Difference between revisions of "Systems: General"
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'''''Fetishes''''' are reuseable magical items. Fetishes must be attuned in order to use them. Expend the energy amount on the Fetish tag and then use the power listed. Any special requirements for using a Fetish should be on its tag (such as requiring Faith) - Fetishes that do not have special requirements may be used by anyone who shares the item’s Energy type. | '''''Fetishes''''' are reuseable magical items. Fetishes must be attuned in order to use them. Expend the energy amount on the Fetish tag and then use the power listed. Any special requirements for using a Fetish should be on its tag (such as requiring Faith) - Fetishes that do not have special requirements may be used by anyone who shares the item’s Energy type. | ||
− | '''''Fetish Attunement''''' To attune a Fetish, you must have at least 3 maximum energy for the first Fetish and double that amount for each Fetish after the first (3,6,12,24,48,etc…) - you may not use fetishes that are not attuned and must share an Energy type with the Fetish to use it. Attunement takes 10 minutes, during which time you cannot expend energy. Completing the Fetish Attunement costs its level in Energy (Level 1 Fetishes cost 1, Level 5 Fetishes cost 5). You may also release your attunement on a Fetish. Releasing attunement takes 10 minutes, during which time you cannot expend energy. A Fetish may only be attuned to one person at a time, though effects can linger for up to 1 hour, not to exceed its normal duration, after breaking your attunement. | + | '''''Fetish Attunement''''' To attune a Fetish, you must have at least 3 maximum energy for the first Fetish and double that amount for each Fetish after the first (3,6,12,24,48,etc…) - you may not use fetishes that are not attuned and must share an Energy type with the Fetish to use it. Attunement takes 10 minutes, during which time you cannot expend energy. Completing the Fetish Attunement costs its level in Energy (Level 1 Fetishes cost 1, Level 5 Fetishes cost 5). You may also release your attunement on a Fetish. Releasing attunement takes 10 minutes, during which time you cannot expend energy. A Fetish may only be attuned to one person at a time, though effects can linger for up to 1 hour, not to exceed its normal duration, after breaking your attunement. Attuned Fetishes must generally remain with their user. An Attuned Fetish that has been out of the owner's possession for more than 1 hour becomes unattuned and must be reattuned before use. |
'''''Talens''''' are single use magic items. To use a Talen, use the ability written on the tag and then destroy the tag. | '''''Talens''''' are single use magic items. To use a Talen, use the ability written on the tag and then destroy the tag. |
Revision as of 21:08, 13 December 2015
Contents
- The Health Pool is a number which defines how much health your character can have. You always enter game at full health on Friday night. The default value for this pool is 10, though certain powers or other character sheet items may allow this number to be modified. If your health pool is greater than 10 for any reason, you may choose to respond “10” when asked what your health is.
- Energy Pool(s) are usually used to activate Powers. Anything that requires Energy to activate will have an energy cost listed with it. All character types have their Energy Type and Pool defined in their sections. In this book Energy (capital E) refers to generic energy, while energy (lowercase e) refers to any given energy.
- The Willpower Pool: You may use Willpower to resist any power that is classified as Mental. Willpower refreshes to full daily at sunrise. Frenzy can also be overcome with Willpower.
- Specialty Pools: These are found on specific characters, and are defined in those sections.
Losing Health - When a character is dealt damage or has their health reduced, this normally refers to Temporary or Current health. There are some abilities, rare though they are, that reduce your Maximum health. If something reduces Maximum health, there will be a defined condition for removing that reduction.
Interrupting a Count
Most abilities with a count can be interrupted by attacking either target or breaking the count, such as by moving away.
In and Out of Combat - You may find that certain abilities in this book require you to be “out of combat.” You are considered “in combat” if you have attacked, been attacked, or taken damage in the last 5 minutes. You become “out of combat” 5 minutes after you have attacked, been attacked, or taken damage.
Touch Abilities - Certain abilities require touch to perform. Without consent, you may only touch another player on the tops of the shoulders or on the arms. You may not physically restrain a player.
Mental Abilities - Mental abilities that do not require touch are assumed to operate at any range where both parties can clearly discern the target and call without yelling, or 10 feet if that’s untenable. If you do not believe the target heard you, you may repeat the sig call without additional cost and may add the target’s name.
Tagging Items Any item with a mechanical effect, be it mundane Equipment or magic Items, must be tagged with a staff-provided tag outlining the purpose of the item. Tags must be placed where a person could reasonably see them over the course of the weekend (hiding a tag on the inside cover of a book is not acceptable, but on the spine of a book is fine). Tags vary in size from 2x1” to 2x2”.
Some items have multiple purposes. A Wraith may be bound to his trusty old sidearm. What if someone wants to use that gun? They should totally be able to! As such, items can have multiple tags, and in some cases must have multiple tags. No item may have more than 2 tags, only one of those may be a weapon, firearm, or bow tag. No item may have two of the same type of tag. EXCEPTION: A reasonable number of identical alcohol tags may be placed on a single bottle.Tags must be visible on the outside of an item when the item is not being worn, so you may tag the back of a pendant, or the bottom of a box, but not the inside of a locket. You may store tagged items where the tag and item cannot be seen, such as in a bag or under your shirt, but if the magic item itself is visible, its tag should also be somewhere it could reasonably be seen during a game weekend.
Natural Effects
If you are under the effects of a drug or alcohol, please notify anyone who feeds from your blood what effect you are under, as they will take on the same effects. If a side effect is listed in the back of the tag, please show it to the feeder.
Unconsciousness, Dying, and Death
- Unconsciousness - A state where your character is no longer awake. While in this state you may not react to anything that occurs in game except for sig calls directed to you. You may not react to things that are not sig calls that occur in game.
- Dying - Upon reaching 0 health you enter a state called "Dying". While dying, all other effects on your character are suspended - consider them "on pause". You may not be affected by new mental or status effects while in this Dying state unless specifically called out. Dying characters can only regain health through being Given Health, Healing Powers, Regeneration, a Philter of Life (Herbalism), or the level 5 Medicine Skill. The Dying state remains active for 10 minutes or until canceled through regaining health. This duration is halved by Aggravated Damage.
- Death - When your dying timer has expired you Die and enter a new state called Dead. Once you enter this state you may choose to stand up, place an orange headband on and visit ST camp, or you may remain where you died for as long as you like. Once Dead, you may only regain health through abilities that have the Resurrection sig call.
When entering any of these states, you return to whatever the native realm is for your character type.
Aggravated Damage
Aggravated Damage represents a number of effects like being struck in an organ or getting an infected wound. If struck for aggravated damage, instant sources of healing heal for half as much. This means that any instant ability (such as Mother's Touch) that normally heals for 1-2 will heal for 1. If they heal for 3-4, they heal for 2. Basic Medicine (the “Bandage” sig call) does not affect targets who have been dealt aggravated damage. Passive Regeneration is slowed, as described in the power. The duration of your Dying state is halved by this effect.
Removing Aggravated Damage - Aggravated damage must be healed for 2 at once in order to be removed. Order of operations matters here. Healing happens first, then the removal of aggravated damage. An instant heal that normally heals for 3-4 will heal for 2, and also remove the effect. You cannot be healed cumulatively to get rid of the aggravated damage, the health must all come in one call.
Exposure Damage
If your character spends 30 seconds in a situation that would cause Exposure Damage they begin to take damage at a rate of 1 point every 10 seconds after the first damage is taken. After a target is reduced to 0 health, continued exposure for an additional 60 seconds will cause the affected character to Die.
FIRE - Fire deals aggravated damage to all creatures except Fire Based Gaian Spirits. Fire Based Gaian Spirits take aggravated damage from water instead. Constant exposure to fire causes Exposure Damage. Holding a flaming weapon against a target is constant exposure. Fire props can be represented by a hearth shaped object or pit containing visible fake fire. Do not expose players to actual fire.
Substances
Alcohol - Alcohol without a tag does not have any mechanical or RP requirement, but should be declared as alcohol. Tagged alcohol does not have a particular mechanical effect, however characters under the effects of tagged alcohol should speak more loudly than they usually do, slur their words together, and stumble about when moving. If you are currently affected by alcohol, you have alcohol tags with you, and someone drains your blood, hand them one of the alcohol tags. We do not allow actual alcohol on-site - use non-alcoholic alternatives tagged as alcohol.
Opiates - Opiates are drugs that come in multiple forms. Liquid - Laudanum, Smoked - Morphine, Solid - Opium, and Injected - Heroin. All of them behave similarly for our purposes. A single opiate dose will abate the symptoms of any disease for 6 hours. Six opiate doses over the course of a single game weekend will give your character the Flaw Addiction: Opium. It will also cure any diseases the character may have. Doses may not be taken more than once every 4 hours. If they are, your character will be reduced immediately to 0 health. A single dose of Opium causes reduced pain for 1 hour, granting immunity to powers with the words “pain” in their description during that time. While the immunity to pain is in effect it is recommended that you act more relaxed than normal, calm, and care less about the goings on around you.
Cocaine - Cocaine is a drug. A single cocaine dose will double any healing on your character for 1 hour and grants one use of the power Hanging On for 60 seconds within that hour for no cost. Dosing twice in one day will give your character the Flaw Addiction: Cocaine. Doses may not be taken more than once every 4 hours. If they are, your character will be immediately reduced to 0 health. While the double healing effect is occurring it is recommended that you act high-strung, energized, and generally unable to sit still.
Peyote - Peyote is a drug. Unlike other drugs, peyote does not provide any particular positive effects, but can provide visions. Upon using tagged peyote we ask that you visit ST camp and turn in the tag. ST camp may choose to give you a vision but does not need to. These visions need not be accurate or even make any sense.
Side effects of drugs - Please do not actually smoke a smokable drug, instead use a pipe prop to represent smoking. Read the back of your drug tag when taking a drug, it will describe a side effect which your character will experience. Destroy the tag once you have taken the drug. A drug that is not tagged is no drug at all. We do not allow actual drugs on-site. Use non-drug alternatives tagged as your drug type. Some possible side effects are temporary versions of the Derangements: Anxiety, Dissociation, Fugue, Paranoia, Schizophrenia, Vocalization, or the Flaws Short Fuse or Phobia. Some doses may cause more than one effect.
Supernatural Effects
Certain effects can modify your character’s state of being without necessarily being caused by a Mental, Status, or Physical ability.
Delirium - A supernatural effect caused by seeing a character in beast form or war form - this is represented by the player wearing an animal mask. Human characters (without the Kinfolk or Ghoul merits) react to delirium by forgetting or rationalizing what they’ve seen. Rationalization consists of coming up with explanations - that wasn’t a giant wolf-man you saw, it was a theatrical performance gone wrong. 1-5 willpower characters should flee from the situation or collapse unconscious and rationalize or forget what occurred. 6-9 willpower characters may stay and watch, but will rationalize or forget what occurred. They may even engage in a fight that approaches them, but will not continue to approach the fight - they may also choose to react as if they have 1-5 willpower. Characters who reach 10 willpower are automatically immune to Delirium. They need not rationalize or forget. If a character who is playing a mortal character sees you and does not react, you may make a “Delirium” call to let them know what should be happening.
Astral Projection - An individual in Astral Projection must leave a 3x5 card where their body was prior to entering Astral. This card is a descriptor for their body. Being a mostly WYSIWYG game, it’s not really fully possible for us to represent this - as that’s the case, consider this body invisible. If you have the ability to read tags you may see the body - and you may even take and move it. If you do, drop a replacement card stating that you took the card. You may not obscure the Astral player’s card while walking with it. You may find a new location for the body if you wish, or give the card to another individual. You may use Mental powers on the card - when the player returns to reclaim their body, let them know what power was used - they will return to their body under that effect.
Blood Drinking - In certain situations some creatures can convert health into their energy pool by drinking it. The basic mechanic for this is fairly straightforward and consists of these steps.
- Place a hand upon the target's shoulder.
- Call out: "Biting 1, Biting 2, Biting 3" - this call should take approximately 3 seconds.
- Vampires may call “Invoking Kiss” - this applies an effect that makes the target forget the feeding process. Blood Drinking done this way is extremely pleasurable for the target. Without invoking the kiss, blood feeding should be agonizing. Once this effect is in place, the target may not break the draining calls.
- Begin actually feeding by calling out "Draining blood 1, Draining blood 2, …”
You may not drain more health than a target has. In most cases where conversion occurs, it takes place at a rate of 1 health => 1 energy. Any other rate will be called out specifically. When a target reaches 0 health they should notify the person draining them that they have reached 0 health and are now Dying. If a target has the Blood energy type, they lose their Blood pool before they begin to lose their Health.
Taint - A type of supernatural effect that modifies your character’s behavior. Taint is resisted as a Mental effect, but cannot be removed except by abilities that specifically call out taint removal. There are 5 levels of taint, however they can be thought of as 3 for simplicity’s sake.
- 1,2) Subtle/Minor Taint, which should be barely visible to a character other than yourself - this should change the way your character thinks, and may cause minor action differences.
- 3,4) Significant/Strong taint, which should affect your behavior and generally be visible.
- 5) Major Taint, which should be visible to anyone - even characters that don’t know your base state of being… because seriously, you’re tainted.
When struck by a tainted power, such as “Wyrm Fire”, gain 1 level of Taint each time you are struck. When struck by a power that specifically applies Taint (such as “Apply Taint”), gain as many levels as stated in the sig call or 1 if no amount is specified. If regenerating at a Tainted Node, receive 1 level of Taint per Energy taken from that Node. When receiving tainted energy from a target you gain 1 level of Taint per instance of receiving Energy. Vampires and Ghouls do not gain Taint from taking tainted blood.
There are three types of taint: Wyld, Weaver, and Wyrm. The following are guidelines, but you may play the taints however seems appropriate for your character.
- Wyld Taint - is about chaos - wyld tainted characters are more likely to act without thinking and at higher taint levels may just start randomly acting out. Wyld is also about creation - these characters may take their tainted state to become hyper-creative.
- Weaver Taint - is about order - weaver tainted characters always think before they act and at higher levels may go about putting the world in order. The weaver is also about perfecting - these characters may take their tainted state to become somewhat OCD.
- Wyrm Taint - is about destruction - wyrm tainted characters are likely to get into fights, try to twist relationships against each other, or otherwise look to harm things.
Tainted Items - Certain items in game may be Tainted. If the item has no effect then you receive one effective level of Taint as long as you carry the item on your body; this level goes away when you set the item down. If the item has an “always on” effect then you receive 1 level of Taint for every hour you gain the effect. If the item has an active effect (energy expenditure) then you gain 1 level of Taint for each activation of the item. Tainted Fetters cause their owner to have 1 uncleansable level of Taint until cleansed but may be cleansed with the Cleanse Taint power.
Shedding Taint - Taint decays in a few specific ways. The first is that if you have only one level of Taint on your character that level will go away on its own after 1 hour. The second is a merit called Static Nature, which allows any level of Taint to decay over time. Third, Meditation can allow a character to cleanse themselves. Finally, there is cleansing, usually done through rituals or powers.
Infernalism - A type of supernatural effect that is gained when you use a demon’s power. Any item or ritual which causes this effect will be clearly called out. It has no specific RP effect, but may get you killed. While you have the Infernalist effect on you certain sensory powers may expose you.
Physical Realm VS Other Realms - Our normal world is but one of many realms. For purposes of this book, The Realm refers to the mundane, mortal world that most everyone can see and interact with.
Umbra / Shadowlands / Astral Realm - Certain characters may exist in one of several supernatural realms that sit atop our normal world - Fera refer to this as The Umbra, while Wraiths may call it The Shadowlands and Vampires may refer to it as The Astral Realm. For purposes of this book we will refer to it as The Umbra. In the World of Darkness these are usually separate from each other. In the Savage West the Storm-Eater has awakened. It’s done some very odd things to the barrier between the regular world and all of the various realms. For starters the barrier between the Umbra, the Shadowlands, and the Astral Realm have decayed to the point where all of these places seem to be shared with each other. Unless you are in this realm or have a power that allows you to see into this realm you cannot see individuals in the Umbra - designated by a plain white headband. Only items that are magical in nature can be used in the Umbra. Guns do not work in the Umbra without an associated power, such as Gunbreach or Umbral Bullets.
Soft Spots in the Barrier - The barrier that keeps the Umbra separated from the physical world has also been damaged by the Storm-Eater. While walking around town you may find these soft spots in the barrier (usually referred to as the Gauntlet or Shroud). If you do, stepping inside may have a specific effect. If you step on a white square containing an orange circle containing an “R” then you will be shunted into the Realm. If you step on an orange square containing a white circle containing a “U” then you will be shunted into the Umbra. For a circle on the ground, stepping onto that sheet causes the effect. Similarly, some rituals can cause these soft spots to form in doorways. If this happens, you’ll see a white rope bordering a doorframe with the letter in the center of the door. Stepping off does not cause a second effect. These symbols are not visible in game unless you have both Umbrasight *and* Cloaksight active. Headbands must be available on the sheet or hanging next to the doorway in order for the versions that send you into the Umbra to work. If no headband is available, you simply don’t enter the Umbra (even if you have your own headband.)
Equipment
Searching a Target
You may search unconscious targets for tagged items, money, and any other item that a target wishes to hand over. Searching may not be done by physically touching a target. Find an unconscious, dead, or dying target and begin a 30 count while in touch range of “Searching 1, Searching 2, “... “Searching 30” - upon reaching 30, the target is required to hand over all items described above. A shorter 10 count can be used to take an individual item that is known and visible to the searching player. If an item is dropped and not on the body it can be picked up without a count.
Locks and Doors
There are 3 levels of Lock in this game - Class 1, Class 2, and Class 3. Consider this the complexity of each lock. Any lock may be opened by its corresponding key. You should use a key operated padlock prop to represent your lock. Locks must be placed on doors in order to function - to do this, hang the lock from the doorknob or another location on the door. By default, locks operate only from the outside of a door. You may choose to make a lock work on both sides of a door. To do so, ask Check-in for a second Lock tag for that lock. Two identical lock tags may only be used when placed on the same door. You will need to provide 2 Lock props to use a lock this way. When a lock is on your side of a door you may only pass through with the corresponding key or by overcoming the lock. When a lock is on the opposite side of the door you may pass through regardless of whether it is locked.
Class 1 Locks are the most simple, and can be overcome by any Lockpicks, Gunplay’s “Shatter vs. Locks”, or any Bypass power. Class 2 Locks require Class 2+ Lockpicks, Gunplay’s “Shatter vs. Locks”, or the Bypass 2+ power (leveled from Bypass 1) to overcome. Class 3 Locks are the most complex - they may only be overcome by Class 3 Lockpicks, by Gunplay’s “Shatter vs. Locks”, or the Bypass 3 power (leveled from Bypass 1+).
Repairing Non-Magical Equipment
You may repair any non-magical item (such as a tagged weapon, armor, or shield that has been shattered) during game by visiting ST camp with the prop and the tag. The cost to repair an item that has been shattered is equal to its crafting cost.
Using Magic Items
Magic Item refers to Talens, Fetishes, and Talismans. Rituals are another way to access supernatural powers. Dark Prospects uses a dynamic Ritual/Item Creation System for those that wish to create their own items. Prepackaged Items can be found here: http://darkprospects.endogaming.net/Items - custom Items can be created here: http://darkprospects.endogaming.net/Custom Items
Fetishes are reuseable magical items. Fetishes must be attuned in order to use them. Expend the energy amount on the Fetish tag and then use the power listed. Any special requirements for using a Fetish should be on its tag (such as requiring Faith) - Fetishes that do not have special requirements may be used by anyone who shares the item’s Energy type.
Fetish Attunement To attune a Fetish, you must have at least 3 maximum energy for the first Fetish and double that amount for each Fetish after the first (3,6,12,24,48,etc…) - you may not use fetishes that are not attuned and must share an Energy type with the Fetish to use it. Attunement takes 10 minutes, during which time you cannot expend energy. Completing the Fetish Attunement costs its level in Energy (Level 1 Fetishes cost 1, Level 5 Fetishes cost 5). You may also release your attunement on a Fetish. Releasing attunement takes 10 minutes, during which time you cannot expend energy. A Fetish may only be attuned to one person at a time, though effects can linger for up to 1 hour, not to exceed its normal duration, after breaking your attunement. Attuned Fetishes must generally remain with their user. An Attuned Fetish that has been out of the owner's possession for more than 1 hour becomes unattuned and must be reattuned before use.
Talens are single use magic items. To use a Talen, use the ability written on the tag and then destroy the tag.
Talismans are rechargeable magic items. Talismans have a number of charges built into them and must be recharged to be used once emptied. We recommend keeping removable ribbon, string, or rubber bands around the object to keep track of the number of charges. A special power or ritual may be required to refill a Talisman. Talismans come into play fully charged on Friday night. You must have an associated ability to use Talismans (such as the Hedge Magic Numina ability). To activate a Talisman’s ability, simply use one of the charges and then use that ability.
Relics are special items that are normally Umbra Bound instead of Realm Bound. Anyone can use them in the Umbra and they work in either the Realm or the Umbra. Relic guns work just fine, but without Relic Bullets there’s really nothing to fire. Each Relic Bullet would be its own item, making them cost-prohibitive.
Rituals
Learning Rituals - After your character has been created you can continue to gain new Rituals through in game methods. Owning a Ritual doesn’t mean you can immediately use it. In order to use a Ritual, you must first learn that ritual. To do so, turn in a 3x5 at game-down with your name, your character’s name, and the text: “Learning Ritual [name]” - At Check-In the following game, the check-in team will ask you to show the Ritual, then will fill in a bubble next to that Ritual’s name on your sheet (or add it to your sheet if it’s your first game). It requires as many games to learn a Ritual as that Ritual’s level (so, a Level 1 Ritual only requires 1 game, while a Level 3 Ritual requires 3 games). If you lose a Ritual you may request a new one from Check-In, however, expect that if you do this often the Storytellers will be notified and your character may suffer consequences for being irresponsible.
Copying Rituals - One way you can learn a new Ritual is by being taught that ritual and thus copying the Ritual. To do so, turn in a 3x5 at game-down with your name, your character’s name, and the text “Copying Ritual [name] from [teaching character’s name]”. Just like the Learning Ritual information above, you will be asked to show the Ritual, and bubbles will be filled in, and after the Ritual’s level in games you’ll be able to use it. Note that you only need the Ritual with you at check-in to do this, it can be returned to its owner during game. Upon completion, request a copy of the Ritual from Check-In and they will provide a copy that has been signed off on.
Using Rituals - In order to use a Ritual, you must have the Rituals Background at the appropriate level, and have begun learning the Ritual itself - the Ritual’s page must be present so you can look up the information provided. If you have learned the Ritual in its entirety (filled in the dots on your sheet up to the Ritual’s level), you may cast it for the cost as written. If you have not, you may still use the ritual. The cost for using a Ritual you are still learning is 1 Willpower per dot you haven’t filled in, plus the cost listed on the Ritual page. You may only use a Ritual you are learning if you have gained a dot in that Ritual during checkin for the current game.
Non-Combatants
Non-combatant (non-com) players will be designated by a high-vis green/yellow sash running from one shoulder to one hip. We ask that non-com players use a piece of cloth at least a few inches wide, as greater visibility only benefits them. This sash must be visible from all sides, which means if a wheelchair or similar device is involved that you mark it as well, to be sure people can see it.
Non-combatants should avoid initiating combat unless it is absolutely integral to story. Other players and storytellers should avoid making situations in which it is integral for a non-combat to initiate combat. Players and storytellers should avoid initiating combat with non-combatants unless it is absolutely integral to story.
Dealing with Awkward Situations
There may be times during role play where you are uncomfortable or feel unsafe due to the physical nature of this type of game. If another player is making you uncomfortable by, for example, being too close to you, halt the scene by holding up an Out of Game signal, then notify the other player and ask them to back off. If the other player refuses to do so notify a staff member.
In the World of Darkness there are many adult themes, one of which is sex. If your character moves into a sexual situation, it is appropriate to halt the scene by holding up an Out of Game signal then asking for a Fade to Black. A good way to burn time during a fade to black is to give each other massages, though this is not required (if you’re not comfortable with physical contact, we’ll never force it on you!). You and your partner for the scene should decide together when the scene ends and thus when to return to play. If you walk in on someone giving massages or back rubs, please verify if what you’re seeing is an FtB scene or an actual needed massage of sorts (it happens!)
Character Sheet Changes
At check-in each game you may spend your XP to make changes to your character sheet. To do so notify check-in of what things you would like to buy. You may purchase 1 thing in each category on your character sheet; that is, 1 Willpower, 1 Energy, 1 Secondary Energy (if applicable), 1 Skill or Ability, 1 Background change, 1 Technique or Power, and 1 Merit or buy off 1 Flaw. You do not need to purchase one thing from every category, but you are allowed to. Buying off a Flaw costs twice as much XP as the number of points provided by that flaw when taken.
This power is in two of my trees! If you find an identical power in two trees or treesets that you’re able to purchase, you may progress past that power in the second tree or treeset after spending only half of the XP normally required to purchase the power in that tree or treeset (round down). The exception to this is powers that stack on top of each other (like Augment) - since you can have multiple levels of this, they all cost their normal value. An added power and a power with no adder are different powers from each other and must be purchased separately. Powers that level are considered identical, even if purchased at 2 different levels.
Teaching and learning Non-Innate Powers, Skills, Abilities, And Techniques
You may teach as many Skills, Abilities, or Techniques as you wish in any given game, but you may only learn one of each at a time. You may teach Innate Powers, but may not teach Non-Innate Powers. Powers and Techniques are the same category on a character sheet. The teacher should drop a card in the game-down box after game stating their name, their character name, your name, your character name, and the thing they’re teaching. Once you have the first level of a Technique or Skill you do not need to be taught the other levels.
Character Sheet Changes During Game
Becoming Something Else There are some events which may cause your character or character type to change during gameplay. The first of those is a “Change Card” - players of Mortal characters may submit a Change Card to check-in, who will give it to the Storytellers. On your Change Card should be your name, your character’s name, and what you wish to be changed into. Leaving out a desired change target means you’re happy to be changed into “Storyteller Choice.” You do not need to take advantage of this mechanic. Mortal characters can theoretically become any number of things during gameplay through this mechanic.
The other mechanic is player driven. Vampires have the ability to create ghouls or to turn mortal characters into vampires. Ratkin and Corax may attempt to convert a player through a Ritual. Characters can be killed.
Converting a Sheet At Game Going through a major change at game, such as being Embraced by a Vampire, Ghouling, or First Change, allows you to make a limited number of changes to your sheet. Merits and Flaws that are incompatible with the new Supernatural Type are refunded (you get the XP back for them). You may purchase any Merits and Flaws related to your new Supernatural Type, and only those related to your new Supernatural Type at this time. If you had powers which are now incompatible with your new Supernatural Type, you are refunded these points - except in the case of 8th generation Vampires, this does not include Techniques. You may purchase innate powers at this time, however, you may only purchase each innate at 1 level above your current level (for characters who have never had those innate powers, that’s L1/R1.) Non-innate powers may not be updated during this purchase phase. Energy converts at a rate of 1:1. You may purchase 1 additional Energy at this time. Between games you make up to 3 additional purchases (in any categories) for each of the following 2 games. You may also choose, but are not required to, “unspend” 10 XP from your sheet to gain 12 points to purchase powers specifically.
Becoming a Ghoul Feeding even a single point of Blood to a Mortal character ghouls that character. If a Mortal character is ghouled during game they go to ST camp to modify their sheet. They gain the Ghoul Merit for no cost but do not gain the points for purchasing an innate discipline. They still immediately get the first level of Potence for free, regardless of the parent clan.
Becoming a Vampire To embrace a character in game: reduce the target to 0 health and then feed them 5 Blood. Both the new Sire and the new Vampire go to ST camp to swap out for a Vampire Character Sheet. You retain any Vampire powers you may have had prior to Embrace but do not immediately gain more powers unless you purchase them. You are given one step below the sire's Generation numerically on your new character sheet and gain the flaw "Disrupted Generation" if necessary. You may not alter this generation at character conversion. You may spend XP (including XP refunded from incompatible Merits) while at ST camp. ST camp should make a copy of your new character sheet and turn it in to Check-In after game.
Becoming a Wraith Only mortal characters may become Wraiths. If you choose to become a Wraith your character must first die and between games should contact the Character Guides to perform a character sheet conversion. Your character receives a point refund and you may re-spend points as if building a new character. Upon entering game you must arrive wearing a thin (see-through) cloth covering your face - this represents a Caul. You may not uncaul yourself in game, but any character may remove the cloth. Until they do your character has no access to powers and is confused. Once uncauled you become your character. Characters who become Wraiths may not immediately go after a person who killed them - that’s not what this mechanic is for. Fetters may not be other characters in this system.
Becoming a Werewolf or Fera Only mortal characters may become a Werewolf or Fera. The first change will likely take place during uptime at game and will almost assuredly involve a frenzy. When converting Energy for a Werewolf or Fera, you must convert your new character’s starting Rage (as defined in their character section) from your Energy pool, meaning that this amount does not go to your Gnosis pool (excepting Nuwisha). You may purchase up to 1 additional Rage at this time. You may not purchase Rank or Renown merits at this time.
Restricted Character Concepts
Some creatures in the World of Darkness are more rare than others. We’ve decided to represent that with a rarity system intended to help make rare characters rare by discouraging rare concepts with a lot of characters already in play. Next to each rare concept below you’ll see a number - that number is how much XP you must pay per one of that concept already in play. If there are none in play, there is no XP cost. If there is one in play, you must pay 1x that number, for 2 it’s 2x that number, etc… The list of Restricted Concepts can be found at the end of the Equipment, Specs, and Glossary chapter.
You must play a restricted character once every 3 games or the cost-slot for your character gets returned to the game. This is to ensure that players with restricted characters aren't just increasing the cost by having characters on the books, but are instead actually playing them. If a character is not played for 3 games (on the 4th game) the cost of reprising the character will be half of the current restricted cost. Starting after 6 games (on the 7th game) the cost returns to the full current restricted cost. We can extend these sessions based on circumstance. If, for example, a player was heading on a vacation, a trip abroad to work, or stuck at work for a game weekend, we can keep their cost at 0 to return to their restricted character. We prefer to know this kind of thing in advance where possible. TO provide notification, contact the XO and Character teams.