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Ask a Simple Question, Get a Simple Answer: General Chronicles/World of Darkness

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  • So Mage, vampire and Demon have descriptions of swarms, maybe others but i didnt check them to be honest. Each description is slightly different though. I would check out the demon core book for the Swarm (enviromental) tilt.

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    • Woops, didnt see my own post so posted twice. lalalala.

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      • Originally posted by Kavagja View Post
        Are there rules for fighting hordes? If so where are they?

        Since you are in CofD section and not a specific game line here is something:

        Originally posted by CofD, Pg. 150
        The Horde
        Low, incessant moaning

        Background: When there’s no more room in hell, the dead will walk the earth. That’s how the old saying goes, and whether it’s true or not, sometimes the earth splits, coffins crack, and the unquiet dead crawl out of the ground
        to prey on the living. Individually, they’re barely any threat: slow and stumbling, with scarcely animal-level intelligence.
        The problem is that they’re never encountered individually,and a dozen or more of the things can drag down even the strongest by sheer weight of numbers.
        Sometimes there’s a guiding intelligence behind the Horde: a witch might raise up an army of undead servants,
        or a demon might lay a curse on a community. More often, though, the dead simply rise and shamble, hungry for flesh, with no discernible motivation. Maybe the town’s cemetery is cursed ground, or maybe a virus escapes from a military transport truck. Sometimes it just happens, and all you can hope to do is hole up and survive.
        Description: The classic zombie horde is made up of a mass of shambling, moaning corpses, usually in various stages of decomposition and often bearing obviously-fatal wounds.
        They wander aimlessly, shuffling about with no clear purpose until they scent fresh, living meat. Once they become aware of prey, they might burst into frantic activity, like a crocodile, or they might never vary their plodding, inexorable pace; but either way, if you let them get close, if you let your guard down for even a second, you’re dead.
        That’s the classic zombie horde, but with just a few small changes to dice pools and Dread Powers, the Horde pulls double duty as modern “fast” zombies, a hive of monstrous insects, or a pack of weird, wormlike hunters from beneath the ground. Maybe your Horde is the result of a virus that drives living people to phenomenal heights of rage, or maybe it’s some swarm of Precambrian horrors unearthed from an underground vault.
        Storytelling Hints: The trick to using the Horde is that it’s not really a “monster” in the same sense that a murderous Horrors and wonders-antagonists ghost or a hungry werewolf is. The Horde isn’t an antagonist, it’s an environmental threat; use it to force characters together that otherwise wouldn’t interact, whether due to circumstances or deliberate avoidance. The constant threats of the Horde breaking through the defenses, preventing characters from going out and gathering supplies, or reaching safety acts as a stressor, highlighting personal motivations and driving conflict. When you’re developing a story involving the Horde, look at your characters’ (both the players and your Storyteller characters) Virtues, Vices, and Aspirations. Look for characters whose Anchors are, if not directly opposed,
        at least orthogonal to each other. Find opportunities to put those characters together in scenes with real stakes: gathering supplies, pushing back a zombie siege, or maybe just patching up the wounded. Put their Aspirations in jeopardy, or make them able to be realized only at risk to the rest of the characters. The Horde isn’t the frying pan or the fire; it’s the pressure cooker.
        With the popularity of zombie apocalypse fiction in mainstream media, it’s tempting to see end of the world scenarios and zombies as going hand in hand. While you can certainly tell zombie apocalypse stories with the Chronicles of Darkness, you don’t have to immediately reach for the “blow up the world” button to use the Horde. Smaller outbreaks of the undead, either in remote locations or bad neighborhoods suffering from urban decay, can create the same feeling of isolation. The ubiquity of cell phones and internet connections can make it trickier, but anything from bad weather, to power failures, to larger disasters that jam up phone lines and hinder emergency response services can deal with those problems.

        Best At (7 dice): Sniffing out humans, dragging you down by sheer weight of numbers, anything that benefits from a massive wall of flesh.
        Worst At (1 Die): Acting alone, being fast or
        clever.
        Willpower/Scene: 3
        Aspiration: To feast on the flesh of the living.
        Initiative: 1
        Defense: 3
        Speed: 5
        Health: 7
        Weapons/Attacks:
        Type Damage Range Dice Pool
        Grapple 0B Melee 7 (in group), 1
        (alone)
        Bite 2L Melee 7 (in group), 1
        (alone)
        Banes: Attacks to the head
        Dread Powers: Hunter’s Senses (human flesh),
        Natural Weapons ••, Toxic •, Unbreakable

        New Environmental Tilt:
        Zombies!
        The Horde Traits presented here work for when you need to focus in on an action scene involving a few characters and a modest number of zombies, but when you want to highlight the sheer, swarming mass of the walking dead, they’re not practical. This Tilt represents any area that’s packed full of zombies or similar monsters.
        Effects: Characters moving through the Horde are slowed by the mindless, grasping hands and sheer press of decomposing bodies. Within the area affected by the Tilt, characters lose their bonus to Speed (so normal humans have a Speed equal to Strength + Dexterity). Characters who move at anything less than full speed (that is, using an Instant action to run) are subject to an attack using the Horde’s best dice pool. An exceptional success on this attack inflicts the Knocked Down Tilt.
        In addition, if the zombies are especially ripe, moving through the area might require characters to make a reflexive Stamina + Composure roll every minute or suffer the moderate version of the Sick Tilt.
        Causing the Tilt: Any large group of mostlypassive monsters could cause this Tilt. It also works for modeling the effects of being caught up in a large riot or similar crush of humanity.
        Ending the Tilt: The whole point of the Tilt is that it represents too many zombies to fight effectively, but characters might be able to draw the Horde off (maybe by firing guns or operating loud, heavy machinery elsewhere), or drive them back if the Horde suffers from a Bane (if your zombies are afraid of fire, for example, Molotov cocktails or simply carrying torches might disperse them).


        “Youth ages, immaturity is outgrown, ignorance can be educated, and drunkenness sobered, but stupid lasts forever.” ~ Aristophanes
        "Virescit Vulnere Virtus" ~ Stewart Clan Motto

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