New face on Storytelling team

by Lindsay on Tue Apr 02, 2019 1:24 pm

For those of you who were not able to be there for the announcement at game down - we'd like to officially welcome Sean (player of Killian Fontain) as the newest member of our Storytelling team.


We look forward to what he'll bring to our game as one of our hard working STs!

S5E4 Votes

by Ralph on Mon Mar 18, 2019 10:57 am

Announcing the vote winners for "S5E4 - The Glamour of Gold"


Top Choice:

----Skinner

----Myranda


Most Wild West Moment:

----Lester

----Matt V.

----Kaitlin C.

----Chris G.


Best Faction Specific Moment:

----Chew

----David K

----Ryan

----Skinner


Comedy Gold:

----Skinner

----Chew

----Sean


Interesting Story:

----Myranda

----Leland

----Bishop

----Joetor


Non-Staff Game Support (2xp each):

----Jennifer P.

----Justin C.

----Peter M.


Congratulations to all of you.


"S5E5 - Reinforcements" Categories will be:

Top Choice

Best Addition to the Setting

Biggest Character Growth

Favorite NPC

Most Heartwrenching

Non-Staff Game Support

S5E6 DATE CHANGE - New date April 19-22.

by Ralph on Thu Mar 14, 2019 1:50 pm

All,


I just got word from the camp that they need to change our final date for the season. They have asked us to move to April 19-22.


On the good news side of things, this means we will no longer need to have a shortened game.

If you have multiple forum accounts...

by Brian on Fri Feb 08, 2019 9:45 pm

Please don't forget to link your accounts if you happen to have multiples. This ensures XP is tallied correctly for your accounts and allows you to quickly switch between them with a simple dropdown instead of having to log out/in repeatedly.


Thank you

S5R2.1 Released

by Ginger on Wed Jan 30, 2019 11:02 pm

Changelog:

Feeding on Changelings now causes Enchantment.

Change to Enchantment - Enchantment no longer causes forgetting; it now causes Rationalize.

Rationalize - A new power to protect the Veil and secrets. Currently only used as part of Enchantment.

Parrying - You may not parry packets, bullets, or physical ranged attacks.


Removed Trapping - Trapping is not yet ready for prime time; rules team has pulled it for now.


Minor changes:

Lucid Dreamer merit - changed to reflect new Enchantment rules.

Shattering Crescendo - fixed.

Clarity in Obeah tree - removed 30 second charge timer

All references to Iron as a special material have been replaced with Cold Iron.


Answers to questions, before you ask them!

Changeling Itemmaker: Coming soon! If you need Changeling Fetishes, (either the Item background or because you are a Nocker) please drop a PM to Rules Team and we will help you build it. Alternately, you may wait until the Itemmaker is ready, and collect your tag at a future date.


Trapping: also coming soon! It just needs more polish. We will publish as an appendix when it is released.


Gift of Enchantment and Enchant Object are two names for the same power. We will clean this up with the next edition.

Clarity will remove enchantment

Shaking off will remove enchantment.

Ending an Enchantment early (eg Clarity, Shaking off) does not avoid the Rationalize effect.

Enchantment does not interact with Mental Overwrite effects.


Changelings do not need to spend Glamour to enchant Vampires who feed from them.


Cold Iron is a special material, just like gold or silver.

Normal ‘metal’ weapons like swords and guns are not Cold Iron

S5E3 XP Votes!

by Ralph on Fri Jan 25, 2019 10:07 am

Results from last game's XP votes are in!


Top Choice:

Cora

Skinner

Chew


Touching moments:

Cora

Joetor

Chew


Best NPC:

Joetor

Brent

Peter S

Ryan


Most heroic:

Ryan

Chew


Best Politicing:

Matt V.

Skinner

Tina


Non-Staff Game support:

Jennifer P.

Myranda

Sean R.


Next game, the votes will be:

Top Choice

Most Wild West Moment

Best Faction Specific Moment

Comedy Gold

Interesting Story

Non-Staff Game Support

Changes to S5R2 Rulebook

by Ralph on Fri Jan 25, 2019 12:00 am

The XOs have coordinated with the Storytellers and Rules team to make the following changes:


We are releasing the Shadow Arts of Contempt and Delusion.


However, we are also putting a rule in that says you may only know one tree from Seelie or Shadow arts.


This is intended to be temporary (likely though the rest of the season, possibly longer) until additional arts can be developed.


Additionally, based on the passionate feedback from some of our players, Rules Team will be reviewing the "Vampires feeding from Changling rules" at their next meeting. More news on that next week.


We thank everyone for their continued patience.

S5R2 released!

by Brian on Sat Jan 19, 2019 4:36 pm

Edit 1/24/19:

Unseelie Contempt and Delusion trees added to book

Skills Trapping hotfix

Trapping tags added to equipment page


Patch notes:


Systems: General

- Dead bodies now effectively gain static nature. Taint decays slowly over time as long as the player remains laying as a body.

- General rules for Trapping and Time Bombs have been added here.

- Relic text now clarifies how ranged weapons do/don't work in the Umbra.

- Learning Rituals has been simplified and clarified. Please read up on this.

- Characters can now copy their own rituals, but it eats the learning slots it would take to relearn the ritual.


Systems: Information

- Description of Gameplay Expectations added - each section of the book now has a "generally you'll see this kind of plot" section added. Note, this doesn't mean you *must* play this way, but that this type of plot may come find you one way or another.

- Trapping Equipment has been added to the Equipment table.


Universal Character Information

- The Trapping skill has been added!


Mortal Rules

- New mortal flaw: Precluded First Change - 6 point flaw - As a Mortal character, you may never First Change into a Supernatural.


Vampire Rules

- Clarification that EPs don't have to be purchased in order, cost the same as L5 powers, but must be purchased at L6+, after buying up to L5.

- Lasombra weakness clarified.

- Nosferatu weakness now also applies +1 cost to Animalism self-powers when your costume requirement is visaged away.

- Samedi weakness now also doubles the cost of all Thanatosis powers when your costume requirement is visaged away.

- Setite weakness clarified (still same as Lasombra)

- Gargoyles weakness now also halves the duration of all Visceratika self-powers when your costume requirement is visaged away.

- Auspex Sense powers have had their durations removed, in-line with all other instances.

- Vicissitude EPs wording clarified - you must be in forms to use these powers.


Wraith Rules

- Catharsis text updated for clarity.


Kinfolk Rules

- Gnosis Access Merit brought in-line with the earlier description. Cost is 1:1.


Gaian Spirit Rules

- New power: Shape Object allows temporary non-mechanical umbra-bound objects.


Changeling Rules

- Changeling has been added to the book!


Skills

- Assess and Conscious Search are now listed properly.

- New skills Set Trap and Disarm Trap.


Powers

- Modifiers - Disables no longer end automatically upon being attacked/damaged. They now allow the target to choose to end them instead.

- Enchantment power added, which references the Enchantment section in General Rules.

- Sense Deeply now clarifies that certain questions may only be asked if you are certain Types.

- Visage clarified, no mechanical change.

Official Changeling Rarity Costs for Season 5.

by Ralph on Tue Jan 08, 2019 2:31 pm

As of the deadline (12:01am this morning) there are 11 people who have successfully signed up for a Changeling reservation. We are also assuming that there will be 2 Sidhe in play.


Therefore, All changelings will need to pay 22 points for rarity cost. Sidhe will need to pay 4 more for a total cost of 26. You may go into XP debt to pay this cost if necessary.


Please note: Brand new players also get this same cost, even if they did not reserve a slot, so long as the character debut is within Season 5.


Starting with Season 6, Rarity costs will be calculated as normal for everyone.


Welcome to Changeling!

ST Announcements Game 5.3 - Terra Incognita

by PeterS on Fri Jan 04, 2019 10:14 am

RAIN is scheduled for Saturday and Sunday. Safety of the players takes precedence over anything else. If the rain is too heavy, we will not have a traditional “final fight” on Saturday and will instead have smaller encounters that can be held for interested groups on the other side of Town Hall. ST Camp will never penalize players for wanting to remain warm and dry. If you feel that plot is doing so, talk to us and we will work out alternatives. If to stay warm for a bit, you need to wear non-1800s clothing, come to ST Camp! You can do a shift as something wearing a tabard over a heavy hoodie for instance, or work inside on crafting or organizing.


Do not bring up recent personal events with Channing. Just leave that subject alone.


EARTHQUAKE! In the fiction of the game, there will be an earthquake on Saturday. This will be handled by an ST out of game screaming out “EARTHQUAKE” This is a medium-sized quake, something that rattles the walls but does not cause massive destruction to buildings. You might RP perhaps that a glass fell. Your character may have never experienced an earthquake before.


Submitting a Feedback after game now rewards you with information for your character, as if you did a downtime action.


There may be scenes in coming games that allow for information and plot effects with the use of skills in ways other than their mechanics, like using detection to “track” things.


Players should familiarize themselves with the rules for Stone Body and Dynamite. They may be used in unconventional ways this game.

Stone Body: Equip a red mantle. While in this state, you reduce all incoming damage to 1. You may not move faster than a walking pace, but you may otherwise attack and act as normal. While in Stone Body no damage is considered aggravated.


Dynamite - Dynamite - A special item crafted through Gunsmithing/Ammosmithing 5. Dynamite has multiple uses. The lighting mechanism consists of using a flame prop, Flint and Steel, or a power which lets you call fire damage and calling: "Lighting Dynamite", you may switch to only one hand after the call. Make an audible count of "Burning". Once the effect of your Dynamite fires off, destroy the Dynamite tag.

The combat use for Dynamite starts with holding the Dynamite prop in both hands and using the lighting mechanism with a 3 count, then remove the sheath (if there is one) and throw the dynamite at the ground with a bit of force. The discs should shatter apart. Call "Boom Fire 4". If it fails to explode, you may reset the prop and use it again.

A single stick of Dynamite can be used to destroy any tagged item. Place a Dynamite prop on top of the item or temporarily attach it to the item, then use the lighting mechanism with a 3 count while moving away from the item. After the count yell "Boom Shatter ".

10 sticks of Dynamite can be used to disable any Node for 24 hours. Place the bundle of Dynamite at the node and use the lighting mechanism with a 30 count and move at least 30 feet away. Any targets within 30 feet of the dynamite when the Burning count completes will take 4 Fire damage. Use the sig call of "Massive Explosion. Within 30 feet of Dynamite take 4 damage." - it's long, but it matters.