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  • Originally posted by Vent0 View Post
    Angelic Favor? Well, does Faerie Favor still work in sight of another True Fae? This just represents another kind of deal with the devil. Yes, Ironic.
    I was kind of referring to Concealed Signal. Hehe ^^


    "My Homebrew Hub"
    Age of Azar
    The Kingdom of Yamatai

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    • Originally posted by Deionscribe View Post

      I was kind of referring to Concealed Signal. Hehe ^^
      Well, for Partial Transformation, you still get the bonus for each un-transformed Form Ability, even with Angelic attention, right? I'm reasoning it's the same thing, really.

      Do you think it should have that caveat?


      Malkydel: "And the Machine dictated; let there be adequate illumination."
      Yossarian: "And lo, it was optimal."

      Comment


      • Originally posted by Vent0 View Post

        Well, for Partial Transformation, you still get the bonus for each un-transformed Form Ability, even with Angelic attention, right? I'm reasoning it's the same thing, really.

        Do you think it should have that caveat?
        Ah.Well, in that case, it's fine as is.


        "My Homebrew Hub"
        Age of Azar
        The Kingdom of Yamatai

        Comment


        • Originally posted by Vent0 View Post
          Concealed Signal (• to •••••)
          Prerequisite: Demonic Form
          Effect: Through discipline, or some quirk in your nature, your Demonic Form emits less of an Aether signal than most when revealed. Add the dots in this merit as a bonus to the Compromise roll when using a Partial or Full Transformation. If the bonus to the Compromise check ever reaches or exceeds +15 dice, you may instead entirely forgo the roll.

          Angelic Favor (•••)
          [Demonic version of Faerie Favor.]
          This Merit sounds too good. There is no drawback, makes Compromise rolls too easy, and reduces the appeal of powers like Interference and Context Matters.

          I'd prefer a a 1 to 5 dot Merit that reduces your effective Primum for calculating the radius of your Aetheric Resonance. Perhaps we could make it a Style called Aether Management, with each dot giving a distinct benefit (one could hide you from Cryptids, while the next would hide you from Angels).

          Angelic Favor doesn't really need mechanics. You help the Angel with a part of its mission, and it helps you with anything you want, as long as that doesn't interfere with said mission. The drawbacks are the same as the Gentry version: you better keep this deal to yourself.


          Bye.

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          • Originally posted by GibberingEloquence View Post
            This Merit sounds too good. There is no drawback, makes Compromise rolls too easy, and reduces the appeal of powers like Interference and Context Matters.

            I'd prefer a a 1 to 5 dot Merit that reduces your effective Primum for calculating the radius of your Aetheric Resonance. Perhaps we could make it a Style called Aether Management, with each dot giving a distinct benefit (one could hide you from Cryptids, while the next would hide you from Angels).
            Well, it only affects the Compromise roll for Transformation. It doesn't affect acting out of Cover, Exploit (or excessive Embed) use, or other sources of Compromise. If a Demon isn't doing a lot of Transformations, it basically does nothing and is a waste of XP.

            But how would that style look? More options are always better.

            Originally posted by GibberingEloquence View Post
            Angelic Favor doesn't really need mechanics. You help the Angel with a part of its mission, and it helps you with anything you want, as long as that doesn't interfere with said mission. The drawbacks are the same as the Gentry version: you better keep this deal to yourself.
            Yeah, but Changelings get a merit for it.
            As a merit, you get the XP back after the favor, though.
            Last edited by Vent0; 07-01-2016, 03:47 PM.


            Malkydel: "And the Machine dictated; let there be adequate illumination."
            Yossarian: "And lo, it was optimal."

            Comment


            • This is something I promised for MrParaduo a long, long time ago. I drew inspiration from MCN's description of what such a Palace would be like. Feedback is greatly appreciated. Does this sound in-character? How can I better represent the Cryptid guards? Should they be a separate benefit? Does anyone have ideas for other benefits?

              Palace (Special)
              Prerequisites: Demon, Tempter Agenda, Bolthole, Subborned Infrastructure 2, Resources 4

              Effect: Your Demon has gathered enough connections and resources to build a modified Bolthole. While other Tempters can discover the means to build a Palace, they often personalize theirs and establish security measures to make them unique. While many Palaces live up to the name in their ostentation, a few are more manageable and frugal, and work more like cabins than mansions. The Palace is supported by the Subborned Infrastructure, whatever form it takes, and if the Linchpin is destroyed, so is the Palace (assume that it Self-Destructs as per a normal Bolthole, unless otherwise determined by context).

              The following benefits of Palace can be bought in any combination, and add to the total cost of the Bolthole. Assume that features like decorations, furniture and entertainment are acquired off-screen with Resources and Contacts. This is not an exhaustive list of benefits, and members of the same Ring often pool their resources together to create more impressive Palaces. With ST permission, regular Boltholes may have Palace benefits.

              Aetheric Insulation (•): As long as they remain within the Palace and put their Covers back on before leaving, Demon guests may assume their full Demonic Forms, with no Compromise rolls or Aetheric Resonance.

              Perception Filter (•): The more outlandish features and guests of the Palace are seen as mundane equivalents by mortals. Stigmatics bypass this benefit.

              Meals And Drinks (•): The Subborned Infrastructure can be used to place Aether inside programmable matter. The food, drinks and cutlery can adapt to whatever means of ingestion a Demon's true form might have. These meals can accurately mimic the characteristics of normal but exquisite food, which can be digested even if the Demon would normally be incapable of that. They can also take on less familiar forms that are more suited to robotic anatomies. Those who partake in the meals regain 1 willpower point as if they had fulfilled their Vice, but they can also fulfill their actual Vices within the same scene. They also regain Aether equal to [dots in Subborned Infrastructure + 2], which can be done once per chapter.

              Competitions (•-••): Many Tempters are consummate hedonists, but pleasure takes many forms. These rooms are dedicated to sports and games of the physical and mental kind. Guests may test themselves against holographic opponents, other guests or the host. Variations of fencing, quizzes, shooting ranges, poker and chess are popular, as every match is different. For Palaces with Aetheric Insulation, the guests may even play unusual games in full Demonic Form. This benefit keeps Demons in shape: a scene of competition grants 9 Again to a number of Physical and/or Mental Skills equal to the benefit's dots + 1 for the rest of the chapter. This stacks with other sources of 9 Again to give 8 Again. A good match may also improve the Impression level with other competitors.

              Extradimensional HQ (•••): The Palace contains a gateway leading to a secure area within an Invisible Realm or some other plane of existence, with a stable path back to basline reality, entrance and exit password and immunity to scrying. Rolls to Build Equipment and create Plans gain +3. Plans that use the Realm's resources and denizens in some way are considered Exceptional with 3 Successes. The Demons, Equipment and Plans are protected not only by conventional security, but also by loyal Cryptids built to exist comfortably within the Realm.
              Last edited by GibberingEloquence; 07-01-2016, 06:40 PM.


              Bye.

              Comment


              • Originally posted by GibberingEloquence View Post
                This is something I promised for MrParaduo a long, long time ago. I drew inspiration from MCN's description of what such a Palace would be like. Feedback is greatly appreciated. Does this sound in-character? How can I better represent the Cryptid guards? Should they be a separate benefit? Does anyone have ideas for other benefits?

                Palace (Special)
                Prerequisites: Demon, Tempter Agenda, Bolthole, Subborned Infrastructure 2, Resources 4

                Effect: Your Demon has gathered enough connections and resources to build a modified Bolthole. While other Tempters can discover the means to build a Palace, they often personalize theirs and establish security measures to make them unique. While many Palaces live up to the name in their ostentation, a few are more manageable and frugal, and work more like cabins than mansions. The Palace is supported by the Subborned Infrastructure, whatever form it takes, and if the Linchpin is destroyed, so is the Palace (assume that it Self-Destructs as per a normal Bolthole, unless otherwise determined by context).

                The following benefits of Palace can be bought in any combination, and add to the total cost of the Bolthole. Assume that features like decorations, furniture and entertainment are acquired off-screen with Resources and Contacts. This is not an exhaustive list of benefits, and members of the same Ring often pool their resources together to create more impressive Palaces. With ST permission, regular Boltholes may have Palace benefits.

                Aetheric Insulation (•): As long as they remain within the Palace and put their Covers back on before leaving, Demon guests may assume their full Demonic Forms, with no Compromise rolls or Aetheric Resonance.

                Perception Filter (•): The more outlandish features and guests of the Palace are seen as mundane equivalents by mortals. Stigmatics bypass this benefit.

                Meals And Drinks (•): The Subborned Infrastructure can be used to place Aether inside programmable matter. The food, drinks and cutlery can adapt to whatever means of ingestion a Demon's true form might have. These meals can accurately mimic the characteristics of normal but exquisite food, which can be digested even if the Demon would normally be incapable of that. They can also take on less familiar forms that are more suited to robotic anatomies. Those who partake in the meals regain 1 willpower point as if they had fulfilled their Vice, but they can also fulfill their actual Vices within the same scene. They also regain Aether equal to [dots in Subborned Infrastructure + 2], which can be done once per chapter.

                Competitions (•-••): Many Tempters are consummate hedonists, but pleasure takes many forms. These rooms are dedicated to sports and games of the physical and mental kind. Guests may test themselves against holographic opponents, other guests or the host. Variations of fencing, quizzes, shooting ranges, poker and chess are popular, as every match is different. For Palaces with Aetheric Insulation, the guests may even play unusual games in full Demonic Form. This benefit keeps Demons in shape: a scene of competition grants 9 Again to a number of Physical or Mental Skills equal to the benefit's dots + 1 for the rest of the chapter (this stacks with other sources of 9 Again to give 8 Again). A good match may also improve the Impression level with other competitors.

                Extradimensional HQ (•••): The Palace contains a gateway leading to a secure area within an Invisible Realm or some other plane of existence, with a stable path back to basline reality, entrance and exit password and immunity to scrying. Rolls to Build Equipment and create Plans gain +3. Plans that use the Realm's resources and denizens in some way are considered Exceptional with 3 Successes. The Demons, Equipment and Plans are protected not only by conventional security, but also by loyal Cryptids built to exist comfortably within the Realm.

                Very much thanks! <3


                nWoD Warhammer Fantasy RPG,
                WoD Wraith: The Oblivion
                and Infernum-style Demon: The Descent, Shadows of Abaddon --> http://madnessforums.com/forums/inde...opic,26.0.html

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                • Vent0 Any thoughts on Tempter Palace?


                  Bye.

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                  • Yeah. Very much like the ideas I had for Suborned Facilities.

                    So, this very closely maps to what I had planned for Suborned Facilities. The idea there was each "feature" required its own piece of Suborned Infrastructure to power it, but you could get things like Hellforges (bonuses to Installing Gadgets), Restoration Centers (Glitch removal, though not as good as the G-M's own), Remote Access (like the Easy Access Bolthole effect, but with far more options), Cryptid Guardians (maintained, coordinated Hellhounds Cryptids for defense or attack, if needed), and Surveillance Nexi (reliable Omen Sensitivity, Contacts+, and the Informed Condition, all in one package).

                    Everything a powerful Demon, or up-and-coming Agency needs.
                    Last edited by Vent0; 07-01-2016, 11:35 PM. Reason: At a PC now.


                    Malkydel: "And the Machine dictated; let there be adequate illumination."
                    Yossarian: "And lo, it was optimal."

                    Comment


                    • Here's my go. [It's currently a work in progress]

                      Suborned Facility (••+, Special)
                      Prerequisites: Demon, Primum 5+, Bolthole, Suborned Infrastructure 1+, Infrastructure Proficiency
                      Effect: You've managed a feat few other Unchained have - subverting an entire God-Machine Facility toward your own ends. While it is likely run down and small, initially, you can eventually grow it into a vast base, fortress, or possible even Hell of your own design.

                      The initial Suborned Facility is superficially similar to a Bolthole, albeit with a bit more room. The real advantage lies in the various additions that can be added on to the core. Each addon takes increases the Merit cost by its listed dots. Like with a Safe Place, multiple members can contribute their own dots. As an additional cost, however, each addon requires its own piece of supporting Suborned Infrastructure to power it, which determines the Tier of effects that addon provides. This removes such a potential Aether resource from those the donating Demon has access to, so this decision is not made lightly. The rewards, though, are often worth it. Each feature can be chosen multiple times, unless otherwise noted.
                      Drawback: Each feature of the Facility requires you to "lose" one instance of the Suborned Infrastructure merit (without XP refund) as it gets incorporated into the Facility.
                      Special: Suborned Facility also counts as a Safe Place, and is compatible similar Merits.

                      Manufactory •
                      Prerequisites: In My Pocket
                      The processing and manufacturing devices let you create what basic commodities you might need.
                      Tier 1 lets your create Resources 2 worth of goods a month, or items with Availability 2 or less a week.
                      Tier 2 lets you create Resource 4 worth of goods a month, or items with Availability 4 or less each week.
                      Tier 3 lets you create Advanced Resource 1 worth of goods a month, or multiple items with availability 5 or less each week.

                      Hellforge •
                      Prerequisites: Right Tools, Right Job
                      This chamber is specifically designed to reconfigure and imprint occult pathways onto devices to make Gadgets.
                      Tier 1 grants Installation rolls the Rote quality.
                      Tier 2 halves the time required for Installation.
                      Tier 3 allows one Installation per day to require only a Willpower point, not a dot.

                      Concealment Shroud •
                      Prerequisites: Lost In The Crowd
                      Occult veils and subtle (to direct) psychic manipulation render the Facility harder to locate.
                      Tier 1 is basic Concealment Infrastructure, hiding the Facility from anyone unable to see the Gears.
                      Tier 2 affects even Demons, Angels, and Stigmatics, though once they've found it once, they can locate it again.
                      Tier 3 is continuously active, erasing the memory of even those who've found it prior (check each Scene).
                      Note: In the event of a Clash of Wills, the Facility rolls it's dots against the detecting power.

                      Aether Converter •
                      Prerequisites: Show of Power or Deep Cover
                      Occult energies can be converted and transmuted through the specialized fonts and reactors here.
                      Special: Unlike most Addons, the effects of all tiers are the same - instead of generating Aether, the Suborned Infrastructure generates one type of other supernatural resource, such as Essence, Pyros, Vitae, etc.
                      Note: The same conversion apparatus can accept an influx of Aether from another source (such as a Demon), and convert it into the same supernatural resource the Converter is configured to. Which type of output it "generates" can be altered by someone both familiar with the supernatural power in question, and some down time (approximately 1 Session or Chapter).

                      Storage Centers •
                      Prerequisites: Fractured Space
                      Space folds and stretches to allow far more stuff than would otherwise be possible in the same 3 dimensions. There isn't anything there, by default, but you can warehouse a lot of material for a rainy day.
                      Tier 1 has space equivalent to warehouse or small apartment building.
                      Tier 2 has space for a college campus, building and furnishings sold separately.
                      Tier 3 is equivalent to Tier 2, except it can also hold the timeless quality of a Bolthole, enabling refrigeration-less storage indefinitely.

                      Mobile Platform •
                      Prerequisites: Demon Car
                      The Facility is not a static extra-dimensional location, but instead has a physical representation - even if the interior may be bigger than the exterior. Not only that, but it moves and can be operated like a vehicle too. The base movement speed is Tier x 100 kph for Safe Speed.
                      Tier 1 moves along land or on the surface of the sea, such as a truck or boat.
                      Tier 2 can fly through the air, or travel under the waves or the ground. It can also travel along the surface as well.
                      Tier 3 moves outside of space-time, folding in on itself and quietly showing up at the target destination when it arrives. It can hover in mid-air or have most of it lurk just beneath the surface, if desired.

                      Remote Access ••
                      Prerequisites: Deep Pockets or Behind The Curtain
                      The Facility has the ability to relocate it's access points to wherever its controllers need them.
                      Tier 1 operates like the Easy Access Bolthole upgrade.
                      Tier 2 allows for up to 4 access points to be active at once (allowing for rapid relocation of resources).
                      Tier 3 allows for the controllers to open an access point from the Facility to a location they are familiar with, without needing to be there. The ST may require a roll for successful placement.

                      Cryptid Defenses ••
                      Prerequisites: Hellhounds
                      Aether generators and exotic foodstuffs allow for the maintenance of a number of loyal Cryptids, to defend the rest of the facility from intruders (or deploy as a small army with Remote Access).
                      Tier 1 allows for 10 Ranks of Cryptids up to Rank 2 that can be sustained.
                      Tier 2 allows for 20 Ranks of Cryptids, half of which can be up to Rank 4.
                      Tier 3 allows for 30 Ranks of Cryptids, up to two of which can be Rank 5.

                      Pact Monitoring Network ••
                      Prerequisites: Tag And Release
                      You can store Pact Documents in this nexus and have the systems monitor the status of those involved.
                      Tier 1 lets you access the location of the signers of the Pact.
                      Tier 2 allows you to observe the participants of a Pact as if you were using Clairvoyance.
                      Tier 3 lets your target the signers of the Pact with Embeds and Exploits as if they were in visual range.

                      Restoration Center ••
                      Prerequisites: On The Mend
                      These repair bays enable Demons to do some slight maintenance upon their forms.
                      Tier 1 allows Minor Glitches to be suppressed for an entire Chapter, for 1 Aether.
                      Tier 2 allows for Major Glitches to be suppressed for 2 Aether.
                      Tier 3 allows for even Catastrophic Glitches to be suppressed for 3 Aether.
                      Note: Glitches can be removed permanently at the cost of 1 XP instead of Aether. Glitches resulting from high Primum may be suppressed, but not removed.

                      Surveillance Nexus ••
                      Prerequisites: Remote Uplink
                      Multiple Monitors and whispering terminals can keep watch over whatever area the Demons in charge need.
                      Tier 1 allows the Demon to tag objects in an area with Remote Uplink to transfer sensory information to the Nexus. Only area roughly the size of a city block or two can be covered at a time.
                      Tier 2 allows for tracking to be mobile - a target can be marked, and their general area can be monitored even as they move. Up to four of the same size areas or targets can be tracked independently.
                      Tier 3 allows for smart tracking over the entire coverage area. Likely threats are identified and supernatural information automatically filters in without operator effort needed. Up to sixteen regions or targets can under observation, though only up to four of them are given enhance attention.

                      Forecasting Operations •••
                      Prerequisites: Voice of the Machine or Extispicy
                      Data is tracked along side augury apparatus, and bones are cast and statistically analyzed for anomalies.
                      Tier 1 has the effects of Omen Sensitivity without the drawback, available once per Story.
                      Tier 2 allows for more detailed questions regarding the future, allowing the operator to roll Intelligence + Occult - how far in the future the information they desire is: -1 for a week, -2 for a month, -3 for four months, -4 for a year, -5 for a decade. Each Success allows for one question to be asked, or a clarifying follow-up question. This can be performed once per Story.
                      Tier 3 allows for passive monitoring of even unforeseen events. An operator can designate up to 4 subjects to divine for. If a significant event would arise regarding these subjects, up to once per Story, the system will send out an alert along with semi-vague details of the impending fate.


                      And here's a minor one for Demon-Blooded that could easily be rolled into a house rule.

                      Heirloom Tolerance (•)
                      Prerequisite: Demon-Blooded
                      Effect: Your demonic heritage insulates you from the surging energies of your direct Unchained forebears. You can utilize Form Gadgets that come from your Demonic ancestors without the risk of Soul Loss. Form Gadgets from other Demons, however, still carry their attendant risks.

                      What the heck, here's another.

                      Heirloom Tolerance, Advanced (•)
                      Prerequisites: Heirloom Tolerance •, Stamina 2+
                      Effect: Your tolerance for the Demonic energies inside Form Gadgets has improved to the point you can also use those made by other Demons as well without risk. With Stamina 2, you can use Modifications without risk, with Technologies at Stamina 3, Propulsions at Stamina 4, and Processes at Stamina 5. You still retain the ability to use any Form Gadget from your direct Demonic ancestors without risk.
                      Last edited by Vent0; 03-06-2021, 08:18 PM.


                      Malkydel: "And the Machine dictated; let there be adequate illumination."
                      Yossarian: "And lo, it was optimal."

                      Comment


                      • I like it!


                        nWoD Warhammer Fantasy RPG,
                        WoD Wraith: The Oblivion
                        and Infernum-style Demon: The Descent, Shadows of Abaddon --> http://madnessforums.com/forums/inde...opic,26.0.html

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                        • Originally posted by MrParaduo View Post
                          I like it!

                          Which? I'm assuming the Suborned Facility?


                          Malkydel: "And the Machine dictated; let there be adequate illumination."
                          Yossarian: "And lo, it was optimal."

                          Comment


                          • Originally posted by Vent0 View Post


                            Which? I'm assuming the Suborned Facility?
                            That it'd be. :3


                            nWoD Warhammer Fantasy RPG,
                            WoD Wraith: The Oblivion
                            and Infernum-style Demon: The Descent, Shadows of Abaddon --> http://madnessforums.com/forums/inde...opic,26.0.html

                            Comment


                            • Vent0 I love, love, love Subverted Facility- it's such a wonderfully crafted Merit because it manages to hammer a ton of aesthetic and atmosphere into such an elegant package, it reminds me of the Hollow Merit in the best way.

                              I assume that characters still need to worry about maintaining their Subverted Infrastructure? And as Subverted Infrastructure gets hooked into the Subverted Facility you probably don't benefit from the Aether stockpile, right?


                              My Homebrew Hub

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                              • Originally posted by Arcanist View Post
                                Vent0 I love, love, love Subverted Facility- it's such a wonderfully crafted Merit because it manages to hammer a ton of aesthetic and atmosphere into such an elegant package, it reminds me of the Hollow Merit in the best way.
                                Thanks. I've got more ideas, I'm just trying to work them into the 3 Tier model I'm using.

                                Originally posted by Arcanist View Post
                                I assume that characters still need to worry about maintaining their Subverted Infrastructure? And as Subverted Infrastructure gets hooked into the Subverted Facility you probably don't benefit from the Aether stockpile, right?
                                Yeah, the Suborned Infrastructure is basically powering the Additions, so you don't get to use their Aether, and if they stop working, so does the Addition. It's a big cost, which is factoring into my estimates for the power the additions need to allow.


                                Malkydel: "And the Machine dictated; let there be adequate illumination."
                                Yossarian: "And lo, it was optimal."

                                Comment

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