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. It is noted by putting a dot above the affected wound box.
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.
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. It is noted by putting a dot above the affected wound box.
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.
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