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Star Imbued House Rules
Posted by: Astroworld - 10-29-2019, 03:38 AM - Forum: House Rules - Replies (1)


For Character Creation and XP Costs for Virtues and Edges, refer to Hunter: The Reckoning's Player's Guide. Specifically page 79.

For Information about your Creed (Absolutely necessary to properly roleplay it) refer to the respective Creed Book. 

For additional Edges refer to Creed Books and Hunter the Reckoning: Holy War. 


You may cash in Conviction either:
- Once per month for each virtue (Mercy, Vision, Zeal) 
- Or twice per month for your primary Virtue (Depending on Creed)

You gain: 
- One Conviction weekly every Sunday together with your weekly XP
- One Conviction automatically for participating in an ST-run scene
- A varying amount of Conviction for certain IC actions (Under Hunter-ST discretion, contact @Astro#3066 for that on Discord) 
  - For examples for gains and losses, refer to:

You don't gain: 
- Conviction from gambling on Edges. Period. 

Second Sight/Defenses

- Enables the Hunter to recognize every single supernatural as a supernatural in some way
- Does not identify the kind of supernatural
- Immunity to mind/emotion control (Including Delirium and such)
- 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.
- Reduces Aggravated Damage to Lethal


- Destiny rerolls recharge once a week. (Sundays) 
- Patron is a background to be actively rolled for in certain situations.
   - Tens explode on Patron rolls for Lost Creed Imbued, Infernal Imbued, Divine Imbued and Independent Imbued


When buying an Edge in a path, you can either go with the Core book version as normal or pick the alternative version from the respective Creed book. It's possible to get the alternative version as an Imbued of another Creed, that requires a very solid justification however. Furthermore, in order to prevent an Endgame-level Edge inflation, there is a certain Virtue Point requirement for every level of an Edge, which you need to fulfill before being able to manifest Edges of that level. The chart is as follows:

Edge Level/Minimum Virtue Rating

Damage type revisions:
- Blaze (Innocence 5) deals Aggravated Damage.
- Ravage (Martyrdom 3) deals Aggravated Damage.
- Respire (Redemption 3) deals Lethal Damage and heals Lethal Damage. It may only be used to heal Aggravated Damage on Hunters or mortal Humans.
- Restore (Vision 4) heals Aggravated Damage. (All Damage essential)
- Brand (Defense 3) deals Aggravated on initial hit and then Lethal Damage there on after.
- Burn (Defense 5) deals Aggravated Damage.
- Cleave (Vengeance 1) deals Lethal Damage, aggravated when a Flaming Sword is conjured.
- Surge (Vengeance 4) confers Supernatural attribute bonuses found in Mummy the Resurrection: Core book page 80.
- Smite (Vengeance 5) deals Aggravated Damage.
- Spiral (Deviance 5) deals Aggravated Damage.

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  The Veil System
Posted by: Storyteller J - 10-24-2019, 10:45 AM - Forum: House Rules - No Replies

The Veil
"The finest trick of the devil is to persuade you that he does not exist."
- Charles Baudelaire

Known to vampires as 'the Masquerade,' to Mages as 'the Consensus' or 'Consensual Reality,' and to everyone else as 'the Veil,' the Veil is perhaps the most sacred law of the supernatural. Simply put, the Veil is the overwhelming belief among humanity that the supernatural does not exist. This belief - wrong as it is - is the first, last, and best line of defense against mortals, in a mass panic, taking up arms and killing every single supernatural in the world, and make no mistake, in the age of nuclear weapons, machine guns, drones, and the internet, they are perfectly capable of doing exactly that. As such, in Starke, protecting the Veil is rule number one, regardless of type.

Gone will be days of just assuming everything you do will have no consequences. No longer will players be able to wave around flashy powers without a care in the world. No longer will breaking the Veil be a slap on the wrist. With these mechanics, the consequences for breaking the Veil will become much more severe; but so too will the rewards for protecting it be much more satisfying.

This system will work similar to backgrounds, with ten dots; except these dots, rather than ranging from 1-10, will instead range from -5 to 5. This background CANNOT BE BOUGHT WITH XP. Instead, it is gained (or 'lost') entirely through in-character actions. Every time someone is going to lose (or gain) a Veil point, it must be brought first to the attention of that character's splat's ST, who should notify the other STs in ST chat on Discord.

Their Veil rating will be marked on the character's main Wiki page. Having a low Veil rating will inevitably result in detrimental consequences, ranging from being ostracized from their splat's main faction (Camarilla for Vampires, the Chantry for Mages, the Sept for Garou, etc.), to flaws (Hunted, Masquerade Breaker, Enemy, etc.).


•••••: An exemplar of the Veil. Basically beyond suspicion and the last person anyone would ever suspect of a Veil breach. This character is one of the first people other characters call when the Veil needs patching.

••••: Chameleon. This character is scarily good at blending in with mortals and can be counted on to patch the Veil when it needs patching. Reaching this level provides justifcation for Status with the Council, and at ST discretion, other benefits such as social merits, Background points pertaining to prestige within their faction, etc.

•••: Trustworthy. This character blends in pretty well, was never caught or even suspected of putting the Veil at risk and may have helped patch it.

••: Innocent. This character is either shy or discreet by nature, and they use their abilities in a 'silent' way. While they don't actively try to protect the Veil, they're not considered a threat to the Veil either. (e.g. Characters with high Arcane)

: Presumed innocence. More than likely they're just new and haven't given anyone a reason to think they're a Veil risk. Yet.

-•: Minor risk. While they may not have broken the Veil yet, they have one or two features that marks them as obviously supernatural. If they have any obviously supernatural physical features, they are relatively easy to hide (e.g. wears sunglasses all the time to hide their glowing eyes, has abilities such as Obfuscate or Spheres that allow them to reliably change their appearance, etc.) They can still gain the trust of others by showing that they are both willing and perfectly capable of hiding their obviously supernatural features, and thus gain points.

-••: Veil risk. While they may not have actually broken the Veil yet, they are obviously supernatural and cannot possibly pass for a normal human. This is characters with certain Attributes above 6, certain physical merits or flaws, Nosferatu, etc. and do NOT have an easy way to hide their features. They must gain one in order to gain Veil points.

-•••: Veil-breaker. This character has actually broken the Veil, but the breach can still be patched. They must personally assist in patching the Veil in order to gain points and redeem themselves. If they do not, or they attempt to do so and fail again (or God forbid, make it worse), they will lose points and gain flaws, and almost certainly anger other PCs (not to mention NPCs).

-••••: Major Veil-breach. This character has broken the Veil more than once and is considered a major risk, and has lost the trust of the Council and more than likely their splat's primary faction. They also could be either unrepentant about breaking the Veil, or tried and failed miserably to fix it. Hunters, groups such as the Technocratic Union or the Camarilla's Sheriff, etc. have been alerted to this character's actions and will likely come after them. A character who reaches this level will, at ST discretion, lose Status points, or gain Flaws such as Masquerade Breaker, Enemy 1-3, Hunted, etc.

-•••••: The Veil is completely broken. This character has committed a catastrophic Veil violation (or several). The violation is so severe that it will likely require an entire plotline to rectify the situation, and that will be all but guaranteed to make everyone else hate this character with a passion. Justification for a major flaw (Red List, Enemy 4+, etc.) Might even become a target for PVP if the leader of their primary splat has ordered their execution. If a character reaches this level, they are on the fast track for retirement, and are virtually irredeemable.

Ways to gain Veil points:
  1. Not be obviously supernatural. If you can reasonably pass for a normal human WITHOUT constantly having a supernatural power active, you start with high Veil points. No player character can ever start with a Veil rating of 4 or 5; these must be gained through in-character actions, no exceptions.
  2. Be able to prove that you have a reliable method of appearing perfectly human if you ARE obviously supernatural. Examples include Obfuscate, Spheres, Lore of Transfiguration, Homid form, etc.
  3. Patch the Veil when it is inevitably broken. The more thorough the patch job, the more points can be gained.
Ways to lose Veil points:
  1. Use obviously supernatural powers in front of mortal witnesses. Will lose even more points if it's electronically recorded. Examples include vulgar Magick (with witnesses), unsubtle Disciplines or Gifts, etc. THIS ALSO INCLUDES PHYSICAL ATTRIBUTES (OR APPEARANCE) ABOVE 5!
  2. Intentionally reveal your true nature to a mortal. The only exception to this is if you are doing so with the intention of bringing that mortal into the Veil, such as a Vampire making a ghoul or grooming somebody for the Embrace, a Demon making a Pact, a Mage recruiting somebody into the Chantry in order to teach them Sorcery or a Technocrat recruiting an Extraordinary Citizen, etc. If you do this and succeed at bringing a mortal inside the Veil, no points are lost. If you fail, points are lost.
  3. Maliciously breaking the Veil with the intention of harming another supernatural or attempting to frame them for a Veil breach, if discovered, will result in losing points yourself. If it is discovered that someone who was suspected of breaking the Veil was framed, they will immediately regain their lost points, and the one who attempted to frame them will lose that same number of points instead.

Important notes:
  1. In any ST-run scene, if there are potential mortal witnesses present, it MUST be stated at the beginning of the scene. If it isn't immediately obvious that there are mortals around, it is incumbent upon the ST to call for a Perception + Alertness roll. If this roll is not made and the presence of mortal witnesses is not noted by the ST at the beginning of the scene, then the Veil is, by default, not at risk. We are not here to trick players into breaking the Veil, and we will not withhold critical information from players unless a player fails or botches a Pereption + Alertness roll.
  2. If the scene is not ST-run, if an action was committed by a player character that could reasonably be considered Veil-breaking (such as a particularly vulgar display of supernatural abilities or physical features in a public place), an ST reserves the right, if they are the splat ST for that character's splat, to intercede, or for another ST to immediately pause that scene until that splat's ST can be available to make a ruling.

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  Werewolf House Rules
Posted by: Astroworld - 09-12-2019, 10:37 AM - Forum: House Rules - Replies (6)


Requesting Renown:

Characters can only gain 1 full point in each category per month.

Players are responsible for putting in their own renown requests, in the month that the action has happened. You cannot 'save' a renown request from July and put it in August because you're already over the 1 full point cap. 
* If you forget, that renown is lost. Please put those requests in as quickly as possible so you do not miss out.

Challenging for Rank:

Garou wishing to challenge for rank should challenge someone of a higher rank in the appropriate auspice, or they may challenge the Master of Challenge. If this challenge is to a PC, the challenge should be cleared with the STs as appropriate before it is offered IC.

Necessary time active in order to challenge for Rank:

  • Cliath to Fostern: Minimum of 2 months
  • Fostern to Adren: Minimum of 4 months as a Fostern
  • Adren to Athro: Minimum of 6 months as an Adren
  • Athro to Elder: Minimum of 6 months as an Athro
Retirement: If you retire a character and your 25% refund for a new werewolf character causes you to start with 100xp or more you may start play as a Fostern character, however please note this will require an accompanying backstory that is more detailed than we would ask of a Cliath backstory. Also your character will be a bit older than most cliaths as a result due to their enhanced training.

Renown and Rank:

We are using the Renown Sample Awards from the book. (If you think you have done something worthy of renown but do not see a matching listing in the book, please feel free to ask the STs. We will happily suggest something for you to put in if it is worthy.)

However as you gain rank, you are expected to do more and as such the amount of renown you earn for your actions is less. 

You will put in your renown requests as normal, using the suggested renown from STs for scenes or building your request from the Sample Awards in the book, then apply the modifier below yourself before actually submitting the request.

Some renown rewards will still be honored for the full amount! Some of those rewards are not on the sample renown list in the book but will be suggested by the STs at the time it happens.

* Examples of these might be the renown for leading a group of Garou into battle and bringing back everyone alive.


Level 1 & 2 Gifts

You will NOT need a scene for level 1 & 2 gifts that are in tribe, breed, and auspice. However! If you are new to Werewolf, or have never had a gift scene before, and would like to request a scene. You may do so through the Scene Request Channel on Discord.

In order to earn a level 1 or 2 gift IC, you must submit the following to the ST team in your Experience Request.

Gift Name:
Gift Level:
Book the Gift is from:
XP Cost of Gift:

Out of Tribe Gifts

Requires: Rank 1 – Tribal Lore 2; Rank 2 – Tribal Lore 3; Rank 3 – Tribal Lore 4; and an ST run scene.

Out of Auspice Gifts

Allowed, however you will take a renown hit at the time of learning if you're neglecting fulfilling the role of your own Auspice. Requires ST.

Out of Breed Gifts

Allowed; Requires ST

Alternative Means of Fulfilling gift scene requirements: Due to time contraints on our ST team, you do have the option of discussing the chimnage for In Tribe/In Breed/In Auspice gifts at level 3 and 4.

These are still powerful gifts so the chimnage will require something of you for a lunar cycle or more (Which can be fulfilled via teahouse scenes in the discord or journal posts). The name of the game here is roleplay. If you're likely to learn the gift anyway, we can skip just the scene part so long as we can see you performing this chimnage (payment). Feel free to include your chimnage ideas for In Tribe, In Breed, In Auspice level 3 and 4 gifts in your experience requests as a Quality of Life improvement.


These need to be learned IC. Each rank of Rites takes a week per level to learn it properly and be able to perform it effectively.

Intelligence + Rites (Difficulty 10 - Intelligence) (This CANNOT be lower than difficulty 5)), and Willpower may be spent on learning the rite.

Example: Susan has Intelligence 2. Her difficulty to learn Rites is now 10-2=8

You must post the following to your Experience Request Thread:

Rite Name:
Rite Level:
Book the Rite is from:
(NPC/PC) learned from:
Date learned:
Roll: (Please copy and paste the roll directly from the Discord room)

Adjustments to the above:
We want to reward exceptional success. Sometimes you are just really damn good at learning a particular rite, other times you are shit at learning another. Different garou learn at different paces.

Each success will reduce the cooldown required by (level of rite) days (To a minimum of (level of rite) days!)

Example: Floyd has Intelligence 5, Rituals 5 and scores 5 successes to learn the Rite of Talisman Dedication (A level one rite). He would reduce the time from 7 days (one week) to 2 days (5 days per level of the rite). He could not reduce this to 0 by scoring 7 successes

Example 2: Diana scores 5 successes to learn the Rite of Spirit Awakening (A level two rite). She would reduce the time from 14 days (two weeks) to 4 days (5 days per level of the rite). She could not reduce this to 1, since the level of the rite is the minimum.

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  Vampire House Rules
Posted by: Mortarch - 05-19-2019, 01:43 PM - Forum: House Rules - Replies (3)


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.


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.


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.

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.
  • 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.
  • 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.


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.  


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.
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

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.

Path of Blood, Elemental Mastery, Lure of Flames, Movement of the Mind, Path of Conjuring
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
Biothaumaturgy, Faux Path, Focused Mind, Path of Spirit Manipulation, Path of Corruption, Path of Curses, Thaumaturgical Countermagic, Vine of Dionysus
Hands of Destruction, Path of the Blood’s Curse, Path of Mars, Path of Shadow Crafting, Path of the Father’s Vengeance


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 ( 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 dot in lore the Hunted but it is recommended that you take a dot in your primary enemy type. 

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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Star Combat Mechanics
Posted by: Astroworld - 04-18-2019, 10:00 AM - Forum: House Rules - Replies (2)

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

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. Needless to say, if you're a trusted, active player in this game who has also demonstrated that you know your lore, we'll be more likely to give you a chance to do play one of these.
  • 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: Mage (Overpopulation), Vampire & Werewolf (Splat restructuring, new STs needed)

  • Lasombra Antitribu: The Sabbat have a very bad reputation in Starke, and for good reason. We have had Lasombra antitribu in the past and Camarilla Lasombra are very much an established thing in WoD, but just be warned that you're going to have to work extra hard to earn the trust of others.
  • Independent Clans (Giovanni, Assamites, Ravnos): Starke and Jacksonville are Camarilla territory. Even the Anarchs have a near-nonexistent presence. If you're going to play one of these, be ready to at least pay lipservice to the local Camarilla hierarchy, and do not be surprised if you're met with suspicion and mistrust.
  • Anarchs: Make sure you know exactly what you’re doing and what you’re getting yourself into if you want to play them. While not even close to having the kind of reputation that the Sabbat have, the Camarilla will not respond well to Anarchs trying to set up shop in their territory and potentially ruining what has otherwise been a good thing going for them. If you want to play an Anarch, know that you'll quickly make enemies of the Camarilla, the rest of the supernaturals of Starke will all but certainly refuse to get involved, and since the Anarchs will be starting from scratch, the deck will be stacked against them at the beginning. But hey, what else is new for them?
  • Tal'Mahe'Ra/Inconnu: We don't really have them too deeply involved in our plot, but the STs are open to ideas.
  • 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.
  • Followers of Set (Antitribu): Really sell us on this. Followers of Set in general are severely mistrusted, and the Amenti consider them kill-on-sight. Failure to be able to convince them that you aren't actually following Set will result in a rather messy early retirement.
  • 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.
Temporarily Closed:
  • N/A
  • 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.
  • Kuei-Jin: Their mechanics are an outdated 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.
  • Sabbat: The Sabbat, for in-game plot reasons, have an absolutely atrocious reputation in this game, and would be considered kill-on-sight to pretty much everyone else.
  • Followers of Set: Main Clan are banned as the Amenti consider them kill-on-sight, and no Prince is going to stick their neck out for a Serpent of all things. There are simply too many Amenti in the game right now to allow Followers of Set and expect it to turn into anything other than a PVP bloodbath.
  • Baali: Yes, we know, there are literal demons in this game. The Fallen have been around long enough for other supernaturals to know that they are entirely different entities than other 'types' of demons. Low-Torment Fallen aren't stupid and know exactly what 'typical' Infernalists are like, and the Infernal Court has little patience for a potential liability, of which the Baali are definitely one, given that the Infernal Court shares Jacksonville with the Camarilla.
  • True Brujah: No Temporis. No. Nada. Zero. We're not going there. And before you ask, no, you can't use the Time Sphere as a Mage to do the same thing.
  • Metis: Also called Mules derisively, playing a metis WILL subject your character to IC abuse by some NPCs should they step out of line and is not for the faint of heart. It is not so bad that Metis are unplayable, just know that Metis are not treated fairly in the Nation as a whole. Yes the Sept leaders are fairer than, say, a Fianna sept would be, but what is "fairer" when it's really just degrees of unfairness? By playing a metis you understand that this is Garou on Hard Mode. In Character you might get unfairly punished or punished more harshly. If you play a metis and find that it is not your cup of tea, let the STs know.
  • 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.
  • Stargazers: The Tribe has left the Garou Nation to join the Beast Courts in Asia. However, if you can understand that situation and play to it in addition to an excellent backstory, you might be allowed to play one.
  • Wendigo: Their inherent animosity to a large majority of the population of the area makes this a tough sell. They're not as bad as the red talons so this tribe is only limited for now.
  • Rokea: It should go without saying that if you decide to play one, you're going to be a Betweener, but even then, you also need an exceptional application.
  • Ratkin: The Army of the Wyld. Why they are here? Because they, in more than a few cases, are extremists and don't fear utilizing their so called "asymmetric warfare", better known as terrorism.
  • "Special" Kinfolk: While Kinfolk are of course allowed to be played in this game, what we mean by 'special' Kinfolk are Kinfolk who also know Hedge Magick, have Gnosis or True Faith or Numina, etc. Such Kinfolk are exceptionally rare in the World of Darkness, and the in-game Sept already has several of them. Any more, and the Garou Nation - or worse, the Black Spiral Dancers  or Pentex - will start to take notice. As such, we've decided not to ban them outright, but add them to 'Limited.' If you want to make another one of these, you really need to wow us with the concept and not just want to play one for the 'kewl powerz.'
  • Lost Kinfolk: This is a royal headache for STs. We'd like to see proof you know your lore before allowing a Lost Kinfolk concept in play.
Temporarily Closed:
  • Lupus Anything: The Lupus Breed is dying, we're capped out on Lupus right now
  • Kitsune - Closed until further notice
  • Silver Fang and Get of Fenris: There are just too many in the area right now compared to other tribes.

  • Balam, Celican, Khan and Simba Bastet: They're either already considered defunct or just too violently xenophobic to fit into the game. 
  • Black Spiral Dancers/Skindancers: 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: ST fiat.
  • Red Talons: Their hostility to all non-Garou - including mundane humans - makes them ill-suited to this setting.
  • Homid Rokea: Betweeners are possible, but Homid breed on top of that is a mess neither you, nor we, want to deal with. 
  • Anything from Rage Across the Heavens is banned
  • Hengeyokai: With the current pcs in play, adding this system is a lot of logistical hassle we just don't want to deal with right now
  • Ajaba: Seeing one outside of Africa is already like seeing a leprechaun riding a unicorn while drinking from the Holy Grail. Seeing one in Starke, Florida just breaks all willing suspension of disbelief.
  • N/A.
  • 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 due to in-character reasons for now.
  • Marauders: Way too difficult to work into the game with our current mechanics.
  • Other Technocrats: Syndicate, Iteration X, the New World Order, and the Progenitors, 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, at least for the foreseeable future.
  • Nephandi: Almost nothing in the entire World of Darkness is more kill-on-sight than they are.
  • N/A.
  • 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.
  • 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.
  • N/A.
  • 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.
  • Shuankh-sen: Beholden to nobody and nothing except themselves, which has earned them a fairly bad reputation amongst the Reborn. Allowing them would be a nightmare for the STs, given how many Reborn would want their head on a plate, and not without reason.
  • 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...
  • 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:
  • N/A.
  • 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.

  • N/A.
  • Demon Hunter X: A previous ST allowed them into the game, but any further character from this splat will require a serious talk with the Hunter ST, so that the player can demonstrate knowledge both of the lore and what will be expected of them.
Temporarily Closed:
  • N/A.
  • 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. We tried allowing them in the past, and it turned into a PVP-fest when a Wayward inevitably went too far, which is something we do not want to repeat.
  • N/A.

  • Risen: Risen require a whole different style of play than normal Wraiths. Show us that you know the mechanics and accept the challenges involved.
  • Orpheus: Orpheus play entirely differently than 'normal' Wraiths, get with the ST before submitting your sheet so that you know what to expect.
Temporarily Closed:
  • N/A.
  • 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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