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  • Pale_Crusader
    started a topic Homebrew of Pale_Crusader

    Homebrew of Pale_Crusader

    Frailty Chronicles

    Disclaimer*
    The follow Material is re-written homebrew adapting rules from Danse Macabre, Mirrors, and Walking Shadows for 2 Edition and general re-balancing

    Lexicon:
    Arcane Beat: Five of these add up to a Arcane Experience, which may be spent on Arcanum, Gnosis, Rotes or Mage Specific Merits. It is gained by following Path/Ministry and Order Aspirations to ones detriment.
    Atrocity: An act that is grievously harmful to an ensoulled being
    Attention: The stat used to track how supernatural creature's accumulated acts of Atrocity make it the target of monster hunting conspiracies, including those run by other supernaturals. It is resisted a character's Cover-Up.
    Bane: A weakness gained by being a Horror, being an Ephemeral Being, having a Major Template having some particular Minor Templates or through acquiring Permanent Atrocity (which are known a Personal Banes and are based on the Atrocity that caused the conversion of Temporary Atrocity into Permanent Atrocity).
    Comfort: An advantage, sometimes in the form of merits other times as positive Conditions, that are provided by a Support.
    Complete Template: A character with both major template and a minor template.
    Cover-up: A stat that reflect a character's effort to conceal themselves from those that would hunt them for committing Atrocities. It is capped by Stability Advantage, and is measured by the lowest of the character's Mental and Social Attributes merits invested in the justification of why the character hasn't been found by monster hunters yet.
    Ensoulled: The quality of having a Stability Advantage as this is the defining characteristic of having a soul, and also moral compunction and objective ethical standing as a self aware creature with free-will. Only Ensoulled beings may have the Soulless Condition, as may things don't have a soul but Soulless actually represents having a place for a soul which is empty. Contrast with Spirits, Slashers with a Greater Undertaking, Strix, Huntsmen, or True Fae to compare intelligent beings solely governed by their nature rather than free-will or agency.
    Fundamental Beat: Five of these add up to a Fundamental Experience, which may be spent on Attributes, or Skills. One is earned for each Chapter attended.
    Frailty Chronicles: Collectedly the chronicles run using these homebrew rules, which are based around promoting gritty, balanced game play where actions have the meaningful consequences, while including mechanics that help police the setting in line with how fluff implies it should be policed, based on the presupposed supernatural conspiracies.
    Kink: A complication in the relationship with a Support, and a source of negative Conditions which provide Sanity Beats when overcome, decreases the blow of using the Support to get rid of Temporary Atrocity.
    Major Template: This is one of the two template slows a character has. The other slot is a minor template, the other is a major template. Having both is considered having a Complete Template. See the Template lists below for more details.
    Minor Template: This is one of the two template slows a character has. The other is a major template. Having both is considered having a Complete Template. See the Template lists below for more details.
    Non-Template: This refers to having neither of the two template slots, major template or minor template, a character filled. Unless the character is a Slasher the character is entirely mundane without inherent supernatural abilities.
    Permanent Atrocity: Is the score used to track how monstrous a supernatural creature is. Acts as a penalty to hiding their supernatural nature and a bonus to overt supernatural feat. It is used to calculate Attention.
    Primal Beat: Five of these add up to a Primal Experience, which may be spent on Gifts, Primal Urge, Rites, or Werewolf Specific Merits. It is gained by following Auspice, Tribe and Pack Aspirations to ones detriment.
    Ossulary Beat: Five of these add up to a Ossulary Experience, which may be spent on Manifestations, Psyche, Ceremonies, or Sin-Eater Specific Merits. It is gained by following Threshold, Archetype, and Krewe Aspirations to ones detriment.
    Resistant: An additional description of Damage that indicates it may not be healed by supernatural means. Is because the damage was acquired via a Bane or was somehow mystically opted into as an action of freewill.
    Sanguine Beat: Five of these add up to a Sanguine Experience, which may be spent on Disciplines, Blood Potency, Devotions, or Vampire Specific Merits. It is gained by following Touchstone, Clan, and Covenant Aspirations to ones detriment.
    Sanity Beat: Five of these add up to a Sane Experience, which may be spent on Supports, or to regain lost Willpower Dots.
    Slasher: Beings with either a Greater and/or Lesser Undertaking. Lesser Undertaking is gained by ensoulled or once ensoulled beings having one Stability Advantage, or less, and Greater Undertaking is gained when such a being is reduced to zero Stability Advantage. Slashers with Greater Undertaking are no longer considered ensoulled. All types of templates including Non-Templates may become Slashers and Slashers track Permanent Atrocity.
    Splat: Inclusive term for all of the Major Templates.
    Stray Beat: Five of these add up to a Stray Experience, which may be spent on Contracts, Wyrd, or Lost Specific Merits. It is gained by following Seeming, Lost, and Court Aspirations to ones detriment.
    Story Beats: Five of these add up to a Story Experience, which may be spent on Skill Specialization or Merits. These are the most common type of beat to gain, and is considered the default type of beat for when a beat type isn't specifically listed.
    Support: A supporting non-template or Minor template character on which a character relies upon for support of their sanity, and the maintenance of this relationship is used as one of the counters in their Stability Advantage. It provides advantages in the forms of Comfort and story complication in the form of Kinks.
    Stability Advantage: The general name to collectively refer to Integrity/Clarity/Harmony/Synergy/Humanity.
    Temporary Atrocity: This represents a character's progress to marking themselves as true monsters. Character gains this from committing an Atrocity, and when they add up to the character's Stability Advantage are trading in for one Permanent Atrocity. This is also used in the calculation for Attention. May be gotten rid with by dumping into a Support relationship in the form of a scene of between the Support and character where a support is confronted by how cruel and frightening the character is becoming, providing the character a chance to see the horror in their Support so that they may change their own hearts.

    Portland Oregon Vampire Politics
    Portland Oregon Changeling Courts



    To see a character sheet showing what these how these house-ruled character's would be recorded follow this link:
    EXAMPLE CHARACTER SHEET

    Please forgive that it is formatted 11x 17, double sided flipping along the short edge, I did that because it is meant to be printed as a booklet with cardstock cover. Also references in the character sheet of "Bulwark" should be read as "Support", the character sheet was formatted before the new changeling rules referenced Bulwarks as a mechanic and I did a name change to avoid confusion.

    Atrocity
    People do horrible things to each other, and sometimes it is more inline with the nightmarish and more severe than the petty bites we regularly inflict on each other everyday. This is domain of Atrocity; murder, maiming for permanent injury, financially ruining, destroying or removing a soul, and torture. Atrocity carries supernatural weight, it scars the world and collective psyche, especially within the World of Darkness. It is this weight that defines the difference between supernatural beings and true monsters and is what these mechanics track. Atrocity as an act earns Temporary Atrocity Points.

    When a character does something ask these questions:

    Does the act grievously harm another ensoulled being?
    If yes add one point of Temporary Atrocity.

    Does the harm affect multiple ensoulled beings?
    If yes add one point of Temporary Atrocity.

    Is the harm functionally irrevocable?
    If yes add one point of Temporary Atrocity.

    Did the character inflicting the harm enjoy it?
    If yes add one point of Temporary Atrocity.

    Was there solid justification for inflicting the harm?
    If yes, and the Storyteller agrees, add one less point of Temporary Atrocity. (A good guideline is the Atrocity should be no worse than what it is punishing or necessary to prevent to qualify for examination to judge if this clause apply.)

    Example that could answer all the question yes:
    Shooting the vampire, who murdered you and your family, in the face until he is truly dead in front of his wife and children. You can do this because you are a Sin-eater and that murder was the cause of your Torn threshold. This would net 3 Temporary Atrocity Points

    Reducing Temporary Atrocity Points
    To reduce Temporary Atrocity points you can once per chapter call for a small narrated scene and roll the character's current total Temporary Atrocity Points as Basic Stress against a Support (if the scene fits the Support's Kink subtract 2 dice from the die pool). If the roll is a success or exceptional success all current Temporary Atrocity is removed from the character, however on an exceptional success still removes all Temporary Atrocity but the Hurt is treated as Lethal instead. If successful and the character has a major, minor or complete template the scene always includes horrific clues of the character's monstrous nature which the Support consciously ignores or denies to themselves. This lays the seed of contempt and terror which is part of the damage to the relationship reflected in the Hurt.

    When a character's Temporary Atrocity points add up to equal a character's Stability Advantage, that character's Temporary Atrocity points are cleared and a Permanent Atrocity Dot is added to the character if the have a Minor Template, Major Template, Complete Template, and or a Major Slasher Undertaking. Non-template characters and is without a Major Slasher Undertaking do not gain Permanent Atrocity. When non-template characters have their Temporary Atrocity Points add up to their Integrity, they clear the Temporary Atrocity Points and lose a Support as if it was due to Aggravated Hurt.

    Affects of Permanent Atrocity
    Atrocity carries supernatural weight, and that weight is filled with tainted power. Monsters are terrifying for good reason, even though they are riddled with flaws and weaknesses in horror stories.

    Each Permanent Atrocity Dot adds a Personal Bane to the character appropriate to how they gained the Permanent Atrocity, increases the severity of all Banes, permanently increases the likelihood of drawing the Attention of Monster Hunters, adds a bonus die to all rolls that use Supernatural powers (This include rolls that have a Skill or Attribute enhanced by a supernatural source) except when attempt to conceal the character's supernatural nature, and a penalty to all rolls to conceal the character's supernatural nature.

    If Attention ever exceeds Cover-Up while in the mundane world gain Survielled Condition

    Attention = Temporary Atrocity + Permanent Atrocity

    Cover-Up is a statistic that represents the effectiveness of concealing one's monstrous nature and activities.

    It is capped by the character's Stability Advantage. A Character's Cover-Up is the amount of Attention they can withstand before they suffer the Survielled or Hunted Conditions.

    Cover-up = Total of Merits Dots used to conceal monstrous nature + lowest Mental or Social Attribute

    Player needs to describe how these merits contribute to their Cover-Up:

    Potentially Applicable Merits:
    Alternate Identity
    Anonymity
    Fame
    Mundane Status
    Resources
    Retainers
    Safe Place

    Beings without Supports automatically gain a dot of Permanent of Atrocity whenever they commit an act of Atrocity that would have net Temporary Atrocity greater than zero. They are also not capped in Cover-Up based on their Stability Advantage. Instead corporeal beings, like horrors, Slashers with a Greater Undertaking, Huntsmen have a cap of 1 cover-up. Ephemeral beings, such as but not limited to spirits and ghosts, have a cap of 3 and uses its Finesse to calculate Cover-Up. These may be modified by how easily an area hides monstrous violence and cruelty. Either may have a +5.

    Example of calculation:
    Vinny, the Mortal Mafia Tough Guy
    Permanent Atrocity: 0 (as a non-template Vinny can't acquire Permanent Atrocity)

    Temporary Atrocity: 2 (Vinny does a lot of bad things but also regularly dumps his Temporary Atrocity into his Support relationship such as his battered girl friend, his long suffering mother, and other relationships that he has lost over the years. He refrains from dumping Temporary Atrocity into some relationships such as his best friend and co-knee-breaker Joe, or his mafia boss Bruno.)

    Integrity: 4 (Integrity is the number of Support the character retains. Vinny has lost several Support relationships because of his habit of dumping his Temporary Atrocity into them, as well as the Hurt caused by the breaking points he violates. His mother, girlfriend, best friend and mafia boss are his 4 remaining Supports.)

    Intelligence: 1 (Vinny isn't particularly bright, and Intelligence is his lowest Mental or Social stat.)

    Merits: Status: Mafia 2 and Alternate Identity 1 (Vinny his standing in the Mafia and his Alias of "Mr. Gray" make sure people don't connect his work to his home life.)

    This adds up to a Cover-Up of 4, and an Attention of 2. This leaves Vinny vulnerable to gaining the Survielled Condition by those looking for monstrous activity were he to commit an Atrocity that would be worth 3 or more Temporary Atrocity. Vinny would do well to drop more Atrocity before coming another Atrocity, but he risks losing more Support, thus Integrity. This is the spiral that leads to becoming a Slasher.

    What's the line between monsters, brutal hitmen or serial killers you ask? Very little when you're investigating to find them.

    Most mundane people have a Cover-Up of 2, (Having 'average' as their lowest Mental or Social Attribute, and no merits specifically applied to conceal Atrocity incurring acts) Strangely people with Mental or Social deficiency, thus a Social or Mental Attribute of 1, are more likely to dedicate merits for hypothetical or actual Atrocity incurring acts, thus raising their average Cover-Up. This is likely caused by emotionally or mentally maladjusted individuals being the most likely to resort to Atrocity. Did this just justify some players' tenancy to make min-maxxed combat-monkeys? Yes, with the caveat that it now comes with mechanical disadvantages, additional point costs, and means they cop to playing an "emotionally or mentally maladjusted individual" for a character.

    The worst monsters (10 Permanent Atrocity) in game need to maintain perfect Stability Advantage, and extensive infrastructure in the form of Merits concealing their monstrous nature, and can't commit a single Atrocity unless it is justified, brings them no pleasure and only harms only one ensoulled being in a way they isn't irrevocable, without being the subject of Monster Hunter Attention.

    At these highest levels of Permanent Atrocity a monster that has painted itself into a corner, such as the iconic dispassionate vampire Prince staking his foes or even a Werewolf that is the emotionally dead and physically scarred Alpha of a massive Pure pack that only beats a forsaken up to make an example of him, but leaves him alive and doesn't outright strip a forsaken pack of their territory even though he could. When you've become this powerful from being a monster you are on a tight-wire and must be more merciful than lesser monsters. Should those examples slip, by losing Merits that make up their Cover-Up, gaining Temporary Atrocity, or losing a Support, they fall into a downward spiral of gaining the Survielled and Hunted Conditions until they die or undo slip.
    Last edited by Pale_Crusader; 11-30-2016, 01:42 PM.

  • Pale_Crusader
    replied
    I've done some tweaking to the Vampire Clan Weaknesses for Balancing, intergrating into Frailty Mechanics and Thematics. For example: A redemption story arch for increasing Humanity is no longer pointless from a Clan Bane point of view.

    Clan Banes
    The five lineages of Kindred each carry affinities for certain Disciplines. This gives them advantages others may not have access to. On the other hand, each clan also has a bane, a particular aspect of the curse that only affects their familial line. Clan banes do not affect a vampire until she drops to six dots of Humanity or below. They do go away if she regains her seventh dot or higher.

    Daeva: The Wanton Curse
    Daeva immerse themselves in the mortal world; it not only feeds them, it compels them. After a Daeva drops to Humanity 6 or below their understanding of emotional intimacy warps due to the Beast's influence to mingle in sexual and feeding desire. The Daeva at or below that level of Humanity has the Persistent Dependent Condition toward all their Supports (see p.302). The Condition only goes away when resolved. This transformation of all intimate relationships with mortals to ones which are sexually and feeding desire charged is a major source of derision by other vampires due to other the inappropriate nature of such desires.

    DEPENDENT (PERSISTENT)
    Your character has become obsessed with a mortal. This obsession is for both attention and for blood. She suffers all
    the effects of a second-stage blood bond (see p. 100) as if she were bound to the mortal.
    Possible Sources: Daeva clan bane.
    Resolution: Death of the mortal or raising Humanity to 7 or higher and then suffers loss because she avoided responsibility to pursue her obsession with that particular mortal which then finally satisfies the itch they feel.
    Beat: Your character suffers loss because she avoided responsibility to persue her obsession.

    Gangrel: The Feral Curse
    Gangrel Beasts boil close to the surface. While a Gangrel is Humanity 6 or lower, they can run with the devil inside her, but has difficulty fighting it. All her dice pools to resist frenzy are capped by her Humanity dots - Permanant Atrocity. This weakness does not affect dice pools to ride the wave.

    Mekhet: The Tenebrous Curse
    Mekhet blood is the blood of shadows. Their Requiem is one of secrecy and symbolism. For this reason, when a Mekhet's Humanity drops to the point they suffer their Clan's Weakness, each suffer a single bane that is not tied to Permanent Atrocity. While a Mekhet is Humanity 6 or lower, they gain a Personal Bane based on the circumstance of how the relationship with the Support was lost. As well, consider such a Mekhet’s Permanent Atrocity to be one dot higher for the damage and penalties inflicted by Banes in general. This is not actual Permanent Atrocity, conferring none of the benefits, and is capable of raising the penalties and damage above the cap of 10, but both the Personal Bane and virtual Permanent Atrocity go away if the Mekhet's Humanity raises to 7 or above.

    Nosferatu: The Lonely Curse
    Nosferatu embody fear, disgust, and all manner of uncomfortable feelings. This manifests in Nosferotu with Humanity 6 or below. Some are inhumanly ugly. Some have a gaze that makes a person feel violated. Every Nosferatu of this Humanity range has something that stands in the way of normal relationships. When dealing with humans, treat the Nosferatu’s stress rolls to inflict Hurt upon Supports as two dice higher, and treat any Presence and Manipulation failures as dramatic failures. This bane does not apply to interactions with Touchstones or Kindred.

    Ventrue: The Aloof Curse
    The Ventrue are confident. Why wouldn’t they be? They’re clearly superior. This attitude frequently causes Lords conflict, as they treat all those around them as objects, especially those they care about most. Stress rolls due Breaking points always focus on a Touchstone Support, and until all Touchstone Supports are lost they are the only Support relationships which allow the purging of Temporary Atrocity. After losing their Touchstones all Stress which inflicts Hurt is treated as the next most severe type, Lethal for Basic, Aggravated for Lethal, for all remaining Supports.

    Leave a comment:


  • Pale_Crusader
    replied
    I thought, why should vampires get all the fun of having Touchstones which give them conditions which help support themes of their gameline?

    So I made this:

    Touchstones are the most important Support relationships.
    In game terms, Touchstones help a Ensoulled being maintain his Stability Advantage by adding dice to Break Point rolls. If a character has a single attached Touchstone, it adds a +2 die bonus to Breaking Point rolls. With multiple Touchstones, add a +3 die bonus. When a an Ensoulled being has no Touchstones, all their Breaking Point rolls are made at a –2 die penalty.
    Upgrading an existing Support into a Touchstone depend on whether it is to replace a previous Touchstone via loss through Hurt, Exposure or simply gaing an additional Touchstone. Both replacing a Touchstone lost through Hurt, Exposure when Vengance is chosen, and an all together new Touchstone requires the Touchstone Merit (see p. 115) in addition to a single die Exposure Basic Stress roll on the Support being upgraded reflecting the additional time and implied background downtime interactions deepening the relationship. When the Touchstone being replaced was lost due to Exposure and the character opts for Grief they need only a single die Exposure Basic Stress roll on the Support being upgraded reflecting the additional time and implied background downtime interactions deepening the relationship. Write the Touchstone designator symbol next to the name of the Support on your
    Every Major Template has a Condition they gain after they have gone a month after they lose their last Touchstone.

    Changeling Condition
    DAMSEL JINX
    Your character's life becomes the plaything of the capacious wiles of the Wyrd and powerful beings. The nature of this Condition is an aura of unfortunate twisting of Fate, each dawn levies a cumulative -1 penalty on all rolls (-10 Maximum Penalty) made by other entities, beings, and characters in the same scene as your character except in the following circumstances: The roll is to determine the source of their misfortune; their Rank or Power Stat is 6 or higher; they are actively trying to harm, capture, restrain or kill you. In the case of beings or Entities with Power Stat or Rank of 6 or greater in the same scene as your character, they instead gain the what the penalty would be as either refresh in Willpower and/or their particular Supernatural Fuel Source for holding you captive each month, split as they choose, automatically sensing that what they must do to harvest that from you.
    Possible Sources: Losing your last Touchstone.
    Resolution: Being rescued by someone for whom they have the True Friend Merit or who has the True Friend Merit for them. Alternatively gain a Touchstone.
    Beat: n/a

    Mage Condition
    MANIACAL
    Your character's magic becomes so metaphysically separated from any ethical mooring or concern for mere mortals that for any Yantra to count for spellcasting at least one of them must also qualify as an Atrocity. For Mages without Paradigm Bane but that have this Condition, acting out this Atrocity becomes an additional unflavored requirement to use their preset Mage Spells, but for Mages with the Paradigm Bane the Yantra must also fit their Paradigm. Any spell which is attempted that doesn't satisfy these Atrocity requirements add your Gnosis to the Minimum Paradox Die Pool. Also you may lose the ability to regain Willpower normally and instead regain all Willpower through resolving an Obsession, in addition to resolving an Obsession's normal affects.
    Possible Sources: Losing your last Touchstone.
    Resolution: Gain a Permanent Atrocity. Alternatively gain a Touchstone.
    Beat: n/a

    Sin-Eater Condition
    SHROUDED
    Your character starts to lose sight of the world of the living while it also loses sight of them, leaving you alone with the Dead. Your senses slide off living beings as if they are not there, as if they are cloaked from you by a vampire's Obfuscate (V:tR pg 138). Likewise you are similarly cloaked from living beings, though both you and they subconsciously register that the other is present, but both are not actively aware of the other. If either observer is forced to deal with something hidden from their perception — being thrown into an occulted crowd of people, or bitten by an occulted dog — those observers can then recognize the subject’s existence for the rest of the scene. Additionally you are treated as if you are an Ephemeral Entity for purposes of Abjuration and Warding costing a Plasm per Psyche to attempt to resist, with the additional caveat that mundane Security measures are treated as Warding and you attempting attention drawing actions in a scene where an Ensoulled Living being is present requires the same effort as overcoming Abjuration. If successful at resisting either of the Warding or Abjuration counts as forced observation for those in the scene. Due to this lack of incidental contact, to avoid inflicting Hurt as per reducing Exposure upon remaining Living Supports the you must succeed in breaking through Abjuration with each Living Support you with to reach out to.
    Possible Sources: Losing your last Touchstone.
    Resolution: Reaching out to at least one Living Support to maintain the relationship. Alternatively gain a Touchstone.
    Beat: n/a

    Vampire Condition
    LANGUID
    Your character feels the draw of torpor. His actions grow sluggish each night that passes, until eventually he falls to the sleep of ages. Every night that passes with this Condition, levy a cumulative –1 die penalty on all actions (-10 Maximum Penalty). As well, rising from daysleep requires a point of Vitae for each dot of Blood Potency.
    Possible Sources: Losing your last Touchstone.
    Resolution: Falling to torpor. Alternatively gain a Touchstone.
    Beat: n/a

    Werewolf Condition
    GURIM-DESASU (Translation: RABID-CRAVINGS)
    Your character feels drawn to terrible acts. His mind twists in with preverse hungers that grows each night that passes, as he slowly becomes nothing more than a mere mechanism of misery until eventually he relents to his most shameful appetites. Every night that passes with this Condition, levy a cumulative –1 die penalty on all actions that aren't Atrocities (-10 Maximum Penalty). As well, waking from sleep strips a point of Willpower instead of replenishing it as frantic cannibalistic fever dreams wrack his unconscious.
    Possible Sources: Losing your last Touchstone.
    Resolution: Killing and devouring for Essence a number of Ensoulled beings equal to their Primal Urge. Alternatively gain a Touchstone.
    Beat: n/a

    Leave a comment:


  • Pale_Crusader
    replied
    Supernatural Bans
    This is a a list of Standard Bans each Major Template has per dot of Power Stat, and are Cumulative.

    Vampire
    1. Always enter and remain in Torpor while a shaft of wood pins them through their ribcage to grounded soil.
    2. Always spend 1 Vitae animating own body each night when not in Torpor.
    3. Always gain the Misinformed, Delusional, or False Memories upon waking from Torpor.
    4. Enter Torpor at least once every century. (Sleep of Ages part 2)
    5. Always remain in Torpor until Blood Potency is reduced to 1 (Sleep of Ages part 2)
    6. Never remain in the Material World unless supported by Environmental Condition of Enervated which matches your former Virtue or Vice. (Pulled into nearest pitch black shadow which acts as a portal to the Dark when support collapses)
    7. Never remain in the Material World unless supported by an Open Environmental Condition of Enervated which matches your former Virtue or Vice. (Pulled into nearest pitch black shadow which acts as a portal to the Dark when support collapses)
    8. Never remain in the Material World unless supported by a Dark Gateway which relies on an Environmental Condition of Enervated which matches your former Virtue or Vice. (Pulled into nearest pitch black shadow which acts as a portal to the Dark when support collapses)
    9. Never remain in the anyplace other than the Dark unless supported by a Dark Gateway which relies on an Environmental Condition of Enervated which matches your former Virtue or Vice. (Pulled into nearest pitch black shadow which acts as a portal to The Dark when support collapses)
    10. Always Diablerize those descended of your Curse that you encounter.
    Werewolf
    1. Spend 1 Essence for each night without a Pack or outside your Pack’s Territory (or if the Pack has no Territory)
    2. Spend 1 Essence for each month without Siskur-Dah
    3. Spend 1 Essence for each month without time in the Material world
    4. Spend 1 Essence for each month without time in the Hisil
    5. Spend 1 additional Essence for each phase of the moon that passes without the Siskur-Dah.
    6. Never remain in the Material World unless supported by an Environmental Condition Resonant with Siskur-Dah of their Pack. (Pulled into nearest Hisil Verge when support collapses)
    7. Never remain in the Material World unless supported by an Open Environmental Condition Resonant with Siskur-Dah of their Pack. (Pulled into nearest Hisil Verge when support collapses)
    8. Never remain in the Material World unless supported by a Shadow Gateway which relies upon an Environmental Condition Resonant with Siskur-Dah of their Pack. (Pulled into nearest Hisil Verge when support collapses)
    9. Never remain in areas in the Hisil that reflects the Material World unless supported by an Environmental Condition Resonant with Siskur-Dah of their Pack. (Pulled into nearest section of the Hisil that doesn’t reflect the Material World when support collapses)
    10. Never remain in areas in the Hisil that reflects the Material World unless supported by an Open Environmental Condition Resonant with Siskur-Dah of their Pack. (Pulled into nearest section of the Hisil that doesn’t reflect the Material World when support collapses)

    Mage
    1. Never affect phenomena, environmental tilts or conditions with the Abyssal tag with Supernal Magic.
    2. Never affect ephemeral beings with the Abyssal tag with Supernal Magic.
    3. Never affect physical beings with the Abyssal tag with Supernal Magic.
    4. Never affect anything with the Abyssal tag with any supernatural ability.
    5. All supernatural effect under your control immediately ends when within sensory range of a being with the Abyssal tag.
    6. Never remain in the Material World unless supported by Environmental Condition of an Ascended Paradigm which matches your Paradigm Bane. (Pulled into nearest otherworldly Iris when support collapses)
    7. Never remain in the Material World unless supported by an Open Environmental Condition of an Ascended Paradigm which matches your Paradigm Bane. (Pulled into nearest otherworldly Iris when support collapses)
    8. Never remain in the Material World unless supported by a Gateway which relies on an Environmental Condition of an Ascended Paradigm which matches your Paradigm Bane. (Pulled into nearest otherworldly Iris when support collapses)
    9. All supernatural effect under your control immediately ends when entering the Material World.
    10. Never perceive the Material World or anything in it (even yourself), because you literally cannot experience the grossest aspects of the Lie (though that doesn’t prevent them from affecting you).

    Changeling
    1. Never affect Cold Wrought Iron with supernatural powers.
    2. Never resist a Keeper whom holds their restraints.
    3. Never resist a Huntsman whom holds their restraints.
    4. Never resist any type of Privateer whom holds their restraints.
    5. Never leave Arcadia
    6. Never remain in the Material World unless supported by an Environmental Condition for a Contrivance which matches one of your Contrivance Conditions. (Pulled into Hedge when support collapses)
    7. Never remain in the Material World unless supported by an Open an Environmental Condition for a Contrivance which matches one of your Contrivance Conditions. (Pulled into Hedge when support collapses)
    8. Never remain in the Material World unless supported by a Hedge Gateway which relies on a an Environmental Condition for a Contrivance which matches one of your Contrivance Conditions. (Pulled into Hedge when support collapses)
    9. Transform into an Actor of an appropriate True Fae, gain the Claimed Condition by that True Fae
    10. May only reach into the Material World to drag into the Hedge a being triggering one of the Five Entrapment Clauses of the True Fae Claiming you.


    Sin-Eater
    1. Spend 1 Plasm for each week without gaining a Clue for a Death focused Mystery
    2. Spend 1 Plasm for each night without spending time in a place with a Menace that matches your Threshold
    3. Spend 1 Plasm for each week without a Krew
    4. Spend 1 Plasm for each month without time in the Material world
    5. Spend 1 Plasm for each month without time in the Great Below
    6. Never remain in the Material World unless supported by an Environmental Condition Menace that matches your Threshold. (Pulled into nearest Avernian Gate when support collapses)
    7. Spend 1 Plasm for each day without ferrying a dead soul deeper into the Great Below
    8. Never remain in the Material World unless supported by an Open Environmental Condition Menace that matches your Threshold. (Pulled into nearest Avernian Gate when support collapses)
    9. Spend 1 Plasm each day that time was spent above ground in the Material World
    10. Never remain in the Material World unless supported by an Avernian Gateway which relies upon an Environmental Condition Menace that matches your Threshold. (Pulled into nearest Avernian Gate when support collapses)
    Last edited by Pale_Crusader; 06-02-2018, 03:26 AM.

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  • Pale_Crusader
    replied
    Non-Skill Based Minor Templates

    Dhampyr
    Some vampires perform strange experiments producing life with borrowed vitality, through ill-advised acts of passion during fits of temorary mortality, or strange curses and contract can produce a living child. These children are born with a curiosity for the supernatural and traits which make them particularly dangerous for the Kindred community.
    Becoming a Dhampyr:
    Dhampyrs are always born with this minor template and because of that it has the following Prerequisite: Character Creation Only.
    Tags Gained: Vampire
    Sanguine Will: May spend Vitae instead of Willpower to use Dread Powers, and may spend Willpower instead of other Vitae when using a Discipline. This does not grant a Vitae Pool, which must be acquired from another source for this to be applicable for the character.
    Potency: The character gains one dot of Potency as if he were a Horror, this affect Willpower Capacity, and Supernatural Tolerance. For those with a Major Template the Supernatural Tolerance does stack with that granted by the splat’s Power Stat.
    Crushed by Banality: Every month a dhampyr goes without fulfilling their feeding Aspiration the lose access to a Willpower Dot, but upon fulfilling the Dhampyr’s Feeding Aspiration he regains access to all the Willpower Dots they lost access to, in the state they were lost in(filled with Willpower Points or empty). Dhampyrs also gain Willpower points by fulfilling their Feeding Aspiration. Unlike other types of Aspirations the Feeding Aspiration does not grant Beats.
    Feeding Aspiration: Seek out the supernatural
    Dread Powers:
    Vampires Heckles
    Dhampyr has incredibly honed senses for creatures with the Vampire Tag (such as Revenants, other Dhampyres, Bloddbathers, Vampires, and Strix) and gains a +4 bonus to all Perception rolls, and applies 9-Again to the dice pool.
    Unnatural Vitality
    Dhampyr possesses incredible powers of regeneration. As a reflexive action once per turn, the creature can spend 1 Willpower per round, healing one point of lethal damage or two points of bashing damage for each Willpower expended in this way.
    Foul Blood
    Dhampyr's blood has a metaphysical repulsiveness to it. This inflicts the moderate version of the Sick Tilt upon any being that bites the Dhampyr for lethal damage or otherwise gets the dhampyr's blood in their mouth; This happens automatically when the dhampyr is bit, or the dhampyr may take blood from an existing wound and force some into their opponent's mouth with an Control Weapon check during a grapple. A dhampyr is immune to the sickening affect their own blood, but not the blood of other dhampyrs.

    Privateer Captain
    Some changeling will do anything to avoid going back, but most have lines they won't cross. Privateer Captains are far past most changelings' lines and in any respectable freehold would be hunted if they were not so dangerous. Privateer Captains with crew of Privateers can rack up a kingdom of fetch slaves and a wealth of Tokens of Reprieve when cooperating with one or more Goblins, and also tend to forge many enemies.
    Becoming a Privateer Captain
    Some argue that Goblins while sleazy and untrustworthy are not inherently dangerous if you're mindful, and then there are those that know that without Goblins there would be no Privateer Captains. Utter contemptibly corrupt changelings who've bargained away their Mortality to a Goblin in exchange for Fae Letters of Marque and Reprisal, a special type of token which allows them act as a middleman in the Goblin Market moving more hapless victims into Arcadia. Mortality and whatever Personal Aspiration is lost are the only acceptable Price for Fae Letters of Marque and Reprisal. Only an Ensoulled Changeling with a Personal Aspiration to fuel the Goblin Bargain qualify to become Privateer Captains, due to obscure fae laws from time immemorial. Due to the Atrocity and Breaking Points that go hand and hand with fulfilling the Feeding Aspiration means Privateer Captains often end up Slashers with a Greater undertaking, but a Slasher Changeling isn't Ensoulled so he's unable to fuel a Goblin's Bargain.
    Glamorous Will: May spend Glamour instead of Willpower to use Dread Powers, and may spend Willpower instead of Glamour to use Contracts. This does not grant a Glamour Pool, which must be acquired from another source for this to be applicable for the character.
    Potency: The character gains one dot of Potency as if he were a Horror, this affect Willpower Capacity, and Supernatural Tolerance. For those with a Major Template the Supernatural Tolerance does stack with that granted by the splat’s Power Stat.
    Addicted to Privateering: Every month a Privateer Captain goes without fulfilling their feeding Aspiration the lose access to a Willpower Dot, but upon fulfilling the Privateer Captain’s Feeding Aspiration he regains access to all the Willpower Dots they lost access to, in the state they were lost in(filled with Willpower Points or empty). Privateer Captains also gain Willpower points by fulfilling their Feeding Aspiration. Unlike other types of Aspirations the Feeding Aspiration does not grant Beats.
    Feeding Aspiration: To use their Fae Slaver Middleman Dread Power as described.
    Dread Powers:
    Sold Mortality
    Privateer Captains are not bound by mortal laws of life and death because their mortality was sold to a Goblin during a Goblin's Bargain which grants this Minor Template. The Bargain forms a 1/12th scale candle figurine out of magical wax which has the Contrivance (Macguffin); The wax is indestructible but can be melted with hot metal. The candle can also lit but instead of burning down the figurine and person it represents ages at twice normal speed as long as it remains lit. This sold mortality does not make the Privateer Captain indestructible, per se, but if he’s killed by anything other than one of his Banes, he just comes back in a later scene like nothing happened. All damage done by Bane is reflected upon the standing form of the wax candle figurine and hot metal being pressed into the wax candle figurine is a Bane of a Privateer Captain. Even if a Privateer Captain’s destroyed with one of his Banes, he’s never really gone, the wax can be reformed into the undamaged figurine by Hedgespinning the wax in a cauldron over a fire burning one of the Changeling's Icons by a Fae Tinker using the manipulation level Influence (MacGuffin). Only letting the candle figurine remain lit until the changeling does of old age is a sure way to keep the Privateer Captain truly dead.(Bane of having their wax candle figurine representing their mortality harmed, -Lighting the candle caused the figurine and the person represented to age instead of burn down normally- Immortal Reworked)
    Beyond Petty Concerns
    Privateer Captains are also nearly indestructible. Any attack that does not score an exceptional success inflicts only a single point of bashing damage. Exceptional successes inflict damage as normal. All applicable Banes a Privateer Captain have bypass this power.(re-work of Unbreakable)
    Fae Slaver Middleman
    Privateer Captains have an ability to acts as part of the supply chain sending new captive to Arcadia, while producing obedient Fetch slaves. A non-template or ensoulled fae must capture and restrain a Minor Template or non Template whom they wish to trade in for a more compliant copy. Then a Privateer Captain presides over a Goblin using their Goblin's Bargain Dread Power to grant the fetch of the individual as an appropriate number of dots as a Retainer, and when the Bargain is accepted by both the Goblin and the non-template or minor template, the Privateer Captain waves his Fae Letter of Marque and Reprisals and causes the Goblin to receive a Token of Reprieve as the Non-Template or Minor Template is instantly replaced by a Fetch subservient to the Non-Template or Ensoulled Fae made the Bargain. The vanished individual becomes a Changeling if they ever escape Arcadia, and in essence that Template is added to the
    (Rework Miracle-By acting as a middle-man in a bargain selling a minor or non-template to the Hob holding their mortality to cause a minor or non-template to become a changeling thus making a fetch, which is enslaved to the person selling to the aforementioned Goblin Must have Fae Letters of the Marque and Reprisal granting them Privateer rights which was bought with their mortality on their person to make the deal.)
    Bane: Wax of the candle figurine representing mortality being melted with hot metal.
    Last edited by Pale_Crusader; 11-07-2016, 12:08 PM.

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  • Pale_Crusader
    replied
    Minor Templates
    Where Major Templates are things often bestowed upon a character by forces and/or beings beyond a person’s control Minor Templates are the sources of supernatural power that can be mastered with dedication, effort, and the correct secrets. Several Minor Templates are even available to a formerly non-template character. Going through with the rituals to unlock the becoming a Minor Template fundamentally alters a person’s soul to perform

    Goblin
    Cruelly dealing with mankind to crush their hopes and dreams by offering them ill-begotten bargains is the quintessence of being a Goblin. Those that are Goblin opt into the role by binding themselves as actors in the tropes “Careful what you wish for”, “Deal with the Devil”, and “Want of a nail”. Many Goblins are Hobs, Lost and even True Fae, but the dubous honor is available to any character which hasn’t already taken a different Minor Template, as long as they can meet the requirements.
    Becoming a Goblin:
    Opting into the role of being a Goblin require crafting a black market deal so legendary that become a known as semi-mystical figure for "deals with the Devil" Goblin (which uses the equipment building rules page CoD 100, Resolve + Steetwise if the crafting is done under pressure) and then the Goblin-to-be must enact this deal in a location in the mundane world with a Contrivance Condition matches the deal and is Open or greater. Upon completing the deal to seal the bargain the Goblin-to-be spends a Willpower Dot. Crafting the story
    The mechanical prerequisites to become a Goblin vary in the following ways
    • If the person is a Lost, Hob, or True Fae they require Streetwise 1 and a Skill Specialization Illicit Deals This is because becoming a Goblin is innately intuitive for any of those that are already fae, and the little remaining is the mastery represent in that skill and specialty.
    • If the person is not already fae, they require a Social Merit representing the relationship to the person who is already a Goblin which is instructing the character in how to become a Goblin (even if the Goblin is another Player Character or Support, though this is often done as a Mentor relationship, there is flexibility in which social merit is most appropriate), Streetwise 2 and a Skill Specialization Illicit Deals.
    • Someone who isn’t already a fae and has no relationship to guide them may still stumble across the methods of becoming a Goblin but require Steetwise 4 and a Skill Specialization Illicit Deals.
    Tags Gained: Fae
    Glamorous Will: May spend Glamour instead of Willpower to use Dread Powers, and may spend Willpower instead of Glamour to use Contracts. This does not grant a Glamour Pool, which must be acquired from another source for this to be applicable for the character.
    Potency: The character gains one dot of Potency as if he were a Horror, this affect Willpower Capacity, and Supernatural Tolerance. For those with a Major Template the Supernatural Tolerance does stack with that granted by the splat’s Power Stat.
    Hungry to devour hopes and dreams: Every month a Goblin goes without fulfilling their feeding Aspiration the lose access to a Willpower Dot, but upon fulfillng the Goblin’s Feeding Aspiration he regains access to all the Willpower Dots they lost access to, in the state they were lost in(filled with Willpower Points or empty). Goblins also gain Willpower points by fulfilling their Feeding Aspiration. Unlike other types of Aspirations the Feeding Aspiration does not grant Beats.
    Feeding Aspiration: To strictly abide by Bargains the purchaser deeply regrets.
    Dread Powers:
    Goblin Merchant's Eye
    A Goblin can see into the depths of its victim’s soul. By spending 1 Willpower, it automatically learns the victim’s Aspirations, telling Personal Aspiration from other types with ease. Also it can keenly see if the subject has previous lost Aspiration through Bargain/Miracles or equivalent powers that trade Aspirations for an effect, knowing what the Aspiration lost was, and what was gained in its place. By spending an additional Willpower point, it learns which current Aspirations if they were lost would cause a breaking point. Subsequent Willpower points reveal the best things to offer for which Aspiration, and in the wording which would seem tempting to the target but could be twisted in intent to cause a breaking point. If the creature uses its knowledge against the victim, it earns an exceptional success on a roll of three successes or more. Accepting a Bargain is always a beat for the victim if it causes a breaking point as intended.(Reworking of Know Soul)
    Goblin Bargain
    A Goblin is capable of performing miraculous feats in the name of fulfilling a Goblin Bargain with a Non Template or an ensoulled Fae being with Personal Aspirations. Such feats include, but aren’t necessarily limited to:
    • Removing (or applying) any Condition or Tilt (or
    similar affliction not modeled by these mechanics).
    • Granting any Merit, Skill, or Attribute at 5 dots.
    • Causing someone to die.
    • Fulfilling an Aspiration of the victim.

    The Goblin cannot do any of these things unless explicitly part of deal with with a Non Template or an ensoulled Fae being who has Personal Aspirations to lose and accepts the Goblin's offer in whose terms include a price crouched in poetic terms symbolic of the Personal Aspiration they will lose in exchanged for a small physical representation of their fulfilled wish. Goblins can grant nearly anything but magic of this sort comes with a price. When the Goblin grants a victim’s wish, one of the victim’s Personal Aspirations is destroyed utterly. The character will never be able to fulfill it or replace it with another Aspiration. Use of this power is an Atrocity. Any being accepting a Goblin Bargain gains the Be-Careful-What-You-Wish-For Contrivance, along with any other Contrivances that fit the nature of the Bargain.
    (Reworking of Miracle: The non-template must accept a deal to grant their request whose terms include a price crouched in poetic terms symbolic of the Personal Aspiration they will lose in exchanged for a small physical representation of their fulfilled wish.)
    Goblin Market
    A Goblin can turn a single room, cubical, stall, or tent into a space which is known as a Goblin Stall. It does this by spending 3 Willpower and touching an enterance to the location. The location remains a Goblin Stall for an hour and while it may be entered through the normal means to enter the area, it gains other methods as well. Anyone other than the Goblin who attempts to leave the Goblin Stall must succeed at a Wits + Composure check minus the Goblin’s Resolve each time they attempt to leave the area; if they fail they re-enter the same Goblin Stall, and if they succeed they enter another Goblin Stall within a Mile, the Hedge, or where the exit normally leads (defaulting in this priority if the leaver isn't actively choosing: another Goblin Stall, The Hedge) Additionally Goblin Stalls may be entered at the location corresponding Hedge location. If a Goblin leaves the area the effect ends immediately. The coordinated timing that causes interconnection of Goblin Stalls is how Goblin Markets form.(Reworking of Maze)
    Powers which may be Purchased:
    Any Goblin Contact for the normal costs
    Splat Exclusive Merits which may be Purchased:
    Goblin Pledges (Also allows ability to make Pledges strictly for this purpose if the character didn’t already have the ability to make Pledges)
    Storytelling Hints: Goblins often set up a “Goblin Market” with the Maze Dread Power to restrict potential buyers from wandering off, all the while repeatedly offering them deals first persuasively but sometimes through intimidation and even using violence to scare the mortal into buying if the Goblin is desperate enough. Hob Goblins and some Lost Goblins within the Hedge also collectively use these Market as a way to deal with local Changelings to trade Hedge Fruits and make other types of deals, and share the burden of refreshing the Maze when they want to keep customers in.

    Bloodbather
    There is life and mystical power in blood, and this is something
    Becoming a Bloodbather:
    Becoming Bloodbather requires devising a bloodbathing ritual, which is described below. The process of devising a bloodbathing ritual (which uses the equipment building rules page CoD 100, Resolve + Occult if the crafting is done under pressure). Upon completing the ritual, the Bloodbather-to-be spends a Willpower Dot to bind their life force to the ritual.
    The mechanical prerequisites to become a Bloodbather vary in the following ways
    • If the character already has the Vampire Tag, they require Occult 1 and a Skill Specialization related to blood magic or human sacrifice. This is because becoming a Bloodbather is innately intuitive for any of those that are already sustained via vampirism, and the little remaining is the mastery represented in that skill and specialty.
    • If the person is not already a vampire, they require a Social Merit representing the relationship to the person who is already a Bloodbather which is instructing the character in how to become an Bloodbather (even if the Bloodbather is another Player Character or Support, though this is often done as a Mentor relationship, there is flexibility in which social merit is most appropriate), Occult 2 and a Skill Specialization related to blood magic.
    • Someone who isn’t already a vampire and has no relationship to guide them may still stumble across the methods of becoming an Bloodbather but require Occult 4 and a Skill Specialization related to blood magic.

    Tags Gained: Vampire
    More than one way to bleed:
    There are fundamentally different variants of the Bloodbathing ritual and they are as follows:
    • Ghoul Ritual: Another character with the Vampire Tag anoints or baths the Bloodbather with portion of their blood and power (Equal to an a Vitae for a Kindred or Strix, a Willpower for another Bloodbather or Horror which also counts as a vampire). The vampire character using their blood to anoint the Bloodbather to fulfilling te Bloodbather’s Feeding Aspiration may once each scene they share may refresh a Leveraged condition previously resolved on the Bloodbather. (Please note the Bloodbather may not be forced to fulfill their Feeding Aspiration against their will. To accept a vampire providing their power to fulfill the Bloodbather’s Feeding Aspiration is to accept that vampire as a master.)
    • Atrocious Ritual: The bloodbathing ritual is described in terms that make it a 2-4 point Atrocity which involve bathing in blood and is committed by the Bloodbather. The Atrocity must be done is a ceremonial way, and its details must be consistent with how it was first described when this minor template was gained.
    • Cult Ritual: This ritual requires being a top ranking member of a Mystery Cult (Which means having the 5th dot) whose ultimate secret purpose is to maintain those at top as Bloodbathers through either committing atrocities for the leaders or through sharing the burden of bloodletting among willing devotees. Which way the cults work is defined when founding the Mystery Cult, but either way maintaining the Bloodbather template is the benefit not expressed game mechanic granted by the 5th dot of this particular Mystery Cult. The number of times the cult can fulfill a particular Bloodbather’s Feeding Aspiration is determined by that Bloodbather’s dots in the Herd merit.
    Sanguine Will: May spend Vitae instead of Willpower to use Dread Powers, and may spend Willpower instead of other Vitae when using a Discipline. This does not grant a Vitae Pool, which must be acquired from another source for this to be applicable for the character.
    Potency: The character gains one dot of Potency as if he were a Horror, this affect Willpower Capacity, and Supernatural Tolerance. For those with a Major Template the Supernatural Tolerance does stack with that granted by the splat’s Power Stat.
    Sustained by Bloodbathing: Every month a Bloodbather goes without fulfilling their Feeding Aspiration she loses access to a Willpower Dot, but upon fulfilling the Bloodbather’s Feeding Aspiration she regains access to all the Willpower Dots she lost access to, in the state they were lost in(filled with Willpower Points or empty). Bloodbather also gain Willpower points by fulfilling her Feeding Aspiration. Unlike other types of Aspirations the Feeding Aspiration does not grant Beats.
    Feeding Aspiration: Perform their personally devised version of the bloodbath ritual.
    Dread Powers:
    Immortal (this includes a cessation of aging, and the special condition that can bring a Bloodbather back is a bloody human ritual sacrifice done in the Bloodbather’s name, but the Bloodbather may)
    Numen: Resurrection (May only be used on a being with the Vampire Tag, and the Willpower points may only be spent during fulfilling the Feeding Aspiration, and thus may require multiple bloodbaths to complete. Additionally this version does not remove any template that adds the Vampire Tag.)
    Numen: Rapture

    Storytelling Hints: Bloodbathers and the variety between different types put morality themes in stark contrast. Fundamental to these themes are questions like “How can the value of life be measured?” and “What would the consequences of removing the finality of death?”. While exploring themes that sprout up from

    Skinchanger
    Becoming Skinchanger requires forging an intense bond with an animal and then killing it in a way that leaves its skin intact and after its death attempting to climb into the body or otherwise under its skin. The process of bonding is vital to the process (which uses the equipment building rules page CoD 100, Presence + Animal Ken if the crafting is done under pressure). Upon completing the gruesome task of attempting to climb into their dead companion, the Skinchanger-to-be spends a Willpower Dot to dedicate themselves to the exercise.
    The mechanical prerequisites to become a Skinchanger vary in the following ways
    • If the character is a Uratha, Host or Claimed, they require Animal Ken 1 and a Skill Specialization related to the first animal victim. This is because becoming a Skinchanger is innately intuitive for any of those that are already halfway between spirit and flesh, and the little remaining is the mastery represent in that skill and specialty.
    • If the person is not one of the above exceptions, they require a Social Merit representing the relationship to the person who is already a Skinchanger which is instructing the character in how to become an Skinchanger (even if the Skinchanger is another Player Character or Support, though this is often done as a Mentor relationship, there is flexibility in which social merit is most appropriate), Animal Ken 2 and a Skill Specialization related to the first animal victim.
    • Someone who isn’t already a vampire and has no relationship to guide them may still stumble across the methods of becoming an Skinchanger but require Animal Ken 4 and a Skill Specialization related to the first animal victim

    Tags Gained: Shapeshifter

    Essential Will: May spend Essence instead of Willpower to use Dread Powers, and may spend Willpower instead of other Essence when using a Gift. This does not grant an Essence Pool, which must be acquired from another source for this to be applicable for the character.

    Potency: The character gains one dot of Potency as if he were a Horror, this affect Willpower Capacity, and Supernatural Tolerance. For those with a Major Template the Supernatural Tolerance does stack with that granted by the splat’s Power Stat.

    Itch to change skins:Every month a Skinchanger goes without fulfilling their Feeding Aspiration she loses access to a Willpower Dot, but upon fulfilling the Skinchanger’s Feeding Aspiration she regains access to all the Willpower Dots she lost access to, in the state they were lost in(filled with Willpower Points or empty). Skinchanger also gain Willpower points by fulfilling her Feeding Aspiration. Unlike other types of Aspirations the Feeding Aspiration does not grant Beats.

    Feeding Aspiration: Use the Skin-Taker Dread power on a new victim.

    Dread Powers:
    Beastmaster
    Skin-Taker (This power may only be done while in a Mortal Mask or a character’s otherwise most human form. Please note that animals are valid targets for skin-taking.)
    Numen: Mortal Mask (this is how skinchangers “change back” to an appearance close to its original human form but it is always imperfect and is merely a disguise. Their “true form” is the last skin they stole and the skinchanger suffers all the weaknesses of this power.)

    Slat Powers which may be Purchased:
    May by only

    Splat Exclusive Merits which may be Purchased:
    Herd

    Storytelling Hints: The profound relationship with the first animal victim, the extremely intense and morose acts of killing it and attempting to climb inside it has a strong trend of drawing individuals that view this template as a way to become an animal. Strictly speaking the powers of this minor template work just as well on humans and supernatural beings, and since Skin-Taken deals with the form and appearance, not the powers of the target, having the drawback of changing the forms is by necessity of fulfilling their Feeding Aspiration a temporary proposition and makes long term impersonation of humans or supernatural not sustainable. Skin-Taking a series of animals whose primary benefits are not their identities has many advantages to consistently Skin-Taking a beings whose are useful mostly only because of their identity and that has to be discarded in less than a year. The most successful skinchangers understand Skin-Taking in ways that are Atrocities is something to resort to only when it can’t be avoided because it draws far more attention than preying upon animals or even spirits.

    Body Thief
    Becoming a Body Thief requires radical coveting another person’s life or identity to the point that it becomes a white hot burning insanity. It always includes the potential Body Thief having an Obsession Condition about emulating, stalking, or becoming like their first target. A Body Thief’s first victim is always someone who already has the Soulless condition, sometimes this is a coincidence with other times this is arranged. While all the other Minor Templates may be entered into without understanding the full implications, Body Thief is the most likely to be accidentally joined. The Obsession changes into a power when the correct constellation of factors align. Body-Thief-to-be will feel a profound moment of connection to their first target, and they have an opportunity to spend a Willpower Dot to “hold on tighter”, “push the intimacy further”, or “explore the connection more deeply”. If they do they they must decide what type of connection it is and they gain this Minor Template.
    The mechanical prerequisites to become a Body Thief vary in the following ways
    • If the character is a Sin-Eater, they require Larceny 1 and a Skill Specialization of Personal Affects. This is because becoming a Body Thief is innately easy for any of those that are already past death’s door and is sharing their body with an undead spirit backseat driving, and the little remaining is the barrier represented in that skill and specialty. This means it is extremely easy for Sin-Eaters with a proclivity for fixating on relationships or people to accidentally become Body Thieves.
    • If the person is not a Sin-Eater, they require a Social Merit representing the relationship to the person who is already a Body Thief which is instructing the character in how to become an Body Theif (even if the Body Thief is another Player Character or Support, though this is often done as a Mentor relationship, there is flexibility in which social merit is most appropriate), Larceny 2 and a Skill Specialization of Personal Affects.
    • Someone who isn’t already a Sin-Eater and has no relationship to guide them may still stumble across the methods of becoming an Body Theif but require Larceny 4 and a Skill Specialization of Personal Affects

    Tags Gained: Body Thief

    Multiple Types of Connection:
    Upon gaining this Minor Template the new Body Thief must immediately decide between Mind, Body, or Soul, as the most important. Depending on their choice it affect the condition under which they may use their Soul Thief Dread Power.
    • Mind: To Use the Soul Thief Dread Power upon someone else they must be an ensoulled being without the Soulless Condition you must convince them to willingly accept giving you complete power over their life, which they willingly seal by them spending a Willpower Dot.
    • Body: To Use the Soul Thief Dread Power upon someone else they must be an ensoulled being without the soulless Condition you personally must render them susceptible to a Killing Blow from you. Having others make them susceptible to your killing blow lacks the intimacy required for the power to work.
    • Soul: To Use the Soul Thief Dread Power upon someone else they must be an ensoulled being without the Soulless Condition you must coerce them to commit an Atrocity.

    Grave Will: May spend Plasm instead of Willpower to use Dread Powers, and may spend Willpower instead of other Plasm when using a Manifestation. This does not grant an Plasm Pool, which must be acquired from another source for this to be applicable for the character.

    Potency: The character gains one dot of Potency as if he were a Horror, this affect Willpower Capacity, and Supernatural Tolerance. For those with a Major Template the Supernatural Tolerance does stack with that granted by the splat’s Power Stat.

    Nourished by Souls:Every month a Body Thief goes without fulfilling their Feeding Aspiration she loses access to a Willpower Dot, but upon fulfilling the Body Thief’s Feeding Aspiration she regains access to all the Willpower Dots she lost access to, in the state they were lost in(filled with Willpower Points or empty). Skinchanger also gain Willpower points by fulfilling her Feeding Aspiration. Unlike other types of Aspirations the Feeding Aspiration does not grant Beats.

    Feeding Aspiration: Use the Soul Thief Dread power on a new victim to devour the soul.

    Dread Powers:
    Soul Thief (The requirements for this Dread Power is defined by what variant of Body Thief the character is.
    Influence: 1 Soullessness (Those with the Soulless Condition count as the base Condition for this to Strengthen into an Open state for Host Jump)
    Numen: Host Jump (Requires the target have the Open Soulless. This also has a side effect of causing the target to Host Jump to the body the body thief for the duration of the Possession or Claiming. The Soulless, mental and social conditions, all templates, as well as Slasher Undertakings follow those jumping bodies. When the duration is over the two beings switch again, regardless of in what state or in which bodies they are in, and this can cause strange “shuffling” of bodies when multiple jumps or multiple possessing entities are involved. Body Thieves cannot use this Dread Power when they have the Soulless Condition. After switching bodies the target’s Soulless condition is no longer Open, and must be Strengthen again to permit others Body Thieves to Host Jump them. If a Claim make the trade more or less permanent, access to Merits of the body Jumped into is managed via Sanctity of Merits, meaning total number of Merits remain in equilibrium to what the Claiming character has purchased. This means an inexperienced Body Thief which isn't invested in managing Merits can lose access to many of the Merits of a host that was heavily invested into managing Merits, while a body thief that was more heavily invested in managing Merits can maintain everything their host has and possibly grow or retain mental based merits they previously had. It is basically an opportunity to arrange the Merits as best to reflect the exchange of bodies)
    Last edited by Pale_Crusader; 12-21-2016, 02:27 PM.

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  • Leliel
    replied
    Apologies for bumping your stuff, but I noticed that Maniacs don't have a weakness like other Scourge slashers.

    It's not so hard for me to think of one, though.

    "Despite-or just as likely because-of their meticulous planning and charisma, Maniacs never truly expect to fail in a meaningful capacity, and when they do, they panic a little. When a victim of the Implant Mission power fails in their task or the Maniac fails an extended roll with her machination dice pool, she loses a point of Willpower and gains the Obsessed Condition in regards to fixing what went wrong."

    Also wondering if Deviants will be added at some point. Just curious.

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  • Pale_Crusader
    replied
    Instead of using the blanket term of ‘Essence’ as the universal term for fuel of ephemeral beings existence and abilities they are divided with terms from various splats. Where these terms are the same as those used in a splat they represent a compatibility of fuels sources. Fuel sources that are normally corporeal, such as vitae, are ephemeral while within an ephemeral being.

    It is important to note that ephemeral beings do not sleep and thus cannot regain a point of Willpower through simple rest. Sleeping to regain Willpower is distinctly a trait of Ensoulled beings.

    Manifestations
    Twilight Form If the entity enters the material world, it does so in Twilight (see p. 253). The Effect has no cost. All entities have this Manifestation but it is counted again how many Manifestations they may have.
    Discorporate In emergencies, the entity can voluntarily Discorporate as though it had lost all Corpus to lethal injury — a painful way to escape a greater being threatening to permanently kill it. The Effect has no cost.
    Reaching (Essence Attuned Ephemeral Beings Only) By spending one Power Source, the entity applies the Reaching Condition to itself. The activation roll is penalized according to the local Gauntlet Strength.
    Gauntlet Breach (Requires the appropriate Condition at the base of the Condition tree, Essence Attuned Ephemeral Beings Only) By spending three Power Source, the ephemeral being forces itself through the Gauntlet —returning to the Shadow from the physical world, or appearing in Twilight Form by entering the material world. The activation roll is penalized by the local Gauntlet Strength.
    Gateway (Requires Open Condition) The entity can open a portal to its home realm that it and other creatures may use. This costs three Power Source, or Power Source equal to Gauntlet Strength for a Gateway into the Shadow. It applies the Gateway Condition to the location.
    Image (Requires the appropriate Condition at the base of the Condition tree) By spending one Essence, the entity may make its Twilight form visible to material beings for a scene.
    Materialize (Requires Open Condition) By spending three Power Source, the entity may shift from Twilight form into the Materialized Condition.
    Fetter (Requires Open Condition) By spending two Power Source, the entity adds the Fettered Condition to itself. Living beings targeted by this Effect contest the roll with Resolve + Composure + Gnosis. If the Effect is successful, living targets gain the Urged Condition.
    Unfetter (Requires Fettered Condition) By spending one point of Power Source, the entity temporarily suppresses the Fettered Condition for a Scene, allowing it to use other Manifestation Effects or roam in Twilight. When the Scene ends, any Manifestation Effects used during it immediately end. If the entity isn’t back within range of its Fetter (see p. 260) when Unfetter ends, it immediately goes dormant.
    Possess (Requires Open Condition) By spending three Power Source, the entity gains temporary control over an object, corpse, or creature, applying the Possessed Condition to the subject. Living subjects contest the roll with Resolve + Composure + Supernatural Tolerance. An ephemeral being must be capable of Fetter Manifestation to buy Possess.
    Claim (Requires Controlled Condition) By spending five Power Supply, the ephemeral being gains permanent control over an object, creature, or corpse, applying the Claimed Condition to the subject. Living subjects contest the roll with Resolve + Composure + Primal Urge. An ephemeral being must be capable of both the Fetter and Possess Manifestations to buy Claim.
    Hob (Requires Claimed Condition, Glamour Attuned Ephemeral Beings Only) By spending seven Power Supply, the ephemeral being merges its identity, immortality, and nature into an object, creature, or corpse that was Claimed, thus ceasing tis decay if it was a non-living subject and also makes the being a Hob. This ephemeral being metamorphoses into a Horror with the same Potency as it had a Rank but always has the Immortal Dread power. It retains its Banes and Bans. An ephemeral being must be capable of the Fetter, Possess, and Claim Manifestations to buy Hob.
    Familiar This Manifestation is special: no ephemeral entity possesses it innately, but it may be granted by the spell “Familiar” (p. 183 MtA). The entity is under the Familiar Condition unless the bond is ended.
    Originally posted by Reighnhell View Post
    Originally posted here, this is a collection of

    ~ Thanks!
    New Manifestations

    Dreamwalker: (Requires Open Condition) By spending 2 Essence, the entity shifts from Twilight into the Dream Space of an individual or location with the Open condition. Once there, it can interact with the Dream Space in the same way it interacts with the real world (including other entities also active in the Dream Space), and may use influence and numina.



    Whisperer: With it they can slowly lure a targeted individual into sin and depravity. This is similar to the Fettered Manifestation, but does not require the Open Condition. By spending 2 Essence, the entity adds the Whisperer Condition to itself. Beings targeted by this Effect contest the roll with Resolve + Composure + Supernatural Tolerance. If the Effect is successful, targets gain the Urged Condition.


    Twilight Abduction: The entity can attempt to drag victims within one yard into an incorporeal state, allowing it to freely interact with the target. Spend three Essence points, and roll the entities’ (Power + Finesse) .The target resists with a roll of (Resolve + Composure + Supernatural Tolerance). If the entity wins, shadows drag the victim and his worn possessions through a sudden imploding tear in space. In an instant, the rift closes, and the victim enters Twilight for one hour per remaining success.[/SIZE]
    Universal changes to of Ephemeral beings

    Where CoD lists the word "Essence" between pages 124-139 instead "Supernatural Fuel appropriate to the type of Ephemeral being"

    We are not using the God Machine for the Frailty Chronicles, and mentions of the God Machine and its version of angels should be ignored.

    Ephemeral Entities have a Ban for each Rank and these do not overlap but can interlock for devastating affect, with those gained at higher ranks being more esoteric, arcane, and obscure. All Ephemeral Beings also have an appropriate Bane, plus Personal BanesNames gained via Permanent Atrocity.


    Changed Numina
    Drain (changed to) Drain
    The entity can steal Willpower or any Supernatural Fuel Source that they can otherwise stake from ephemeral entities from a material being(chosen at activation). The activation roll is contested by Stamina + Resolve + Supernatural Tolerance, which ever character -entity or target- gains the most success the most successes receives the point of the stolen power per success, while the other loses a like amount.

    Essence Thief (Changed to) Varied Appetites
    The entity may steal a supernatural fuel from one additional type of supernatural fuel used by another type of ephemeral being per purchase of this Numina. This has the side-effects of making the ephemeral being able to perceive and being perceivable by all potential prey, and while the prey may not steal supernatural fuel that it normally can not feed upon, it can attack back and physically interact with an ephemeral being which it is vulnerable to. When devoured the fuel becomes the primary type used by the being possessing this Numina. (Please note while this does give the ability to interest with ephemeral beings in Twilight, it also opens one up to being physically assaulted/killed by those beings, see "Terrors from Beyond".)

    Ephemeral Beings and Associated Conditions

    ---Mana Based Ephemeral Entities---

    Angel
    Angels are Ephemeral beings that require the Ascendant Condition of a corresponding specific Paradigm to use their Manifestations and use Mana as their supernatural fuel source. Angels are entities of pure Supernal magic and each is tied to a particular Paradigm. Angels gain Mana through others sacrificing to them, in a way similar to how a mage can sacrifice items to harvest Mana, but is mystically empowered by their presence so even devout non-template can fulfill the Yantra needed, in addition to the universal methods to for ephemeral beings to regain supernatural fuel.
    Each angel has a Purpose, the reason for its existence and the mechanism by which it regains willpower. When attempting but failing to further its purpose it gains back one Willpower, and when successful they regain all Willpower. This makes an angel in pursuit of their purpose extremely determined foes (as reflected in a willingness to spend willpower to achieve their purpose) as success replenishes any Willpower invested, and reserved spending of willpower would only happen when it began to seem unlikely that success was possible even with extensive willpower spent.

    Sample Purposes:
    • Ferry the souls of the dead deeper into the underworld
    • Inspire art and creative brilliance in mortals
    • Disprove the existence of the supernatural to the public
    • Punished the dead souls of the damned.
    • Guard the gates to Eden
    Angels Influence is always their Purpose. Angels within Twilight are visible to those with the Paradigm Bane (including Angels of the same Paradigm) which matches their Paradigm. Angels are governed by the Prime Arcanum
    Natural Plane: Aether
    Universal Tags: Supernal, Angel, Ephemeral
    Variable Tags (IE Specific Paradigms): Emergent Entheogenic Ritualism, Enochian Invocation , Onmyōdō, Hermeticism Goetia, Hermeticism Alchemy, Qigong, Aetheric Electromagnetism, Paranormal Psi Testing, Harmonic Mesmerism, Hellenic Vitalism, Phrenological Surgery, Christian Theurgy, Sufi Mysticism, Hermeticism Theurgy, Kabbalism, Mesoamerican Blood-Letting, African Tribal Shamanism, Theosophic Meditation, Vodoun Invocation, Shaolinquan, Neo-celtic derivative, New Age practices, Shinto Animistic Practices

    Ascendant is a condition that applies to locations that may be used as Yantra for specific Paradigm due to their suitable nature, beings in the process of using action Yantra to use powers or cast spells, and objects that are dedicated as tool Yantra. During casting of a spell or use of a power that has the condition is Open.

    ---Solely Willpower Based Ephemeral Entities---

    These beings automatically have the Drain Numina for free. They are always able to see and interact with other Ephemeral Beings in Twilight as all beings have Willpower.

    Demon
    Demons are Ephemeral beings that require the Corrupt Condition of a corresponding specific Vice to use their Manifestations and use Willpower as their only supernatural fuel source. Demons are found is a wide variety of locations from dreamscapes, wounds within the spirit world, astral realms to the Great Below. They are formed out of the Vice that corresponds to the type of Corrupt condition they need to Manifest. They have the ability to lie immune to all attempts to augur the validity of their statements, able even when under compulsion to do otherwise, and are impenetrable to mental probes, though they are capable of providing a false front to anyone trying to gain information from them. This makes knowing anything about them with certainty difficult. Some claim to have be fallen angels, others say they are born of mortal repressed desires, and yet other claimed to be souls of the damned reforged in the flames of Hell.
    Demons regain a single Willpower by being in the presence of those failing a breaking point or gaining Atrocity because of fulfilling a Vice corresponding to the demon's nature. If within the presence of someone failing a breaking point while also gaining an Atrocity because of fulfilling a Vice Corresponding to the demon's nature, the demon regains all Willpower, in addition to the universal methods to for ephemeral beings to regain supernatural fuel. Demons alway have at least one Vice, and may or may not have other tags, as appropriate.
    Demons always have some Influence with their Vice, and may or may not have other related influences based on a variety of factors. Demons are ephemeral beings which are only visible when they have tags of other types of ephemeral beings which are visible to specific character types or effects. Demons without those types of tags are always invisible within twilight, even to other Demons. Demons are governed by the Arcana which are tagged under another Ephemeral being type, and solely those Arcana governing the Demon. Demons without sutypes are governed by no Arcanum, and thus can be terrifying for Mages to deal with.
    Natural Plane: ? (Some demons say they're from Hell, but demons tend to be very unreliable about their testimony.)
    Universal Tags: Demon, Ephemeral
    Variable Tags (IE Specific Vices): Cruel, Hateful, Petty, Lecherous, Drunkard, Gluttonous, Envious, Lazy, Depressed, Egotistical, Arrogant, Lustful (IE Specific Subtypes of Demons) Angel, Ghost, Spirit, Thought-form

    Corrupt is a condition that applies to locations stained by Atrocities while fulfilling a Vice repeatedly that also leaves a spiritual Resonant condition related the to Atrocity, though the Corruption condition remain until properly exorcised even if the spiritual Resonant condition is removed. The Corruption Condition also exists upon an ensoulled being while they are in the act of committing an Atrocity to fulfill their Vice. Demons universally have the

    Tulpa
    Tulpa are Ephemeral beings that require the Focused Condition to use their Manifestations and use Willpower as their only supernatural fuel source. Unlike other Ephemeral beings Tulpa cannot use their Manifestation upon physical beings or enter the physical world ever, but rather use them as their means to interact with intruders within a dreamscape, those within astral realms, or beings within twilight while astral projecting. Possession and Claiming manifestation become a means to do control the spying entity, or to trap a dream/astral body within the tulpa's form until another interloper slays the captured mind to release an near full strength tulpa to do more battle. For tulpa that Claim fae beings intruding upon dreamscapes which are then ejected into Astral Space upon a dreamer waking up, they face actual death should the tulpa get them killed in an Astral battle.
    Tulpa constantly regenerate Willpower, corresponding to the obscurity or fame the subject they protect, per turn. This makes them extremely powerful as far as ephemeral beings go. It can not use the Materialize manifestation except in those other worldly planes.
    Tulpa exist in a Twilight state even in places where there is no state of twilight, such as the Dreamscapes, the Hisil, the Hedge, the Underworld or the Astral.
    Tulpa within the Astral and Dream Realms are governed by the Mind Arcanum, while Tulpa protecting famous locations and times are equally governed by Mind, Time, and Space.
    Natural Plane: Dream Realm, Astral Realm, Material Realm-Twilight
    Universal Tags: Thoughtform, Ephemeral

    Focused is a Condition that applies to beings within dreamscape other than their own, astral realms, and while within twilight as an astral projections. The Focused condition is considered naturally Open when a being can perceive what the Tulpa defends.

    ---Plasm Based Ephemeral Entities---

    Ghosts
    Ghosts are Ephemeral beings that require the Anchor Condition that is tied to the specific ghost which enables them to use their Manifestations and use Plasm as their supernatural fuel source. Ghost are entities which are echoes of beings that died. Ghosts within twilight in the material world are always within 10 yard per Rank of something or someone with an Anchor condition. If a ghost doesn't have something or someone with an Anchor condition specific to them, that ghost is drawn through an Averian Gate that opens at the nearest location with the Menace condition which matches the ghost's Threshold.
    Each ghost has a Threshold which reflects the nature of their death, Torn for that die due to violence by intelligent beings, Forgotten for those that die due to accidents and chance, Stricken for those that die due to illness and disease, Silent for those that die due to deprivation and unfulfilled needs, and Prey for those that die due to being victim to natural predators and exposure to the elements.
    Ghosts Influences are narrowly targeted at the beings/locations/objects which also have the Anchored condition specific to that particular ghost. Ghosts retain the Anchors of the being they are echoes of as they were at the time of that being's death, and those are the same methods of it regaining Willpower. Ghost gain Plasm by people making offerings or monuments in their memory, with the Resource value of the offering being the amount of Plasm regained. This also applies to grave goods interred with the decease's remains.
    Ghosts only consists of ranks 1-3 for ephemeral beings, 1 existing as a mere echo, rank 2 being a self-aware apparition haunting in the material world, rank 3 being the highest a ghost can reach in the underworld before it must transform into a geist.to grow in power.
    Ghosts within Twilight are visible to Sin-Eaters, Geists, and fellow Ghost. Ghost are governed by the Death Arcanum.
    Natural Plane: Material World
    Universal Tags: Ghost, Undead, Ephemeral
    Variable Tags (IE Specific): Always the specific name of the Ghost (Threshold of death) Torn, Forgotten, Stricken, Prey, Silent

    Anchor is a condition that applies to locations, objects, and rarely beings that were important to the being that the ghost is an echo of at the time of that being’s death. The condition occurs naturally upon the things affected as a ghost initially forms, but supernatural powers and spells may create it artificially.

    Geist
    Geists are Ephemeral beings that require the Menace Condition of a corresponding specific Threshold to use their Manifestations and use Plasm as their supernatural fuel source. Geists are entities of that used to be Ghosts but have mutated to become closer to an avatar of a certain type of death. In Twilight in the Material world Geist bleed Plasm every hour it is not Claiming a corpse with a Menace of the same Threshold as the Geist to create a Draugr Horror or within 100 yards of a location with the Menace condition. Possession by a Geist at the moment of death by a Minor Template or Non-Template freezes subjective time for the subject while the Geist offers the Bargain, and bestows the Sin-Eater Template if the Non-Template/Minor Template accepts the Bargain.
    Geist always have Influence in the type of death the geist represents. Geists regain all spent Plasm and Willpower by causing deaths matching their Threshold. Geists within Twilight are visible to Sin-Eaters. Additionally Sin-Eaters see the Geists of other Sin-Eaters as a double-exposed images where the viewer can clearly make out both even though they overlap.
    Geist only consists of rank 4-5 for ephemeral beings. Rank 4 being a newly formed geist before it escapes the underworld, and rank 5 being a geist as it escapes the underworld in search of someone to enact the bargain with or get dragged back into the underworld to lose its rank.
    Geists are governed eqally by the Death and Sprit Arcana, requiring both in equal measure to affect/perceive a geist.
    Natural Plane: Stygia
    Universal Tags: Geist, Undead, Ephemeral
    Variable Tags (IE Specific Threshold): Torn, Forgotten, Stricken, Prey, Silent

    Menace is a condition that applies to relative low elevation locations heavily stained with death energy, either from particular gruesome or extraordinary death or through severe decay of the structure and macabre atmosphere. Corpses have a Menace the same Threshold as their cause of death. Menace also applies to ensoulled creature as they are bleeding out, and counts as Open during the turn an ensoulled creature fills its last health box with aggravated damage. The circumstances of the death determines which is the applicable Threshold. The Menace condition in location means it can be opened as an Avernian Gate by a geist or sin-eater, and when allows to the Autochthonous Depths.

    Kerberos
    Kerberos are Ephemeral beings that require the Perdition Condition of a corresponding specific Oblivion to use their Manifestations and use Plasm as their supernatural fuel source. Kerberos are entities of that used to be Geists or Ghost but have mutated to become a death demigod. Unable to exit the Underworld to enter the Material world, Kerberos are unable to enter a state of Twilight.
    Kerberos only consists of rank 6+ for ephemeral beings with ranks Kerberos 6 ruling over domains that require crossing one or two rivers, ranks Kerberos 7 ruling over domains that require crossing three or four rivers, ranks Kerberos 8 ruling over domains that require crossing five or six rivers, ranks Kerberos 9 ruling over domains that require crossing seven or eight rivers, ranks Kerberos 10 ruling over domains that require crossing nine or greater rivers,
    Natural Plane: Stygia
    Universal Tags: Kerberos, Undead, Ephemeral
    Variable Tags (IE Specific Oblivion): Dissolution, Cessation, Dubiety, Impotence, Annihilation

    Oblivion is a Condition that only applies to things and beings within the Underworld, but every being and thing in the underworld is attuned to at least one sub tag of Oblivion. Things that enter the Underworld immediately gain an Oblivion if they don't already have one. Oblivion is a type of fatalistic death energy that marks how something will cease to be, and by gaining the mark it greatly increases the chance that will be the ultimate cause of that doom. Besides entering the Underworld, visiting certain places while performing certain acts, or having a Kerberos apply the condition directly are the significant ways to gain this condition.


    ---Essence Based Ephemeral Entities---
    Essence based ephemeral beings are mostly spirits which are the broadest range of ranks for ephemeral beings as they don't metamorphose to different types of beings as they gain in power, which could be attributed

    Spirit
    Spirit are Ephemeral beings that require the Resonant condition of a corresponding nature to use their Manifestations and use Essence as their supernatural fuel source. Spirits are reflections of objects, animals, emotions, and place, but never Ensouled beings, which come into dormant existence within a spirit world reflection of the material world. In the spirit world, known as the Shadow to some occult scholars aware of its existence and Hisil within the language universally used by the spirits and werewolves known as First Tongue.
    Spirits gain one Essence by spending a whole day at a location in the material world which has an Open Resonant condition which matches their nature, or to a place in the Hisil corresponding an object or location which has a Resonant condition which matches their nature. Spirits also gain Essence equal to. Spirits regain Willpower by gaining Essence
    Spirit's Influence always reflects its nature. Spirits within Twilight are visible to werewolves, Indigm, Hosts and fellow spirits. Spirits are governed by the Spirit Arcanum.
    Natural Plane: Shadow or Hisil
    Universal Tags: Spirit, Ephemeral
    Variable Tags: Tags tend to be general enough to leave room for storyteller interpretation, but specific enough to sum up the nature of the spirit.

    Resonant is a condition that reflects how strongly some being, thing or place has a nature that a spirit of a corresponding type to exploit to affect the physical world.

    Indigm
    Indigm are Ephemeral beings that require the Resonant condition of a corresponding nature to use their Manifestations and use Essence as their supernatural fuel source but are not spirits. Indigm represent impossible things from before the dawn of creation. Indigm speak the language universally used by the spirits and werewolves known as First Tongue.
    Indigm gain Essence by devouring spirits and other beings with Essence..
    Indigm's Influence always reflects that which it warps, taints, corrupts and destroys. Indigm within Twilight are visible to werewolves, fellow Indigm, Hosts, and spirits. Indigm are not governed by an Arcanum.
    Natural Plane: Shadow or Hisil
    Universal Tags: Abyssal, Ephemeral
    Variable Tags: Tags tend to be general enough to leave room for storyteller interpretation, but specific enough to sum up the nature of the spirit.


    ---Glamour Based Ephemeral Entities---

    Sprite
    Sprites are Ephemeral beings that require the Contrivance Condition of a corresponding specific Trope to use their Manifestations and use Glamour as their supernatural fuel source. They exist naturally within the Hedge, where there is no state of Twilight. Sprite are able to be eaten/cooked/distilled for their remaining Glamour by any being which has a Glamour pool. They must be eaten within minutes of death if raw, within a day if cooked, and within a year and day if distilled.
    Sprites are drawn to the material world, some to cause mischief, others to Claim a being or material object to bring back into the Hedge so it can metamorphose into a Hob by merging with the physical being/material object in a way that is more complete than claiming that destroys the being/material. By being a Hob instead of a sprite, they may no longer be cooked/distilled/eaten/drank for glamour, no longer loses Glamour simply by being outside the Hedge, and the being/material consumed becomes the Hob’s Mask while in the physical world.
    Sprites form naturally in the Hedge in areas that correspond to places that people frequently tell stories about, and which types of sprites come into existence matches the Tropes of those stories. Legends, both ancient and urban,
    A sprite's Influence is always the Tropes which make it up. Sprites within Twilight are visible to Lost, Hobs, fellow Sprites, and True Fae. Sprites are governed by the Fate Arcanum.
    Natural Plane: Hedge
    Universal Tags: Fae, Ephemeral
    Variable Tags (IE Specific): Always the specific trope that spawned the Sprite.

    Contrivance is a condition that applies to locations, things, and beings that have either repeated severe manipulations of fate or workings of the Wyrd. Locations which are the focus of legends, both urban and ancient also have a contrivance condition associate with the Tropes of the legends. Changelings, Hobs, and True Fae have the ability to focus Glamour through their Wyrd to place this condition upon thresholds which have a door that can open and closed simply by knocking upon the closed door and spending the Glamour. Any being which can spend Glamour can strengthen the condition to Open a Hedge Gate as they spend glamour while opening a door with this condition. This is the one instance where the condition Contrivance doesn’t have an associate Trope. When this condition is gained via twisting fate too much, it always has an associated trope to reflect the circumstances of the twisting against the one which offended fate and/or a particularly poetic backlash/comeuppance against the transgressor.

    Custom Manifestation:
    Hob-Transformation
    Some Sprites have a Manifestation that allows them to merge their form into a material person, animal, or object which has been brought into the Hedge. They lose their Numina and Influences, instead gaining appropriate attributes, skills, and dread powers as a horror matching in potency as their rank was.


    True Fae
    True Fae are Ephemeral beings that require the Role condition corresponding to one of its Titles to use their Manifestations and use Glamour as their supernatural fuel source. They exist as a string of titles which describe their role in whatever stories they belong too, and without a Title a fae being is never a True Fae. Unlike Sprite which use mortals, animals. and material object to make Hobs, True Fae Claim changelings suited to Title to create Actors and Props for the stories they play out over and over again. Some Actors are the face that changelings would know as their abductor and Keeper, because there is a great market for suitably traumatized souls to make even more actors and props with.
    True Fae in Twilight in the Material world bleed Glamour every hour it is not possessing an appropriate Actor or Prop.
    Natural Plane: Arcadia
    Universal Tags: Fae, Ephemeral
    Variable Tags (IE Specific): Always the specific Roles which are its titles

    Role is a condition that those that are marked by a True Fae Title bear, whether they are True Fae or merely a member of an Entitlement, it also applies to any being or thing which it accurately describes. These conditions tend to be extremely specific but obvious when they are applicable.


    ---Vitae Based Ephemeral Entities---

    Strix/Tengu
    Strix/Tengu are Ephemeral beings that require the Enervated Condition of a corresponding specific Virtue or Vice to use their Manifestations and use Vitae as their supernatural fuel source. Strix and Tengu are offshoots of the same Ephemeral being that are capable of interacting together within Twilight, which both appear as birds made out of shadows, differing in temperance (Strix are always tied to a Vice and Tengu are always tied to a Virtue), eye color (Strix have yellow eyes and tengu have red), and type of bird (Owls for Strix and Ravens for Tengu).
    Strix regain 1 Willpower when in the presence of another being gaining Willpower by fulfilling its associated Vice, and regain all spent Willpower when fulfilling the Vice themselves. Tengu regain 1 Willpower when in the presence of another being gaining Willpower by fulfilling its associated Virtue, and regain all spent Willpower when fulfilling the Virtue themselves.
    Strix/Tengu's Influence are always the Virtue (if Tengu) or Vice (if Strix). Strix/Tengu within Twilight are visible to Reverents, Vampires belonging to Clans, and fellow Strix/Tengu. Strix/Tengu are governed equally by the Death and Fate Arcanum, requiring both in equal measure to affect/perceive a Strix/Tengu.
    Natural Plane: The Dark
    Universal Tags: Vampire, Undead, Ephemeral
    Variable Tags (IE Specific): Always a specific Vice (Strix), or Virtue (Tengu).

    Enervated is a condition that only applies to dead bodies, both animated and inanimate, from colossal cathedral created from the bones of the dead to a single copse, that died due to being drained of their life force or their life force directly snuffed out with a supernatural power or spell. (Note this includes vampire feeding victims, especially revenants and vampires belonging to a clan as dying in this manner is part of the embrace.) The condition always has the Virtues and Vices of the being(s) as they were at the moment of its death.
    Last edited by Pale_Crusader; 07-15-2017, 09:41 AM.

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  • Pale_Crusader
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    Frailty Chronicle Merits
    Several of these merits is designed to help balance characters by causing greatness to be specifically tied to specialization within a field so a single individual can't be brilliant at everything. Character's that are good at everything make poor vehicles for meaningful storytelling, hog the spotlight, and eliminates consequential diversity of character types. Also other of these merits extend existing merits to concepts which already exist in game but are not reflected meaningfully in mechanics.

    Pundit Merit (•)
    You have the ability to master a skill to the point that you are a recognized expert by those that are familiar with your field. Allows a character have a single skill greater than ••• at character creation or purchased with Experience. This merit may only take once. Without this merit skills may only raise to •••, with specific exceptions citing that they are exempted from this limitation. You may use the dots in this merit as bonus social rolls where your expertise in the skill would be beneficial.

    Requires the character to have •••• in an Attribute that matches the category that the skill is is, (ie Mental Attribute for a Mental Skill, Physical Attribute for a Physical Skill, or Social Attribute for a Social Skill).

    Versatile Savant Merit (••)
    Being able to be an expert or master in multiple fields show rare talent. Allows a character have a two skills greater than ••• at character creation or purchased with Experience. This merit may only take once. Without this merit skills may only raise to •••, with specific exceptions citing that they are exempted from this limitation. You may use the dots in this merit as bonus social rolls where the person you are interacting with would be impressed by your great skill in different fields.

    Requires the character to have •••• in an Attribute in the same categories that the skills are, (ie Mental Attribute for a Mental Skill, Physical Attribute for a Physical Skill, or Social Attribute for a Social Skill). Stacks with the Pundit merit for a maximum of 3 skills above ••• possible for the most masterful characters in game.

    Otherworldly Place Merit (•)
    To have the Safe Place be located in another world that the character would be able to access on their own without this merit. Those that have never been to the place trying to find it this otherworldly place <Hisil/Hedge/Underworld/Abyssal Intrusion/Etc...> take a penalty of 5 dice plus the rating of the Safe Place to locate it, up to a maximum penalty of 10 dice. This is beyond the requirement that those searching for the place must be able to reach the correct realm before they can begin searching. Navigating otherworldly places is far more difficult than the mundane material realm. Requires Safe Place.

    Inhuman Servant (•-•••)
    (Servants who don't need to deal with Stability Advantages)
    Retainers classically covers beings which have limitations and advantages of having Stability Advantage Stats (Integrity, Humanity, Harmony, Clarity, The value of this merit is • if it is within character's power to create/control this type of being, •• if the ability to control was granted by outside force from the character, and an additional • if character with this type of servant is non-templated. Servants/minions without mental breaking point or moral qualms have uses that make them particularly frightening.

    Examples of Natural Servant types:
    Ghosts and JuJu Zombies for Sin-eaters
    Spirits for Uratha
    Zompires, Blood-Animated Contructs, and Controlled Animals/Plants for Vampires
    Hedgebeast/Hobs for the Lost
    Ghosts, Spirits, Controlled Animals/Plants for Mages
    Trained non-supernatural animals for any type of character.

    Examples of Power levels:
    Retainer 1-2

    Being Haunted by a Rank 1 Ghost which you understand and can exploit,
    being served by a rank 1 Spirit whose ban you know how to exploit,
    Controlled Animals for Vampires

    Retainer 3-4
    Being Haunted by a Rank 2 Ghost which you understand and can exploit,
    being served by a rank 2 Spirit whose ban you know how to exploit,
    5 point Zompire/Zombie which don't attack you, and for which you have a mechanism to control,
    Fairly intelligent hedgebeast with few minor contracts,
    Contructs capable of following complex commands but with strict limitations.


    Retainer 5
    Being Haunted by a Rank 3 Ghost which you understand and can exploit,
    Being served by a Rank 3 Spirit whose ban you know how to exploit
    10 point Zompire/Zombie which don't attack you, and for which you have a mechanism to control,

    Requires Retainer

    Merits which are tweaked in Frailty Chronicles
    Supernatural Merits from CoD disappear for those that lose their Non-Template status, except as listed below.
    Mystery Cult Initiation (Available for all splats and minor template, also Supernatural Merits granted this merit do not disappear upon losing Non-Template status, but are instead reliant on maintaining Mystery Cult Initiation. Various beings with templates are founders of and lesser members of mystery cults, which are used for a large variety of purposes. This merit grants more than merits of equivalent cost because it ties the character intimately with the setting in a way that greatly allows others to track them.)
    Profession (Represents an active "day job" which plugs the character into responsibilities and implied use of their time while not actively participating in plot lines, as well as benefits normally granted by the merit. Stop working at the job represents a loss of this merit and all its benefits. Sanctity of merits is best described as what the character does with the time freed up from not having a job. This merit grants more than merits of equivalent cost because it ties the character intimately with the setting in a way that greatly allows others to track them.)
    Last edited by Pale_Crusader; 10-27-2016, 02:38 PM.

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    Slashers

    Originally posted by WoD Slashers pg 125
    Supernatural Slasher?
    Is a vampire who always kills her victims a slasher? How about a werewolf that leaves only partially chewed bodies? or, better yet, what about a changeling that, for reasons known only to himself, hunts people down and scares them half to death... and then uses an ax to take care of the other half? Are any of these creatures “slashers” in the Hunter sense?
    Where that book said no, Frailty chronicles says a resounding “Yes!”
    That is because were that book defined Slashers solely in context to Hunter’s that prey upon mere humans, we are looking at it as a phenomenon universal to all beings with a soul, dealing with extremely painful isolation from the mundane world and irrevocable severing of their capacity for the most important type of relationship.


    Slashers are horrors which were once beings with freewill and a soul but have lost all emotional ties that tether their psyche to the mundane world so it floats, off to the dizzying altitudes of utter madness and reduce them to mere puppets to monstrous instincts that lay at the core of every persons’ being. Slasher are the monsters that have lost the spark which is the source of having a conscious, a soul, and thus freewill.

    There are two tiers for becoming a slasher, a Lesser Undertaking and a Greater Undertaking; the first is gained when an ensoulled character only has one Stability Advantage and the second is gained when the character is reduced to zero Stability Advantage. While both Undertakings grant power they come with a steep metaphysical price, freewill and even being considered an ensoulled being; In concrete game terms ensoulled beings are the only ones suitable to be player characters and gaining the Greater Undertaking makes the character a NPC which should not be played by its original player. (This is important for those that play LARP to keep the mechanic as a meaningful loss caused by the behaviors that lead to becoming a slasher, sever emotional ties the other players may have had to the character while portrayed by the player in question, and represent the startling internal change of the character that would deeply disturb those that once knew them).

    A Character with only a Lesser Undertaking is flirting with total corruption but still has a chance to be redeemed. If they gain a Support which raises their Stability Advantage to two or greater they lose all lose the Lesser Undertaking. An impressive story arch for a character can be seeking Vengeance for a Support and losing Support relationships along the way until they gain a Lesser Undertaking and either come back from the brink through the strength of their remaining Support, their supernatural friends, or something within themselves. Having tasted that power, woe to those that transgress to far against such a character because they are faced with the temptation of going down the road again when their Supports are killed.

    There are five Lesser Undertaking and Five Greater Undertakings, feel free to mix and match. There are “natural” combination, and those are as follows: Avenger/Legend, Brute/Mask, Charmer/Psycho, Freak/Mutant, Genius/Maniac.


    Lesser Undertakings
    All those with a Lesser Undertakings gain the Jump Scare dread power on page: CoD 146
    They also add the following Tag every kill of an ensoulled being they take part in.

    Calling Card
    There is a clue which conveys a message for potential investigators. The message must be a hint towards one of the Slasher’s Aspirations. Upon discovering the Clue the investigator understands the message, which is usually a leap in logic to understand the connection of several facts known to the investigator about the killing. Noticing a Calling Card requires an exceptional success on a roll using Investigation on the records or evidence of the killing.

    Sample Messages:
    Pack Aspiration: “Defend the family from outside attacks.” Resulting Message: “”Family is very important”
    Guardians of the Veil Aspiration: “Maintain the conspiracy protecting the supernatural from the wilting touch of the mundane “ Resulting Message: “Anything seemingly supernatural is a hoax.”
    Daeva Aspiration: Gather love and adoration of others” Resulting message: “Being the center of someone’s world is all that matters.”
    Lost Aspiration: “Never be trapped in Arcadia again.” Resulting Message: “Imprisonment is worse than death.
    Personal Aspiration: “Defeat a worthy opponent.” Resulting Message: “This is an offer to play a deadly game with investigators.”

    List of Lesser Undertakings
    Avenger
    Kills to avenge right or imagined wrong. These slashers gain the Hunter’s Sense dread power on page: CoD 148 This is always focused on their preferred prey.

    Brute
    Brute is big guy (or gal) who just wants to kill. Not very smart, and also very crude, he just kills. But he can still understand the potential risks, and can plan his attack. As a benefit brute doesn't feel pain. These slashers gain the Unbreakable dread power on page: CoD 148

    Charmer
    Charmer is nice guy who charms others and lures them into false sense of security. When time is right, he strikes. Charmer's benefit is that he if he makes good first impression, person will believe him, even if it is against common sense or logic. These slashers gain the Hypnotic Gaze dread power on page: CoD 145

    Freak
    Every freak has his own reason for killing, but it is usually related to his appearance or what it has caused. As a benefit, Freak quickly learn his surroundings. These slashers gain the Surprise Entrance dread power on page: CoD 148

    Genius
    Genius kills his targets with his intellect. He tends to play mind games with his enemies and lure them into trap, but they can't relate to worms that are beneath them. As a benefit, Genius can profile target when he is met. These slashers gain the Know Soul dread power on page: CoD 146

    Greater Undertakings
    All those with a Greater undertaking gain the following persistent conditions that can’t be resolved:

    Obvious Lunatic
    It is obvious to anyone not on the brink of becoming a Slasher themselves that you are dangerously without moral compunction or need to comply with even the most fundamental social norms. -5 to any social interaction with any being with more than 1 Stability Advantage except hostile intimidation.

    Putrefied Metaphysical Miasma
    Ephemeral Beings, Horrors, Major Templates, Minor Templates, and Complete Templates with two Stability Advantage or higher experience an extremely unpleasant sensation when in your presence, a profound impression of your “wrongness” and they feel no instinctual hesitation toward engaging in violence against you. For those with minor, major or complete templates the Compunction, Hesitation and PTSD rules do not apply when dealing with you.

    List of Greater Undertakings
    Legend
    Legends have become one with their urban myth and now their actions conform to seemingly arbitrary rules that children make rhymes out of. These slashers gain the Immortal dread power on page: CoD 145 . Additionally they gain a simple Ban for every Bane they possess, Personal or otherwise.

    Mask
    Masks aare nothing more than killing machines and are often portrayed as wearing a mask because it remove the appearance of any human emotion. Even when a Mask doesn’t wear an actual mask their face is speechless and expressionless. These slashers gain the Regenerate: 1 dread power on page: CoD 148. Masks are completely incapable of most social interaction. They are unable to Open Doors in social contests against others and their doors may only be opened when confronted with their Banes and/or Bans, to put it into mechanical terms. They also have the Mute Condition which may not be resolved.

    Mutant
    Twisted into aberrant shape by their own corruption the Mutant sheds the camouflage of appearing human, because they don’t, and becomes visibly identifiable as a monster. These slashers gain the Natural Weapons: 3 dread power on page: CoD 147. Mutants automatically gain the Hunted Condition when in urban and semi-urban environments.

    Psycho
    The Psycho is always a Slasher heavily tied to a location and broken relationships. It may be his family home and motel where his mother emotionally abused him until he murdered her, a lakeside campground where her son was neglected and bullied to death, or the neighborhood where he looked to ‘gain his manhood’ from a prostitute that scorned him and his violent insecurities remade him into a killer. These slashers gain the Homeground dread power on page: CoD 145. If this Slasher ever intends to kill someone they gain the Obsession Condition focused on killing that person until they believe that person is dead.

    Maniac
    Some Slasher have a way of getting into the minds of other. Maniacs are masterminds or demagogues that manipulate or radicalize other to cause the death and carnage they crave. These Slashers gain the Implant Mission numina as a dread power on page: CoD 137. Each one has a specific die pool appropriate for their machinations, chosen then they gain this Undertaking. If a Maniac fails in an attempt to use Implant Mission against someone the Maniac Gains the Competitive Condition in relationship to that person.
    Last edited by Pale_Crusader; 10-25-2016, 04:55 PM.

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    Frailty Chronicles Specific Conditions

    Mentally a Child (Persistent)
    You have the mentality of a child literally not figuratively. This may be because you are in fact a child, it also can be caused by a developmental disability, or brain trauma. While your character sheet reflects adulthood level of skills, while you have this condition all Mental skills greater than 1 are treated as 1 less and never greater than two. In contested Mental skills rolls those without this condition gain the Rote ability against you.

    Physically a Child (Persistent)
    You have the physical liability of a child's body. This may be because you are in fact a child, it also can be caused by possessing a child, or severe physical inability to compete with average sized adults possibly caused diminutive size and faulty coordination. While your character sheet reflects adulthood level of skills, while you have this condition all Physical skills greater than 1 are treated as 1 less and never greater than two. In non-Chase contested skills rolls those without this condition gain the Rote ability against you. You only have access to one specialty. Unarmed attacks made by you treat Stamina of the target as armor. Those without this condition use Down and Dirty Combat against you, unless your first declared action is to initiate a Chase Scene, in which case they must defeat you in that chase before initiating Down and Dirty Combat. Also your size is reduced

    Socially a Child (Persistent)
    You are treated by those that know you as a child is, and lack emotional maturity to interact in an adult way. This may be because you are in fact a child, or possibly an adult who failed to meaningfully grow up. When socially interacting with those without this condition who have greater than or less than a Excellent Impression towards you remove or add a Door for each level difference in order to influence that character or group. Those without this condition remove a Door for every Impression higher than Hostile in order to influence you. You are unable to use soft leverage against those without this condition and don’t have access to social merits which aren’t suited for children. While your character sheet reflects adulthood level of skills, while you have this condition all Social skills greater than 1 are treated as 1 less and never greater than two.

    Surveilled (Persistent)
    You're under active surveillance by those that study or hunt the supernatural, possibly from another supernatural faction or perhaps mere mortals initiated into some of the secrets of the World of Darkness. At the beginning of each chapter, the Storyteller rolls a dice pool equal to (Your character's Permanent Atrocity + Temporary Atrocity). Successes accumulate over the course of the story. Once the Storyteller has accrued a number of successes equal to your Stability Advantage + Anonymity Merit, resolve the Condition (with a Story Beat) and gain the Hunted Condition instead. If you have this Condition also take Embarrassing Secret for interacting with other supernatural creatures.

    Resolution: Let the Storyteller accrue successes as described above, or find and nullify the enemy's means of surveillance. This Condition does not resolve at the end of a story, but the successes accumulated do reset to zero.


    Hunted (Persistent)
    Your actions have alerted the some type of NPC Monster Hunter to your presence and it has been decided that you pose a threat and you must be removed from the world. The Storyteller chooses an appropriate a being or group of beings hunting you, with such a Huntsmen if you're a changeling, or major and minor templates with Experiences enough to make them an urban legend, 3-5 minor template humans belonging to a Mystery Cult dedicated to stopping threats like you, or 10-15 non-template Mystery cultists dedicated to stopping threats like you. These antagonists know where you were when you gained this Condition and have a general description of your identity. Their sole motivation is to hunt you down by any means necessary and remove you from the world. If you have this Condition also take Notorious for interacting with other supernatural creatures.

    Beat: The pursuers find and attack you.

    Resolution: Kill your pursuers or permanently lose them. Permanently losing them is probably an extended and contested action, but the particulars will depend on the context of the story.


    Conspirator (Persistent)
    You have turned a trusted ally into your eager pawn against an enemy. You share this Condition with the ally you've turned by open a number of door against a Storyteller Character which is either another character's Support or Merit, or player character. The number of doors needed is the character's Stability Advantage if the Storyteller Character is a Support, twice their dot rating if the character is a Merit or the target Willpower dot if a player character.

    Voluntarily resolve this Condition on both you and the character you share it with to apply the Betrayed Condition to the person who trusted the character you shared this Condition with, this does not provide a beat. If the ally of your pawn discovers this condition the Betrayed condition applies to that ally during the scene of the discovery and Resolve this condition for with a Story beat for you and the pawn.

    Betrayed
    You realize someone you trust actually means you harm and is helping your enemies against you. The person who applies this condition against you chooses a Storyteller character also in the scene that they previously gained the Conspirator Condition from, and that you have considered an ally. That Storyteller character betrays you at the worst possible time during this scene -- maybe it's a new development, maybe your "ally" was a double agent for your enemy the whole time. Make a Break Roll upon gaining this condition. Gain an appropriate Strong [Emotion] Condition, and the sources of the Betrayed Condition may give Informed Condition with your character as the topic to any other character in the scene, including themselves.

    Beat: Being betrayed prevents success to your plans, you suffer injury as a direct result, or resolve the condition in a way that loses mechanic the storyteller represented.

    Resolution: Kill the traitor, convince them to turn on their new masters for you, the scene ends and lose the mechanic the storyteller character represented. If the storyteller character is a Support, choose to grief or vengeance to deal with the loss. If you choose grief you gain the Broken Condition. If you resolve that Broken Condition condition and the storyteller character remains alive this can reflect you forgiving them and rebuilding the relationship for free. If you choose Vengeance change out a Personal Aspiration to commit an Atrocity against who you blame for betrayal and gain the Obsession Condition towards fulfilling that Aspiration. If the story character is reflected as a merit, remember sanctity of merits.

    Originally posted by amechra View Post
    Strong [Emotion]
    Your character is currently feeling a particular strong emotion. Any time your character is taking an action where [emotion] might hinder them, you may opt to fail the roll and resolve this Condition.
    Resolution: Your character fails their roll as given above; Your character's emotion causes them to take action in a way that hinders the group or introduces complication.
    Beat: N/A

    Obsessive [Emotion]
    Your character's judgement is impaired by the strength of their [emotion]; this Condition is layered on top of the Strong [Emotion] Condition. While they possess this Condition, they take a -2 penalty to all Resolve or Composure rolls to resist indulging in or revealing their emotional state. Additionally, anyone attempting to convince them to take action in line with their [emotion] gets an Exceptional Success with 3 successes instead of 5.
    Resolution: Resolve the underlying Strong [Emotion]; Face a Breaking Point due to [emotion].
    Beat: Any time you would resolve Strong [Emotion] normally, you may opt to instead take a Beat and retain the Condition.

    Inspired [Emotion]
    Your character's actions are aided in some way by the strength of their [emotion]; this Condition is layered on top of the Strong [Emotion] Condition. Any time your character is taking an action where [emotion] might aid them, they may resolve this Condition. An exceptional success on that roll requires only three successes instead of five and you gain a point of Willpower.
    Resolution: Resolve the underlying Strong [Emotion]; Improve a roll as given above.
    Beat: Any time you would resolve Strong [Emotion] normally, you may opt to instead take a Beat and retain the Condition.
    Last edited by Pale_Crusader; 02-15-2017, 05:41 PM.

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    Overall
    The adding of Atrocity mechanics and the flattening of the supernatural power stat means that the most powerful characters within the setting will be the most monstrous. The flattening of the power stat and slowing the growth of Skills and Attribute through limiting the rate of Experience applicable to increasing them also means it is harder to make a character that is just universally better than another; Adding Hesitation, Compunction, and Post Traumatic Stress mechanic means combat character are de-buffed compared to simply dominating almost every game as seen in some World of Darkness fan clubs, character strength becomes more situation and balanced, which allows more diverse character types and prevents a single character build style from dominating play. Adding of Banes for all supernatural creatures ensures that the most monstrous characters are also the most flawed and have the most severe weaknesses to exploit. The adding of the Attention and Cover-up mechanics along with power dynamic between the bonuses/penalties of Atrocity and the drawbacks of Banes means balancing how monstrous a character is with what is sustainable by an internally consistent setting becomes a major focus for every player and storyteller. Allowing minor templates to be applicable while having a major template drastically increases the viability of many character concepts, allows a smooth transition from a mystically empowered mortal to full-out supernatural being, and fleshes out the various supernatural traditions that already existed in major templates. Adding Slashers as what is underneath the bottom of every Stability Advantage chart put terrifying antagonists into the tool boxes of storytellers, serves as temptation for certain player types to flirt with bottom levels of the Stability Advantages and higher levels of Permanent Atrocity while giving them solid boundaries and make their character have to invest heavily to afford the costs of maintaining that and suffer the penalties that make them easy to remove from game should they detract from everyone’s fun. Less powerful moral characters will be able to dispatch more powerful monstrous ones because of the weaknesses inherent of being a monster.
    Adding three aspirations for each splat encourage players to play towards type and helps maintain styles of play which are consistent with setting norms, especially when faced with the urge by many role-player to want to fly in the face of the setting to make their character unique; they can but those that play to type will do better in the setting in a way that is mechanically measurable.

    Vampires
    Vampire dynamics are drastically altered by introducing exchangeable banes, the alteration of banes and adding of the possibility of having minor templates as well. Atrocity and Supports are based on optional vampire mechanics and change the themes of this venue to least; Personal Horror is a central vampire theme and this reinforces it. It does add depth of NPC interaction and allows interesting intrigues involving a much more fleshed out backdrop for vampire politics.
    Vampires have a general predisposition towards blood-bathing magic, the Ghoul Blood Bath in particular, and those vampires not selected from humans who already had a minor template are an amazing candidate for having a knowledgeable vampire sire initiate them first as a Blood-bathing Ghoul to secure their eternal loyalty. Entire local lineages of vampires fall into a fealty chain of Blood-bathing Ghouldom several well-established vampire dynasties. The power of this ritual is important because it removes the vampires restriction that every injury essentially equates to more vitae needed because of the ongoing regeneration the blood-bathing ritual provides. The fact that vampires take bashing damage from most sources coupled with this regeneration means a quick spar means nothing to a ghoul vampire and even devastating wounds from non-resistant sources will heal on their own in less than a fortnight. This means vampires who are Ghouls can take withstand adversity with far greater ease, but are yoked to the vampires older than they in their lineage.
    The ability to Embrace mortals and have them keep their lesser template significantly changes several vampire Covenants embracing practices, but also in general raises the bar as to what vampire's view as an exception mortal. Many Invictus and some Carthian shy away from those whom already have power, instead wanting to enthrall a lesser mortal into Ghoul Blood-bathing instead because of the job security that offers the sire, but vampires who follow that practice can't afford the vitae every month to have many childer. The Circle of the Crone, Ordo Dracul and even Lance Sanctum are drawn to a variety of thaumaturges for their occult knowledge. The fact that any fairly well-read vampire can with some effort create a blood bathing ritual means even mortals without lesser templates embraced in these covenants has the motivations and means to create a ritual that meet their religious and philosophical needs, and that practice is also common.
    One of the things Covenants have is their ability to mentor vampires into for changing their banes. Many vampires would rather not be limited by sunlight and every Covenant has members who can mentor those not will to pay the full cost of changing that bane on their own. Ordo Dracul leans toward taking Silver, Echoes of Change, or Paradigm (in which they stay in ceremonial magic or mad science).
    Lance Sanctum and the Circle of the Crone both tend towards Paradigm, with their religious practices usually being the key difference. Invictus and Carthian tend to keep sunlight, especially while having no Permanent Atrocity for the sole reason that it is difficult to forge a weapon out of light and it doesn't open themselves up to require trappings to use their disciplines, or people nosing into their mystical beliefs. For Invictus and Carthians that gain Permanent Atrocity and give into the temptation of changing their bane, they still shy away from Paradigm because it is easier to hide a material weakness, especially when dealing in an enforced only-state-sanctioned violence polices, a concept both covenants are based on.
    For the stranger vampire factions such as VII and Balal's Brood they have different lesser template leanings. It is rumored that many of the VII are human skin-changer or body thieves capable of stealing the appearance or actual body of non-Ghouled servants. Balal Brood seem preternaturally drawn to embrace Apostates of the Dark One they discover and many come up with their own perverted blood-bath rituals.
    The addition of Slashers as the form of permanent wassail fleshes out the horrors of what vampires become when they become isolated monsters.

    Werewolves
    With the addition of Atrocity and Support the game shifts drastically. The disconnect between the werewolf and their human environment vanishes and they are cast hulking, frightening shadows over the lives of people they love. This also help flesh out the human portions of their pack much more clearly than mere merits. This element of personal horror was always an option in werewolf, especially if you used the source material in Blood of he Wolf, but within this mechanic is now reinforced with in measurable game consequences. Having to remain connected to humans is part of the oath of the moon and a basic part of the balancing act of being a werewolf. Since Harmony is so different different from other Morality Advantages werewolves can easily rack up Permanent Atrocity without losing anchors to Harm, but that also means their relationships are filled with terrifying supernatural clues that their Supports just refuse to admit. Because werewolves don't need to pay for most hurtful acts of atrocity due to it violating their Harmony, they afford to dump temporary atrocity into their Support relationships to get rid of it. Also maintaining Supports with the looming threat of death rage adds a level of tension which adds to the personal horror. Werewolves are naturally protective and territorial, and Supports are a wonderful mechanic to explore those themes by giving them something relate-able to care about.
    Atrocity is a good dividing between the forsaken, the pure and bale hounds. Forsaken generally avoid gaining Permanent Atrocity, but the Pure always at least have one dot of permanent Atrocity, because the rite of rejecting Luna and her spiritual part of their being inflicts a Permanent Atrocity upon a willing recipient. The social stigma associated with Permanent Atrocity with Forsaken is serious enough that if the majority of a pack of forsaken werewolves have Permanent Atrocity they'll get challenged constantly by neighboring` packs until they have to settle in harsh unappealing territory. Pure don't have such a stigma and frequently jeer on acts of cruelty by their pack mates, but this isolates them severely from most mainstream mortal settlements. Werewolves tend to choose vengeance over grief when losing a Support especially Pure. The overall terror within the setting because a vengeful werewolf, possibly one in death rage, is increased dramatically. Bale hounds run the gambit on the Permanent Atrocity scale with the most blatant raking up high score without a care and the subtle ones careful to dump their temporary atrocity into their Supports to keep their nose as clean as the Forsaken.
    Werewolves have a general predisposition towards becoming skin-changers, a talent many werewolves living in areas where a wolf would raise a lot of notice take advantage of to wear a second form that is more in since with their surroundings. This can be the form of the top predator of their region, like great cats for continents with less wolves, or urban animals for a werewolf living in a city.

    While Skin-changed Banes from a major template are temporally suspended, also are all the abilities of that major template. Also its aura seems to be that of the being changed into, taking into account its actual emotional and mental state.

    While Body Thieving all powers, abilities, Banes and other aspects from a major template follow the supernatural's soul, and their previous body holds the soul of the person they are displacing, and resumes life in the case of vampires.
    Last edited by Pale_Crusader; 01-08-2016, 06:04 PM.

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    Template Specific Changes:
    Power Stat Compression, Less Starting Powers, and Other Altered mechanics
    The power stats of the major templates (Blood Potency, Synergy, Gnosis, Primal Urge, and Wyrd) are only rated 1-5, and have their altered scales listed below.

    Requiem
    Within this setting vampires are not the puissant blood-gods roaming among men. They are tragic figures hiding their monstrous nature from themselves and the humans around them, some building petty empires to Lord over their fellows.
    Starting Powers:
    1 Dot in an In-Clan Discipline
    Compressed Power Stat:
    Blood Potency:
    BP max vitae vitae per turn diet
    1 10 1 animals +
    2 11 2 humans +
    3 12 3 humans +
    4 13 4 vampires +
    5 14 5 vampires +
    Other Changes:
    Dead Flesh Doesn’t Flinch: Vampires negate any perception bonus that may apply to spot, feel or smell a lie on them. They lack the vital functions that cause physiological tells. Also vampires get 10 + Permanent Atrocity – Humanity as Automatic Successes for Composure + Subterfuge checks to conceal their thoughts, emotions and motives from physical observation. The only way to catch a vampire in a lie is with their wording or their deliberate action. They can still feel the echoes of the emotions they once had, but that is disconnected between their mind and their body. This benefit is negated when they use the Vitae to invoke the Blush to appear more human.
    Waking of Ancients
    Vampires that wake from extended Torpor often find their connections to their Supports are all gone because either the Supports have moved on without them or are dead. Sometime this also happens if they must move and abandon their old life (though that is often a breaking point for even the most callous vampires). After such a loss, if the Supports are alive, the vampire may attempt to reconnect with them but this may risk complications and depending on the nature of the separation revealing the vampire’s true nature to the Support. The vampire has the option to cut their losses and start a new existence without contact to their previous Supports. This allows them to deal with the loss as if it were the wiles of fate and can chose to face that with grief or vengeance as per normal. This is not an all or nothing proposition and it may be possible the vampire to elect reconnecting with some Supports and not others if the Supports are not too closely interconnected. The vampire cannot seek vengeance for more than three Supports, as each one he seeks vengeance for replaces one of his three Personal Aspirations. The multiple Broken conditions for grieving multiple Supports lost at once do not stack penalties, but must be resolved or opted out of individually and continue to apply until all are resolved or opted out of. For every Support that the grieving vampire resolves the Broken condition for they gain a new relationship with a non-template or minor template to represent a new Support without Sane Experience cost. Since purchasing a new Support is one way to resolve one of the Broken Conditions, frequently after a long Torpor vampires with mid to low Humanity find a vastly rekindled connection with the mortal world if they can manage the grief in a healthy way.
    Senses: A vampire's ability to make perception rolls in the dark and enhanced ability to detect blood get the bonuses from Permanent Atrocity for being supernatural abilities, however die rolls attempting to conceal the fact they have enhanced sense is penalized by Permanent Atrocity the same as concealing any other supernatural ability.
    Stolen Mortal Blood: Other major templates are immune to blood addition and blood bonds, and the blood provides a sympathetic connection to the mortal it was taken from, not the vampire.



    Awakening:
    Within this setting magic is a much harsher force to master, paradox is more powerful and Arch-mastery is not possible. All those that have ascended to the Supernal realms did do before the fall of Atlantis, and the Exarchs are static, though scheming against each other. Also being a Mage is more alienating from humanity than cannon, and making a Soul Stone is a much more significant sacrifice. Mages must beware of hubris, but especially in this setting where power-madness turns mages into true monsters.
    Starting Powers:
    1 Dot in each Superior Arcanum
    Compressed Power Stat:
    Gnosis:
    Gnosis Max Mana Max Mana Per Turn Time Per Roll**
    1 10 1 3 hours
    2 11 2 1 hour
    3 12 3 30 minutes
    4 13 4 10 minutes
    5 14 5 1 minute
    * Bonuses apply to anyone who magically scrutinizes the mage or his spells.
    ** For extended-action spellcasting.
    Arcanum Mastery
    This chart lists the maximum dots a character can have in an Arcanum per dot of Gnosis that she possesses. No Arcanum may be higher than the highest of the mage’s Superior Arcanum.
    Gnosis 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 10th
    1 3 3 3 3 2 2 2 1 1 1
    2 4 4 3 3 3 2 2 2 1 1
    3 5 4 4 3 3 3 2 2 2 1
    4 5 5 4 4 3 3 3 2 2 2
    5 5 5 5 4 4 3 3 3 2 2
    Other Changes:
    Eyes of Fire: When using the mage sight appropriate to target you get the your dots in the applicable Arcanum as a bonus to hit: Mortals or Animals = Life; Lost, Fae or Hobs =Fate; Awakened =Prime; Forsaken or Spirits =Spirit; Vampire or Ghosts = Death; Zombies =Life or Death depending on type; Astral Spirits or Daemons =Mind; Objects or beings merged into objects =Matter; Forces = Beings in non-twilight incorporeal forms; Certain Abyssal Intrusions =Space/Time
    Organized Learning: Mages only gain rotes if they are part of an Order.



    Lost
    Within this setting Changelings find themselves struggling against the horror of the abuse they’ve suffered and must fight to not to inflict that upon those around them. The battle is a slippery slope and if the changeling starts to go down the path of cruelty, they may end up as bad as their Keepers.
    Starting Powers
    1 Dot any Contract
    Compressed Power Stat:
    Wyrd:
    Tangled Fate Weaving: All blessings from pledges take a form determined by the storyteller. Since these are provided by fate they may seem to be a non sequitur, or out of the blue but having it will tie the character to events that bring about an interesting story. These count as free merits for purposes of stacking (Free merit sources don't stack with other free merit sources, but do stack with merits purchased at character creation or with experience).
    They all didn’t know I was gone?
    Changeling returning from Arcadia often find their connections to their Supports are all gone because either the Supports are in a relationship with the changeling’s fetch or their fetch died in their absence and their Support have moved on. Sometimes this also happens if the changeling must move and abandon their old life (though that is always a breaking point). After such a loss, if the Supports are alive, the Changeling may attempt to reconnect with them but this risks complications of the fetch and depending on the nature of the separation revealing the changeling’s true nature to the Support. The changeling has the option to cut their losses and start a new existence without contact to their previous Supports. This allows them to deal with the loss as if it were the wiles of fate and can chose to face that with grief or vengeance as per normal. This is not an all or nothing proposition and it may be possible the vampire to elect reconnecting with some Supports and not others if the Supports are not too closely interconnected. The changeling cannot seek vengeance for more than three Supports, as each one he seeks vengeance for replaces one of his three Personal Aspirations. The multiple Broken conditions for grieving multiple Supports lost at once do not stack penalties, but must be resolved or opted out of individually and continue to apply until all are resolved or opted out of. For every Support that the grieving vampire resolves the Broken condition for they gain a new relationship with a non-template or minor template to represent a new Support without Sane Experience cost. Since purchasing a new Support is one way to resolve one of the Broken Conditions, frequently fresh the hedge changelings have a manically intense flourishing of new connections with the mortal world if they can manage the grief in a healthy way.
    Are fetches in on it?
    Some fetches are conspirators with Huntsmen and other are completely in the dark to their own nature, and there is almost no way to know which is which. However there here is one hint, fetches that are the result of the person being snatched as a Support of a changeling who provoked an Entrapment Clause always have the Conspirator Condition, while those snatched due to Privateer Whisper's have roughly a fifty/fifty shot of having it. There isn't really a way for a changeling to be sure of why they were chosen by the True Fae, but they are completely allowed to have their own paranoid random guesses.
    Huntsmen, Atrocity, and Attention
    Huntsmen enter the physical world and murder. These murders are an Atrocity, but are also extremely necessary for the Huntsman to even exist in the mortal world, not unlike how an accident over feeding during a vampire gaining its vitae even when it was very careful is still an Atrocity. The Huntsman as a corporeal being without a Stability Advantage it automatically gains a Permanent Atrocity from this act, and also has a capped Cover-Up of 1. They suffer an increase in severity their Cold Wrought Iron bane, gain a Personal Bane based on the nature of the murder, and this places the Huntsman immediately on a tightrope of having the maximum Attention it can have for its Cover-Up. The common knowledge of mundane world norms it gains from the murder lets it be aware of the in-world consequences of gaining the attention of authorities or monster hunters. Each time the huntsman is reformed in Arcadia without understanding of the mortal world, due to bargains struck time immemorial by the True Fae, it is considered a new creature by the forces that govern cosmic justice and it sheds its Permanent Atrocity from its past visits and its reforming isn't prevented by banes. Part of this bargain for this fae chicanery requires the Huntsmen loses all understanding of the mortal world, so it must murder again and put itself right back onto that tightrope to accomplish its mission. It likely that the Huntsman's Personal Banes will be different each time it reforms and hunts anew. The balance of Attention and Cover-Up does drastically limit the huntsmen’s pursuit of the changeling, making them eschew tactics they would net them greater than one Temporarily Atrocity if at all possible, and if they do something that would gain them another Permanent Atrocity it is almost always in the scene immediately prior to or during their end-game. This still leaves a lot of treachery, stealth and guile available to these heartless hunters, and they should not be underestimated.

    Werewolf
    Arguably the most brutal and violent of the major templates, werewolves in this setting do not have the luxury of cutting all human ties to simply be supernatural creatures. They are commanded by the oath of the moon to cleave to the human and in this setting that is a much stronger edict, with crippling mechanical repercussions if they fail. So they end balancing their brutality with a compassion for their selected human connections, complicating their lives immensely.
    Starting Powers
    No Dot in any Gifts
    Compressed Power Stat:
    Primal Urge:
    Primal Urge Max Essence Max Essence per Turn Essence Bleed
    1 10 1 --
    2 11 1 --
    3 12 2 --
    4 13 2 --
    5 14 3 1 per day
    Other Changes:
    Forms

    When a werewolf is in Dalu, Gauru, and Urshul the Attribute, and perception bonuses they receive count as from a supernatural source for purposes of counting if Permanent Atrocity bonus/penalty applies to their die roll. In Hishu and Urhan only the perception bonus is enhanced by Permanent Atrocity, however die rolls attempting to conceal the fact they have enhanced sense is penalized by Permanent Atrocity the same as concealing any other supernatural ability.
    Last edited by Pale_Crusader; 01-14-2016, 07:58 PM.

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    Suppressing Banes
    Interestingly every major template supernatural being has a bane which is suppressed when they initiate the creation process for more of their template. The exact process varies from template, as does who qualifies, under what circumstance and with what timing. Below are the creation processes of each major template.

    While a bane is suspended the supernatural functions as if it didn't have that bane, but as soon as the bane resumes it does so over everything that would be affected by the bane (Such as the disbelief caused by recordings of mages performing supernal magic).

    Privateer's Whisper
    The Privateer's whisper is a process that any changeling with at least an Occult 1 knows, and is reviled by any respectable changeling. Almost freeholds of changelings which are organized into courts have specific laws or parts of their fealty oath which forbid it.

    The frighting thing is that any mortal that doesn't have a major template qualifies, and they don't even need to be present for the initial part of the process, and in fact cannot be present. The changeling does need a piece of their body, such as a childhood tooth, finger nail clippings or lock of hair. A changeling spend a glamour to open a new hedgegate, placing the item inside and whispers the True name of its owner and a name of a Keeper while expending a Willpower Dot to will that person instead of themselves be hunted by the True Fae. That victim of this horrible crime must then within the next week trigger an Entrapment Clause of the True Fae named, and are then taken away by that Other or its Hob minions and replaced with a fetch. This act is both an Atrocity and Clarity 1 breaking point.

    For the next year and day in the changeling who performs the Privateer's Whisper are not subject to Arcadian Hunters. To reset the expiration date of this reprieve they must enact it again. After the seventh year of the reprieve there becomes an additional requirement of deliberately tricking, coercing or arranging to come about a changeling who has an Entrapment Clause from their Keeper and is currently subject to Arcadian Hunters into triggering it during the year of reprieve to qualify to perform the Privateer's whisper the following year. The performer must know the True Name of the changeling he has done that to so that he may claim credit for it during subsequent Privateer's Whispers.

    If the changeling performing this process designates a being that already has a major template instead of a minor template/non-template human or if they are past their first seven years and don't also say the True Name of the changeling they got to enact their Entrapment Clause, then they are immediately snatched up by their own Keeper and never heard from again...

    Plant the Seeds of Awakening
    Plant the Seeds of Awakening has a lofty goal of inciting some unenlightening minor or non-template mortal into awakening. Only mages which belong to an Order may do it.

    The mage must create an instructional work which is in depth enough to both give an equipment bonus to a task covered by a skill which match the rote specialties from their order and also in depth enough to allows that task be performed by rote.

    After the instructional work is created, it must be released beyond the mage's control. This could mean published and distributed, posted on openly available websites, taught to several trainers who get sub-trainers of their own, or perhaps it could be a single tome with all sympathetic ties severed and left to be picked up in a book exchange. It is during this part of the process the mage spends a mana and a Willpower Dot which calls down the attention of the supernal realms upon the work and those that use or study it. Sometime within the next year someone exposed to that work will Awaken.

    This process fails if the mage monitors too closely or at all attempts to control access to the work. The wider the distribution the closer the mage can attempt to monitor without spoiling the affect. For example the single tome at the book exchange would fail if the mage even went back to the book exchange to see if it was picked up. A text book distribution could be track as closely as seeing how may went to which colleges and how many were sold back without spoiling the effect, but tracking down where the books that didn't get sold back went, or who purchased books would spoil the affect.
    Order/Ministry Rote Specialties
    The Adamantine Arrow Athletics, Intimidation, Medicine
    The Free Council Persuasion, Science, Crafts
    The Guardians of the Veil Investigation, Stealth, Subterfuge
    The Mysterium Investigation, Occult, Survival
    The Silver Ladder Expression, Persuasion, Subterfuge
    Panopticon Ministry Investigation, Stealth, Subterfuge
    Hedgemonic Ministry Politics, Persuasion, Empathy
    Paternoster Ministry Academics, Occult, Expression
    Praetorian Ministry Athletics, Larceny, Intimidation
    Many mages are hugely frustrated by the need to relinquish control, and some cautiously include hidden glyphs of high speech in their work to help new mages know where to come for help. Depending on the steps the mage takes in producing and releasing their work determines how traceable it is to them, which is particularly important when considering the investigations of Banishers and Seers of the Throne.

    A year after a mage has left the work alone and it has cultivated a new Awakening, the mage's supernal magic becomes no longer subject to Disbelief for the following year. Recordings of the mage's magic are also effected but after the year is over they are once again subject to Disbelief as are the memories of non-template witnesses.

    Open the Death
    Sin-eaters with a skill specialty in the Underworld discover a door or hatch in the Autochthonous depths which only they can open.
    Last edited by Pale_Crusader; 01-13-2016, 06:18 PM.

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    Gaining Personal Banes
    Every time a major, minor or complete template gain a Permanent Atrocity they also gain a Personal Bane, which is a situation, circumstance, or material that harms and hinders them, or marks and tells that indicate their unnatural existence. Banes may be described as a fairly common material, or a short phrase describing a circumstance. Alternatively the supernatural may choose a mark or tell as a bane. The bane should be thematically fitting for how they gained the Permanent Atrocity.

    For those that choose material or phrase is approved by the storyteller and recorded on the character sheet. Injuries inflicted by the material or when the circumstances described by the brief phrase are applicable cannot be regenerated or healed via supernatural means, it counts as resistant damage of the type normally associated with the damage inflicted. Supernaturally provided armors and supernatural powers don't provide protection from damage gained from the material or during circumstances described by the brief phrase. While circumstances described by the brief phrase are applicable, or in direct contact with the material the supernatural being's max die pool for any action is capped by their Morality Advantage. In addition while circumstances described by the brief phrase are applicable or is in direct contact with the material to the supernatural takes 1 point of Aggravated damage per Permanent Atrocity they have per combat turn. Supernatural powers used by a being with this bane do not work while the bane is in contact with the being, or the circumstance is applicable to the being. Abilities of a supernatural to rise from the dead do not work if this bane was involved with their death.

    For those that choose a mark or tell they gain a disfigurement or ambient effect that socially disadvantages them, harms their Support relationships and makes them easier for hunters to track. For supernatural that choose multiple marks or tells their effects are cumulative. These types of bane may only be taken four times and taking it the fourth time resolves in the character losing all their Supports becoming raving deranged monster and an NPC. The disfigurements become increasingly severe the more that are acquired, starting out with a subtle predatory sheen to eyes and an animal musk that won't wash off, up to an actual bestial visage and scaled skin after taking the bane a fourth time. The effects start subtle as a general sense of unease, to as severe as plants withering and food rotting in the beings present after taking the bane a fourth time.
    The mechanical effects each time the tell/mark bane is chosen:

    • Minimum Aggravated Hurt for each Support is raised by 1, meaning Supports may not have less Aggravated Hurt than the minimum (the first time this is selected it implies immediate knowledge of supernatural nature by the Supports, and thus isn't additive with that effect).
    • The character calculates gaining Attention as if he had two higher Permanent Atrocity than he actually has
    • The Character requires an additional Door in any Social Maneuvering attempts, an may not make progress until Hard Leverage is used.

    Sample Personal Banes
    All of these examples match folklore banes for various creatures, and also listed is why they may be thematically correct for how the bane was gained.
    While in a home uninvited.
    It is totally likely that a violent home invasion could be the event that is the tipping point for gaining Permanent Atrocity
    Passing over running water
    Whether as a place to dump bodies or actively drown their victims, rivers and streams could feature in the act of Atrocity which earns a personal bane.
    Cold Wrought Iron
    Unheated metal bars of a cell, hanging cages, many archaic weapons and tools of torture are made of wrought iron which is cold to the touch.
    Fire
    Cremation, burning people alive or burning down a home are all things that could be the tipping point for Permanent Atrocity.

    Switching Banes
    Each major template has a switch-able Bane. A major template may change out their Switch-able Bane for one of the other Switch-able Banes from another major template for the cost of 5 Willpower Dots, all spent at once. For many characters this is not possible or would reduce them to zero Willpower dots, which leave them constantly without willpower for the usual detrimental effects. Fortunately for characters who don't have vast bastions of Willpower there is an alternative, if the supernatural has a Mentor with the Bane they wish to switch to, they may do so at the cost of merely 1 Willpower Dot. If the supernatural ever loses that Mentor, either from a falling out of favor or because the mentor dies, the character immediately loses two dots of Willpower and must roll for a breaking point with a penalty equal to the dots of the mentor merit. These mechanics are meant to provide a very broad canvas to paint wildly varying supernatural creatures that creep through folk lore and players imaginations while also propagating factional clumping within the setting through mentor/apprentice relationships making chains of connections between characters. The steep cost to be a solo deviant or the progenitor of a mentor/apprentice tree keeps these individuals rare, and makes them sought after as mentors by individuals with less will.

    Personal banes may never be changed or lost.

    Changeling
    Arcadian Hunters
    For every two Permanent Atrocity that a changeling gains, they also gain an Entrapment Clause of their Keeper.

    An Entrapment Clause is an action done by or a circumstance changeling may find themselves within which incites their Keeper to send forth a Huntsman to recapture the changeling. The changeling gains the Hunted condition. Should the changeling trigger the entrapment clause again while they have the condition of being Hunted (by a Huntsmen), and all their approaches have been filled by that Huntsman or the changeling has no approaches that they are protected by, that changeling's Keeper will appear and snatch the changeling through a newly formed hedgegate straight back into Arcadia. This is immediately successful and may not be contested by the target in anyway. This assures capture unless an outside party intervenes. The True Fae is only exposed for those anticipating its appearance for the an instant action of the highest initiative count of the turn it appear and any other reflexive actions that could be taken on that initiative count before it vanished with its prize. Should the changeling trigger an Entrapment Clause while they have the Hunted Condition (by a Huntsman) but the Huntsman hasn't met all their Approaches then one of the changelings Supports are abducted by the true fae in the manner it would take the changeling if the Huntsman had completed the approach applicable for that changeling. The Fetch the True Fae leaves in the Support's place shares the Conspirator condition with the Huntsman pursuing the changeling, and changeling deals loss of the Support only after the Betrayed condition resulting the Conspirator condition being resolved. Should an individual or group deliberately attempt to use this phenomenon as a trap for the True Fae, the True Fae instead snatches and replaces a Support of one of those involved in the plot at some point in the present, past, or future where the Support is/was/will be vulnerable to being taken in secrecy. Time and fate have bargains with the True Fae that allow this horrific twist, and this fact is whispered of by sage changelings wishing to share the variations of cautionary tales to keep their associates from such folly.

    Each Keeper has five Entrapment Clauses and all changelings of that Keeper know all five Entrapment Clauses that could apply to them with preternatural lucidity which makes it impossible for them to forget. These clauses are unique to each Keeper, and the player may choose an already existing Keeper in the setting, or at storyteller discretion the storyteller may design a new Keeper with new Entrapment Clauses based on player input when a new changeling is introduced into the setting.

    Besides being hunted by Entrapment Clauses, each month when a changeling lacks either Freehold or Court membership, or the freehold they belong to has a lapsed Bulwark ritual, they must roll their Permanent Atrocity (0 counting as a chance die) or alert and incite their Keeper as if they had triggered an Entrapment Clause.

    This bane may be temporarily suspended for a changeling that uses the Privateer Whisper, and the changeling may instead offer up a token of reprieve to avoid capture even at the hands of their keeper. See the Privateer Whisper for more information.

    Examples
    Perun, Only-Lord-of-All, The Thunder King
    Entrapment Clauses:
    • Be shocked by electricity
    • Fail to submit a yearly blood sacrifice of prize winning bull
    • Submit a blood sacrifice to anyone other than Perun
    • Walk under a lone tree during a rain shower
    • Eat any golden colored fruit
    Black Annis, Eater-of-Children, Hag under the Hill
    Entrapment Clauses:
    • Disobey an elder with authority if their command is followed by with "Or Black Annis will get you!"
    • Fail to offer a human child sacrifice dedicated to Black Annis each spring.
    • Speak Black Annis's name or any of her titles aloud.
    • Walk under a gnarled oak tree at night.
    • Touch a dead cat corpse.
    Tezcatlipoca, Enemy-of-both-sides, Lord of the Near and Nigh, The Night Wind
    Entrapment Clauses:
    • Receive a wound on the foot
    • Fail to submit a cannibalistic sacrifice of young man after his honeymoon dedicated to Tezcatlipoca once a year.
    • Speak any oath of office without loudly and publicly insulting self three times.
    • See own reflection within an obsidian surface.
    • Being covered by soot while under the night sky

    Seeming Weakness


    (Switch-able) Cold Wrought Iron
    Injuries inflicted by Cold Wrought Iron are cannot be regenerated or healed via supernatural means, it counts as resistant damage of the type normally associated with the damage inflicted. Supernaturally provided armors and supernatural powers don't provide protection from weapons made of Cold Wrought Iron. While exposed to Cold Wrought Iron the supernatural being's max die pool for any action is capped by their Morality Advantage. In addition when directly in contact with Cold Wrought Iron to the supernatural takes 1 point of Aggravated damage per Permanent Atrocity they have per combat turn. Supernatural powers used by a being with this bane do not work while in contact with Cold Wrought Iron. Abilities of a supernatural to rise from the dead do not work if this bane was involved with their death.

    ===Side Bar===
    ====Balancing banes====

    Note for clarity: "Cold" is an additional quality of the wrought iron, not a production technique, ei the wrought iron must be cold for the bane to apply. This additional requirement is due to wrought iron being much more common than silver that more specific requirements are justified when choosing it as a bane, consider it metaphysical loopholes that balance the cosmic scales of justice. Sunlight is extremely common but its availability is not under direct control of the wielder. When the storyteller is arbitrating the balance new Personal Banes against existing banes they should consider these factors and teak the specifics to towards balance with their best judgement. The listed examples are the benchmarks for this process.
    ========
    =======

    Mage
    Disbelief
    When a non-template mortal encounters supernal magic, he cannot usually cope with what he sees. Supernal disturbances trouble non-template mortal who witness them — until the embrace of Disbelief erases all evidence of the occurrence from their minds.

    When a non-template mortal witnesses a vulgar act of magic, it always triggers Disbelief. The non-template mortal’s reaction depends on his
    Willpower. In many cases, the effects alter or amend the non-template mortal’s memory of the event, but humans have been known to react in unpredictable ways. If multiple humans witness the same act of supernal magic, each interprets it differently according to his Willpower and the resources his unconscious mind uses to explain the event.
    Willpower Memory
    1 - 4 Integrity Break Roll with penalty of -3 Dice. Additionally the Sleeper completely forgets that he ever saw anything unusual even if he succeeds.
    5 -7 Integrity Break Roll. Additionally to a normal breaking point, on a failure he forgets what he sees.. Additionally on a success he'll have a feeling of unease and might remember events later as if they were something he dreamed. On a exceptional success he misinterprets what he sees; he might mistake a spell for a technological phenomenon or anything to explain it away in “normal” terms.
    8 - 10 Integrity Break Roll. Additionally on a success or exceptional success he remembers everything. Otherwise he misinterprets what he sees; he might mistake a spell for a technological phenomenon or anything to explain it away in “normal” terms.
    Also, the powers of supernatural creatures do not trigger or experience the effects of Disbelief. Vampires, werewolves, spirits, ghosts and other strange beings can use their powers freely before the eyes of non-template mortals.

    A non-template mortal who witnesses a might very well unravel that spell with the force of his Disbelief. The result is an extended action, accumulating successes over time. In the first turn in which the spell’s effect is witnessed, roll the non-template mortal’s Resolve + Composure and compare the successes to the spell’s Potency. If successes exceed Potency, the spell is dispelled. If they are equal to or less than the spell’s Potency, the spell is unaffected. Every 10 minutes thereafter for the rest of the scene, roll again and add successes to the running total. Once successes exceed the spell’s Potency, it is dispelled. A mage might try to hide the effect from a non-template mortal, but if the non-template mortal sees it again any time during the scene, his new Disbelief successes are added to his previous successes. (Note: If the action has moved on to another location, but the spell remains, Storytellers can assume one success on this roll per Sleeper per 10 minutes that pass, until the spell is unraveled. For example, a Potency 3 spell in a room with two Sleepers is unraveled in 20 minutes.) If a Sleeper leaves the scene of the spell, rolls are no longer made for him. This leaves supernal magic very vulnerable to crowds of non-template mortals.

    Additionally in a similar way werewolf Lunacy makes people discredit recordings of werewolves in alternate forms, disbelief does so with recordings of supernal magic.

    This bane may be temporarily suspended for a mage that Plant the Seeds of Awakening. See Plant the Seeds of Awakening for more information.

    Paradox
    When mages use overt magic the are painful consequences. Certain spell effects are noted as vulgar and when a mage casts a single vulgar spell or three covert effects within the same scene they suffer a (Permanent Atrocity + 10 – Morality Advantage) penalty to that and successive attempts to use magic in that scene and the power inflicts 1 point of Resistant Bashing equal to the power's dot value to its wielder. This can be lowered by one if the mage is using a rote, another if they are using a ritual tool, and one for each mana they spend solely to mitigate Paradox. These steps can never reduce the Resistant Bashing damage below 1, and fail altogether if there is a non-template mortal witness.

    In addition to the above when a mage does a vulgar spell they risk allowing some of the abyss inside the world. This only applies to vulgar spells, not three or more coverts spells within the same scene. Roll the amount of Resistant Bashing that the mage took as a die pool and consult the table below for effect.
    Successes Severity
    1 Havoc
    2 Bedlam
    3 Anomaly
    4 Branding
    5 Manifestation
    Paradox Duration
    Paradox’s duration depends on the Wisdom of the caster who invokes it. (The duration of a Havoc Paradox is equal to the Duration factors of the spell that goes haywire.)
    Wisdom – Permanent Atrocity Bedlam Anomaly, Branding, Manifestation
    10 One scene One scene
    9 One scene One scene
    8 One scene One scene
    7 One scene One scene
    6 One scene One day
    5 One scene Two days
    4 Two hours One week
    3 12 hours Two weeks
    2 24 hours One month
    1 or less Two days Indefinite*
    * If the mage has a Wisdom – Permanent Atrocity score of 1 or less, the Paradox has an indefinite Duration. The method of canceling such an effectively permanent Paradox effect is up to the Storyteller discretion.

    Havoc
    The mage’s spell is no longer under his control and is considered a Havoc spell. It affects a randomly chosen target (or targets, if multiple targets were factored into the casting) instead of the caster’s declared target(s). The caster himself
    is included in this pool of random victims. The new target must be of the same type — if the mage targeted a living person, then the pool of random targets include only living people. If the mage’s target is an object, then only objects are
    affected. If the caster is the only viable target present, he is the target of his own spell (unless he was its originally intended target, in which case the spell affects a target of a different kind, such as an object).
    The new target — including the mage himself if he is the spell’s new target — can contest or resist the spell if it is normally allowed (see the spell’s description).
    In addition, the mage’s Wisdom – Permanent Atrocity is rolled:
    Dramatic Failure: The spell’s desired effect is reversed. A blessing becomes a curse, a magical perception spell blinds the mage to all resonance, or an attack spell helps the target instead.
    Failure: The spell’s desired effect is reversed, as above.
    Success: The spell’s effect is unaltered.
    Exceptional Success: The spell’s effect is unaltered and the mage gains a +2 dice bonus for any attempts he might make to dispel the Havoc spell.

    Since the spell is no longer under the caster’s control he cannot dismiss it at will.

    A Havoc lasts for only as long as the spell’s Duration. Note that spells with a concentration-based Duration become transitory; the Storyteller rolls a single die and the result is the number of turns the spells lasts.

    Bedlam
    The Mage gains a derangement as a piece of the Abyss touch her soul. Unlike a mundane derangement this may not be contested with a Resolve + Composure roll and is considered always active for the duration of the paradox. This may upgrade a mild to a severe derangement.
    If the Storyteller feels that the character acts in opposition to the derangement, he can warn the player to change his action. If the player persists, the Storyteller can levy a Willpower point penalty against the character, rationalizing that he exerted his will to go against the grain of his Bedlam’s madness.

    Anomaly
    Reality cracks open, the local laws of reality are rewritten randomly, and impossible things take place.

    The area affected is usually a radius around the caster of 20 yards per dot of the highest Arcanum used in the spell that invokes the Paradox. Anomalies are not affected by non-template mortal Disbelief.

    The important thing about Anomalies is that they’re unpredictable. The Storyteller chooses their effects and defines the rules on how they affect the area and/or characters. Storytellers
    should get creative and strive to confound the caster’s expectations.

    Branding
    The mage’s appearance is afflicted by his misuse of magic. He wears the spell’s warped skein on his skin.
    Arcanum Dots Brand
    1 Uncanny Nimbus
    2 Witch’s Mark
    3 Disfigurement
    4 Bestial Feature
    5 Inhuman Feature
    The Storyteller should create an appropriate
    Brand as needed, one that seems to
    symbolically represent the character’s Vice.

    Some examples are provided below.
    Uncanny Nimbus: The mage’s resonance aura is
    disfigured by his Vice and become obvious to any being with supernatual senses. Anyone with any type of supernatural perception can see it. An Envious or Prideful mage’s aura might be weaker when affecting others and seem stronger when affecting the mage himself. A Greedy mage’s aura might not affect others at all, although its presence is still obvious. A Wrathful mage’s aura might seem threatening to others, although it cannot harm them directly. These effects are not concealable with magic.
    Witch’s Mark: The mage bears a weird but non-prominent blemish that is visible to Sleepers. He might have luminous motes in his eyes (Lust or Greed), his body radiates heat (Wrath) or cold (Envy), or there is a grayish pallor to his skin (Sloth). In addition, he has an uncanny nimbus, as above.
    Disfigurement: The mage bears a prominent blemish that is visible to Sleepers, such as a metallic sheen to his skin (Pride), the pupils of an animal (Wrath or Gluttony), a bizarre tenor to his voice (Lust, Envy, Greed). In addition, she has an uncanny nimbus, as above. She suffers a –1 dice penalty to Social rolls with Sleepers (except Intimidation Skill uses) and calculates his Attention as if her Permanent Atrocity was 1 higher..
    Bestial Feature: The mage gains an animal trait, such as claws (Wrath; +1 dice, lethal damage), fangs (Envy or Gluttony; +1 dice, lethal damage), horns (Pride; +2 dice, lethal damage), a tail (Greed or Lust; it has half the mage’s Strength, rounding up), fur or scales (Sloth or Pride; one armor point). None of these features can be concealed easily.
    He suffers a –3 dice penalty to all Social rolls (except Intimidation Skill uses) and calculates his Attention as if her Permanent Atrocity was 3 higher..
    Inhuman Feature: The mage gains an inhuman trait, such as a bestial feature that is clearly demonic or supernatural. Maybe his tail is forked or his eyes glow. Or he might be surrounded by a cloud of flies (Gluttony or Greed), a miasma that causes plants to wither (Sloth or Envy), a herd of crawling vermin (Pride or Lust), or a pall of smoke (Wrath).
    He suffers a –5 dice penalty to all Social rolls (except Intimidation Skill uses) and calculates his Attention as if her Permanent Atrocity was 5 higher.

    Manifestation
    An entity from the Abyss enters into the Fallen World. It manifests somewhere within the area around the mage who invoked it, usually no farther away than 10 yards per dot of
    the caster’s Gnosis. It does not necessarily appear within sight. It might manifest below the mage, in the sewers, or in an unseen room beyond the nearest wall. The descriptions on the following are a guidelines for power level, not form, because the abyss is nowhere as predictable.
    Arcanum Dots Entity
    1 The manifestation could be mistaken for a cruel minor spirit. It is of Rank 1 (with 5-8 Attribute dots) or 2 (9-14 Attribute dots). This entity exists in Twilight and cannot cause direct harm, but it can cause any number of minor problems. It has some influence over the material world, like a spirit.
    2 A more powerful and menacing entity (Rank 3, with 15-25 Attribute dots) manifests in the material realm. It is malicious and hurts all it can. It has a keen sense of timing, causes various hassles and has powers.
    3 Entities of this intensity are more complex and capable (Rank 3 or 4, with 26-35 Attribute dots), driven less by pure instinct and emotion and more by thought and planning. They are also powerful enough to manifest a physical form and interact with the material world. They are cunning enough to pretend to have the mage’s interests at heart, while leading him astray. The promises of such creatures are not to be trusted.
    4 The entity’s power is equal to that of the mage in every respect. Such entities range from murderous monsters that stalk and kill the mage’s loved ones (or enemies, pinning the blame on the mage) to seductive manifestations of the mage’s darkest desires. Beings of this power require specific conditions for banishing them.
    5 The mage draws the attention of a truly powerful entity (Rank 4 or 5, with 36-45 Attribute dots). The entity may try to destroy the mage or possess his body. Alternately, it may attempt to seduce the mage with promises of power, knowledge and the fulfillment of his desires. The entity remains in the world until either banished by the mage who summoned it or until the mage’s death. In the past, the orders have sanctioned the execution of mages responsible for calling such entities into reality.
    (Switch-able) Paradigm Paradigm is one's conception of how supernatural abilities should. All supernatural effects are a product of will, but the psyche isn't well equipped to channel reality twisting effects without ascribing it some rationale. Paradigm is an intellectually consistent framework of why supernatural abilities works that serves as 'insulation' between the supernatural being and the power they wield.

    In practice, a paradigm has two parts. First, it's a philosophy or methodology, an understanding of why and how supernatural powers work. This can be any known framework, so long as it's internally consistent and follows after mortal metaphysical tradition at least a hundred years old (though pseudo-sciences that old also work). Pseudo-science less than a hundred years old lack some quality that makes them suitable for use as a paradigm, while accurate and 'real' scientific theory fails entirely regardless of age. Increased supernatural powers may be understood as the ability to frame more and more abilities in the context of one's paradigm.

    Secondly, and more concretely, it's a set of physical actions (formally called methods), locations prepared for the purpose, (called sanctums or laboratories) and/or physical objects (called implement or instrument) that the supernatural being uses to use its powers.

    Paradigm always reflects a core aspect of the supernatural using it, tied to either its mortal upbringing, traumatic events that introduced it to the supernatural while still mortal, or the deep connection to the being that mentored them changing their Bane, and as such those that successfully identity a supernatural's paradigm gain the Informed Condition in relation to the contesting or identifying the supernatural creature's powers once per chapter. Additionally abilities of a supernatural to rise from the dead do not work if rest-in-peace practices appropriate to their paradigm are performed for them.

    Each supernatural being with the Paradigm Bane defines what broad belief system they are tapping into to perform their spells or powers. Feel free to use one of the following sample Paradigms that is appropriate to your character or how your character gained the Paradigm bane, or use them as a measuring stick to judge what is appropriate in breadth of a belief system.

    Somesample paradigms:
    • Emergent Entheogenic Ritualism (Spontaneously arising spiritualism from psychotropic journeys)
    • Ceremonial Magic: Enochian Invocation (calling angels)
    • Ceremonial Magic: Onmyōdō
    • Ceremonial Magic: Hermeticism Goetia
    • Ceremonial Magic: Hermeticism Alchemy
    • Ceremonial Magic: Qigong
    • Mad Science: Aetheric Electromagnetism
    • Mad Science: Paranormal Psi Testing
    • Mad Science: Harmonic Mesmerism
    • Mad Science:
    • Mad Science: Hellenic Vitalism
    • Mad Science: Phrenological Surgery
    • Prayer & Religious Practices: Christian Theurgy
    • Prayer & Religious Practices: Sufi Mysticism
    • Prayer & Religious Practices: Hermeticism Theurgy
    • Prayer & Religious Practices: Kabbalism
    • Prayer & Religious Practices: Mesoamerican Blood-Letting
    • Prayer & Religious Practices: African Tribal Shamanism
    • Prayer & Religious Practices: Theosophic Meditation
    • Prayer & Religious Practices: Vodoun Invocation
    • Prayer & Religious Practices: Shaolinquan
    • Prayer & Religious Practices: Neo-celtic derivative
    • Prayer & Religious Practices: New Age practices
    • Prayer & Religious Practices: Shinto Animistic Practices
    Tiers of spell/power familiarity
    When a character has Paradigm Bane it begins to track different levels of familiarity with their spells and powers. This is simply not applicable to supernatural beings without the Paradigm Bane.
    • An Improvised Power/Spell is just that – something within you the defined preview listed in the Game Book. For those without the Paradigm Bane this is their maximum level of familiarity they can gain. For this spells/powers with level of familiarity requires the use of Yantra to avoid the penalties of not using Yantra for those with the Paradigm Bane.
    • A Praxis is a power/spell you’ve become especially practiced at, iconic for your character. You get one with every dot of Power Stat, and can buy more with Experiences specific to your major template. When a supernatural uses one of her praxes, all Tools (NOT all Yantras – Tools are a subset, as you’ll see) count as being Dedicated. Only major template characters with the Paradigm bane have these. Praxis powers/spells may be used without Yantra without penalty, but still benefit from the bonuses of using them.
    • A Rote Power/Spell is studiously designed by a Supernatural with who has all five levels available in game of that Power (Advanced Disciple for Vampires, Master Arcanum for Mages, All five renown version of a Gift, a 5 dot Contract for Changelings, etc…) and either cast by following the instructions in an instructional tome created by or learned internally with Experiences specific to your major template. Rotes codifying the structure of supernatural powers and spells in the symbols of the Paradigm and the cosmos. Designing such rotes requires making an instructional tome, or spending the Experiences specific to your major template to burn it into your supernatural consciousness. (This second option makes it unforgettable, even by mystical tampering or even the most severe psychic trauma) You can only use Rote Power/Spell made by a those of the same Major Template, Supernatural Faction (Covenant for Vampires, Courts for Changelings, Tribes for Werewolves, Orders/Ministries for mages) and Paradigm. All three must match, and this is an important factor as to why mentor apprentice relationships have the foundation of being the same Major Template, Supernatural Faction, and Paradigm. Rotes always have specific skill associated with it chosen by the Rote creator, and always has the exact same collection of Yantra every time. The user of the Rote must use the Yantra the Rote has specified or they are to use the Rote and gain its benefits.
    All three use the same dicepool. If you’re casting a rote out of a book (which takes hours), or one you designed yourself, you get the rote factor (reroll failures) on the roll. There are other benefits of rotes, chiefly around Paradox for Mages.
    Yantras
    supernatural powers and spells are acts of transforming will to power. A supernatural needs no more than that — just the ability to think clearly enough to form an imago is enough to work supernatural powers and spells. But supernaturals have human minds, and humans find the focus necessary to form and maintain all but the simplest imago at the drop of a hat is elusive at best. Instead, supernaturals do what all humans do: they use semiotic shortcuts. Just as a first-grader may learn “Roy G. Biv” as a mnemonic for the colors of the rainbow, so a supernatural uses symbolic times, places, words, items, and movements as a key to forming an imago. The Diamond Mages call these keys “Yantras,” after the Sanskrit word for a mystical design or apparatus. The Free Council prefer the more prosaic “Instruments,” focusing on their grounding in humanity’s acts of creation, while the Seers know them as “Chains,” mystic signatures burned into the Fallen World by the hands of the Exarchs. Vampires call these as “Sapor”, while werewolves snarl “Enki” in the First Tongue, changelings bemusedly refer to them as “Stipulations”, and Sin-eaters say “Piths”. For ease of overview the these rules we will being using the term Yantra, as mages are the major template with the Paradigm Bane by default.
    Those who don’t have the Paradigm Bane often mistake the medium for the message, believing that the Yantras associated with a given working are in and of themselves sources of power. This belief — that anyone can work supernatural powers and spells with the right combination of items, motions, and words — is sadly mistaken. To a supernatural, they are aids to concentration and keys that unlock parts of an imago held in memories.
    There are three broad categories of Yantra Places, Actions, and Tools. These are defined in more detail in their respective sections of this Bane. The distinctions have between these categories affects such things as what can and cannot be Dedicated, which rely upon environmental Conditions, and which only require the user to be capable of an appropriate action.
    Semiotics
    Each Yantra has a meaning above and beyond the Yantra itself — to the supernatural who wields it, a crystal rod is a tool of clarity and a means of action at a distance, of touching beyond one’s grasp. To some supernaturals, it is a symbol of male sexuality. Others see it as a means of channeling power and removing illusions. Still others see it as a tool of command. All of these things are true — this crystal wand is a reflection of the Crystal Wand that casts a shadow on the wall of Plato’s cave.
    In order to use a Yantra, a supernatural has to recognize a specific symbolism in the tool. That reflection then factors into her arcane understanding, enabling her to use that symbol as the foundation for an imago. Rather than drawing a picture of what she wants freehand, she instead has a stock images she can trace or use as inspiration. The more Yantras she uses — whether different interpretations of the same tool or different tools altogether — the more basis she has for her imago, making it easier to form.
    Naturally, using Yantras in this way has its limits — if the supernatural can’t fit any of their specific Paradigm appropriate symbolism/methodology associated with the Yantra into her working, she can’t use it to bolster her supernatural powers and spells. A Guardian of the Vielmight set up a Chamber of Veils that she uses to hide truths and reveal secrets, but unless she can connect her Supernal understanding of the Chamber of Veils to a place of healing, it won’t help her when a cabal-mate stumbles through her door holding his intestines in place.
    Unlocking the Imago
    When a supernatural uses a Yantra in the working of a spell or power, she adds bonus dice to her spellcasting or power dice pool. The number of dice varies by the Yantra that she uses. These bonus dice can help eliminate penalties to her dicepool, or provide bonuses. A supernatural can only get so much help from Yantras — after offsetting any penalties, the maximum bonus from all her Yantras combined cannot exceed 5 dice.
    A supernatural may want to use as many Yantras as possible in her spellcasting or power, especially for powerful acts of supernatural powers and spells. She can however only access so many pieces of supernarual knowledge at once. To reflect this, the number of Yantras she can apply to a given spellcasting pool is limited by her Power Stat. If she uses one ritual item in many ways, each individual use counts as one Yantra for this limit.
    The number of Yantras you can use are:
    Power Stat Yantras
    1 or 2 2
    3 or 4 3
    5 4


    It takes time to draw upon the mystical sympathy of objects and actions. A supernatural can draw upon one Yantra as a reflexive action when casting a spell or using a power; each further Yantra extends the casting time or time to activate the power by a turn. Someone who wants to interrupt an involved casting thus has plentiful opportunities to snatch away mystic items, block out the light of the full moon, or just shoot the supernatural in the head.
    Penalty of not using Yantra
    If the supernatural being tries to use a spell or power without their Yantra, which isn’t a Praxis spell or power (usually either because they're trying to be subtle, because they are rushed, because they lack their materials or are unable to use them), then they can still use the power, but it suffers a (Permanent Atrocity + 10 – Stability Advantage) penalty and the power inflicts 1 point of Resistant Bashing damage equal to the power's dot value to its wielder. (For mages this is in addition to any damage done by Paradox).
    Place
    Supernaturals seek out — or create — locations that border the sources of their power in the hope of using that proximity to aid in their use of spells or powers. Others find places — or times — where the world comes into harmony with what they are trying to accomplish without any specific proximity. Places all require certain Environmental Conditions to be useful as a Yantra, these are detailed below.
    Demesne
    Many mages enhance their ritual space with a soul stone, turning it into a weak form of Verge. Mages most often decorate their ritual spaces according to their Order — a Mystagogue’s ritual space may be a storehouse of knowledge that reflects the Order’s Tarsi Archive, while a given Libertine may fit hers out as a machine shop or embed the soul stone in a sacred tree.
    A Demesne is of most use in ritual casting. It provides a prepared, sacred space where the mystic can work without the interruptions of the Lie; only a few (such as a dojo used by an Adamantine Arrow to practice sacred weapon forms) are of any use with instant spells and then only in defense of the Demesne. Beyond that, the construction and sacred tools within a Demesne determine what supernatural powers and spells it can apply to. An Obrimos Libertine’s machine shop helps with spells that build, repair, or dismantle for those that share the Paradigm of the mage whose soulstone acts as the source of the Demesne, and in this example the Paradigm is Aetheric Electromagnetism. An Thyrsus Arrow’s training room helps with spells involving duels, preparation for battle, self-mastery for those that share the Paradigm of the mage whose soulstone acts as the source of the Demesne, and in this example the Paradigm is Shaolinquan. A Mastigos Guardian’s Veiled Room helps with spells of disguise, misdirection, and uncovering truths for those that share the Paradigm of the mage whose soulstone acts as the source of the Demesne and in this example the Paradigm is Hermeticism Goetia.
    One of the best benefits of using a Demesne is that it always has the Open Condition for using magic appropriate to its Paradigm and Ruling Arcanum unless specifically temporarily suppressed by a supernatural effect.
    Effect: Casting in a Demesne has a +1 modifier
    Environment
    Places and times can be beneficial to using supernatura if they reflect the spell or power a supernatural is using. An depending on the paradigm it may be appropriate to use the sun at noon to see through falsehoods, while various types of shamanism or varieties of mysticisms might use the light of the full moon reflected in a pool of water to scry across vast distances. Location is just as important — many religious based paradigms seek out churches of their faith to perform spells or powers of persuasion, command, and stewardship.
    An environment has to link to the spell or power itself, not just the supernatural. The Obrimos in a church cannot use it as a Yantra to magically charge her cellphone. The supernatural powers and spells must link to what mundane humans know about a place or time, not because their perceptions cause the magical harmony to the effect but because they act as unconsciously reflect the magical attributes of a place. This is reflected by the environment having a Resonant Condition appropriate to the Paradigm of the supernatural and the specific spell or power used.
    Effect: Casting in an appropriate location grants a +1 modifier.
    In-Between Places
    There are places where the two things naturally held apart come together, and such places hold great supernatural significance. Each major template has a type of place which is attuned as suitable to be used as a Yantra for them. Werewolves have open Spiritual Verges, mages have a variety of supernal Verges, changelings have open Hedgegates, sin-eaters have open Avernian Gates, and Vampires have
    Spiritual Verges act as temporary doorways between the hisil and mundane world, and while they are open, which is an event tied to specific conditions unique to each verge, Werewolves with the Paradigm Bane may use any Open Spiritual Verge as a Yantra for any gift.
    Supernal Verges are places where the Supernal touches the Fallen World, and Mages find it much easier to draw power through an imago. Such places are natural Yantras, lending their power to those within. Each Supernal Verge teems with the power of one of the Supernal Realms, and lends its power to the Ruling Arcana of that Realm.
    Supernal Verges are thus as valuable for their versatility as their power. In a Pandemonic Verge, any spells that use the Mind or Space Arcana can draw upon the Verge’s power, be that a long ritual to superimpose two locations or a simple spell to fuddle an opponent’s senses. A supernatural in a Supernal Verge can use his mystic connection to the Watchtower to use it as a Yantra on any ritual spell that doesn’t involve the path’s Inferior Arcanum.
    Changelings have the ability to open Hedgegates in a large variety of places using easily accessible conditions, giving them the most ready access to In-Between Places of any major Template. This is not without side effect because after the Hedgegate has finished being Opened condition it does not simply cease to be, it instead has a Strengthened condition to reflect a heightened connection between the Hedge and the mundane world. This leaves that a place where True Fae, hobs, changelings, and some of the more cleaver hedgebeasts can use Glamour to exit the Hedge into the mundane world. Changelings may only use newly created and Open Hedgegates as In-Between Places.
    Sin-eater have the innate ability to use Plasm to push subterranean locations that have a Strengthen Condition in relation to death to become an Open Condition for an Avernian Gates which leads to the Great Below. While that Open Condition lasts sin-eaters with the Paradigm Bane within the Avernian Gate or at either side of its mouth may use it as an In-Between Place Yantra. This of course is risky due to allowing things to escape the Underworld.
    Vampires are interesting in that their In-Between Place is actually being present at the time and place of an Embrace. This makes the site momentarily, never less than the turn of the embrace but never longer than minute and averaging around 30 seconds, Resonant with ‘Damnation’ that is specifically attuned for vampires using it as a Yantra. This is something that only vampires with a Paradigm appropriate specialty in the skill they use for knowing about their Paradigm would be aware of.
    Effect: Casting in appropriate In-Between Place has a +2 modifier.
    Actions
    Everything a supernatural does can be supernatural powers and spells. Different Supernatural Factions teach ritual gestures that bring the imago of a rote to mind through conditioning and muscle-memory. Supernatural Languages allows a supernatural to intone or write her spell or power’s intent not in the imperfect tongues of the mundane but the a sacred. A supernatural can even hold her power or spell’s imago in her mind, focusing on it beyond the point of creation in order to maintain supernatural will upon the world.
    Some supernaturals use actions as Yantras to get out of a bind — even stripped naked and chained in a cannibal killer’s dungeon, a mage can speak words of High Speech and focus upon the imago of a spell. It takes a little practice to get used to, but given a little time to breathe he can work spells far easier than if he formed an imago from whole cloth.
    Concentration
    Many spells finish when the supernatural forces the some aspect of the world to change through will. Some hold on for as long as the supernatural can impose her will. It’s a draining task, but worth it. Most common is a supernatural that holds her imago in her mind. If she’s particularly skilled in a supernatural language, she may find it easier to keep the spell in mind by slowly translating her imago into runes back again, focusing on them. In either case, she must focus on the spell and only the spell. If she wavers, the effect is lost.
    On a basic level, concentration is a supernatural exerting her will over even her own mind, forcing herself not to weaken. As such, it’s a symbol of ongoing action — and a means to have a spell last longer than it should. The vast majority of supernaturals focus on a spell or power over time in order to bolster its duration. A few supernaturals instead see concentration like a lens, focusing supernatural power. While this interpretation can bolster a spell, it also leaves the supernatural open to disruption until she completes her spell.
    Effect: Concentrating on an effect provides 2 extra dice. If the supernatural is hurt or takes a non-reflexive action while the spell is active, it ends immediately.
    Mantras in Supernatural Languages
    Supernatural Languages are not languages mundane humans can understand. They carry supernatural weight, meaning and authority. High Speech is the Supernatural Language of mages, First Tongue is the Supernatural Language shared between werewolves and spirits, and The Dragon’s Breath is the Supernatural Language of demons. Supernaturals use their respective Supernatural Languages to intone her imago, describing the change that she wills and thus making that change real. As a means of changing the world it is flexible — it requires neither external props nor ongoing concentration— but it requires her to speak the words out loud. It’s not enough to coop them up within the supernatural’s mind; she has to express her desire so the cosmos can hear it.
    As a Yantra, Mantras in Supernatural Languages are very versatile. Almost every supernatural capable of a speaking a Supernatural Language knows enough to declaim her control or dominance over a subject. She can repeat the words over and over again as she casts to build up a defense. Each Supernatural Language works for its own reasons and is only available to its associated major template. High Speech transcends the Lie because one important Supernal truth is a description of a thing is not distinct from a thing itself. First Tongue allows werewolves to tap into the primordial foundations of creation that existed before the dawn of time and their authority as apex predators of the boundary between spirit and flesh. The Dragon’s Breath twists the flaws and perversions present in everything in existence, corrupting it through its already tainted impure nature. All of these however are not subtle. She cannot work words of Supernatural Languages into a normal sentence to compel a listener to her will. The Supernatural Language cannot hide in the shallow grammars and inflections of the mundane languages.
    Effect: Vocally intoning her imago confers a 2-die bonus. As it takes time to speak the words, she cannot use any Yantra reflexively when using Mantras in Supernatural Languages — every Yantra including this one adds a turn to the casting time.
    Mudras
    Mudras are supernatural mnemonics taught by the Supernatural Factions that draw on skills and knowledge of the Paradigm, cast through the Supernatural Factions’ philosophy. Mudras are always used as part of a Rote. Creating Mudras is usually part of defining a Rote because Mudras are powerful Yantra and can only be utilized within a Rote. To be clear every Mudras is part of a Rote and not every Rote has Mudras,but most do because it is extremely beneficial. Mudras come in many forms — an member of Ordo Dracul with a Paradigm of Phrenological Surgery may have the act of inserting needles through a predrilled hole to touch exact parts of the brain as a Mudras, (the needles themselves would be considered tools), while the Adamantine Arrow with a Paradigm of Quigong may tense specific muscles in a set pattern while moving through predetermined forms, and a Bone Shadow with a Paradigm of Christian Theurgy may make the sign of the cross and bow her head in silent prayer. Each rote is unique to the supernatural who created it — some encode specific symbolism into the positioning of individual fingers to allow a student to form his own mnemonic; far more present a paternalistic approach that teaches the mudra and the supernatural powers and spells without an intervening step to consider the actions’ meaning.
    Effect: Using a rote’s mudra adds the user’s rating the rote’s encoded Skill to her dice pool. If the Skill is one of her Supernatural Factions’s specialized rote skills, she adds an extra die.
    Runes
    An intersection between incanting in a Supernatural Language and concentrating on an imago, some supernaturals use runic High Speech, First Tongue, or Dragon’s Breath to enhance the power of a spell. Most use the boost from a runic Yantra to boost a spell’s duration; the need to scribe the runes on to the spell’s subject makes them less useful for most other castings. Anything that disrupts the careful shape and arrangement of the runes makes them an imperfect description of the spell’s imago, ending the effect.
    The runes themselves are a written form of High Speech , First Tongue, or Dragon’s Breath quite apart from the fortune-telling iconography of mundane occultists or even that of minor templates. They most often speak to effects of permanence and durability. Some inscribe the runes of a healing spell onto their allies in the form of mystic tattoos that heal injuries, while others paint or carve them into solid objects to make them harder than diamond. When using runes on a person, a supernatural may paint her subject, scribe the runes with a tattooing gun, or brand them right into the subject’s flesh.
    Effect: Runic casting adds 2 dice to the supernatural’s dicepool. If anything damages or disrupts the runes — whitewashing runes painted on a wall, or slicing through a runic tattoo — while the spell is active, it ends immediately.
    Tools
    Each supernatural maintains at least a handful of Paradigm appropriate tools, mundane items that have a symbolic link to specific kinds of supernatural powers and spells. Almost no supernaturals rely on just a single tool. Even if she only uses supernatural powers and spells appropriate to its symbol, it’s too easy to take the tool away from her.
    Effect: Each item used as a Yantra adds +1 to the spellcasting pool.
    Path Tools
    Each Supernal Realm has its reflections in the Fallen World, and a supernatural knows the tools of supernatural powers and spells that align closely to her Path. While supernaturals with a background in Sleeper occultism recognize that the Path tools show up in several traditions, their direct elemental or Tarot symbolism is the Lie’s corruption of the Supernal Realms’ truth.
    Each path has five tools, each of which has a specific supernatural powers and spellsal function:
    • Coins or other symbols of material wealth, which represent construction, repair, and inanimate or intangible things that last beyond mere human lifespans. It is the tool closest to the Fallen World, and so is often used to manipulate it directly, for money or other resources.
    • Cups or other drinking vessels can involve healing, intuition, perceptual supernatural powers and spells, and gathering together. Drinking from a shared cup is a common way to spread a spell between a group. It’s often seen as a symbol of female sexuality, though what that means depends on the supernatural.
    • Mirrors may be actual mirrors, polished plates, or reflecting pools held in containers of the appropriate material. They represent sight, soul, and the self, and are the Paradigm tool most commonly used when the supernatural would work a spell upon herself.
    • Rods, wands, or staves are symbols of control — the ability to point and have a thing happen. Pointing a rod is a way of singling out a specific victim, while holding one is a symbol of rulership and command. It’s also used as a symbol of male sexuality.
    • Weapons, most normally knives, are symbols of thought made action — any spell that takes direct, decisive action on the world (or a person) can benefit from a weapon. While often used to harm, weapons also represent the mastery of intellect and will over the world.
    Each Path has specific materials that elevate a Paradigm tool from merely an object to something resonant with a Supernal Realm, as well as weapons that can replace the traditional knife.
    • Acanthus: Glass, crystal, silver, reflective materials; Rapier, bow, precision weapons
    • Magistos: Iron, brass, leather, worked materials; Curved sword, whip, cruel weapons
    • Moros: Lead, bone, gems, buried materials; Hammer, mace, crushing weapons
    • Obrimos: Steel, petrified wood, gold, perfected materials; Double-edged sword, spear, noble weapons
    • Thyrsus: Wood, copper, stone, natural materials; Axe, sling, hunting weapons
    Clan Tool
    • Drapes and other symbols of covering and concealment which include shrouds, cloaks and veils. They represent protection, concealment, death, mystery, and being surrounded by something.
    • Chalice or other drinking vessels can involve the draining of life from another, communion between drinker, collecting power, and Damnation itself due to the symbolic ties to the embrace. Drinking from a shared cup is a common way to spread a spell between members of a group.
    • Manacles and other tools of physical restraint symbolize both freedom (when the restraints are broken) and imprisonment (when intact). They are useful when containing or releasing beings or forces.
    • Needles and other tools which pierce the subject such as pins, thin blades, or narrow stakes represent direct interface and manipulation of that which is pierced. Because vampires are undead and don’t require their organs to function this allows them to access the symbolism of parts of the body that would prove fatal for living beings to pierce opening up a world of metaphoric possibility depending on their Paradigm.
    • Body mutilation in the form of brands, skin cutting, and tattooing. This includes the marks themselves and the tools used to make the marks. The symbolism
    Each clan has specific materials that elevate a Paradigm tool from merely an object to something resonant with their Damnation.
    • Devea Glass, crystal, silver, reflective materials
    • Ventrue: Gold, steel, bronze, worked materials
    • Nosferatu: Lead, bone, leather, buried materials
    • Mehket: Gems, silver, fine linens, resins, darkened materials
    • Gangrel: Wood, stone, clay, natural materials
    Seeming Tool
    • Mirrorand other reflective surfaces represent identity, the mind, perception, dreams, fetches and distortion to any of the above. They are often something seen through or passed through to somewhere else.
    • Dooract as a threshold between states of being as well as locations. Additionally it represents entry and exit from the Hedge and thus ultimately the choice to live in one world or two.
    • Cage and other tools of physical restraint symbolize both freedom/the mundane world (when the cage is open) and imprisonment/durance (when closed). They are useful when containing or releasing beings or forces.
    • Thorny stemsand briar vinesrepresent the pain of escape and facing the reality of what they have lost. They are useful when working powers involving protection granted by harming the aggressor, inflicting self harm for revelation, and anything that deals out pain/injury.
    • Puzzles, strategy games, and mazes, and represent confusion, exchange through wagers, challenge, cleverness, and the endless cycle of chaos and order. They are created to be played with but the outcome can be trivial or significant as fate and those aware of the game wish it to be.
    Each Seeming has specific materials that elevate a tool from merely an object to something resonant with their escape from Arcadia.
    • Beast: Dirt, sticks, unfired clay and unworked materials
    • Darkling: Cracked glass, blood-stained metal, charred wood and flawed materials
    • Elemental: Jewels, ice, arcing electricity and flaming materials
    • Fairest: Gold, silver, silk and refined materials
    • Ogre: Bones, meat, teeth and butchered materials.
    • Wizened: Brass, ceramics, paper and worked materials
    Werewolf Tool
    • Pelts, and other types of mostly intact animal skins represent symbolic aspects of the animals they were taken from, transformation to the animal and the control of shapeshifting in general.
    • Talismans, dream-catchers, gris-gris,rattles and other ornaments act as vessels for essence, traps for spirits and markers for the boundaries of wards/sacred places/territories.
    • Weapons, most normally glaives, are symbols of violent action — any spell that takes direct, decisive action on the world (or a person) can benefit from a weapon. While often used to harm, weapons also represent the mastery of discipline and training.
    • Altars and shrines work as generators that channel essence from sacraments (consider as fuel) to a specific target. With the proper sympathetic Enki (read Yantra) the target need not even be present.
    • Body mutilation in the form of brands, skin cutting, and tattooing. This includes the marks themselves and the tools used to make the marks. The symbolism
    Each phase of the moon and the Pure have their own specific materials that elevate a tool from merely an object to something resonant with their Hunt.
    • IrrakaThe preserved skin, bone and teeth of prey killed while it knew no danger, and materials gathered under the new moon.
    • Ithaer The preserved skin, bone and teeth of prey that was understood before it was slain, and materials gathered under the crescent moon.
    • Elodoth The preserved skin, bone and teeth of prey that was honored before it was slain, and materials gathered under the half moon.
    • Cahalith The preserved skin, bone and teeth of while it was fleeing, and materials gathered under the gibbous moon.
    • Rahu: The preserved skin, bone and teeth of prey killed mercifully, and materials gathered under the full moon.
    • Pure: The preserved skin, bone and teeth of Forsaken, materials gathered while in the Sacred Hunt against the Forsaken.
    Supernatural Faction Tools
    A Supernatural Faction’s tools draw upon that Supernatural Faction’s symbols rather than those of the tied directly to the nature of the supernatural being, focusing supernatural powers and spells in a way that matches her teachings. The formal teaching style of the Diamond Orders and the Seers of the Throne all resonate through the same tools — the Arrow use martial tools as symbols of conflict, the Guardians use cloaks, masks, and veils as symbols of things hidden and revealed, the Mysterium teach books, writing, and language as tools of knowledge and communication, and the Silver Ladder uses signs of authority to as tools of status and persuasion. The Seers of the Throne each choose a sigil or word that they must display to use it as a tool.
    The Free Council are an oddity among all the other Orders. Each Libertine learns a style of supernatural powers and spells that draws from Sleeper occult beliefs, and their supernatural powers and spellsal tools demonstrate that eclectic learning.
    Silver Ladder: Signs and emblems of authority Rote Skills:Expression, Persuasion, Subterfuge
    Ministry of Hegemony: Flags and symbols of unityRote Skills:Politics, Persuasion, Empathy
    Guardians of the Veil: Cloaks, veils and masks Rote Skills:Investigation, Stealth, Subterfuge
    Ministry of Panopticon: Lenses and recording devices.Rote Skills:Investigation, Stealth, Subterfuge
    Mysterium: Books and writing tools Rote Skills:Investigation, Occult, Survival
    Ministry of Paternoster: Altars and shrinesRote Skills:Academics, Occult, Expression
    Adamantine Arrow: Symbols of challenge and physical trainingRote Skills:Athletics, Intimidation, Medicine
    Ministry of Praetorian: Symbols of violence and physical dominanceRote Skills:Athletics, Larceny, Intimidation
    Free Council: Tools that grant freedom and represent innovationRote Skills:Persuasion, Science, Crafts
    Invictus: Symbols of lordshipRote Skills:Intimidation, Politics, Subterfuge
    Lance Sanctum: Symbols of martyrdomRote Skills:Academics, Occult, Expression
    Carthian: Symbols of the rule of lawRote Skills:Politics, Persuasion, Socialize
    Ordo Dracul: Symbols of self-refinementRote Skills:Academics, Investigation, Occult
    Circle of the Crone: Symbols of sacrificial offeringsRote Skills:Crafts, Occult, Survival
    Changeling Courts (These are but examples, there are far too many possible courts to list them all in this post)
    Spring Court: Symbols of blooming and desireRote Skills:Persuasion, Socialize, Medicine
    Summer Court: Symbols of the sun and angerRote Skills:Athletics, Intimidation, Medicine
    Autumn Court: Symbols of harvest and fearRote Skills:Academics, Intimidation, Occult
    Winter Court: Symbols of cold and sadness.Rote Skills:Stealth, Subterfuge, Empathy
    Court of Seduction: Symbols of intoxication and lustRote Skills:Persuasion, Socialize, Subterfuge
    Court of Hopelessness: Lightless chambers and symbols of bottomless pits and infinite loopsRote Skills:Socialize, Subterfuge, Survival
    Court of Extortion:Whips, crops, flogs, and locked collarsRote Skills:Intimidation, Politics, Subterfuge
    Blood Talon: Any tool taken from, or made from part of a werewolf that the Blood Talon help bring down. Rote Skills:Athletics, Intimidation, Medicine
    Predator Kings: Any tool which is made by and only has parts fashioned by the werewolf that uses it.Rote Skills:Athletics, Intimidation, Stealth
    Bone Shadows: Any tool taken from, or made from part of a spirit that the Bone Shadow help bring down. Rote Skills:Academics, Investigation, Occult
    Firetouched: Any tool taken from, or made from part of a liar that the Firetouched help bring down. Rote Skills:Expression, Investigation, Occult
    Storm Lords: Any tool taken from, or made from part of a Claimed/Spirit Urged that the Storm Lord help bring down. Rote Skills:Intimidation, Persuasion, Subterfuge
    Ivory Fangs: Any tool taken from a werewolf of lesser lineage subjugated by the Ivory Fang. Rote Skills:Intimidation, Persuasion, Politics
    Hunters in the Darkness: Any tool taken from, or made from part of a Host that the Hunter in the Darkness help bring down. Rote Skills:Athletics, Larceny, Stealth
    Iron Masters: Any tool taken from, or made from part of a human that the Iron Master help bring down. Rote Skills:Persuasion, Crafts, Science
    Sympathy
    Rather than defining the “what” of a spell, sympathetic tools define the “who” — the person, place, creature, or institution upon which the supernatural forces her will. She may have a person’s real name or a lock of her hair, a ghost’s anchor, a chunk of concrete taken from a building, or a company’s articles of incorporation. Whatever the case, sympathetic tools give her a much easier time working her subject into the spell’s imago. As such, a sympathetic link is always suitable as a Yantra against the specific individual.
    Effects: Each sympathetic link is a separate Yantra. A supernatural has to use a Sympathetic Yantra in order to cast a spell at Sympathetic Range (which is anything beyond sensory range).
    Sacrament
    A sacrament is any tool symbolic of the spell in question that the supernatural destroys during casting. Many times — though by no means always — it also provides a sympathetic link to the subject of her spell. She may infuse bread with herbs and spices to make those who share the loaf work together smoothly. She may burn a man’s driving license and passport for a spell that removes him from government records. She may fire a male figure out of clay then crush it to powder when changing her body to match her gender. If she can find one of her enemy’s tools, she has both a sympathetic link and a sacrament for any spell that would hurt him.
    Some supernaturals go further than finding or creating things to sacrifice during casting. Some engage on quests into the other realms, leaving the flesh behind to uncover items with supernatural properties of their own. Destroying them during casting can make a spell flare with power. Particularly twisted supernaturals kill animals and murder humans for the supernatural power. The surest way to kill a powerful enemy with supernatural powers and spells is to sacrifice something close to him — a beloved pet, or a family member.
    Effect: Most sacraments grant a single die bonus. If the supernatural has to spend significant effort to find the right item or component, the bonus increases to +2, or +3 if the item comes from a realm other than the physical world. Using a blood sacrifice as a Yantra gives bonus dice equal to the amount of mana (for mages)or vitae (for vampires) otherwise gained.
    Persona
    Some supernaturals invest in their close-knit groups (like Pack, Cabal, Motley or certain types of Coteries) and in their a pseudonym that represents them apart from their mundane origin, coming up with a whole new persona as a supernatural being, independent — or at least, significantly divergent — from who they were as a mundane human. A persona binds her supernatural style, her personal mysteries, and pseudonym (Shadow Name in the case of Mages, Deed Name in the case of Uratha) into an identity that, over time, leaves its mark on the fabric of the cosmos. By playing to this fictional persona, she can tap in to a level of supernatural reserves woven into it. Her actions must play in to her personal story, however — a faith healer can’t use her persona as a Yantra to harm another, and fortune-tellers may not may not overtly transform something in an instant. By contrast, the faith healer could use his persona not just for healing, but to bolster his reputation and give his words greater gravitas, making people more likely to believe him and the fortune-teller can auger truth and dispense curses/blessings to those they foretell the future of.
    (See Frailty Chronicle Specific Merit Section for detail)
    Dedicated Tools
    Each supernatural has a dedicated tool — an item that synchronizes with her will and that feeds in to her understanding of supernatural powers and spells.
    Sin-Eater
    Netherworld Maelstrom
    The geist within sin-eaters are extremely unnatural beings and act as conduit of the power of the underworld. Sin-eaters are extremely susceptible to ghostly numina and ghosts gain power while within their presence. A ghost outside of the underworld gain an additional rank in Intensity while within 300ft of a sin-eater. Whether within the underworld or elsewhere the sin-eaters suffers a penalty to resist ghostly numina equal to Permanent Atrocity + 10 – Synergy, and take the same penalty while

    This bane may be temporarily suspended for a Sin-Eater that Opens a Deathgate. See Opens a Deathgate for more information.

    Backseat Driver
    Every Geist has a Deadly Aspiration which reflects its nature as an avatar of a certain type of death, using involving promoting the type of death it represents. Upon character creation the Storyteller assigns this Aspiration based on collaboration of the back story of the Geist done by the player and Storyteller. This Ossurary Aspiration applies to the Geist, not necessarily the Sin-eater, (though the Sin-Eater is free to take a Personal Aspiration in line with or identical to Geist if they choose) and does not apply for earning beats for the Sin-Eater (though if the Sin-Eater opted for mirror their Geist in Personal Aspirations, those apply as normal).

    Why the Geist’s Aspiration is important to track is because it provides tips for role playing interactions with Geist, and when the Sin-Eater has Synergy (ei number of Supports) less than Permanent Atrocity plus Temporary Atrocity, they gain the Leveraged condition from their Geist once per chapter, which is always applied towards furthering this Aspiration to get its resolution. Frequently this causes a feedback loop of gaining more Temporary Atrocity unless the Sin-Eater can raise their Synergy or dump Temporary Atrocity. Giving in to this Leveraged condition does not count as supernaturally compulsion when interacting with Hesitation, Compunction and Post Traumatic Stress Disorder.

    (Switch-able) Echoes of Change
    Each supernatural being with this bane has a set of circumstances described in a brief phrase that relates to how they gained their major template. This phrase is approved by the storyteller and recorded on the character sheet. Injuries inflicted when the circumstances described by the brief phrase are applicable cannot be regenerated or healed via supernatural means, it counts as resistant damage of the type normally associated with the damage inflicted. Supernaturally provided armors and supernatural powers don't provide protection from damage gained during circumstances described by the brief phrase. While circumstances described by the brief phrase are applicable the supernatural being's max die pool for any action is capped by their Morality Advantage. In addition while circumstances described by the brief phrase are applicable to the supernatural takes 1 point of Aggravated damage per Permanent Atrocity they have per combat turn. Supernatural powers used by a being with this bane do not work while the bane is in contact with the being, or the circumstance is applicable to the being. Abilities of a supernatural to rise from the dead do not work if this bane was involved with their death.


    Vampire
    Clan Weakness
    This bane may be temporarily suspended for a vampire that Embraces. See the Embrace for more information.
    Frenzy, Wassail and Rötschreck
    Vampires have an uncontrolled state where the vampire no longer acts according to any rational plan. Vampires ascribe this state to an inner beast trying suppress their thinking mind. When in frenzy the vampire acts based on raw instinct, with no thought for the future or memory of the past.
    While in frenzy a Kindred no longer recognizes friends, foes or family. Any creature with blood in its veins is reduced to obstacle or prey. They care nothing for the consequences of their actions, only for the immediate satisfaction of a primal drive.
    When the Kindred refer to “frenzy,” without any qualifier, they usually mean an outburst caused by anger. Kindred give special names to frenzies caused by hunger and fear. The former, they call Wassail; the latter, Rötschreck. Young Kindred who think it’s pretentious to assign fancy names to ugly rampages simply speak of “hunger frenzy” and “fear frenzy.”

    General Frenzy
    • A frenzying vampire ignores wound penalties to dice pools, until wounds become severe enough to render the character torpid.
    • All attempts to influence the frenzying character’s mind, by Dominate, Majesty or other means, take place at a -2 dice penalty, while rolls for the character to resist or throw off mental influence receive a +2 dice bonus.
    • The frenzying character cannot perform any action that requires speech.
    • The frenzying character may not use powers that involve rituals or multiple steps to achieve a goal.
    • The frenzying character is directed each round to what type of actions they can take by the type of frenzy.
    • The character receives one extra die for any Physical Attribute roll, and counts as a supernatural bonus for calculating how it interacts with Permanent Atrocity..

    Anger Frenzy
    • Every attack a vampire in anger frenzy makes is an All-Out Attack.
    • Every round vampire attacks the closest being with blood to the source of their anger or closes the distance between, unless someone physically intervenes, upon which they become the target. (this is important because of potentially become angry by media or recordings)
    • Anger frenzy overrides fear frenzy if a being effectively prevents the vampire from fleeing for a round or more
    • Anger frenzy overrides Hunger frenzy if a being effectively prevents the vampire from feeding for a round or more This causes one round in each state loop when a vampire has one vitae and the thing preventing from feeding isn't a source of vitae. If the being preventing such a vampire from feeding is a valid source of blood it becomes the new target a hunger frenzy the following round.

    Hunger Frenzy
    • Every attack a vampire in hunger frenzy makes is an All-Out Attack to grapple and drain blood.
    • Every round vampire attempts to drain the closest being with blood.
    • Hunger frenzy overrides Anger frenzy when the vampire has one or less vitae

    Fear Frenzy
    • The vampire in fear frenzy always actively dodges when applicable.
    • Every round vampire attempts to flee the source of their fear
    • Fear frenzy overrides Anger or Hunger frenzy when the vampire takes damage from a Bane, but may be overridden for one round in each state loop when a vampire is taking damage from a bane and the something is preventing it from escaping.

    Resisting Frenzy
    Resisting frenzy is an extended action. Whatever the cause of frenzy, Kindred may try to resist the Beast and maintain control.

    When a character is on the verge of frenzy, the player rolls Resolve + Composure. If any successes are achieved, the character resists the frenzy for one turn per success. At the end of those turns, the player rolls again in hopes of winning a few turns more of self-control for the character. If the player can accumulate a certain number of successes, the urge to frenzy subsides and the character completely avoids the frenzy. If any of the rolls fail, however, the character goes berserk and spends the rest of the scene in frenzy. If the player suffers a dramatic failure on a roll, the character stays in frenzy for as long as the Storyteller thinks is appropriate. The character also gains a derangement related to whatever caused the frenzy.

    The greater the provocation to the character, the more successes the player must accumulate. Five successes suffice for most frenzies. Higher numbers represent the most extreme humiliation or peril to the vampire’s unlife. The Storyteller may also impose bonuses or penalties to Resolve + Composure dice pools to reflect a trigger that’s especially easy or hard to resist.

    The rule doesn’t change any, but it bears repeating: A Willpower point earns a character three extra dice on the roll to resist frenzy, as it does with most other rolls.

    Anger Frenzies
    Here are some typical events that can spark an anger frenzy, with sample numbers of successes needed to resist them, or modifiers to the Resolve + Composure dice pool.
    Stimuli Number of Success needed
    Harassed by a panhandler 2 successes
    Idiot scrapes your new car 2 successes
    Insulted in public 3 successes
    Hours of frustration and delay 3 successes
    Reviled by someone you dislike 5 successes
    Betrayed by a partner in a deal 5 successes
    Shot by a mugger 5 successes
    Loved one in danger 5 successes
    Betrayed by someone you love 7 successes
    Lose everything you own 7 successes
    Loved one slain 10 successes
    Reviled and humiliated by someone you love 10 successes
    Circumstance Modifier
    Provocation aligns with your Dirge or Requiem ±2 dice
    Provocation attacks your Dirge or Requiem ±2 dice
    Provocation affects Support ±1 dice
    Provocation affects Touchstone ±2 dice
    Hungry -1 die
    Starving -2 dice
    Virtues and Vices can work either way. Someone who gains strength and purpose from Justice, for instance, might feel extra anger at some crime that she cannot correct, but she could resist the Beast more effectively when someone takes her to task and she knows that person is in the right. Someone beset by Pride might have extra trouble dealing with humiliation, but he could make an extra effort not to embarrass himself in
    other cases. The Storyteller decides when a Virtue or Vice can influence the difficulty of the Resolve + Composure roll.

    Kindred also find it harder to resist the Beast when hunger adds to rage. A hungry character, defined as one who has no more than four Vitae in her system, suffers a -1 die penalty to Resolve + Composure rolls. A starving character, defined as having only one or no Vitae left, suffers a -2 penalty. These penalties are not cumulative with each other. You do not suffer a -3 dice penalty for being both starving and hungry.

    Hunger Frenzies
    Wassail can occur whenever a character feels hungry and encounters blood. Hunger frenzies are most dangerous when a character actually feeds. Kindred who care about their vessels adopt various strategies to reduce the danger to their loved ones, such as never letting themselves become too hungry, or having a favored vessel drain blood into a bowl and leave the room instead of submitting to the Kiss. Few modifiers apply to hunger frenzies, and loss of control is less likely once a character has imbibed blood. See the foregoing for the definition of “hungry” and “starving” for vampires.
    Stimuli Number of Success needed
    Sight or smell of blood (when hungry) 2 successes
    First taste of blood (when hungry) 3 successes
    Sight or smell of blood (when starving) 4 successes
    First taste of blood (when starving) 5 successes
    Circumstance Modifiers
    Has tasted vampire blood before -1 die
    Hungry -1 die
    Starving -2 dice
    Addicted to vampire blood -2 dice
    Fear Frenzies
    In some ways, the undead have less to fear than mortals do.
    Vampires are hard to kill, and they can hope to make up for any minor loss, given time. Injuries are also more likely to anger a Kindred than frighten him.
    Being subject to a material , however, provoke a soul-deep terror among the Kindred. The Beast knows that these forces can cause its destruction. It instinctively flees sunlight and fire in a blind panic. While in Rötschreck, a vampire wants to do nothing but run away and hide, and she lashes out at anyone in her way. If a character cannot escape the cause of her fear frenzy, she might gain a derangement from excess terror.

    Exposure to small amounts of their situational or material bane, at a safe distance or under the character’s control, hardly ever provokes Rötschreck

    Nothing about a character’s personality has much effect on resisting Rötschreck. It’s the quantity of bane, or the degree of control, that makes resisting a fear frenzy more or less difficult.
    Stimuli Number of Successes Needed
    Small source less than an inch 1 success
    Hand sided object 2 successes
    Sudden mistaken impression of being wholly exposed to bane 3 successes
    Man size source of bane 4 successes
    Being completely surround by quantity of bane 5 successes
    Being threatened to be forced into a situational bane 7 successes
    Actively affected by situational bane 10 successes
    Circumstance Modifier
    At a safe distance +2 dice
    Surprised by actual bane -1 die
    Surrounded by but not immediately harmed -1 die
    Damaged by bane -3 dice
    Roleplaying Frenzy
    A frenzied character ignores all morals or loyalties in her blind compulsion to destroy her enemy, slake her thirst or escape bane. She attacks friends, family members,lovers and even — most to the point — other players’ characters if they get in her way.

    Horrible moral sins committed during frenzy often lead to degeneration checks and the gain of Atrocity

    If a player wants, he can spend a Willpower point for a character in the throes of frenzy. Doing so permits the player to control one of the character’s actions for one turn. In this way, a frenzying vampire might manage to give her soon-to-be victim a chance to run away, or a person who gave offense a chance to make a hasty apology. This moment of control does not actually avert the frenzy, but the changing circumstances might redirect the focus of the character’s rage. For instance, the frenzying character might throw the furniture around instead of ripping apart the mortal whose injudicious word uncorked several nights of building frustration.

    If a player ever has a character perform an action that the Storyteller thinks just isn’t possible or appropriate for a frenzying character, the Storyteller can rule that the character expended a Willpower point to take that action.

    The Storyteller decides how long a frenzy lasts. One scene is usually long enough, but keep in mind that a scene is a very flexible unit of time. A character trapped alone, or running wildly through empty streets, might not calm down for hours.

    A character who meant to take “just a sip” from her boyfriend and drank him dry instead might recover just in time to hear his death-rattle… and have a chance to Embrace him instead of letting him die a true death. Reducing a Kindred to torpor always ends frenzy.

    Riding the Wave
    Under some circumstances, characters might want to frenzy on purpose. For all the horror of what a character might do in frenzy, succumbing to the Beast carries power. The great difficulty lies in controlling one’s actions so that the Beast achieves something useful. Young Kindred call such a temporary, negotiated surrender to the Beast riding the wave. Older Kindred call it damnable foolishness.

    If a character wants to ride the wave, the player makes Resolve + Composure rolls and tries to accumulate successes as an extended action, just like fighting back frenzy. In this case, however, the vampire tries to goad the Beast while supplying it with a target of the Man’s choice. The player also expends a Willpower point for trying to direct the frenzy in advance.

    Riding the wave always requires accumulating at least five successes. The Storyteller may ask for more, or modify the Resolve + Composure rolls depending on how well the desired task accords with the character’s personality or existing emotions. The type of frenzy is always an anger frenzy, but the character chooses the initial target.

    Riding the wave allows a character to end the frenzy one round after a point of his choice, rather than suffering its passions until the Beast rages itself to exhaustion. Note that if a character riding the wave faces other stimuli that might cause a frenzy, he must still deal with those stimuli as normal after ending the intended frenzy, quite possibly frenzying again.


    (Switch-able) Sunlight
    Injuries inflicted while exposed to Sunlight are cannot be regenerated or healed via supernatural means, it counts as resistant damage of the type normally associated with the damage inflicted. While exposed to Sunlight the supernatural being's max die pool for any action is capped by their Morality Advantage. In addition when directly in contact with Sunlight to the supernatural takes 1 point of Aggravated damage per Permanent Atrocity they have per combat turn. Supernaturally provided armors and supernatural powers don't provide protection from weapons made of Sunlight or the Aggravated damage caused by being exposed to direct sunlight with Permanent Atrocity. Supernatural powers used by a being with this bane do not work while in contact with sunlight. Abilities of a supernatural to rise from the dead do not work if this bane was involved with their death.


    Werewolf
    Death Rage
    Death Rage, or Kuruth as it is said in the first tongue, is the werewolf at his most savage — ignoring mortal danger, desiring nothing but to feel his prey tear apart under his fangs and claws.

    Entering Death Rage
    A werewolf loses control of his anger and enters Kuruth when he’s provoked beyond the bounds of self-control.

    When confronted with a particular stimulus that might cause a character to lose control, the player must roll Resolve + Composure for the werewolf to resist giving in. Success means the character can retain control, while failure he enters Death Rage.

    The dangers of Kuruth are at their height during situations of life and death. The following stimuli can trigger a Death Rage check when a character is in combat:

    • when a wound inflicts Resistant damage
    • upon striking or being struck by an attack roll that is an exceptional success
    • when a wound is marked in one of the character’s last three Health boxes

    The true horror of Kuruth, however, is that it can surface apart from life-or-death situations. For example, a werewolf can be driven into Death Rage by discovering that her boyfriend has been cheating on her, only to come to her senses covered in his blood and torn flesh.

    Werewolves with high Harmony are at reduced risk of being driven into Death Rage in situations that aren’t as critical as life or death. A low-Harmony werewolf sees every insult as an attack, every challenging stare as a direct threat. A werewolf who lacks the sort of self knowledge and discipline that Harmony represents is on a hair trigger.

    The following list details potential stimuli that might subject a werewolf to a Death Rage roll when not in combat. A player must make a check when faced with a provocation that matches his character’s Harmony score, or any provocation above his Harmony score on the following chart. Therefore, a check to avoid Death Rage doesn’t
    have to be made for a werewolf with Harmony 8 when injured by aggravated damage outside of combat, but a roll must be made for a bestial monster with Harmony 2 when he’s humiliated, injured or betrayed.
    Harmony Minimum Stimulus
    9–10 Loved one/packmate slain or badly injured; betrayed by loved one/packmate
    7–8 Betrayed by ally
    5–6 Injured outside of combat by an event that inflicts Resistant damage; loved one/packmate in danger
    3–4 Humiliated or injured
    1–2 Insulted; authority challenged
    The Storyteller is the final arbiter of whether any
    stimulus is enough to potentially drive a character into Death Rage, and he may add other triggers to the list.

    Also any supernatural effect that incites anger triggers death rage if it is successful used on a werewolf.

    The effects of death rage
    The roll to determine if Kuruth is invoked is made reflexively and immediately upon the offending event or circumstance.

    While in the grip of Kuruth, a werewolf can’t perceive other beings as anything other than moving shapes that his instincts guide him to attack. He attempts to destroy any potential target he can see, friend or foe. (The Storyteller determines who the creature’s targets are randomly.) He typically keeps attacking one until it is knocked unconscious or killed, and then moves on to the next available target.

    • Upon entering Death Rage, a werewolf automatically assumes Gauru form as a reflexive action (if he’s not already in Gauru). The usual Stamina + Primal Urge limit on the number of turns spent in Gauru form is ignored. The character remains in Gauru for as long as the Death Rage lasts, which is normally for the duration of the scene.
    • Every attack a werewolf in deathrage makes is an All-Out Attack: +2 with Brawl or Weaponry attack; lose Defense
    • Every round werewolf attacks the closest being to the source of their anger or closes the distance between, unless someone physically intervenes, upon which they become the target. (this is important because of potentially become angry by media or recordings)
    • Any attempts to mentally or socially coerce or influence the subject through Gifts, vampire Disciplines, mage spells or other means suffer a –3 penalty.
    • The death raging werwolf is subject to all the penalties of Gauru form, such as being unable to use complex tools or attempt most Mental or Social tasks.
    • The werewolf in Death Rage cannot use activate fetishes or Gifts of any kind.
    • Any Gifts or fetish powers that were activated before entering Death Rage last for their usual duration.
    • The death raging werewolf may not spend Willpower points for bonuses to dice pools or Resistance traits.
    • Essence may still be spent to regenerate lethal wounds.

    The effects of Death Rage persist for the remainder of the scene, though the Storyteller may allow an additional Resolve + Composure control roll once a number of turns calculated with the following formulat Permanent Atrocity + 10 - Harmony have passed or ifwhile the character’s packmates try to talk him down to end the state early. They get one teamwork roll uring that period and needs 5 successes to succeed.

    SPIRITS AND DEATH RAGE
    The Shadow Realm seems to remember the death of Father Wolf and the rise of the Gauntlet all too well. Each time a werewolf falls into Kuruth, she echoes the moment of murderous rage that changed the world forever — and spirits hate and fear her for it. It drives a greater wedge between the werewolf (and her pack) and the spirits of the area.
    Although there is no specific rules system
    to enforce this phenomenon, the Storyteller
    should feel free to play up the fact that each
    time a werewolf enters Death Rage in a chapter or game session, she earns more animosity from most spirits. Just as the first outburst of Kuruth separated the Uratha from their spirit kin, the killing fury of today’s werewolves continues to mark them as Forsaken.

    This bane may be temporarily suspended for a werewolf that uses the Rite of Inheritance. See the Rite of Inheritance for more information.

    Sovereign, Slave or Pariah

    (Switch-able) Silver
    Injuries inflicted by Silver are cannot be regenerated or healed via supernatural means, it counts as resistant damage of the type normally associated with the damage inflicted. Supernaturally provided armors and supernatural powers don't provide protection from weapons made of silver. While exposed to silver the supernatural being's max die pool for any action is capped by their Morality Advantage. In addition when directly in contact with silver to the supernatural takes 1 point of Aggravated damage per Permanent Atrocity they have per combat turn. Supernatural powers used by a being with this bane do not work while in contact with silver. Abilities of a supernatural to rise from the dead do not work if this bane was involved with their death.
    Last edited by Pale_Crusader; 11-14-2016, 02:57 PM.

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