such if it makes them feel better.

Torment:
  1. You will not receive a point of Temporary Torment for accidentally using the High-Torment form of an Evocation unless the results of the roll would violate the character's standing on the Hierarchy of Sins. You will, however, receive one if you use the High-Torment form of an Evocation on purpose. Torment will otherwise be accrued normally as per the Hierarchy of Sins.
  2. 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. This is meant to be a quality of life rule for Demon players, but because Torment is fundamentally different than, say, Paradox for Mages, we cannot be as generous as their system is. Torment is very easy to gain and very hard to lose for a reason. 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.
  3. Players will be allowed to make one journal entry per week describing their character performing a 'good deed.' During this entry, the player may make a conscience roll, difficulty their Permanent Torment Score +1. This reflects how characters become increasingly indifferent to acts of kindness and lose their sense of compassion with each point of Torment. You may not use Willpower for an automatic success on this roll. If successful, the player loses one point of Temporary Torment upon ST confirmation. Permanent Torment may not be lowered this way, and must be lowered by spending XP. This roll cannot botch, but if it fails, obviously, your Temporary Torment stays the same, and you may not make another attempt until the following week. NOTE: In order for a good deed to be considered a good deed, the deed must be truly selfless in nature. That means your character gains nothing from it, so no, forming a Pact and curing a terminal cancer patient does not count. Using Lore of Awakening to cure a total stranger, however, would. When you complete a journal entry with a good deed that you believe could lower your Temporary Torment, just poke me on Discord to approve it. Note that you can make these entries in the same month that you gained a point of Temporary Torment, but not in the same week. This method is the only way that you can lose more than one point of Temporary Torment in the same month.
  4. You cannot reach Torment 0 by spending XP. The lowest level you can reach by spending XP is Torment 1. If, however, someone ever does reach Torment 1 and wishes to try to reach Torment 0 and thereby seek forgiveness from the Heavenly Host, it might be possible some other way...
  5. 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 the character successfully becomes Earthbound, well... let's just cross that bridge if we come to it.
  6. We are using the rules in the Player's Hand Book Errata for Torment in Evocations:
    Quote:When making an evocation roll, compare your successes to your Torment- if more of the successes rolled show numbers equal to or less than the character's Torment, the high-Torment effect occurs.

    Example: Magdiel wishes to use Decay on the body of a cancer patient. Magdiel's Stamina is 2 and her Medicine is 3, for a total of five dice, and her current Torment is 7. The difficulty for the roll is a standard 6. Adam gets three successes: 7, 9, and 9. He has more successes that are greater than his Torment, so the evocation works as planned. If he'd rolled 6, 6, and 8, however, the high-Torment effect would have occurred, decaying everything around the character.

    Botches cancel successes starting with the highest successes rolled. (pages 161 and 169)

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