Dark Prospects Mortal Rulebook
VERSION: 20150914 (Season 2.5 / S2R2)
Some concepts used in this book are copyright White Wolf Publishing. Rules for Mortal, Vampire, Wraith, Werewolf, Fera, and Gaian Spirit characters.
Due to real world liability and themes in the World of Darkness we can only accept players age 18 and up.Contents
- 1 Introduction
- 2 Systems: General
- 2.1 Consent to Physical Roleplay
- 2.2 The Okay Check-In
- 2.3 Hold and Clarify
- 2.4 Pools, Counts, and Tags
- 2.5 Natural Effects
- 2.6 Supernatural Effects
- 2.7 Equipment
- 2.8 Using Magic Items
- 2.9 Rituals
- 2.10 Non-Combatants
- 2.11 Dealing with Awkward Situations
- 2.12 Character Sheet Changes
- 2.13 Character Sheet Changes During Game
- 2.14 Restricted Character Concepts
- 3 Systems: Conflict
- 4 Systems: Information
- 5 Universal Character Information
- 6 Mortal Rules
- 7 Ghoul Rules
- 8 Kinfolk Rules
- 9 Powers
Introduction
Our Site
We play out of Camp Sylvester. The camp has a requirement for quiet hours after from 10PM to 7AM. This doesn't mean we can't use signature calls or provide some volume, but we are required to keep from making excessive noises (all-out screaming) during this time. Because the camp is making many allowances for us, we want to do everything we can in order to ensure the camp stays happy with us. Kitchen use is limited - please contact an Executive Officer to use the kitchen. Be sure to clean up any mess you create at camp, and help during game-down if at all possible.
Setting
To understand what Dark Prospects is you may need a bit of California history.
Over 13,000 years ago humans first pushed into the Americas by way of what is now known as Alaska. About 10,000 years ago these peoples made their first push into California. Over the next 9,500 years California, a virtual paradise, grew in population. During the 1500s the Spanish and other Europeans began to claim territory. In 1821 Mexico declared independence from Spain - the territory of California came with it. Then, in the 1840s a war broke out between Mexico and the United States - at the end of which Mexico ceded the coastal territory to the Americans.
In January 1848 something of particular interest happened. A man in Coloma, California discovered gold. This didn't become a big issue until 1849.
This is where our story begins. When gold surfaced in California it started a boom - people came from all over the world to join in the search for gold, creating an environment full of opportunity - anyone could be the next one to discover a massive vein of gold and become rich, or just profit off of all of the prospectors barely making it by.
What is our goal with this game?
With Dark Prospects we wanted to create a total immersion game, one which would allow you to stay in character for an entire weekend. More than that, we wanted to make sure that we stayed true to the source material wherever possible, and that the setting was well respected. We chose the California Gold Rush of 1849 for a number of reasons - it provided a setting where everyone could be involved, but was truly historical. The California Gold Rush was a wonderful example of equal potential between races, creeds, sexuality, and gender. While there may have been plenty of isms, it didn’t seem to impact whether or not you could work a field. There was still plenty of inequality, and thus conflict. Really though, part of the reason is that it’s California - the place that many of our players call home. There’s plenty of Historical documentation for the period, and it should be pretty easy to have a good time in the setting. Above all else, we wanted to create a game that you, the player, would enjoy. So we do hope you’ll enjoy it!
What is this book?
The Dark Prospects Rule Book is intended to give you the mechanics and setting information that you’ll need to play the game. In it, you’ll find information about 1849 California, resources to use for more information, mechanics, and rules for how to play. The following pages are a loaded with information that we hope you’ll find useful.
What is a LARP?
If you’re completely new to LARP, you might not know what we’re talking about here - LARP stands for Live Action Role Play. It’s what we’re doing here! In this game, you’ll take on a role of a historical character (one you create, not a real person). Throughout the weekend you’ll spend time being this person - from their personality, to their behavior, to anything that might happen to them.
What is WYSIWYG?
You may have seen it before, but WYSIWYG is an acronym that stands for "What You See Is What You Get" - it means that we’re trying to keep everything as in character as possible - everything that happens to you, our players, is as close to reality as we can make it (we’re not giving you real guns and swords to play with, but we’re using the closest analogs we can for a Live Action Game.) There are some obvious exceptions to this rule, such as a body card being left behind or headbands representing different planes of reality, but we generally tried.
A quick note on Trust
Our rules system is loose in many ways because we intend to trust our players and hope that our players trust us in turn. We support the idea of rarely using a mechanic in an abusive way in order to supplement your RP experience. That said, if something seems too good to be true, it probably is. If you or someone you know is repeatedly abusing a system, please contact the Rules team and get help. Seriously, if you don't actively abuse it, it will remain flexible. If you are seen abusing it regularly, it will get fixed.
What is the World of Darkness?
The World of Darkness is a setting created by White Wolf Publishing. It’s a world not entirely dissimilar to our own, except that in it everything is a bit darker - the monsters you know from legends are real, though normal people don’t know anything about them. Every supernatural creature in the World of Darkness wants to keep its secrets because without them, humans would likely try to wipe them out, and nobody wants that! We hope that through our mechanics and our storytelling we’re able to stay true to the Source Material while still being lots of fun for you, the player.
Drama
Dark Prospects is a dramatic game. Life in a LARP town is more exciting than real life and you should expect to be in lots of dramatic situations - if you find yourself getting overwhelmed it’s okay to take a step back, take a deep breath, and relax.
Theatricality
You may notice some kind of odd abilities in this game - ones that don’t necessarily fit in with reality, but that you’ve certainly seen in movies. Totally intentional, folks. Be theatrical - what’s the point in playing a game if you’re not having fun with it!
Representations of the 1850s
We ask players to try your best with costuming, but we also understand budget and space constraints. While Levi’s iconic 501 wasn’t created until 1890, and they did not sell a pant until 1870 at all, we believe that it’s an acceptable element of costuming to help keep your costs down. Similarly, true revolvers weren’t readily available until the 1860s, but we use both those and repeating rifles in our setting. We can explain this a few ways. Firstly, it’s more fun to have these types of weapons. Secondly, this takes place in an alternate reality - it’s quite possible they were created a few years earlier in our universe.
Characters
The person you will become during our game weekends is your Character, a personality you will assume. Characters may either be completely normal mortals, or various forms of supernatural monster. Whatever you choose to play, you’ll find some mechanical information about them in the rest of this book, as well as some information on playing them.
Primary Characters, Secondary Characters, and Alternates
Primary and Secondary characters are two characters who have linked XP and are otherwise not connected. The characters may not have linked backstories and should not be part of the same supernatural Type. They absolutely cannot share knowledge between them. Both characters belong to you. You may not spend earned XP directly on your Secondary character, but as you spend XP on your Primary, you receive ⅓ as much spendable XP on that Secondary character; ½ if one character in the pair is on a Mortal sheet. Alternate characters are simply other characters you have on the books but are not being played on the current weekend. Any Alternate character that is not already in a pair can become a Primary and can have its own Secondary, though we recommend you stick to a small number of Primary characters. During a game you receive a special benefit for having a Primary/Secondary pair, allowing you to swap between these characters twice during the game weekend. If a Primary character exits play (retired, killed) then you may make your Secondary into a Primary with all of the surviving character’s current XP available. If a Secondary character exits play, you may attach a replacement secondary during check in the following game. If your character is killed (or dispersed) or otherwise made unavailable for more than 6 hours during gameplay you may switch to the other character at game even if you have already switched twice. When switching between your Primary and Secondary characters please notify ST camp.
Splitting a Primary/Secondary Pair
- You may not attach a pre-existing character as a Secondary to a Primary unless the proposed secondary has never had XP spent on them.
- Newly built secondaries are recommended for attaching to primaries.
- If your Secondary character is killed, you may replace them - however, abuse of this system (Creating characters specifically to kill them, losing characters multiple games in a row intentionally) will result in that being disallowed. New secondaries attached this way receive the full amount of XP that a Secondary for that Primary should have.
- If you retire a Secondary character, you may replace them as above, though this may only be done twice a season.
- If a Primary dies, your Secondary becomes a Primary, operating at their current XP level going forward and may have a new Secondary attached to them.
- You may break a Primary/Secondary pair at any time. If you do, your Secondary may become a Primary operating at their current XP level and may take on a new Secondary at any time. You may attach a new Secondary to an original Primary split this way without delay once per season. Beyond once per season, attaching a new Secondary to an original Primary split this way incurs a 3 game delay. The characters who were previously paired cannot be reattached, and cannot ever be played in the same session as each other again.
Creating your character
Every character should have come into this world as a mortal concept. That’s the person your character grew up as - maybe a street rat, or a businessman, or a circus performer. From there, you’ll have to decide how they got to be the person they are today. Are you a human, or a monster in human skin? Did you stay the person you grew up as, or did you evolve into someone very different?
Once you’ve decided on the key events that led your character to our town, you can send your concept into our Character Guides - their job is to help make sure your concept fits into our world at large. If your concept doesn’t, the guides will help you find your way until your character does. Their job isn’t to make your character for you, it’s to help you make a character who works for the setting.
Progressing your character
Experience (referred to as XP, or Experience Points) is used to allow you to progress your character. As you play the game, your character becomes more powerful, and XP is how we measure this change. You gain XP in the following ways:
- 3XP for attending a game.
- You may earn additional XP from our event voting system.
XP remains on your account until you spend it on a character.
Character Sheet
Every Character has a Character Sheet. This is a record for what your character is mechanically capable of (there are plenty of things you can do that don’t have mechanics as well). It’s also a record of how your character has progressed. Creating a character doesn’t mean you now have a static person that never changes, it means you’ve codified what your character can do right now on paper. There’s an advancement mechanic as well, and we hope we’ve made it easy to take advantage of. Please use the Character Sheets tool to build your character.
The Character Guides are available to help you with your character, and you should work with them to help make sure your choices make sense with your concept. A character who has never touched a gun in their backstory probably shouldn’t be a Crack Shot, but if they used to be a cattle rustler they might be really good with a gun. You may build your character yourself, but all newly-created characters must receive final approval from CGs before entering game.
Things you’ll find on a Character Sheet
- Type: The natural (or supernatural) type of character you are playing.
- Player Name: This is your real life name - who you are. It helps us keep track of your character for you.
- Character Name: This is the name you chose for your character during the creation process.
- Subtypes: These are specializations within the Type of character you’re playing. Most of them will be covered as the book progresses as well. They have things with names like Clan, Tribe, etc.
- Patron: Patrons are the spiritual beings that your character may be tied to. Usually to become a Patron, you need to have a special bond with that being - a Christian character might have the Patron Jesus Christ, while a Buddhist might take Buddha. Along similar lines, some of the supernatural creatures in this world have tangible bonds with spirits like Coyote, or Bear. We’ll go more in-depth with this in their sections.
- Health: Health is a mechanical representation of how much life your character has left in them.
- Energy Type: Energy comes in a few different types, all of which will be covered in their Type-specific sections. Mortals come with an energy called Essence. This is the innate power that your character has inside of them. Shifters and Gaian Spirits use Gnosis, Vampires Blood, and Wraiths Pathos.
- Energy: This defines the maximum energy your character has, and the amount you come into game with.
- Secondary Energy Type and Amount: Some characters have an additional secondary energy - if you have one, it will be called out specifically in the type-specific rules section of the book.
- Willpower: This is a psychological resource for your character! It’s sometimes used to resist certain effects that are used on your mind, but it has more purposes including changing how the Delirium (mask) effect works on mortal characters.
- Powers: These are special abilities your character has that use your energy resource. Most characters can get access to some kinds of powers, but you’ll have to read on for more on that! Powers can either be Innate (your character has access to them naturally for some reason) or Learned (you have picked them up from somewhere) - Innate Powers generally have a lower purchase price than Learned ones.
- Skills and Abilities: Abilities are things that your character either can or can’t do - they might have the Ability to use firearms, or fighting knives, or fight with their fists. Abilities only have one level because they allow you to use your skill as a player to perform them. Skills are things that your character has learned but come with more than one level. A list of Skills and Abilities comes later in this chapter.
- Merits, Flaws, Advantages, and Weaknesses: These are usually referred to as “final touches”, or sometimes “quirks” - they provide some mechanical advantage or detriment to create more role play options for you - think of it as an additional framework for your character’s behavior.
New Rulebook Releases
We will only publish new rulebooks between seasons, or at mid-season, but some errata may appear on the forum between releases.
Systems: General
Consent to Physical Roleplay
Physicality is entirely opt-in. Before touching / getting physical with another player, ask if they Consent to Physical Roleplay - and remember that consent can be removed at any time. If you are not comfortable with any physical contact whatsoever, including boffers/packets/darts, please consider registering as a Non-Combatant.
The Okay Check-In
Our game uses the Okay Check-In rules
Hold and Clarify
Hold The Hold rule is our most important physical safety rule.
If anyone shouts the word 'Hold', all players should repeat the call as loudly as is comfortable, then take a knee, sit down, or remain still until the Hold is ended. Talking and other noise should be kept at a minimum so that whatever situation required a Hold can be handled as quickly as possible. Any new players approaching should be informed of the Hold in progress if they aren't already aware.
A Hold call will usually be done in cases of immediate physical danger or medical emergencies, but may also be used by Storytellers to clarify game-wide effects or other, similar announcements.
A Hold ends when either a Staff member or the person who initially called a Hold asks "Is there any reason for this Hold to continue?" The only appropriate answers to this are "Yes," followed by an explanation, or silence.
After this, the call "Game On" will resume play.
Clarify In the event that someone is hit with an in-game effect that they don't understand, they may point both fingers (or boffers) at the player who inflicted it and call "Clarify," and ask any questions they need to about the effect. The player being questioned should also point both fingers (or boffers) back at the first player and answer as quickly and clearly as possible. Any others immediately engaged with the players in question may join the Clarify, but this should be avoided wherever possible.
This is functionally a mini-Hold, and other players should not use this time to approach; if the Clarify is happening in the middle of a combat, players who are not immediately engaged with the Clarifying players should find some other activity until the Clarify is ended.
Pools, Counts, and Tags
Pools
- 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 or Shake Off any power that is classified as Mental, when doing so you must call out Willpower and you will then be able to freely resist all further Mental effects for the next 10 seconds (Irresistible powers will penetrate this resistance as normal). 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 and restoring your maximum health to its previous value.
Interrupting a Count
A count represents an obvious action which must be performed before an associated effect can occur. Unless otherwise specified, a count is interrupted if the target of the count moves out of range, or if the count initiator is attacked and either suffers or resists the attack. An effect to which the count initiator is immune does not interrupt the count. Most counts must be restarted from the beginning if interrupted.
Releasing an Effect
Once you have placed an effect on a target you may pay the original cost again to release the effect, or you may wait sixty seconds to release the effect for free. If there is no cost, you must wait the full sixty seconds. Releasing an effect clears the effect you placed. Use the sig call "Release [original sig call]" to clear the effect.
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. You may deliver touch powers via any brawl or melee boffer or latex weapon even if you do not have the appropriate skill.
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. Mental effects can be resisted by the target spending a point of Willpower, at which point they may freely resist all further mental effects for ten seconds (irresistible mental effects will penetrate this resistance).
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”.
Similarly, any tag with a mechanical effect, be it mundane or magic, must be attached to an object to be usable. Loose tags are not usable in general. (A character cannot realistically carry 100 potions on their person without a large container full of those individual potions.) There are some practical exceptions to this, such as for ammunition, alcohol, and some herbalism applications.
A tag may be moved from temporary prop to a permanent prop (e.g. from a loot drop), as long as the destination prop is similar enough to the original that they could be defined as "the same item". Attaching a crafted tag provided by another player should be done as soon as possible after the tag is received. Tags may not be moved between dissimilar props without ST or Rules Team approval. There are* in-game mechanics for changing to a dissimilar prop, so it should not occur out-of-game.
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.
Types of Tags There are 2 types of tags currently in game. White and Green tags.
White Tags are standard items. They may only be seen by a character with an associated skill or the Item Sight power.
Green tags are used for Shifter Renown. Green Tags are not visible, except to Gaian Spirits and Shifters. affix to a decorative costume piece. If you do not have a decorative costume piece to affix it to, you may ask the Storytellers for a small prop, which they will provide. These green-tagged items cannot be destroyed or stolen, but cannot be attached to items that are tagged in other mechanical fashions (you cannot tag your Fetish, Ritual, Weapon, etc. items with this type of tag) You are not required to wear these tagged decorative costume items except when at gatherings of your own Shifter type, when requesting Renown, or when requesting a Rank Challenge. Certainly, some spirits may act more favorably toward a Shifters who proudly displays their Renown though.
In- and Out-of-Game Paper Unbound white paper is considered out of game. Please use off-white or other non-white paper for unbound in-game paper, including ritual sheets. If you need off-white paper for ritual sheets please let check-in know during pre-check-in or on site at check-in. If you need off-white paper for other purposes, for example to print advertisements for an in-game event you are hosting, please provide your own.
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 except when indicated. 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. Your maximum death timer is halved when you are suffering from 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, go out of game, and visit ST camp, or you may remain where you died for as long as you like. If you become Dead while tainted, your body acquires the "Static Nature" merit and the taint begins to decay. 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 Healing 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
We do not allow actual drugs on-site. We do not allow alcohol on-site, and our site is non-smoking. Use non-alcoholic alternatives tagged as alcohol, use a pipe prop to represent smoking, use non-drug alternatives tagged as your drug type.
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.
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. 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. This substance is addictive - see "Addiction mechanics" below.
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. While the double healing effect is occurring it is recommended that you act high-strung, energized, and generally unable to sit still. This substance is addictive - see "Addiction mechanics" below.
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 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. Some possible side effects are temporary versions of the Derangements: Anxiety, Dissociation, Fugue, Paranoia, Schizophrenia, or Vocalization, or the Flaws Short Fuse or Phobia. Some doses may cause more than one effect.
Addiction Mechanics - Four doses of a specific addictive drug over the course of a single game weekend will give your character the Flaw Addiction for that substance. 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.
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. Mortal 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. 1-3 willpower characters should flee from the situation or collapse unconscious and rationalize or forget what occurred. 4-9 willpower characters may stay and watch, but will rationalize or forget what occurred. They may even engage in a fight if they wish - they may also choose to react as if they have 1-3 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.
Enchantment - Enchantment - A supernatural effect usually caused by coming into contact with certain Changeling abilities. When Enchanted, you should receive a card that reminds you how this effect works. Gift of EnchantmentGift of Enchantment: Create a 3x5 card with the following: "Enchantment, 1 hour - 1 WP to resist" - "You are Enchanted. Gain Enchanted Sight (see but not hear into umbra from realm) & Reduced Delirium (if affected by Delirium, respond as if your WP is at least 4) & Impunity toward [your name] (you may not attack unless they attack you first); 1 Willpower to resist. At the end of the effect Rationalize everything that happened while Enchanted and destroy this card. If resisted, destroy this card." At any point, you may offer any object to another individual. If they accept the object being offered, hand them the Enchantment card. They take the effects of the card unless they spend one Willpower to resist the entire effect. You may not store up enchanted objects; you may have only one ungifted enchanted object. is a Special Mental power effect that lasts for 1 hour - it does not interact with overwrite mechanics. Everything should seem more interesting and fantastical while Enchanted. Enchanted characters receive Enchanted SightEnchanted Sight: Buff, Sight. You may see into the Umbra from the Realm, but not hear., Reduced DeliriumDelirium: Power: Delirium, and ImpunityImpunity: Use the Sig: "Impunity, you may not attack me". Your target may not attack you for what you say no matter what you say to them, even if they enter Frenzy, unless already doing so. If the target is already attacking you, or already in Frenzy, we wish you the best of luck in surviving your ordeal. While not technically a Disable, this effect breaks on the same conditions as Disable effects. toward the person who Enchanted them. When this effect ends characters will RationalizeRationalize: Mental, Instant. The target will remember the most mundane and uninteresting possible explanation for the rationalized event or time frame. Upon reflection, nothing will have seemed particularly striking or out of the ordinary, nor needs to be followed up on. This power is intended to keep secrets and repair the veil. everything they experienced while under the effects of Enchantment.
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.
Form and Body powers Form powers are typically represented by masks, or in rare cases puppets, and change the appearance of a character as well as usually providing one or more additional benefits. Body powers are represented by a a mantle, which is a piece of cloth that wraps across your shoulders, and change a character’s outward appearance, usually by changing what a character appears to be made out of. You will see descriptions of both types of powers later in this book that may help clarify the role play implications of them. At any one time you may have no more than one Form and one Body power on your character at a time.
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 for each separate instance of regeneration at 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 - 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. In the World of Darkness these are usually separate from each other. In the Savage West the Storm-Eater has awakened and done some very odd things to the barriers between the regular world and all of the various realms. The barriers between the Umbra, the Shadowlands, and the Astral Realm have decayed to the point where these places seem to be shared with each other. In Dark Prospects, we refer to this combined supernatural space as The Umbra; the regular world is called The Realm, and the barrier between them is the Gauntlet.
All characters are native to either The Realm or the Umbra. It is possible to cross from one to the other, and very rarely to exist in both at once. If you become Unconscious when across the gauntlet from where you belong, you will fall into your native realm. (For more information on this mechanism, please see the section "Unconsciousness, Dying, and Death" in Chapter 2.)
Interacting with The Umbra - Characters in the Umbra must wear a white headband; an orange-and-white headband (whether twisted, striped or otherwise combined) indicates a character visible in both realms at once. Only items that are magical in nature (tagged as Fetish, Talen, Talisman, or Relic) can be used in the Umbra. Guns, bows, and other ranged weapons must also have magical ammunition or an associated power. Without use of specific powers, a character may only perceive, attack, or interact with characters in the same realm. Breach, Gauntlet, and Echo are key words for powers that cross the gauntlet. To allow players in the Realm to successfully ignore Umbral characters, conversations in the Umbra should be kept to a lower conversational volume. In combat, you may speak at whatever volume is necessary for your power calls to be heard.
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.)
Patrons: Divinities, Familiars, Totems, Greater Totems - Patrons are the spiritual beings that your character may be tied to. There's an order of precedence, and if you have a Patron listed on your sheet at all, it will be the one that your character is closest to. In order of closeness this is expressed as: Divinities > Familiars > Totems > Greater Totems, with Divinities being closest. A Familiar or Totem can also act as a Divinity to a third party in cases of Faith, but they do not instill the benefits of being a Familiar or Totem when they do. Faith rituals, unless otherwise specified, always affect the target's Divinity. Greater Totems do not benefit from Totem Points granted by characters. Player characters cannot become Greater Totems.
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 closed 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, or any Bypass power. Class 2 Locks require Class 2+ Lockpicks, 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, or the Bypass 3 power (leveled from Bypass 1+). Any lock may be destroyed with Shatter or Dynamite.
Using Lockpicks
Place the lockpick prop against an appropriate level lock prop. Make a silent 30 count. Upon completion, you may open the locked door and destroy the lockpick tag. Characters with Locksmithing need only make a 10 count.
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/Itemmaker
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). You may attune an additional Fetish when your Energy pool reaches maximum. A fetish must be unattuned before it can be attuned to you, you may not use fetishes that are not attuned to you, and you 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 must hang from or affix to the fetish a white label no larger than 2x2" with the text: "Attuned: [your character name]" on it. You may also break your attunement of a Fetish. Breaking attunement takes 10 minutes, during which time you must be physically touching the object and cannot expend energy, then remove the attunement label. 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. You may choose to follow the Attunement rules on a Fetish that does not belong to your character. You may break an attunement on any Fetish you are physically touching, regardless of energy type.
Faith Idols (Fetish)
Faith characters gain access to a specialized type of Fetish called an Idol. Idols may only be used by characters with the Numina: Faith merit. This Fetish is used in the Level 0 Ritual: Power from Faith. Faithful characters may have as many Idols as they wish but each additional Idol after the first counts against the character's total Fetish limit.
Psychic Foci (Fetish)
Psychics gain access to a specialized type of Fetish called a Focus. Foci may only be used by Psychics, and Psychics may not use Faith Fetishes. Unlike many other items, these Foci do not grant access to additional powers, but a psychic using a Focus can alter their active power set. A focus must follow the normal tagging rules for equipment. A Focus can modify 2 characteristics of a power at the same time, but cannot modify more than 2 characteristics in total, and a single focus can only be used to modify a single power. No power may be affected by more than one Focus. A Focus can modify the Intensity, Power, Type of Slot, Target, or Level of a power. Changing the Level of a power effectively changes its place with the power in the new level slot in the same tree on your sheet. Your sheet itself does not need to be updated. Changing the Type of a Power Slot will also change the power itself, but will increase the cost by 1 of the original resource. A list of possible Foci can be found on the Dark Prospects website.
Creating Psychic Foci
To create a Focus, a character must choose an item that they intend to turn into a Focus. Over the course of a game, a character must give a total of 44 Essence to the item for a single effect. During waking hours, this must be done at a rate of at least 2 Essence every 2 hours. While asleep you may store this giving amount up and place a large chunk in during the first hour awake each day. If you are not playing your character for a time, such as when NPCing, or playing your alternate, then you can also place additional energy in during the first hour after returning to game. To add a second effect you must repeat the energy giving process at a second game. At game down turn in a check-out card describing the effect of the Focus you wish to create. If creating a Focus with two effects you must turn in a separate card at each game. The first card should describe the first effect. The second card should note which Focus you are modifying and what effect is being added to it. You should receive your Focus card at the following game.
Using Psychic Foci
Foci follow the standard Attunement and usage rules for Fetishes. They must be held in hand or touching skin in order to be used. Once a power is changed by a Focus, you cannot use the original power without first unattuning the Focus and may not use the modified power without being in contact with the Focus.
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. A character may only use charges that they themselves put into a Talisman. We recommend keeping removable ribbon, string, or rubber bands around the object to keep track of the number of charges. A special ritual is required to refill a Talisman. Talismans may only be used by Hedge Mages. To activate a Talisman’s ability, simply expend one of the charges and then use that ability. When recharging a Talisman, Health based Talismans reduce your maximum health by the charging cost of the Talisman for 1 hour. Health and Essence Talismans that are Connected to a character come into game fully charged for that character when a character is checked into game for the first time in a game weekend. Willpower Talismans that are Connected to a character come into game with a single charge for that character when a character is checked into game for the first time in a game weekend.
Talisman Connections Talismans may only be Connected to one character at a time. A Talisman must belong to a character stated on the tag in order to be Connected to them. At check-in each game, you may overwrite the ownership on a single item, by showing it to check-in so they can update the tag. The item must then be Connected during uptime by fully charging it with the Infusion ritual. Newly created Talismans are automatically owned and Connected to the character that creates them, unless that character does not have enough Connections available to them, in which case only ownership is transferred. Hedge Mages come into play with the ability to connect to any 5 Talismans. Once you have 5 Talismans connected, you must purchase the Connection background to obtain additional Connections if you wish to have more active Talismans at one time. You may choose which Talismans you are Connected to, and thus which enter game fully charged, at game-on.
Relics are special items that can be used in either realm. Most but not all Relics are Umbra Bound. Relics function correctly and can be used in either realm, but if dropped or set down return to their native realm. Umbra-bound Relics should be wrapped in white mesh. A note on ranged weapons: Relic bows and guns work just fine in the Umbra, but without Relic arrows or bullets there’s really nothing to fire. Each piece of ammo would be its own item, making them cost-prohibitive.
Rituals
Ritual Limits - The maximum number of beneficial rituals any given character may have on them is 3 + character's levels in Rituals background, regardless of caster. A character may still have an unlimited number of hostile rituals on them.
Learning Rituals - After your character has been created you can continue to gain new Rituals through in-game methods. 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 at least 3 games). You may learn a ritual and purchase the rituals background concurrently, but you may not use a ritual if you do not have the total required levels in the background, and you may not learn dots in a ritual above your level of Rituals Background. You may cast a ritual you have not fully learned, by spending WP equal to the unlearned dots in addition to any other costs. You may only begin learning one ritual per game, but can be actively learning up to 9 levels worth of rituals at one time (so, you may work on a level 5 and a level 4, or three level 3 rituals, but not two level 5s).
There are three ways to learn a ritual:
1. "Acquire" (buy, steal, loot, etc.) a signed in-game ritual page prop of your very own. Turn in a checkout-card with your name, character name, and the text "Learning [Ritual Name], [dot learned] of [total levels]". In this learning process, you are imbuing your intent into the document you already have. Your signed in-game ritual page prop must be presented at every check-in you acquire a dot.
2. Get a teacher who knows it and has a signed in-game ritual page prop for you to learn from. To begin learning a ritual you must be taught by someone who has already learned the ritual. This learn-teaching process spawns a new ritual page prop - think of it as copying down the recipe as part of your homework, and simultaneously imbuing it with your intent. Turn in a check-out card at game-down with your name, your character’s name, teacher’s name, and the text: "[Teacher] taught [student] [Ritual Name], [dot learned] of [total levels]". Have your teacher bring their ritual page prop to check-in so a photocopy can be made. After you have been taught all the dots, check-in will sign the copy they have on file to give you. You are permitted to bring your own prop - check-in will compare to the copy on file before signing.
3. Develop your own unique ritual. This method requires games of in-character work equal to level of ritual. You will also need to work with Rules Team to have your ritual approved - this process will likely take several months. Because unique rituals are an intensive process, each player is limited to one per season, no matter how many ritualist characters they have. Once the process is complete, the ritual enters game with all the dots filled in. You may not cast this type of ritual before it is fully learned.
Because awesome custom props are encouraged, you are permitted to bring to STs or Check-in a signed ritual page prop and your own un-signed copy of that ritual page prop. Staff will compare the two; if they match they will sign your copy and destroy (or confiscate) the original.
Copying Rituals - There are two ways to copy a ritual.
The first is using the above learn-teaching process.
The second is to use your learning levels toward copying. In order to copy a ritual, you must have it learned fully. Copying a ritual takes the same amount of time as teaching or learning a ritual - one game per level. Submit in a check-out card stating your intent to copy the ritual. At next check-in, show your original ritual page prop to check-in, who will make a copy and place it in your folder. You may fill in one pip of "Copy Ritual" each game until you have completed your copy.
Using Rituals - In order to use a Ritual, you must have the Rituals Background at the level required by the ritual, have begun learning the Ritual itself, and 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, but you have at least as many levels of the Rituals background as the Ritual's level, 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. Check-In will only keep the most recent learning card for any character in one category, meaning you cannot learn multiple non-innate powers, skills or abilities, or techniques before actually purchasing them. The older card will be discarded, and you will need to do another teaching session.
Unless otherwise specified, in order to learn any non-innate power or ability, the first level of a Technique tree, or the first level of a Skill tree, you must have a teacher. Teaching can be done by spending a downtime action or by a 10 minute scene in uptime. Teachers must provide a teaching card, as described above. Once you have the first level in a Technique or Skill, you may learn additional levels without a teacher.
Character Sheet Changes During Game
Becoming Something Else Events, both player-driven and ST-controlled, can cause your mortal character to change type during gameplay. Supernatural characters cannot change type*.
Player-driven methods include Vampires turning Mortal characters into Vampires through the Embrace. Ratkin and Corax may attempt to convert a Mortal character through a Ritual. Characters can be killed and become Wraiths.
For an ST-controlled change, players of Mortal characters may request a First Change by checking the First Change box during the pre-checkin process. You may indicate your desired type to change into from those available in the rules. Leave the desired type blank for “Storyteller Choice.” The upside to ST-controlled change is that Mortal characters can become anything in the rulebook - and through Storyteller Choice might be changed into types otherwise unavailable to players. The downside is that the timing is outside player control.
First changes will not happen every game and there will be no more than one first change per game without extraordinary circumstances. The exact timing of the change is at ST discretion, and you should expect a delay of approximately one to three games from the time of request submission. Between submission and first change, STs will work with you to nail down the details of your first-change story and will give you a heads up when change will occur; CGs will guide you through the sheet re-write in preparation for your change.
- Except Once-Ever Re-Write. (see XO for details)
Converting a Sheet At Game While ST-controlled changes are planned and sheet changes can be prepped during downtime, sometimes sheets are converted during uptime rather than between games. If this occurs, go to ST camp and request a CG. They will walk you through a limited number of changes to your sheet to get you through to end of game, and then between games CGs will guide you through a complete re-write.
Characters may never convert to Wraiths during uptime - doing so means becoming a mortwight... which would be bad.
Adding a mortal merit to your sheet, such as becoming a ghoul or gaining a numina, is not a major change, and does not come with a sheet rebuild. You may purchase any relevant merits or flaws and the first level of an innate power; Ghouls gain Potence at this time.
Becoming a Ghoul Only mortal characters may become Ghouls. Feeding two points of Blood to a Mortal character within ten minutes 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 Changeling Only mortal characters may become a Changeling. The first change will likely take place during uptime at game.
Becoming a Vampire Only mortal characters may become Vampires. To embrace a character in game: Begin by placing the target mortal in the Dying state. A vampire character who wishes to embrace a character should stand over them and call: "Intent to Embrace" and then feed the target mortal 5 Blood. Both the original Vampire and the new Vampire go to ST camp to move the mortal over to a Vampire Character Sheet. 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.
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. Characters may never convert to Wraiths during uptime - doing so means becoming a mortwight, which would be bad. 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.
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.
You can find the current Restricted Costs in the Systems: Information chapter under Restricted Character Costs
The Rarity system is undergoing restructuring. We will provide more information when it is finished.
Systems: Conflict
Off Limits - You may not strike another player or staff member in the head or groin or attempt to trip them. The head and groin are particularly sensitive and tripping can injure a player - we don’t want to do that. As a safe rule, your best damage targets are from the shoulders down to the waist and both arms.
Light Touch Combat - Combat is intended to be light touch - a hit should be hard enough to be felt, but not so hard as to leave bruises. Try your best to avoid causing actual pain.
Attacking - Any aggressive action taken against a character constitutes an attack. If an action helps a character, such as removing a Mental effect, or restoring health to them, it does not count as an attack. Only actions which result in a negative effect are considered attack. All Damage effects, Mental effects, and Status effects count as attacks. Draining health or energy does not count as an attack.
Machine Gunning - Players must allow enough time for a Resist to be called between attacks in order for the attack to count. Attacking faster than this is called “machine-gunning”, and is a form of cheating. Players being attacked this way may notify you with the call "Machine Gunning" to let you know that you need to slow down, and that they may have ignored one or more of your attacks. However, you can deflect and riposte without worrying about a machine gun call. You may not strike the same location twice in a row.
Detecting Attacks - Physical attacks are obvious. You know instantly when someone is attacking you physically. Packet attacks that deal damage except for the “Force” call are detectable. The Force call is damage dealt, but the source is unknown. When any non-damaging packet or Mental attack succeeds, you immediately suffer the effect but do not know who attacked you unless they are the only one nearby. If you resist any non-damaging packet or Mental attack you do not know what effect you resisted or who used it.
Defending against Melee and Brawl attacks - Innately, your defenses are things like moving out of the way or parrying an incoming attack. Certain powers will also allow you to avoid incoming attacks. When using these powers, simply call “Resist”.
Defending against packets, bullets, and other thrown objects - Your innate defense against these ranged attacks is to dodge them. As with Melee and Brawl, call “Resist” when using a power to avoid an attack.
Shaking Off Mental Attacks - Once per hour, you may expend a Willpower point to immediately Shake Off and cancel the remaining duration of a Mental Effect as if you were just now Resisting it. This includes those effects with extended, signaled, or persistent modifiers, but not effects with 'Irresistible' in the original call. Any limitations and cost increases for Resisting the original effect still apply.
Duration and Instant - Effects which have a duration describe how long they last in the power descriptor line. Instant effects do not list a duration. Effects with durations may not be activated reflexively. In other words you may not choose to activate an effect with duration in response to an attack. The effect must be active on your character when you receive the attack. Instant effects that allow a resist, immunity, or otherwise impact an incoming effect must be used reflexively.
Resist vs Immune - If you would resist an ability used on your character, call “Resist.” If you are immune to an ability you may call one Resist for the duration of the immunity the first time you resist a power, but after the initial resist must switch to “Immune” calls. You may do this for each different sig call used to which you are immune.
Immunities don't stack - Always on immunity effects remain on at all times and do stack with other immunity effects. Any immunity effect with a duration does not stack. Once a new immunity is activated on your character, the previous immunity is suppressed, though the timer continues. If the first immunity is part of a larger power (such as elemental form) you keep any other functionality.
Filtered - The incoming effect was modified. If a power doesn't outright resist an effect, but the effect is modified, you call "filtered" - this lets the attacker know that while you did not resist the effect was changed, but not how.
Effects that Level and Effect Caps - While a number of effects allow you to increase your damage or healing, or level up from their basic amount, of damage or healing, these effects all have a maximum amount of damage or healing they can reach called their cap. Damage dealt by firearms caps at 5. Healing and all other sources of damage cap at 4. There are some systemic exceptions, such as the Imprint power, which allows you to exceed the brawl damage cap under certain circumstances, and effects like Fill Pool or Revitalize, which restore an entire pool to full, ignoring these caps.
Resolving Damage - Damage reduces your current health, not your maximum health. If you hit with a damaging attack in an area that is not off limits and a resist is not called then damage is dealt. Players can lose temporary health by being damaged. You can also lose health through health draining abilities and by being fed upon.
Death Blows - A special type of attack intended for theatrical effect. Any character may perform a death blow using any method with which they may normally deliver a damage effect. The target is immediately reduced to 0 health and enters the Dying state. The normal cost of that method applies. A special note about Death Blows is that they can be resisted for no cost by the targeted character. If a character chooses to resist the attack they may choose to take any amount of damage from the attack including none. This resist must be called when used. To perform a Death Blow, call out “Death Blow” when you would normally make your sig call.
Becoming Grappled - A player with the Grapple power may initiate a grapple by placing their hand on your shoulder and calling "Grapple." You may resist this with abilities that defend against physical attacks. While grappled, you may not use any abilities tagged as physical or cause damage. You may not move away from the grappling character. This effect ends if the hand is removed from your shoulder, if either character is dealt damage, or upon completing the “Breaking Free” call as below.
Breaking Free from Grapple - While grappled, you may not do anything that does damage or has the Physical tag, but may attempt to end it with a “Breaking Free” 10-count. Any damage to either party breaks the grapple.
Staking - Driving a stake through the heart of a humanoid thing isn’t an easy process, but it is important when dealing with certain types of supernatural creatures. In order to drive a stake through the heart you must have a tagged Stake. Place the tip of the Stake against your target’s chest, and make a 10 count. “Staking 1, Staking 2, … Staking 10”. Upon completing the count, if your target is a Vampire they immediately enter Unconsciousness. While they do not lose any actual health they respond to any power which would detect their health with “0”. Leave the Stake across the chest of the target. If the weapon is removed, the Vampire may return to a conscious state at whatever health level they had prior to the staking. Driving a stake through the heart of something that *isn’t* a Vampire reduces the target to 0 health, forcing it into the Dying state if it was not already there. This is considered a physical effect.
Cutting off the Head - You can actively kill a Dying being by “removing the head.” For balance reasons, since this game is intended to include Player vs. Player regularly, you can’t just stab something and kill it. There needs to be a chance to interrupt the kill. Since cutting off the head does not require any uncommon tools, it takes longer to perform. Place a boffer/foam blade, a claw boffer, or a tentacle boffer against your target’s neck (gently please). Begin an audible 60 count of “dismember”. You do not need to be skilled with the weapon to perform this action. Each count should take 1 or more seconds. If you complete the count without being interrupted, the creature is Dead.
Regaining Health
You may regain health through the following methods:
- Being Given Health - Certain abilities let other characters give you health. These will use a signature call of "Giving Health". Unless specified in the signature call (such as a # change to "Giving 2 health"), each time someone makes the signature call it restores 1 health.
- Medicine - The Medicine ability lets someone heal a character other than themselves. The signature calls for Medicine are “Bandage”, “Medicine”, “Stabilize”, and “Surgery”. The amount of health restored should be called out.
- Health Potions - Created by Herbalists, health potions allow you to regain a small amount of health. These cannot be used on dying characters.
- Healing Abilities - Healing Touch restores health as stated in the signature call (such as Healing touch 4).
- Regeneration - Certain abilities allow a character to restore their own health.
- Mortal Regeneration - Mortals regenerate a small amount of health. If your health is reduced from maximum by 2 or less (and no more) then you will regenerate those 2 health at a rate of 1 per hour.
Complications - If under the effects of Aggravated Damage your healing is affected - please see the Aggravated Damage section.
Stealing Blood - Any time you would take blood from a target you may choose to not ingest it and instead place it inside of a container. It must be the last point of blood you take and you do not gain the blood for feeding. If you take blood this way you must already have a closable container available. Mime spitting the blood into the container, then at your first opportunity write on a 3x5: “Blood Vial: [name of target], [date], [time], taken by [your character] / [your name].” Blood vials last for 24 hours. These may be used in some rituals. You may not speak between draining the last point of blood and spitting into the vial (your mouth is full of blood). These vials are not usable as Blood Talens and cannot be used to refill Blood Pool.
What You Know About Your Own Health Characters can feel when they're injured, but may not know exactly how badly. When reduced by 2 or more health, characters know they are injured or in pain. When reduced below 1/3 of their maximum health, characters can tell they are in extreme pain or badly injured. It is recommended that you role play some level of pain at these levels. While you are welcomed to continue to play pain after your injuries have been healed, it is not required. You may also wish to use terms like "I'm in pain, but it will pass" to describe situations where your natural healing will take care of gaining the remainder of your health or where you have already been healed but wish to continue role playing the effects of pain. You know when you are not feeling well as well, such as when under the effects of aggravated damage, poison, or disease, but do not know the reason for this unease, and should not be able to say "I've been poisoned" so much as "I feel sick"
Overriding Effects
Shorter duration effects of a different effect class and/or modifier take precedence, but do not overwrite the original effect. To overwrite an effect, the new effect must be of the same effect class and modifier, and have a longer duration than the remaining duration on of the current effect. If someone has Extended the duration on an effect, and you wish to overwrite it with the same effect class, the Extended period must pass first or you must use your own Extended effect. The different classes of effect in game that can be overwritten are: Status, Mental, Physical, and Form. There are two modifiers to these effects classes, Instant and Persistent. Instant Effects do not interact with the overwrite mechanism, but are otherwise treated as their original power type. Persistent Effects run a much longer duration and use an overwrite mechanism based on that duration, but are otherwise treated as their original power type. Form powers, represented by a mask, are usually unlimited duration unless otherwise specified. This means that Form powers without set duration always override other Form powers when used.
Nodes
A Node refers to a static location where characters can re-generate one or more energy types. Many individual Node types are described in the Supernatural Rule sections they apply to. Many nodes cannot be attacked, but some nodes can. Node regeneration is described on the card. While regenerating at a plot-provided Node, individuals gain energy at an accelerating rate. As long as you remain at the node, every 4th time you gain energy increase the amount of energy generated per tick by 1. If you spend energy, your energy level decreases, or leave the regeneration radius this effect resets. While more than one node may be near each other, or one node may provide more than one energy type, you may only gain energy via tick from one node or person at a time, and may only gain one type of energy at a time from nodes or people.
Attacking, Restoring, and Strengthening Nodes
To attack a Node, approach the Node. Spend 1 of any Energy type, remove 1 Node Health token from that node. One character may only remove 1 token every 15 seconds, but may continue to do this until the Node is empty by spending an energy for each health removed and waiting 15 seconds between removals. If you are currently Tainted, you may choose to Taint any node that you remove 5 Node Health from with a single Taint type that you are affected with. To Taint the node, drop a 0.5x5" slip of paper in front of the node card with the text: "Tainted: [type]". When removing Health Tokens, please place them next to the Node Card. When a Node is reduced to 0 health, it ceases to function. If a Node that is attackable has 0 health, that Node no longer functions (it provides no benefit). It will provide no benefit until restored to its Normal Health. When the Node reaches 0 health, add a card that says “BROKEN: [node health]” where [node health] is the amount of health required to restore the Node. IF such a card already exists, move it in front of the Node card.
To restore a Node, approach the Node. You must be able to spend the Energy type that Node supplies. Spend as much of the Node’s Energy type as you wish, and restore that many Node Health tokens by placing them in the Node baggie. When a Node is restored to its Normal Health, the Node will function as normal. Place the “BROKEN” card behind the regular Node card.
To strengthen a Node, approach the node. You must be able to spend the Energy type that Node supplies. Spend as much of the Node’s Energy type as you wish, and add that many tokens to the Node baggie. This has no mechanical effect except to make your Node harder to reduce to 0 Node Health. One character may only do this once every 6 hours.
Examples of attackable nodes include the Caern, Bastet and Gurahl Dens, or Ratkin Crash Space.
Non-Combatants in Combat
When fighting a non-combatant, the rules simplify significantly. Abilities can only be used within appropriate range of the non-com player (melee abilities within melee range, packet-delivered and ranged weapons within about 20 feet, and mentals around 10). Designate the target by pointing a boffer, nerf gun, packet, etc. in their direction but do not strike, throw, or fire. Call out the normal call for the ability. You must wait 2 seconds between signature calls when engaged in this type of combat. If a non-com wishes to flee before being attacked they should be allowed to do so, assuming they have not been part of the action already. If a non-com wishes to flee once combat has begun, you may pursue them continuing to call numbers for up to 50 feet. If you have not reduced them to 0 health or unconsciousness by this point, they may flee the combat provided they do not return to the combat zone for at least 10 minutes.
Healing others as a non-combatant, if you are unable to physically reach the target, requires that you touch them on the shoulder prior to making the healing call. If you are unable to reach targets easily, for example due to a wheelchair, you may use a claw-length boffer to perform the touch, though it should not be marked as a claw unless you are also using claws. If you used a potion or bandage to provide this healing, expose the prop within touch range during the process. As always potions and other single use items should have their tags torn after
Systems: Information
Gameplay Expectations
We've added a generalized gameplay expectation into each Character Type chapter in this book. These expectations are not intended to tell you how to play your character, but to set expectations for the types of plot and gameplay that often get aimed at your character. The general categories of gameplay are: Social, Political, Action, Support, and Mystery. Social gameplay will usually revolve around interactions in social settings, like visiting the church, having a tea party, or keeping your eye on the town's gossip mill. Political gameplay will focus more on managing hierarchies. Action gameplay tends toward combat - whether with enemies or among allies. Support gameplay involves healing, buffing, or otherwise changing the flow of a scene. Mystery gameplay may involve solving puzzles, or finding non-straight-forward answers to problems. As you go into each Character Type's chapter, you'll see a generalization for that type's gameplay. Some subtypes (clans, tribes, etc...) may expect different kinds of gameplay. We'll indicate these characters with the delta symbol (Δ). Please see the wiki article for these character types for more information on how these characters differ.
Ranged Weapon Specifications
Any weapons used to do damage at range.
Thrown | Coreless foam-latex <= 12" or an oversize packet wrapped in silver cloth, packets must be >= 8" end to tail. Base 1 damage. |
Bows | Bows can be any height over 24”. Base 3 damage. |
Crossbows | Crossbows can be any length. They may fire arrow packets or foam darts, but may not fire heavy foam arrows. Base 3 damage. |
Derringers | Dart blasters that fire no more than twice before reloading and are designed to be held in one hand. Base 2 damage. |
Rifles and shotguns | Dart blasters that fire no more than once before reloading and are designed for use with two hands. Base 3 damage. |
Revolvers | Dart blasters that fire no more than 6 rounds and are designed to be held in one hand. Base 2 damage. |
Repeating Rifles | Dart blasters that may have cylinders, magazines, or other mechanisms for firing more than once and are designed for use with two hands. No magazine should hold more than 6 rounds and you may not change magazines during gameplay (must use the same magazine). Base 3 damage. |
Bullets | Bullets can be any foam dart that would fit in a foam dart blaster. |
Arrows | Arrow packets must be >= 8" end to tail, with a brown cloth tail. You may not use heavy foam arrows. Carrying arrows or arrow packets requires that the carrier prominently display the packets or, preferably, carry a prop quiver on their person. The packet itself need not be brown, but may have a brown streamer as the tail. |
Foam dart blasters may only be modified cosmetically. You may not install or upgrade any mechanical parts on your blasters. Blasters may not use batteries to power their loading or firing action and must use either a lever, hammer, or slide/bolt action to chamber a round. Derringers may use pulls, and rifles may use a barrel break chambering action. The weapon must require chambering between each trigger pull.
Thrown Weapons - Do not need to be tagged, but should be shown at check-in if they are not packets. Any character may use a thrown weapon - no skill purchase required. Thrown weapons do 1 base damage and are not affected by Augment.
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 [name of item]".
- 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.
Melee and Natural Weapon Specifications
Natural weapon boffers:
- Natural Weapons are always 1-handed with 6" maximum grip. Pommels may extend up to 2 inches past end of grip.
- Fist: 8-12" striking surface
- Claw: 8-24" striking surface
- Tentacle: 24-36" striking surface
Regular weapon boffers:
- 1-Handed Weapon: 8-24" striking surface, 6" maximum grip
- Versatile Weapons: 25-36" striking surface, 10" maximum grip. May be used with 1 or 2 hands.
- 2-Handed Weapon: Total length >48". You may only strike with striking surfaces. 2h weapons should be declared as having no grip (all padded) or 2 small handhold grips spaced along the length which must both be used at all times so there's a reduced risk of hard strike.
Foam-latex weapons are categorized by their total length:
- <36" - 1H
- 36" - 48" - Versatile
- >48" - 2H
Weapon requirements:
- All homemade boffers with cores must use a flexible core between 0.5" and 0.75". Epoxy Tubing and PVC are examples of valid materials.
- All homemade boffers must use foam with a minimum thickness of 5/8". 3/4" or thicker is preferred.
- All homemade boffers that are used with 1 hand may not have a grip length greater than 6", but can have foam pommels that extend beyond this. Pommels may not be used as striking surfaces. Any length up to the maximum weapon length is acceptable; when striking, your foremost hand must be within 2 inches of the padded part of the weapon and the weapon must be controlled.
- All foam melee weapons with cores, homemade or not, must include thrust-safe tips. This is a safety feature. A thrusting tip consists of a foam area at the top of the weapon that extends 2-4" past the end of the core and covers the end of the core to prevent coring out, the core of the weapon breaking through the tip of the foam.
- All throwing weapons, homemade or not, may not have a core.
- Claw boffers must have a white claw painted near the striking tip, or a solid white tip.
- Tentacle boffers must have a white stripe running their length.
- Staves and other 2 handed weapons must be used with 2 hands. You must keep your foremost hand within 2 inches of the striking surface.
Defensive Equipment
Armor and Shields - Armor and shields in this game provide an "armor pool" that sits on top of your Health pool. Both take damage before the character’s body and cannot be healed; they must be repaired or replaced. They also do not benefit from powers such as Stone Body or Hardened Flesh. To repair them, visit ST camp with the armor prop. Repairing a piece of armor or a shield costs 1/2 the amount required to replace the item. If you can craft the item you are repairing, use the crafting cost to determine this amount. If not, use the purchase cost. This repair process can be used to repair shattered equipment, but only replaces the mundane tag, not any magical tags that were on the item. When health or blood are drained, they do not affect the armor pool. Armor takes damage before character health.
Shields lose pool after armor, but before character health. When you are reduced to or below your maximum health, the shield has also been reduced to 0 pool. A shield reduced to 0 pool is broken, cannot be used in combat and must be dropped (you can pick it up when not in combat, but must drop it again if you go back into combat). Striking the shield directly with melee damage has no effect, but hitting it with bullets or spell damage will reduce the pool of that item. Status effects go directly through shields. Characters cannot resist Shatter powers used against shields.
Each piece of armor (chest, arm, leg) provides 1 armor pool. A shield provides 5 armor pool.
Glossary
- Special Actions are things your character can do that may be beyond the player's capabilities, or allow the player to do certain things. We generally refer to Special Actions by the action type:
- Abilities are things you know how to do - they are binary: either you know how, or you don't. For example, if you don’t have the Brawl ability you may not fight with unarmed boffers, but if you do have the Brawl ability then you may.
- Skills are things that have degrees of usefulness - they do not require energy but may require props.
- Techniques are special abilities beyond the basics that require training and energy to achieve.
- Powers are supernatural abilities that are above and beyond normal human capacity. Non-innate powers require a teacher (another character) as described in each section.
- Effect Types define the general behavior as well as resist methods of an effect.
- Buffs grant a benefit that a character doesn't have access to normally; they are freely resistible.
- Mental Effects are an effect class that targets a character’s mind. These effects usually last 10 minutes unless explicitly labeled otherwise, and can be Resisted or Shaken Off by Willpower.
- Physical Effects directly effect the body. These usually have short durations and are delivered by touch or boffer.
- Status Effects are an effect class that targets a character’s body. Status effects usually last 60 seconds unless explicitly labeled otherwise.
- Sensory Powers always target "Other". They allow you to actively detect. Because they are used on others, you need a breach power or similar to use them cross-gauntlet. They can be resisted with Willpower, and are subject to Magic Awareness.
- Sight Powers always target "Self". They allow you to passively view. You may have multiple Sight powers active at the same time, and they function in any realms your character can see.
- Restorative Powers restore something a character has lost, such as health. They are resisted as physical or damage.
Modifiers have been moved to the Powers section of the Rulebook.
- Rule Language These are terms we use to wrap an idea up in a single word to make it easier to describe a Special Action in the book.
- Signature calls, also called sig calls are phrases used to designate effects. These are usually designed to take at least a full second, however certain calls (like damage numbers) may take less time. For these calls we recommend counting a second between attacks. Make your sig call in an audible, clear voice. Signature calls are required for most abilities and will be called out. We’ve tried to make most of our signature calls generally obvious, but if you have a question you may always hold up an Out of Game signal and ask.
- Cooldown refers to a period of time you must wait before using a power again. Cooldowns begin when the power ends.
- Tick refers to an event that occurs in a timed interval. Each time the event occurs it “ticks”. For example, Medicine 1 “ticks” every 30 seconds while using it.
- Tree is a named grouping of powers, skills, or techniques that each have levels.
- Treeset is a named grouping of powers that each have levels. They differ from trees in that there may be more than one power at each level. Wherever you see multiple Trees described under a single name, those are considered a Treeset.
- Out of Game Signals are used to specify that you the player are doing something, rather than your character - in this type of immersive game we expect people to use these as rarely as possible. The following things designate a player as out of game: A closed fist, thumb facing down, placed atop your head. A weapon held horizontally across the head. A hand held up with the index and middle fingers crossed and the thumb extended. A solid orange headband.
Visual Cues
- Headbands
- Orange - Out of Game - this person is not currently playing a character.
- White - Umbra - this character is in a non-physical realm. If you do not have an ability that specifically allows you to see into the Umbra then your character may not see things in the Umbra.
- Orange/White Twisted - Cross-Realm - this character exists in both the physical and Umbral realms - as such they can affect and be affected by things in either realm.
- Masks
- When a character is wearing a mask, unless you have seen them shape shift or seen them in a form and had them admit to who they are, you should not recognize the character.
- Animal Masks - Beast Form / War Form - Characters in this form usually come with claws or tentacles. They also cause the Delirium Effect. These characters appear to be half that animal form and half man.
- Black Mask - War Form - This version of War Form does not cause Delirium, but does appear to be an inhuman shadow creature
- Other Masks - We ask that players use distinct masquerade masks to represent in-game masks, rather than forms or shapes, as often half face or full face masks will be used to represent inhuman characters in-game.
- Mantles
- White - Vaporous Body - this character appears as a cloud of vapor, vaguely human in shape - you cannot make out their features. Weapons pass through without causing damage and most powers seem to deflect except for damaging spells and Mental effects.
- Black with silver trim- Incorporeal Body - this character appears as a translucent human form - you cannot make out their features. They cannot be harmed in this form, but may be affected by most non-damaging powers.
- Red - Stone Body - this character’s flesh appears to be made of stone - they are reducing all damage taken to 1.
- Silver - Steel Fur Body. The character’s fur appears to be made of metal - they are reducing ranged damage taken to 1.
- Orange - used by ST Camp to designate a handler - these individuals are not valid targets and cannot be seen by any powers.
- Hand Signals
- Crossed index and middle fingers, thumb pointed outward - Out of Game.
- Closed fist, thumb down atop head - Out of Game
- Weapon horizontal atop head - Out of Game
- Arms crossed ~90 degrees against chest - Hasty EscapeHasty Escape: Cross your arms over your chest in an “X”. As long as you take no action other than moving away from enemy targets as quickly as you safely can you will take no damage. This power has a 1 minute cooldown., immune to damage as long as they continue to move away from you
- Arm straight out, hand toward you. Avert - Mental, you may not approach this character
- Closed fist with thumb upward, front of fist aimed directly at you - CommandCommand: Mental, Signaled, Disable. Use the sig call "Command: [single word]" in conjunction with the command hand signal. The target must attempt to complete the command as given to the best of their understanding. The target must continue to attempt to enact this command for as long as the hand signal is maintained, or until they are out of line of sight from the user. Example commands are: “Dance”, “Duck”, “Come”, “Follow”, “Stop”, "Leave". If the command is nonsensical or impossible to achieve, the target may choose to either attempt to do so anyways, or may stand still and think about how they could do so for the duration., do as this character says.
- Hand in front of face palm toward face, fingers spread - Cloak, this target is invisible to you unless you have the Cloak SightCloak Sight: Buff, Sight. You may see any individual with the cloak hand sign up who is in a realm you can see; you are are aware they are cloaked, and can target them normally. power and can see the realm they are in.
- Hand in L shape with thumb to forehead and finger pointing outward - One-way telepathy.
- Hand with first 3 fingers closed, thumb and pinky spread (Shaka) - Regular telepathy.
- Other Signals
- 3x5 Cards in-game represent lasting effects or messages sent via non-physical means. If you receive a card from another player, read the text to determine how and if this card affects you. If you see a card attached to an object that card should describe its visibility. Item SightItem Sight: If you are able to physically read the tag or 3x5 card on an item then you may read and understand its contents. This means that you must be within range to study the item. If you see that an item is tagged and you are standing near the person, you may ask to see the tag. The in-game effect is that the individual sees you staring at their item. A person using this ability is obviously and in-game studying the object in question. allows you to read any 3x5 card attached to an object, please see Item Sight for further details. If a card is attached to an immobile object, the card cannot be moved by a player unless a power specifically states that it can move that card.
- White mesh encompassing an object says that the object is Umbra-Bound, meaning falls into the Umbra instead of into the Realm when not held.
- A white square containing an orange circle inside with an “R” in the center is a "soft spot" that will send you into the Realm. These soft spots are visible if you have both Umbrasight and Cloaksight.
- An orange square containing a white circle with a “U” in the center is a "soft spot" that will send you into the Umbra. These soft spots are visible if you have both Umbrasight and Cloaksight.
- White rope bordering a doorframe with a "U", "R", or both in the center of the door or directly above the frame is a "soft spot" that will send you into the Umbra, Realm, or switch the side of the Gauntlet you are on when passing through it. These soft spots are visible if you have both Umbrasight and Cloaksight.
- Brown packets with >= 8” overall length represent arrows.
- Blue glow sticks or dim blue lights worn around the neck or head are NOT REQUIRED, but may be used to augment white headbands while in the Umbra after dark. They are not a replacement for headbands.
- Green glow sticks or dim green lights worn around the neck or head are NOT REQUIRED, but may be used to augment white and orange striped headbands while under the effects of the Convergence power. They are not a replacement for headbands.
- Other glow-stick colors may be used by ST camp, these characters will also be in the Umbra, but hold unique characteristics. Those colors are not designated here and may be learned about in-game.
- A high-vis green/yellow sash, This character is a non-combatant, please see the appropriate rules.
- Red ribbon wrapped around an object. This object is on fire.
Equipment Costs
When taking the Equipment Background, use the Equipment Buy Value (EBV) for each individual point taken. You may only receive equipment tags for Craft cost at check-in, but you may purchase equipment tags for their Buy value at any time by visiting ST camp.
Item | Skill | EBV | Craft # | Craft $ | Buy $ |
---|---|---|---|---|---|
Dynamite | Gunsmithing L5 | 1/2 | 1 | $0.40 | $1.60 |
Heavy Shot ǂ | Recipe | 1/30 | 1/10 | $0.01 | $0.04 |
Large Firearm | Gunsmithing L1 | 1 | 1 | $0.35 | $1.40 |
Large Repeating Firearm | Gunsmithing L3 | 1 | 1 | $0.45 | $1.80 |
Phosphor Shot ǂ | Recipe | 1/30 | 1/10 | $0.01 | $0.04 |
Small Firearm | Gunsmithing L2 | 1 | 1 | $0.30 | $1.20 |
Small Repeating Firearm | Gunsmithing L3 | 1 | 1 | $0.40 | $1.60 |
Specialty Ammunition | Gunsmithing L4 | 1/30 | 1/10 | $0.01 | $0.04 |
Item | Skill | EBV | Craft # | Craft $ | Buy $ |
---|---|---|---|---|---|
Armor (1), chest, arm, leg | Weaponsmithing L4 | 1 | 1 | $0.30 | $1.20 |
Long Melee Weapon | Weaponsmithing L3 | 1 | 1 | $0.40 | $1.60 |
Medium Melee Weapon | Weaponsmithing L2 | 1 | 1 | $0.35 | $1.40 |
Small Melee Weapon | Weaponsmithing L1 | 1 | 1 | $0.30 | $1.20 |
Specialty Material (+ wpn) | Weaponsmithing L5 | 1 | 1 | $0.35 | $1.40 |
Item | Skill | EBV | Craft # | Craft $ | Buy $ |
---|---|---|---|---|---|
Bow | Carpentry L2 | 1 | 1 | $0.35 | $1.40 |
Crossbow | Carpentry L3 | 1 | 1 | $0.45 | $1.80 |
Shield | Carpentry L4 | 1 | 1 | $0.50 | $2 |
Specialty Arrows | Carpentry L5 & Recipe | 1/30 | 1/10 | $0.01 | $0.04 |
Specialty Thrown ǂ | Recipe | 1/5 | 1/2 | $0.15 | $0.60 |
Stake | Carpentry L1 | 1/2 | 1 | $0.07 | $0.28 |
Item | Skill | EBV | Craft # | Craft $ | Buy $ |
---|---|---|---|---|---|
Flint and Steel ǂ | Recipe | 1 | 1 | $0.15 | $0.60 |
Item | Skill | EBV | Craft # | Craft $ | Buy $ |
---|---|---|---|---|---|
Adhesive Goo | Herbalism L4 | 1/5 | 1/3 | $0.10 | $0.40 |
Alcohol ǂ | Recipe | 1/20 | 1/10 | $0.005 | $0.02 |
Coca ǂ | Recipe | 1/3 | 1/3 | $0.07 | $0.28 |
Flame Oil ǂ | Recipe | 1/3 | 1/2 | $0.09 | $0.36 |
Flame/Poison Arrows ǂ | Recipe | 1/30 | 1/10 | $0.02 | $0.08 |
Moonshine ǂ | Recipe | 1/40 | 1/15 | $0.0033 | $0.02 |
Opiate ǂ | Recipe | 1/3 | 1/3 | $0.07 | $0.28 |
Peyote ǂ | Recipe | 1/3 | 1/3 | $0.07 | $0.28 |
Philter of Life ǂ | Recipe | 1/5 | 1/2 | $0.10 | $0.40 |
Potion of Lethargy | Herbalism L2 | 1/5 | 1/3 | $0.07 | $0.28 |
Potion of Strength | Herbalism L5 | 1/5 | 1/3 | $0.11 | $0.44 |
Potion of Weakness | Herbalism L5 | 1/5 | 1/3 | $0.11 | $0.44 |
Sleeping Potion | Herbalism L3 | 1/5 | 1/3 | $0.09 | $0.36 |
Smelling Salts | Herbalism L3 | 1/5 | 1/3 | $0.09 | $0.36 |
The Antidote ǂ | Recipe | 1/5 | 1/3 | $0.10 | $0.40 |
Tonic of Health | Herbalism L1 | 1/5 | 1/3 | $0.05 | $0.20 |
Tonic of Vitality | Herbalism L2 | 1/5 | 1/3 | $0.09 | $0.36 |
Toxic Mixture | Herbalism L1 | 1/5 | 1/3 | $0.05 | $0.20 |
Item | Skill | EBV | Craft # | Craft $ | Buy $ |
---|---|---|---|---|---|
Individual Keys | Locksmithing, appropriate level | 1/5 | 1/3 | $0.05 | $0.20 |
Lock 1 + 2 keys | Locksmithing L1 | 1 | 1 | $0.30 | $1.20 |
Lock 2 + 2 keys | Locksmithing L3 | 1 | 1 | $0.50 | $2 |
Lock 3 + 2 keys | Locksmithing L5 | 2 | 1 | $0.70 | $2.80 |
Lockpick 1 | Locksmithing L2 | 1/2 | 1/3 | $0.15 | $0.60 |
Lockpick 2 | Locksmithing L4 | 1 | 1/3 | $0.30 | $1.20 |
Lockpick 3 ǂ | Recipe | 1 | 1/2 | $0.50 | $2 |
Recipes
Certain craftable items require recipes to make. These are designated above by the symbol ǂ. Recipes should get added to the Rituals section of your character sheet when you purchase them. These recipes can be purchased from the following table:
Item | Skills | EBV | Buy $ |
---|---|---|---|
Alcohol | Herbalism 2 + (Gunsmithing 1 or Weaponsmithing 1) | 1 | $.75 |
The Antidote | Herbalism 2 + Medicine 1 | 1 | $.50 |
Coca | Herbalism 3 + Medicine 3 | 2 | $1.50 |
Flame Arrowheads | Fletching 4 + Herbalism 2 | 1 | $.75 |
Flame Oil | Weaponsmithing 4 + Herbalism 2 | 1 | $1 |
Flint and Steel | Weaponsmithing 2 + Detection 2 | 1 | $.50 |
Heavy Shot | Gunsmithing 4 + Locksmithing 2 | 1 | $.75 |
L3 Lockpicks | Locksmithing 4 + Weaponsmithing 2 | 2 | $1.50 |
Moonshine | Herbalism 2 + (Gunsmithing 1 or Weaponsmithing 1) | 1 | $.50 |
Opium | Herbalism 3 + Medicine 3 | 2 | $1.50 |
Peyote | Herbalism 4 + Detection 2 | 1 | $1 |
Philter of Life | Herbalism 4 + Medicine 2 | 1 | $1 |
Phosphor Ammunition | Gunsmithing 3 + Herbalism 2 | 1 | $.75 |
Poison Arrowheads | Fletching 4 + Medicine 2 | 1 | $.75 |
Specialty Thrown | Fletching 3 + Weaponsmithing 3 | 1 | $.75 |
A description of all tags and recipes can be found here: https://darkprospects.endogaming.net/rulesweb/index.php/Equipment .
Restricted Character Costs
Restricted Character types are undergoing restructuring. There will be major changes soon.
Learn what a Restricted Character is in the Systems: General chapter under Restricted Character Concepts.
You can always find the *current* restricted cost for characters by visiting the restricted page, located at: https://darkprospects.endogaming.net/Characters/builder/?act=restricted. These costs can be paid with either freebies or earned exp.
- Vampires: 0
- Assamite (any): 5
- Daughters of Cacophony: 8
- Giovanni: 3
- Ravnos: 3
- Salubri: 8
- Samedi: 4
- Setite: 3
- Gargoyle: 9
- Revenant Merit (Ghouls): 10
- Werewolves: 0
- Silent Strider: 1
- Stargazer: 3
- Fera: 1 per Fera +
- Bagheera: 3
- Balam: 3
- Bubasti: 4
- Khan: 3
- Pumonca: 1
- Qualmi: 1
- Simba: 3
- Swara: 5
- Corax: 2
- Gurahl: 4
- Nuwisha: 6
- Engineer: 3
- Plague Lord: 3
- Munchmausen: 3
- Twitcher: 3
- Changeling: 2
- Sidhe: 2
Power Format and Descriptor Line Tags
Throughout this book you’ll find powers and skills. In the type-specific sections you’ll see a specific format. We refer to this as the “power descriptor line” or "PDL". It reads as follows:
- Level) Name, Cost, Target, Duration (if applicable), Additional Tags
The Level is the purchase level for that power. The Name listed here is the name of the power in the Powers section of the book. If a power is written as Power: Power that means that the first power works on or against the second power. The Cost is what resource this costs your character. If there is no cost, it should read “No Cost”. The Target should be either Self, Other, or a combination of the two. This means you use this power on yourself, on another target, or on either target. Unless otherwise specified, the target must be in the same realm you are in (Realm: No Headband. Umbra: White Headband.) The Duration is the amount of time the ability lasts or the words “Always On” - Always On abilities remain on at all times. If you possess an Always On effect, you may choose not to use it.
An important note on No Cost powers
- Any power that can be resisted and has No Cost cannot be used twice on the same target in a 1 minute period.
A partial list of Additional Tags follows. We believe most of them are self-explanatory, but in case they aren’t...
- Cross-gauntlet: This power can be used against Realm targets if you are in the Umbra, and Umbral targets if you are in the Realm (unless otherwise specified).
- Realm-only: This power can only be used against targets in the Realm.
- Umbra-only: This power can only be used against targets in the Umbra.
- “Quoted Text”: Text that should be added to your sig call.
- Touch: This ability requires you to touch the target. Please see the “Touch Abilities” section above.
- Unconscious/Dead/Dying target: The target must be in one of these states. You may have put them there yourself.
- Enforced: This ability must be used.
- Irresistible: Cannot be resisted.
- vs. [target description]: Only against the described target.
- Mass: Affects multiple targets - targets should be described on this line.
- Levels: This ability gains power as you buy further up the character sheet column it is in.
- 1x/[time]: this indicates a cooldown.
- Resist ([thing1] + [thing2]): You may resist any one of the list per use of resist.
Addition of powers: You may see two powers on the same line as follows.
- Power 1 + Power 2, Cost, Target, Duration, Additional Tags - this means that both powers must be used together at the same time. Please note, that if the first power is resisted then you cannot continue with the second sig call. The entire power combination is resisted. If only the second part is resisted then only the second part is resisted.
- Power 1, Cost, Target, Duration, Additional Tags & Power 2, Cost, Target, Duration, Additional Tags - this means that each power is used independently.
Universal Character Information
The following table lists the costs for various types of character sheet purchases.
Type | Point Cost |
---|---|
Innate Powers / Techniques | 4 :: 5 :: 7 :: 10 :: 14 |
Non-Innate Powers | 6 :: 8 :: 11 :: 15 :: 20 |
Skills | 2 :: 3 :: 4 :: 5 :: 6 |
Backgrounds | 3 :: 4 :: 5 :: 6 :: 7 |
Willpower - maximum value 10 | 6 |
Morality (Vampire) - Maximum value 10 | 3 |
Energy - no maximum value | 3 |
Abilities | 6 |
$0.30 Additional money | 1 |
Merits | Variable, unless specified (*) only purchasable with freebies and flaw points |
Flaws | Variable, maximum 10 points from Flaws |
Universal Character Creation
- Start by filling in 10 dots in your Health pool and 2 dots in your Willpower pool.
- Place 20 points into Skills or Abilities.
- Place 10 points into your energy pool
- You may take up to 10 points in flaws. You may take flaws above this value, however you will only receive points for the first 10.
Purchasing Non-Innate Powers at Character Creation All characters may purchase non-innate powers at character creation, however you may not buy above your lowest level innate power, must have filled out all innate powers at that level, and may not purchase more non-innate trees than you have levels of non-innate powers. In other words, you must have level 1 in all 3 innates to buy a level in 1 non-innate; you must have at least 2 levels of 1 non-innate to buy 1 level of a second non-innate.
Abilities and Skills
- Abilities
- These do not have levels. They allow you to simply do specific mechanical things.
- Archery - You may use a bow or crossbow and arrows.
- Brawl - You may cause damage with fist boffers, which deal 1 base damage. If you have access to them you may cause damage with claw or tentacle weapons.
- Firearms - You may use any gun type.
- Melee - You may use wooden or metal weapons of any size.
- Shifter Rites - Werewolf/Fera only - You may use Rituals. (Rituals background is also required.)
- Crafting Skills
- These allow you to make items of some sort at check-in, or to repair items during game. For tradeskills that allow you to craft 1 item per game per level, those enter a pool that you may use to craft any item you can make, not just the items from that skill. Unless explicitly specified any crafted item counts as 1 item. You may craft 1 item per game per level of crafting skills. Purchasing these skills grants access to crafting of the appropriate level, as detailed in the Equipment and Equipment Costs sections. The list of Crafting skills is:
- Weaponsmithing / Armorsmithing
- Carpentry / Fletching
- Gunsmithing / Ammosmithing
- Herbalism
- Locksmithing
- Trapping (COMING SOON!)
- These Skills do special things for you in-game with no attached Energy cost.
Detection Upon reaching Level 4 of Detection the timer for Detection skills is reduced by 1/3.
- Level 1) Type of DamageType of Damage: Examine a target. You may ask what type of damage caused a target's wounds. Use the sig call: "Detection: What harmed you?" Answers must be vague "Claws" is fine, but "Werewolf claws" is not. This can be used on any target., No Cost, Other, 15 seconds
- Level 2) Conscious SearchConscious Search: Maintain a conversation with another character. At the end of this period, you may use the sig call "Detection: Where are your tagged items?" - the target must tell you how many tagged items are on their person, including those in containers, and clearly point to the locations where these items are located., No Cost, Other, 60 seconds
- Level 3) Keen EyeKeen Eye: Examine a target. You may ask a target if they are carrying any hidden weapons - use the call: "Detection: are you armed?" - the target must answer if they have any In-Game weapons on them - tagged or otherwise. Please note that thrown weapons and ammunition will cause a yes answer., No Cost, Other, 15 seconds
- Level 4) You're Sure Acting FunnyYou're Sure Acting Funny: With a brief study of a target and direct eye contact you may determine if they are under a Mental effect. Maintain eye contact with the target, then use the sig call: "Detection: are you under a Mental effect?", No Cost, Other, 15 seconds
- Level 5) ForensicsForensics: Upon discovering an unconscious, dying, or dead target you may spend the described time examining a scene, then you may ask the target what happened during the last minute before they fell. Use the sig: "Detection: Tell me what happened" - the answers should not be exact - "Bob stabbed me" isn't okay, but "I was walking, I stopped to talk to someone and was stabbed in the chest" is fine., No Cost, Other, 15 seconds
Medicine Upon reaching Level 4 of Medicine the timer for Medicine skills is reduced by 1/3.
- Level 1) HealingHealing: Use the count call "Medicine" to heal the target after a count. The count, amount, and any required props are provided on the power descriptor line. Pantomime treating the character with the prop while you count. This skill can never heal the target to more than 2 below their maximum health or bring a character at 0 health back from Dying or Dead.: Bandage, No Cost, Other, 30 seconds, 1 health, bandage prop & AssessAssess: Perform a 30 second silent count while examining the target. Afterward, use the sig call: "Asses:" you may now ask the target the question provided on the descriptor line.: hp/dt, No Cost, Other, 15 seconds, ("What are your current health levels?" & "how long do you have left on your death timer?")
- Level 2) HealingHealing: Use the count call "Medicine" to heal the target after a count. The count, amount, and any required props are provided on the power descriptor line. Pantomime treating the character with the prop while you count. This skill can never heal the target to more than 2 below their maximum health or bring a character at 0 health back from Dying or Dead.: Practice, No Cost, Other, 15 seconds, 1 health, bandage prop & AssessAssess: Perform a 30 second silent count while examining the target. Afterward, use the sig call: "Asses:" you may now ask the target the question provided on the descriptor line.: drugs, No Cost, Other, 15 seconds, "Are you under the effects of a drug?"
- Level 3) StabilizeStabilize: To use Stabilize pantomime life-saving actions on a dying target (please don't actually perform them - that's painful). The target's death timer will freeze as long as you continue to pantomime these actions. Maximum of 10 minutes. Use the count call "Stabilize" and maintain a count as long as you continue., No Cost, Other, variable & AssessAssess: Perform a 30 second silent count while examining the target. Afterward, use the sig call: "Asses:" you may now ask the target the question provided on the descriptor line.: disease, No Cost, Other, 15 seconds, "Are you under the effects of disease?"
- Level 4) HealingHealing: Use the count call "Medicine" to heal the target after a count. The count, amount, and any required props are provided on the power descriptor line. Pantomime treating the character with the prop while you count. This skill can never heal the target to more than 2 below their maximum health or bring a character at 0 health back from Dying or Dead.: Advanced, No Cost, Other, 30 seconds, 2 health, medical tool prop & AssessAssess: Perform a 30 second silent count while examining the target. Afterward, use the sig call: "Asses:" you may now ask the target the question provided on the descriptor line.: agg, No Cost, Other, 15 seconds, "Have you taken aggravated damage?"
- Level 5) SurgerySurgery: Use the count call "Surgery" to heal the target after a count. The count, amount, and any required props are provided on the power descriptor line. Pantomime the actions of surgery while you count. If the target's death timer has not expired at the end of this time you may restore 2 health to them, removing them from the Dying state. Surgery can never heal the target to more than 2 below their maximum health., No Cost, Other, 60 seconds, 2 health, medical tool prop & AssessAssess: Perform a 30 second silent count while examining the target. Afterward, use the sig call: "Asses:" you may now ask the target the question provided on the descriptor line.: poison, No Cost, Other, 15 seconds, "Have you been poisoned?"
Meditation Upon reaching the 4th level of Meditation the timer for Meditation is reduced by 1/2.
- Level 1) MeditationMeditation: You may use each of the following effects once per day: Regain the described amount in Willpower (1-5). Reduce all of your taint levels by the described amount. If Mortal, regain 2 times the described amount in Essence. To use any of these effects, find a place to meditate for 10 minutes uninterrupted.: 1, No Cost, Self, 10 minutes
- Level 2) MeditationMeditation: You may use each of the following effects once per day: Regain the described amount in Willpower (1-5). Reduce all of your taint levels by the described amount. If Mortal, regain 2 times the described amount in Essence. To use any of these effects, find a place to meditate for 10 minutes uninterrupted.: 2, No Cost, Self, 10 minutes
- Level 3) MeditationMeditation: You may use each of the following effects once per day: Regain the described amount in Willpower (1-5). Reduce all of your taint levels by the described amount. If Mortal, regain 2 times the described amount in Essence. To use any of these effects, find a place to meditate for 10 minutes uninterrupted.: 3, No Cost, Self, 10 minutes
- Level 4) MeditationMeditation: You may use each of the following effects once per day: Regain the described amount in Willpower (1-5). Reduce all of your taint levels by the described amount. If Mortal, regain 2 times the described amount in Essence. To use any of these effects, find a place to meditate for 10 minutes uninterrupted.: 4, No Cost, Self, 10 minutes
- Level 5) MeditationMeditation: You may use each of the following effects once per day: Regain the described amount in Willpower (1-5). Reduce all of your taint levels by the described amount. If Mortal, regain 2 times the described amount in Essence. To use any of these effects, find a place to meditate for 10 minutes uninterrupted.: 5, No Cost, Self, 10 minutes
Trapping COMING SOON!
Backgrounds
- Income*
- This character receives money equivalent to this value at each attended game
- Level 1) $0.15/game
- Level 2) $0.35/game
- Level 3) $0.60/game
- Level 4) $0.90/game
- Level 5) $1.25/game
- Prospecting*
- At check-in for each attended game, a player will roll a 6 sided die. The following values correspond to the sides of the die, 1-6. They will receive money equivalent to this value at that session.
- Level 1) $0.00/$0.06/$0.09/$0.12/$0.27/$0.45
- Level 2) $0.00/$0.14/$0.21/$0.28/$0.63/$1.05
- Level 3) $0.00/$0.24/$0.36/$0.48/$1.08/$1.80
- Level 4) $0.00/$0.36/$0.54/$0.72/$1.62/$2.70
- Level 5) $0.00/$0.50/$0.75/$1.00/$2.25/$3.75
- Resources
- This character receives money equivalent to this value at their first attended game
- Level 1) $0.90
- Level 2) $2.10
- Level 3) $3.60
- Level 4) $5.40
- Level 5) $7.50
- Equipment
- You have some tagged equipment (weapons, etc.) - these items may not be supernatural.
- Level 1) 1 item
- Level 2) 2 items
- Level 3) 3 items
- Level 4) 4 items
- Level 5) 5 items
- Item
- You own a supernatural item of some sort. To create an item, please see http://darkprospects.endogaming.net/Custom Items or http://darkprospects.endogaming.net/Items. Relics are considered Level 1 Items. At character creation you may not create more Items than you have levels in the Item Background, and no more than 2 Items may be the same Level.
- Level 1) 1 level worth of items
- Level 2) 2 levels worth of items
- Level 3) 3 levels worth of items
- Level 4) 4 levels worth of items
- Level 5) 5 levels worth of items
- Rituals*
- You may use appropriate rituals at the level you have in the rituals background. If taken before character creation you may come in with any number of rituals where the ritual levels total the below values. You can create Custom Rituals using the same chart for Custom Items above. We also have pre-existing Rituals created by your Rules Team, which can be found at game or here: http://darkprospects.endogaming.net/Rituals. Please see the appropriate section of the book to determine if your character can take this Background.
- Level 1) 1 level worth of Rituals
- Level 2) 3 levels worth of Rituals
- Level 3) 6 levels worth of Rituals
- Level 4) 10 levels worth of Rituals
- Level 5) 15 levels worth of Rituals
- Connection*
- Hedge Mage only
- This Background may be purchased multiple times. Each level of this background allows you to charge a single Talisman at that level while using the Infusion ritual, as well as Connect to an additional single Talisman at that level. Connection may be purchased multiple times. You may have any number of Connection trees at 5 dots each. You may have no more than two Connection trees with fewer than five dots at a given time.
- Supernatural Knowledge
- You may take this background as many types as you wish - specify the supernatural type of knowledge you would like. This background only applies to what knowledge you come into game with. Any knowledge gained in game is learned in game. Many character types start with "effective supernatural knowledge" - information regarding what knowledge is available can be found in the setting section of the wiki for each character type. If your character has effective supernatural knowledge, add the value of the effective knowledge to the purchased levels. Purchasing levels above 5 has no effect.
- Level 1) You know that this type of supernatural exists and may have seen one once.
- Level 2) You know the basics - their energy type and loosely know their organizational structure.
- Level 3) You know some in-depth information and can name the common clans/tribes/legions. You may purchase specific tribe/clan/legion knowledge for a single supernatural type. The level of that knowledge may not exceed the level of the parent supernatural type’s knowledge.
- Level 4) You know everything except the deep, dark secrets.
- Level 5) You know all there is to know about this supernatural type.
- Totem*
- You have a bond via your pack to a Gaian Spirit.
- Each rank of this background provides 1 point toward purchasing Powers for your Totem (see the Gaian Spirits section of the Rulebook for information). A Gaian Spirit may not be both a Totem and a Spirit Familiar. Gaian spirits may not take this background.
- Spirit Familiar*
- You have a personal bond to a Gaian Spirit.
- Similar to the Totem background, but for a bond between yourself and a single spirit. Each rank of this background provides 1 point toward purchasing Powers for your Familiar (see the Gaian Spirits section of the Rulebook for information). Only one non-spirit character may be bound to any one spirit this way, and each character may only take this background once. Each rank of this background can be used to help purchase Totem Powers for your bound spirit. A Gaian Spirit may not be both a Totem and a Spirit Familiar. Gaian Spirits may not take this background.
* You may improve the backgrounds: Totem, Spirit Familiar, Income, Prospecting, Rituals, or Connection with experience after character creation. Please note that the Totem and Spirit Familiar backgrounds are *not* mutually exclusive. You may have a Totem (shared with a pack) and a Spirit Familiar (connected only to you) at the same time.
Techniques
- Bowplay
- Level 1) EnhanceEnhance: Increases your damage with bows, firearms, and thrown weapons by 1 to a maximum of 4. This ability stacks with other instances of Enhance, but you cannot use the same source of Enhance twice (each use must come from a different power tree location.), 1 energy, Self, 10 sec, with arrow
- Level 2) Hidden HunterHidden Hunter: Attempt to actually put yourself somewhere someone might hide (off the edge of a path under a tree, around a corner from a fight, etc.) Make a 6 count of “hiding”, then spend your energy to cloak. As long as you remain in the same location, do not speak except to call bow attacks, or use powers other than Bowplay, you may re-cloak for no cost with no count. This power does not incur the normal limitation of cloak preventing you from re-cloaking when attacking., 2 energy, Self, 10 minutes, with bow in hand
- Level 3) Bind FootBind Foot: Status. Throw a packet with the call "Bind Foot". The affected target may not move from their current location., 1 energy, Other, 60 seconds, with arrow
- Level 4) DisarmDisarm: Physical. Use the sig call: "Disarm, drop your gear", while attacking. You must make a successful attack with this sig call to cause the Disarm. Targets struck with Disarm drop one weapon that is held in hand. If they have a second weapon and are struck with a second Disarm, they drop the second weapon. The same holds true for shields or magical weapons. If specified on the command line, you may call "Disarm, give me your weapon", instead of dropping, the target should pass their weapon to you., 2 energy, Other, with arrow
- Level 5) Staking ArrowStaking Arrow: Physical. Use the sig call: "Staking Arrow [damage]”, where [damage] is the amount of damage you can do with your arrow. If you hit a vampire target then they take no damage, but are staked. If you hit a non-vampire target, deal [damage]., 4 energy, Other, with arrow
- Defense
- Level 1) ResistResist: You may call resist to the power(s) described on the power descriptor line.: (Physical + Damage), 2 energy, Self
- Level 2) Health IncreaseHealth Increase: Increase your maximum health by the amount given on the power descriptor line. This ability stacks with other instances of Health Increase, but you cannot use the same source of Health Increase twice (each use must come from a different power tree location.) This power also increases your current health if your current health is at more than half of your maximum pool.: 2, No Cost, Self, Always On
- Level 3) CloakCloak: Buff. Use the cloak hand sign: place your hand in front of your face, palm inward, fingers spread. You are considered invisible except to the power Cloak Sight. You cannot be targeted by a character who cannot see you, but you are affected by mass powers.You may not move your feet, speak, use any power which requires your character to speak, or take any aggressive action aside from Mental powers while using this power. This power has a 1 minute cooldown., 1 energy, Self, requires a silent 3 count
- Level 4) ResistResist: You may call resist to the power(s) described on the power descriptor line.: Status, 2 energy, Self
- Level 5) Hanging OnHanging On: Buff. When you are reduced to 0 health, make the call “Hanging On.” For the next 60 seconds, you may only move at a shambling pace and speak. During this time, you are immune to all attacks and cannot enter the dying state. You may not use powers, items, or otherwise attack. You may allow allies to affect you with healing powers and buffs. At the end of the 60 second duration, if you are still at 0 health, you fall unconscious and enter the dying state., No Cost, Self, once per day
- Gunplay
- Level 1) EnhanceEnhance: Increases your damage with bows, firearms, and thrown weapons by 1 to a maximum of 4. This ability stacks with other instances of Enhance, but you cannot use the same source of Enhance twice (each use must come from a different power tree location.), 1 energy, Self, 10 sec, with guns
- Level 2) Double TapDouble Tap: Physical. This power may only be used on a target in the dying state. Aim your firearm prop at the target and make a silent 10 count, then fire a foam dart at the target. This dart must hit. Use the sig call "Bang, Double Tap." The target's death timer is halved. This effect stacks with Aggravated Damage and is removed as soon as the target has any health restored to them., 2 energy, Other, with guns
- Level 3) Merciful SleepMerciful Sleep: Mental, Disable. Designate the target and call “Merciful Sleep”. The target falls unconscious for 10 minutes., 1 energy, Other, 10 minutes, Touch, must be holding gun, "Blatant Merciful Sleep"
- Level 4) DisarmDisarm: Physical. Use the sig call: "Disarm, drop your gear", while attacking. You must make a successful attack with this sig call to cause the Disarm. Targets struck with Disarm drop one weapon that is held in hand. If they have a second weapon and are struck with a second Disarm, they drop the second weapon. The same holds true for shields or magical weapons. If specified on the command line, you may call "Disarm, give me your weapon", instead of dropping, the target should pass their weapon to you., 2 energy, Other, with guns
- Level 5) Aggravated DamageAggravated Damage: Physical. You may call the described damage as Aggravated. Use the sig call “[number] Agg”. If a duration is not specified, this power lasts for a single attack., 2 energy, Other, with guns
- Hand-to-hand
- Level 1) AugmentAugment: Increase that damage you deal with brawl and melee attacks by 1 unless otherwise specified. You may not increase your damage above 4. This ability stacks with other instances of Augment, but you cannot use the same source of Augment twice (each use must come from a different power tree location.), 1 Energy, Self, 10 sec, with unarmed boffers only.
- Level 2) GrappleGrapple: Physical, Disable. Touch the target's shoulder, spend energy if required, and call out “Grapple,” the target becomes grappled. Neither character in a grapple can use powers that have the Physical tag or do anything to cause damage. A grappled character may break out with a 10 count of "breaking free". If you remove your hand from the grappled character's shoulder this also breaks the grapple., 1 Energy, Other, with unarmed or no boffers only.
- Level 3) CounterCounter: When you are struck by the damage type described you may spend energy to call "Resist, counter [resisted call]", where number is the amount of damage you would have been dealt. Your attacker takes that damage instead of you. This damage cannot be modified and can also be countered back.: Melee or Brawl Damage, 3 Energy, Self, with unarmed or no boffers only.
- Level 4) AugmentAugment: Increase that damage you deal with brawl and melee attacks by 1 unless otherwise specified. You may not increase your damage above 4. This ability stacks with other instances of Augment, but you cannot use the same source of Augment twice (each use must come from a different power tree location.), 1 Energy, Self, 10 minutes, with unarmed or no boffers only.
- Level 5) DisarmDisarm: Physical. Use the sig call: "Disarm, drop your gear", while attacking. You must make a successful attack with this sig call to cause the Disarm. Targets struck with Disarm drop one weapon that is held in hand. If they have a second weapon and are struck with a second Disarm, they drop the second weapon. The same holds true for shields or magical weapons. If specified on the command line, you may call "Disarm, give me your weapon", instead of dropping, the target should pass their weapon to you.: Take Weapon, 2 Energy, Other, touch range, with unarmed or no boffers in hand.
- Melee
- Level 1) AugmentAugment: Increase that damage you deal with brawl and melee attacks by 1 unless otherwise specified. You may not increase your damage above 4. This ability stacks with other instances of Augment, but you cannot use the same source of Augment twice (each use must come from a different power tree location.), 1 energy, Self, 10 sec, with melee weapons
- Level 2) ResistResist: You may call resist to the power(s) described on the power descriptor line.: Ranged Damage, 2 energy, Self, with melee weapons
- Level 3) DisarmDisarm: Physical. Use the sig call: "Disarm, drop your gear", while attacking. You must make a successful attack with this sig call to cause the Disarm. Targets struck with Disarm drop one weapon that is held in hand. If they have a second weapon and are struck with a second Disarm, they drop the second weapon. The same holds true for shields or magical weapons. If specified on the command line, you may call "Disarm, give me your weapon", instead of dropping, the target should pass their weapon to you., 2 energy, Other, with melee weapons
- Level 4) Aggravated DamageAggravated Damage: Physical. You may call the described damage as Aggravated. Use the sig call “[number] Agg”. If a duration is not specified, this power lasts for a single attack., 2 energy, Other, “1 agg” with melee weapons
- Level 5) AugmentAugment: Increase that damage you deal with brawl and melee attacks by 1 unless otherwise specified. You may not increase your damage above 4. This ability stacks with other instances of Augment, but you cannot use the same source of Augment twice (each use must come from a different power tree location.), 1 energy, Self, 10 minutes, while armed
General Merits and Flaws
- General Merits
- Bad Taste - 1 point Merit - When someone is blood feeding, notify them that you taste terrible (no mechanical effect)
- Hidden Taint*May be purchased with or provide XP, not limited to freebies and flaw points, including after character creation. - 5 point Merit - Respond to powers that Sense Taint with two levels below your current taint level or 0, whichever is greater.
- Huge Size - 3 Point Merit - You have 2 additional Health, but must physically represent your character being particularly large. Platform shoes, bulky shoulder pads, and other pieces of costume are recommended.
- Lucid Dreamer - 2 point Merit - You are less susceptible to the mists than others. When you become Enchanted, you may choose to remain Enchanted for an additional hour. While Enchanted, you may remember things that were Rationalized after a previous Enchantment. When the Enchantment effect wears off, your character again Rationalizes everything that occurred while Enchanted until the next time they gain the effect.
- Static Nature - 4 Point Merit - If you have a Rage Pool you cannot take this Merit. Any type of Taint decays from your character. It takes the level of the taint in hours to reduce 1 level. (A level 5 taint takes 5 hours to decay to level 4, then 4 hours to decay to 3, 3 to 2, etc…) You decay to your natural state (if you are permanently tainted, you return to your tainted state.)
- Willful*May be purchased with or provide XP, not limited to freebies and flaw points, including after character creation. - 8 point Merit - Increase your current and Maximum Willpower by 1 (may take up to twice)
- Supernatural Merits
- Calm Heart*May be purchased with or provide XP, not limited to freebies and flaw points, including after character creation. - 3 Point Merit - 3 times a day you may spend 1 less Willpower to Resist the Enrage power. You must have a Frenzy mechanic to take this merit.
- Human Aura - 4 Point Merit - Any Supernatural creature may take this merit. You appear as human to sensory powers; when targeted by a power with the sensory tag, reply as though you are human.
- Supernatural Kinfolk - 7-9 Point merit - May only be taken by Supernatural Creatures who are not already Werewolves or Fera. You receive the equivalent of the first 2 levels of the appropriate Knowledge background for free. For 7 points you are kin to a Werewolf. For 9 points you are kin to a specific kind of Fera instead, chosen at character creation.
- Supernatural Kinain - 5 Point Merit - In another life, you were kin to Fae. You gain the first level of Supernatural Knowledge: Changelings and the Lucid Dreamer merit for free, and count as Kinain for the purposes of powers like Sense Deeply.
- General Flaws
- Alcohol Addiction*May be purchased with or provide XP, not limited to freebies and flaw points, including after character creation. - 2 Point Flaw - If you do not consume alcohol at least once every 12 hours you lose the ability to use Willpower-based resists until you once again consume a tagged alcohol drink.
- Drug Addiction*May be purchased with or provide XP, not limited to freebies and flaw points, including after character creation. - 3 Point Flaw - Choose either Opium or Cocaine. The same mechanical effects apply as do to alcohol addiction with this substance.
- Deformity - 2 Point Flaw - Physically represent a deformity that impacts your character - this deformity must be highly visible. Examples are: non-functional limb, facial deformity, extra limb, etc…
- Illiterate - 3 Point Flaw - You cannot read any in-game text, use any Recipes, or use Rituals.
- Lame*May be purchased with or provide XP, not limited to freebies and flaw points, including after character creation. - 3 Point Flaw - You have an old leg injury and may not run no matter the situation.
- Magic Susceptibility*May be purchased with or provide XP, not limited to freebies and flaw points, including after character creation. - 5 point Flaw - Choose a harmful Power located in at least 3 Character Type power trees. You may not resist this power. A list of these powers can be found on the forums.
- Mute*May be purchased with or provide XP, not limited to freebies and flaw points, including after character creation. - 2 Point Flaw - You may not speak while In Game and must find other ways to communicate.
- Permanent Subtle Taint* - 2 point Flaw - you have (1) Subtle Taint (your choice which Triat member) that cannot be removed.
- Permanent Significant Taint* - 5 point Flaw - you have (3) Significant Taint (your choice which Triat member) that cannot be removed. This is highly discouraged.
- Phobia*May be purchased with or provide XP, not limited to freebies and flaw points, including after character creation. - 3 Point Flaw - Choose an object or situation that you are likely to encounter somewhat regularly at game. Your character is terrified of that thing and must do whatever is in his power to escape it. You may expend a Willpower to suppress this reaction for 10 minutes.
- Short Fuse*May be purchased with or provide XP, not limited to freebies and flaw points, including after character creation. - 2 Point Flaw - Costs 1 additional Willpower to resist the Enrage power. You must have a Frenzy mechanic to take this flaw.
- Slow Healing - 6 Point Flaw - All heals while not Dead or Dying heal you for 1 less. This reduction takes place before any other healing reductions.
- Taint Susceptible*May be purchased with or provide XP, not limited to freebies and flaw points, including after character creation. - 3 point Flaw - All taint gains are increased by 1
- Unskilled - 5 Point Flaw - You have 8 fewer points to spend on Skills and Abilities.
- Weak Willed - 6 Point Flaw - Willpower costs 9 points instead of 6 to purchase..
- Derangement*May be purchased with or provide XP, not limited to freebies and flaw points, including after character creation. - 2 Point Flaw - See Derangements.
- Derangements
- Choose a trigger. Triggers must be common enough that they occur at least once per game. Upon encountering that trigger, activate the Derangement’s effect for the next 10 minutes.
- Anxiety - While in this state you are incapable of making a decision - everything you think about gets second guessed. You may not initiate combat.
- Compulsion - While in this state you must perform a specific activity when active. Activity must take 10 minutes to complete or should be repetitive.
- Dissociation - While in this state, behave as if affected by the Dispassionate power.
- Fugue - While in this state, act as if you have been affected by amnesia - you do not remember who you are or what has happened in your past. You may walk and speak just fine, but things that identify your character as themselves are gone. Once the state ends, return to normal with no memory of the Fugue state.
- Paranoia - While in this state your character believes everyone around them is out to get them in some way, or to take something from them. Characters should act defensively and may wish to be away from everyone, especially those they trust most.
- Power Object Fixation - Specific Trigger: Unable to hold item. Your character believes they cannot use powers without a specific item in their hand. If you are unable to hold this item for any reason you lose all access to powers (including “Always on” and “No Cost” effects.)
- Schizophrenia - While in this state, act as if affected by Haunting.
- Vocalization - While in this state your character’s inner monologue becomes external. Speak your character’s every thought out loud.
Mortal Rules
Mortals are the bread and butter of society. Other types of supernatural creatures use mortals to recruit from, and as such mortals are often a protected commodity. In general, as a mortal player you are society.
Advantages to playing a mortal:
- You are not a supernatural being and thus are not afflicted by any of their limitations.
- You have access to special power classes called Numina that supernaturals do not.
- You are society and will never have your supernatural betters tell you not to take a mortal position.
- Expected Gameplay: Social
- Expected Gameplay for Numina: - Numina Δ
- Native Realm: Realm
Building a Human
Use the Universal Character Creation rules, then add...
- Place 18 points into Backgrounds.
- Mortal Energy is called Essence
- Place 20 points (freebies) anywhere you want on your sheet, including Techniques. Please note that you can spend these points WHILE spending the rest of your character points.
- Essence
- Mortal Energy refreshes to full daily at sunrise.
- Ritual and Fetish Access
- Mortals with the Hedge Magic Numina may use Hedge Magic Rituals and with the first level of Hedge Knowledge allows the use of Talismans.. Mortals with the Faith Numina may use Faith Rituals and Fetishes. Other Mortal types may not use Rituals. Some special Mortal Fetishes may come into game. These will include special text to indicate that any mortal may use these, but those should be incredibly rare.
Mortal Powers: Numina
- Numina are abilities, generally considered rare among mortals, that have some form of supernatural origin. In order to take Numina, you must first take the Numina Merit for that specific Numina. You may only take the Numina merit once.
- When purchasing Numina Powers, you must purchase them in order. In order to purchase a level 2 power, you must have purchased the level 1 of the same tree. To purchase a level 3 power, you must purchase the level 2 power from the same tree, etc… Numina do not require teachers to learn. Up to 3 Numina trees may be purchased at Innate costs. If there are additional trees to purchase, these are bought at non-innate costs.
Faith Numina - you must purchase the Numina: Faith Merit to take any powers in these lists. Faithful characters enter play with the Level 0 Ritual: Patron's Blessing. This ritual imbues a Symbol of Faith (Fetish) with power for a cost of 1 or more Essence. Wearing the symbol, prominently displayed, provides 3 times that much Essence after wearing the symbol for 15 minutes per Essence put in during the Ritual. All of the Essence is gained at once at the end of this duration. Removing the symbol breaks the Ritual. This Ritual may only be used by a character who lacks both the active Ghoul and Gnosis Access merits. Faithful characters are created with a single Symbol of Faith (Fetish).
- Dark Faith
- Level 1) AbsorptionAbsorption: When struck for damage you may choose to take that damage to your Energy pool instead of your Health pool if you have at least as much Energy as damage taken. Use the "Filtered" call with this power., No Cost, Self
- Level 2) BlindnessBlindness: Status, Disable. Throw a packet at the target and call "Blindness" - the target cannot see anything while this effect is active. The player is expected to keep their eyes open for safety reasons, but cannot use any power that would normally require sight. That is, they cannot throw packets, attack, or use any non-touch power., 1 Essence, Other, 60 seconds
- Level 3) HauntingHaunting: Mental. Use the sig call "Haunting: The Voices Call". For the duration of this power your target must roleplay hearing voices and sounds that aren't there., 1 Essence, Other, 10 minutes
- Level 4) CounterCounter: When you are struck by the damage type described you may spend energy to call "Resist, counter [resisted call]", where number is the amount of damage you would have been dealt. Your attacker takes that damage instead of you. This damage cannot be modified and can also be countered back.: (magic damage), 2 Essence, Self
- Level 5) Energy BurnEnergy Burn: Physical. By default, this power drains 1 energy then deals 1 damage for each energy drained. Touch your target and call "Energy Burn: [number]" where [number] is the amount total amount of damage you wish to do. Putting up to 3 additional energy into it will increase [number] by 1 per energy added. The target loses that much of their energy pool and takes as much damage as energy drained., 1+ Essence, 1x/60 seconds, Other
- Faith in Something Greater
- Level 1) Instill EmotionInstill Emotion: Mental, Instant. Use the sig call "Instill Emotion: [name of emotion]". The emotion becomes the primary thing the character feels, pushing all other emotions to the side. This change in emotion may only be instant, but the effects last until external forces begin to impact that character. Making a character happy may only last until they turn to see their friend bleeding out again. Making a character angry may only last until someone offers them a kindness. : Calm, 1 Essence, Other
- Level 2) Taint CapTaint Cap: You have a maximum Taint level of 3 rather than 5., No Cost, Always On
- Level 3) Ward DoorWard Door: Attach a 3x5 card to a door with the following text: “This Door Is Warded [start time], [duration], Spend [cost] to enter”. Unless otherwise specified, this power lasts for 2 hours. You may expend additional energy to increase the duration by 1 hour per energy spent. None may not pass through this door from the warded side without spending the required pool or being invited. In order to invite another character, you must remain within touch range of the door. If the power descriptor line lists a type and target cost, adjust the text to: “This Door Is Warded against [type] [start time], [duration], Spend [cost] to enter”. The target type must spend the required pool to pass through the door from the warded side or be invited., 2 Essence, any door, 1 at a time, vs 2 Willpower
- Level 4) ElementElement: Physical. Throw a packet with the sig call: “[name of element] [amount of damage]” (Example: Fire 3). If the element is not defined, you may use any of the 4 Western elements (Earth, Air, Fire, Water) or the five Eastern elements (Fire, Earth, Water, Wood, Metal) - you must choose which elemental system you intend to use before ever using this ability and should not switch between them. If this power levels this amount increases by 1 for every level you purchase in its associated power tree past where it was obtained, to a maximum 4. 2: Fire, 1 Essence, Other, Levels & Cure AilmentCure Ailment: Remove a single disease or poison effect from the target. If curing a disease effect, the target may destroy any disease cards they have on them. Touching a target while using this power to cure a disease prevents the remaining disease cards from being handed to you., 1 Essence, Other, Touch
- Level 5) ResistResist: You may call resist to the power(s) described on the power descriptor line.: Mental, 2 Essence, Self
- Totemic Faith - pre-req: Knowledge of at least one type of shifter at Level 3 or above, RP equivalent in game, or Kinfolk Merit.
- Level 1) Healing TouchHealing Touch: Touch the target and use the sig call “Healing Touch [x]”. The target of this power is healed for the amount designated on your power descriptor line. If this power levels this amount increases by 1 for every level you purchase in its associated power tree past where it was obtained, to a maximum 4. 2, 1 Essence, Other, Does Not Level
- Level 2) Sense SupernaturalSense Supernatural: Mental, Instant, Sensory. If a type is not specified on the power descriptor line then you may use the sig call: “Sense Supernatural: Are you a supernatural creature?” - you may not ask the type. If a type is specified, you may ask “Sense Supernatural: Are you a [type]?” - the target must respond truthfully. A supernatural creature is any character not written on a Mortal character sheet. If "any" is listed in the power description, or if multiple supernatural types are listed, you must choose one type each time you use the power., 1 Essence, Other
- Level 3) Quell BeastQuell Beast: Mental, Instant. Use the sig call "Quell Beast, calm your Frenzy" and designate your target. The Frenzy effect is removed from that target., 1 Essence, Other
- Level 4) Gauntlet SightGauntlet Sight: Buff, Sight. You can perceive across the gauntlet, into both realms at once. You are aware which side the gauntlet someone is on, or if they're in both. You may not target cross-gauntlet (including sensory powers) without Breach or similar., No Cost, Self, Always On
- Level 5) Forgetful MindForgetful Mind: Mental, Instant. Use the signature call “Forgetful Mind” - the target forgets the last 10 minutes of in-game activity., 1 Essence, Other
Hedge Magic Numina - you must purchase the Numina: Hedge Magic Merit to take any powers in this list. Hedge Mages receive double Essence when gaining Essence from Energy Talens, Tonics of Vitality, and Meditation as long as they lack both the active Ghoul and Gnosis Access merits. All Hedge Mages may use Talismans. The Talisman Infusion ritual is required to recharge Talismans. The Talisman Creation Ritual is required to create a Talisman. Hedge Mages should also consider the Connection background, to recharge and connect to additional talismans beyond the first five.
- Hedge Knowledge - At character creation only: upon taking the first level you receive 1 free L1 Talisman
- Level 1) Protect ItemProtect Item: Target may call a single resist to any Shatter or Disable Item call on that item. If this effect happens then you know who used Shatter on your item, and that they attempted to shatter it. This effect lasts until end of game or until the effect occurs., 1 Essence, Item, End of Game, Any Talisman
- Level 2) Sense AuraSense Aura: Mental, Instant, Sensory. Use the sig call "Sense Aura", you may ask the target their current strongest emotion, if they are supernatural, if they are your Type, if they are under a ritual effect, or if they have any magic items on them., 1E, Other & ResistResist: You may call resist to the power(s) described on the power descriptor line.: (Any Drain or Burn effect), 1E, Self
- Level 3) Item SightItem Sight: If you are able to physically read the tag or 3x5 card on an item then you may read and understand its contents. This means that you must be within range to study the item. If you see that an item is tagged and you are standing near the person, you may ask to see the tag. The in-game effect is that the individual sees you staring at their item. A person using this ability is obviously and in-game studying the object in question., No Cost, Self, Always On & ConcealConceal: You may wrap a number of tagged items described in your power descriptor line with an orange band, making them out of game. If the power does not describe a number, then you may do this with a single item. If someone searches you for tagged items you do not need to turn these items over. If you do this with a weapon and a concealed weapon check is used on you, you may answer “no” regarding that weapon. If you have other weapons on you, you must still answer “yes”. In order to use an item that was previously Concealed, you must first remove the orange band., 1E, Self, Cost is per item, Any number of items.
- Level 4) Magic AwarenessMagic Awareness: When you resist any power that is used on your character you know what power was used. You do not know where the power came from. This power has no effect unless you resist a power, No Cost, Always On
- Level 5) Essential TransactionEssential Transaction: Allows the target to exchange 1 in a pool with an amount from another pool. 1 Willpower and 2 Energy can be exchanged. 1 Energy and 2 health may be exchanged. 1 Willpower and 4 Health may be exchanged., Variable, Self, 1x/hour
Psychic Numina - you must purchase the Numina: Psychic Merit to take any powers in these lists. Psychic characters who do not have an active Gnosis Access or Ghoul merit on their sheet gain access the following powers:
- Amplify EmotionAmplify Emotion: Mental. Use the sig call: "Amplify emotion: [described emotion]." The target must already be feeling the emotion described. The target becomes overwhelmed by the emotion described for the duration of this power.: Excitement, 1 Essence, Other, 10 minutes, 1x/1m, Realm Target Only
- Emotional RegenerationEmotional Regeneration: If you remain within 10 feet of a character who is under the effect of Amplify Emotion and feeling the emotion described, gain 1 Essence every 2 minutes. If you remained within range of an individual whom you used Amplify Emotion on for the full duration of that power then you may choose to grant the target 1 Essence at no cost to yourself. Increase this grant to 2 upon reaching Level 3 in the Psychic Granting tree, and 4 upon reaching Level 5 in the Psychic Granting Tree.: Excitement, No Cost, Self, Always On
- Sense EmotionSense Emotion: Mental, Instant, Sensory. Ask the target if they are currently feeling the described emotion.: Excitement, No Cost, Other, Realm Target Only
- Crowd-Based Passive Regeneration: No Cost, Self, Always On: When with a group of 5 or more other people in a non-combat setting, the psychic regenerates 1 essence per 30 minutes. The individuals within the group may change, so long as 5+ remain present. Group is defined as a range of 20 feet or within a single room.
Psychics also gain access to specialized fetishes called Psychic Foci.
- Body over Mind
- Level 1) Hard-to-killHard-to-kill: You may remain in the dying state for up to the duration of this power. Overrides Aggravated Damage., No Cost, Self, Always On, 20 minutes
- Level 2) Healing TouchHealing Touch: Touch the target and use the sig call “Healing Touch [x]”. The target of this power is healed for the amount designated on your power descriptor line. If this power levels this amount increases by 1 for every level you purchase in its associated power tree past where it was obtained, to a maximum 4., 1 Essence, Self, does not level, 1x/10 minutes OR after 10 minutes in the dying state
- Level 3) Steal HealthSteal Health: Physical. Touch a target, call “Steal Health 1”, the target’s health is reduced by 1 and your health is increased by 1., 1 Essence, Other
- Level 4) Healing TouchHealing Touch: Touch the target and use the sig call “Healing Touch [x]”. The target of this power is healed for the amount designated on your power descriptor line. If this power levels this amount increases by 1 for every level you purchase in its associated power tree past where it was obtained, to a maximum 4. 2, 1 Essence, Other, Levels
- Level 5) AugmentAugment: Increase that damage you deal with brawl and melee attacks by 1 unless otherwise specified. You may not increase your damage above 4. This ability stacks with other instances of Augment, but you cannot use the same source of Augment twice (each use must come from a different power tree location.), 1 Essence, Self, 1 hour
- Control
- Level 1) Suppress EmotionSuppress Emotion: Mental. Use the sig call "Suppress emotion:" followed by an emotion you believe the target is experiencing - the target finds themselves unable to feel that emotion for the duration of this power., 1 Essence, Self/Other
- Level 2) ResistResist: You may call resist to the power(s) described on the power descriptor line.: Status, 1 Essence, Self
- Level 3) FreezeFreeze: Status, Disable. Use the signature call “Freeze” and throw a packet. If successful the target may not move their body for the duration of this power. Characters under this effect may move their head and speak, as well as use mental effects, self powers, and resist powers. Resisted effects will not end this power., 1 Essence, Other
- Level 4) Cloak SightCloak Sight: Buff, Sight. You may see any individual with the cloak hand sign up who is in a realm you can see; you are are aware they are cloaked, and can target them normally., 1 Essence, Self, 1 hour
- Level 5) ObedienceObedience: Mental. Lasts 10 minutes or until task is completed, whichever comes first. Use the sig call "Obedience: [command less than 10 words]" in conjunction with the command hand signal. The target must attempt to complete the command as given. This power cannot be used to force a character to do anything that would obviously cause them to suffer damage, change their state of consciousness, or prevent them from defending themselves when attacked., 1 Essence, Other
- Mind over Body
- Level 1) TelepathyTelepathy: Mental, Special. Use the telepathy hand sign, hand with first 3 fingers closed, thumb and pinky spread. Look into the eyes of your target - the target may refuse Telepathy by simply not returning the gesture for no cost. Speak in a whisper or very soft voice - your target will hear your voice in their mind. Others who see this should ignore your communication., 1 Essence, 1 other, 10 minutes
- Level 2) CloakCloak: Buff. Use the cloak hand sign: place your hand in front of your face, palm inward, fingers spread. You are considered invisible except to the power Cloak Sight. You cannot be targeted by a character who cannot see you, but you are affected by mass powers.You may not move your feet, speak, use any power which requires your character to speak, or take any aggressive action aside from Mental powers while using this power. This power has a 1 minute cooldown., 1 Essence, Self, unlimited duration
- Level 3) ElementElement: Physical. Throw a packet with the sig call: “[name of element] [amount of damage]” (Example: Fire 3). If the element is not defined, you may use any of the 4 Western elements (Earth, Air, Fire, Water) or the five Eastern elements (Fire, Earth, Water, Wood, Metal) - you must choose which elemental system you intend to use before ever using this ability and should not switch between them. If this power levels this amount increases by 1 for every level you purchase in its associated power tree past where it was obtained, to a maximum 4. 2: Fire, 1 Essence, Other, Levels
- Level 4) ResistResist: You may call resist to the power(s) described on the power descriptor line.: Mental, 2 Essence, Self
- Level 5) Astral ProjectionAstral Projection: Drop a 3x5 card that states “All who see this card may read it”, [Your name], [Your character's name], and "Astral Projection". Then equip a white headband and travel as normal. While in Astral Projection, you may use any Mental or Status powers against targets in the Umbra but may not attack anyone physically, you also effectively have the Gauntlet Sight power active. If you would take damage from any source, lose 1 willpower instead. If your willpower reaches 0, go out of game, return to your body, then remove any headbands you may have on. You return to consciousness with 0 willpower. You may return to your native realm instantly at any time - there is no energy cost for this. When returning to your native realm, regardless of the reason, go out of game and return to where you left your body card, then remove any headbands you may have on and return to game. While in Astral Projection you may open doors as if in the Realm., 1 Will, Self
- Spiritualism
- Level 1) MediumMedium: You may hear individuals in the Umbra even when you are in the Realm. You may not see across the Gauntlet, unless you could normally, but you can hear just fine., No Cost, Self, Always On
- Level 2) ChannelingChanneling: Other. Raise your right hand into the air with a closed fist, look down. Any Umbral target may approach you and possess your body even if they do not have the Possession power., No Cost, Self, 10 minutes
- Level 3) Wraith MagnetWraith Magnet: Mental, Instant. Call “Wraith Magnet: Wraiths come to me!” all Wraiths in the room or within 10 feet must come to you. They need not be friendly once they arrive., 2 Essence, Others, 10 minutes.
- Level 4) ResistResist: You may call resist to the power(s) described on the power descriptor line.: (Any breach power), 2 Essence, Self
- Level 5) ExorcismExorcism: Mental, Instant. This ability has two uses. One, touch a target you believe is possessed, call “Exorcism: leave this vessel now” - if the target is being possessed then the possessor must leave the body and the target falls unconscious as if affected by Merciful Sleep. The second is usable only indoors. Use the call “Exorcism: All in the Umbra leave this room now” - all beings in the Umbra must do as commanded and leave the room. They may not return for the next 10 minutes as long as they remain in the Umbra., 2 Essence, Others, 10 minutes & Gauntlet SightGauntlet Sight: Buff, Sight. You can perceive across the gauntlet, into both realms at once. You are aware which side the gauntlet someone is on, or if they're in both. You may not target cross-gauntlet (including sensory powers) without Breach or similar., 1 Essence, Self, 1 Hour
- Granting - Granting cannot be your highest level Psychic tree.
- Level 1) Give EnergyGive Energy: Allows the user to give one of their primary Energy pool. If an energy type is not specified it is converted automatically to the recipient’s Energy pool. Use the sig call: "Giving Energy 1" for universal exchange and "Giving [pool type] 1" for specific energies.: Essence, 1 Essence, Other
- Level 2) Shared StrengthShared Strength: Grant the allowed power(s) to another target for up to 1 hour unless otherwise specified on the power descriptor line. Shared Strength may only be used to grant one power per use. The cost listed is to use the Shared Strength power itself. You must also pay the cost of the power described. In the ItemMaker, this means the cost of the unmodified item. In a power tree, this is the cost of the power in that tree. If the power is not located in that tree, there is no additional cost. If the power can be used multiple times during that hour, you must spend energy per use you wish to give. Notify the player with sig call: “Shared Strength: [power name] [number] uses [time]”. The target does not *need* to use the power if they do not wish to. You may not give Shared Strength as a power. Shared Strength is freely resistible.: Hard-to-killHard-to-kill: You may remain in the dying state for up to the duration of this power. Overrides Aggravated Damage., 1 Will, Other, 24 hours
- Level 3) Shared StrengthShared Strength: Grant the allowed power(s) to another target for up to 1 hour unless otherwise specified on the power descriptor line. Shared Strength may only be used to grant one power per use. The cost listed is to use the Shared Strength power itself. You must also pay the cost of the power described. In the ItemMaker, this means the cost of the unmodified item. In a power tree, this is the cost of the power in that tree. If the power is not located in that tree, there is no additional cost. If the power can be used multiple times during that hour, you must spend energy per use you wish to give. Notify the player with sig call: “Shared Strength: [power name] [number] uses [time]”. The target does not *need* to use the power if they do not wish to. You may not give Shared Strength as a power. Shared Strength is freely resistible.: AugmentAugment: Increase that damage you deal with brawl and melee attacks by 1 unless otherwise specified. You may not increase your damage above 4. This ability stacks with other instances of Augment, but you cannot use the same source of Augment twice (each use must come from a different power tree location.), 1 Essence, Other, 10 minutes
- Level 4) Mass CloakMass Cloak: Physical. Place one hand from up to 2 targets on your shoulders, call “Mass Cloak”, then you and the associated targets use the cloak hand sign; place your hand in front of your face, palm inward, fingers spread. If either of those targets take an action or speak then they leave cloak. If you leave cloak, all targets leave cloak. If you wish to bring a target into cloak without leaving cloak, you may bring that target’s hand to your shoulder assuming you are able to. Cost is per target and must be spent each time you place a hand on your shoulder., 1 Essence Per Target, Others
- Level 5) Shared StrengthShared Strength: Grant the allowed power(s) to another target for up to 1 hour unless otherwise specified on the power descriptor line. Shared Strength may only be used to grant one power per use. The cost listed is to use the Shared Strength power itself. You must also pay the cost of the power described. In the ItemMaker, this means the cost of the unmodified item. In a power tree, this is the cost of the power in that tree. If the power is not located in that tree, there is no additional cost. If the power can be used multiple times during that hour, you must spend energy per use you wish to give. Notify the player with sig call: “Shared Strength: [power name] [number] uses [time]”. The target does not *need* to use the power if they do not wish to. You may not give Shared Strength as a power. Shared Strength is freely resistible.: Astral ProjectionAstral Projection: Drop a 3x5 card that states “All who see this card may read it”, [Your name], [Your character's name], and "Astral Projection". Then equip a white headband and travel as normal. While in Astral Projection, you may use any Mental or Status powers against targets in the Umbra but may not attack anyone physically, you also effectively have the Gauntlet Sight power active. If you would take damage from any source, lose 1 willpower instead. If your willpower reaches 0, go out of game, return to your body, then remove any headbands you may have on. You return to consciousness with 0 willpower. You may return to your native realm instantly at any time - there is no energy cost for this. When returning to your native realm, regardless of the reason, go out of game and return to where you left your body card, then remove any headbands you may have on and return to game. While in Astral Projection you may open doors as if in the Realm., 1 Will, Other
New Background: Connection (Hedge Mage Only) - This Background may be purchased multiple times.
- Each level of this background allows you to charge a single Talisman at that level while using the Infusion ritual, as well as Connect to an additional single Talisman at that level.
Mortal Merits
- Ghoul*May be purchased with or provide XP, not limited to freebies and flaw points, including after character creation. - 2 Point Merit - May only be taken by Mortals. You are a ghoul, as described in the Ghoul Section of the Rulebook.
- Kinfolk - 3-5 Point merit - May only be taken by Mortals; see the Kinfolk section of the Rulebook for further information. For 3 points you are kin to a Werewolf. For 5 points you are kin to a specific kind of Fera instead, chosen at character creation.
- Kinain - 3 Point Merit - May only be taken by Mortals. You are a Kinain, as described in the Kinain section of the rulebook
- Numina - 5 Point Merit - You may purchase a single Numina type as Innate Powers. Mortal Only. The Numina merit may only be taken once and only for one type of Numina.
- Psychic*May be purchased with or provide XP, not limited to freebies and flaw points, including after character creation. - See the Psychic Numina section in this chapter.
- Hedge Magic*May be purchased with or provide XP, not limited to freebies and flaw points, including after character creation. - See the Hedge Magic section in this chapter.
- Faith*May be purchased with or provide XP, not limited to freebies and flaw points, including after character creation. - See the Faith section in this chapter.
===Mortal Flaws===
- Precluded First Change - 6 point flaw - As a Mortal character, you may never First Change into a Supernatural.
Ghoul Rules
Vampires have been part of a secret society for a very long time. Throughout their unlives they’ve used mortals as tools - in some cases, Ghouls. These servile creatures are made to work in the sun where Vampires cannot normally tread.
Advantages to playing a Ghoul:
- Access to Vampire Powers up to Level 3 using the same methods Vampires use to learn them
- No Vampire costume requirements
- Feed to and from Vampires at double rate
- Vampiric Knowledge
- Native Realm: Realm
Disadvantages to playing a Ghoul:
- Bound to Regnant
- Primary Energy source is feeding from vampires
Building a Ghoul
Follow the normal Mortal rules with the following modifications:
- Choose a single Innate Discipline tree from your Domitor's Clan. You may take powers from this tree up to level 3. The first level is free. You may spend your Free XP on your normal options and any Discipline from your Domitor's Clan, however only the first tree is considered Innate for spending purposes. In the case of Disciplines with multiple trees, such as Thaumaturgy, the innate tree is the tree your parent Clan receives.
- You receive a free level of the Potence Discipline, but it is not considered innate. If Potence is your Innate discipline, you still receive a free level of the Potence Discipline (Level 2).
- Ghouls may take any Mortal merits or flaws and/or the Vampire merit Extra Discipline at character creation. Extra Discipline cannot be taken during conversion.
- Ritual and Fetish access
- Use the Vampire rules for Ritual and Fetish access.
Regnant and Domitor
- A Regnant is the vampire who holds another in Thrall through use of a blood bond, a Domitor is the Vampire who created a ghoul. A ghoul's clan is determined by their domitor. While the terms are often used interchangeably, and they are often one and the same, Regnant and Domitor can be two different vampires to the same ghoul.
Changing Clan/Domitor
- A ghoul who wishes to change innate disciplines may do so by changing their Domitor. This process requires a minimum of four game sessions. 1) The ghoul must first remove all blood bonds, either by stepping down over several games, or through use of a power such as Break Bonds. 2) Then the ghoul must spend one full game without consuming any vampire blood. At the end of this game, their ghoul merit will become inactive. 3) At the next game, the character may drink the blood of a new domitor, reactivating their ghoul merit and access to their disciplines. 4) At check-in of the following game, the player may register their new clan and change their innate discipline. They may not purchase any new disciplines until the exp debt from the previous innate has been paid off. If you have the revenant merit, you may not change your innate disciplines.
Parent Clan relationships Most ghouls don't suffer the flaws drawn from their parent clans because the blood isn't thick enough to impact their physical bodies, however there are a few notable exceptions. Revenants suffer a modified version of the flaw; Tremere ghouls - because of the intense and mystical inductions - suffer the standard Tremere flaw.
Becoming Inactive
- A character with the ghoul merit may only learn vampiric powers while the merit is active and they have access to the blood energy type; they may purchase previously learned vampiric powers as long as the merit remains on their sheet.
- A character who was not fed blood at all during the previous game and does not have any level of the blood bond on them loses access to vampiric powers and reverts to the normal mortal energy mechanic.
- A character who has has not fed blood during the previous game but does have a level of blood bond on them continues to use the ghoul mechanic.
- Revenants generate vampiric blood.
Power Access
Ghouls gain access to a single Vampire Power Tree as Innate, this tree must be chosen from their original Domitor's clan. Ghouls also get the first level of Potence for free, but unless chosen as the innate tree other levels cost as normal. They may purchase up to the 3rd level of any discipline they can get their hands on except for Protean, Quietus, Serpentis, Vicissitude and Thanatosis, as changing the body to these levels is beyond the power of the living.
While the Ghoul merit is active the Ghoul Energy mechanic replaces all other Energy mechanics on your character. If a Ghoul also has the Gnosis Access Merit, that merit goes dormant as long as the Ghoul merit is active. As a Ghoul, your energy pool still detects as a normal Essence pool, but your Essence Pool no longer regenerates naturally at sunrise. Ghoul energy counts as both an Essence pool and a Blood pool for most purposes and you are able to use items which require Blood or Essence energy types. You may regain energy from items or powers which restore either Blood or Essence, or by feeding from a vampire's blood pool - feeding from any creature's health does not restore your energy. When being fed from by a vampire, your energy pool is drained before your health pool. You may be Given Blood by a vampire character, or you may take blood from a vampire. In order to take blood as a ghoul you must cut a target - you may use a thrown weapon prop or a bladed weapon prop to cut (call “cutting 1, cutting 2, cutting 3”) the target will take no damage from this process. Afterward you may drain as much blood as you wish, 1 at a time, unless the target breaks the drain. Ghouls drinking this way receive 2 Essence for every Blood drained. You may not be fed from or use any form of 'grant energy' for 1 hour after feeding from a vampire. If someone attempts to feed from you during this time, you must respond “No effect.” If you have been fed from by a vampire you may not feed from a vampire for 1 hour.
Ghouls are not damaged by sunlight as vampires are, and thus do not have the vampire costume requirements.
Frenzy
Ghouls have one type of Frenzy: Rage.
Rage Frenzies are generally caused by the Enrage power but can come from other sources. When a character enters a Rage Frenzy they gain an instant level of Augment and become immune to Mentals except for Quell Beast. While in this state you cannot use active resists, Mentals, or Status powers, but can use any other powers on your character sheet. While in Frenzy you may not choose the targets of your wrath, you simply attack your nearest possible target. If you do not have a weapon or brawl boffers you may instead choose to behave like an aggressive beast. Upon entering Frenzy it is recommended that if you have a form power you enter it. You may enter any Form you have once for no additional cost when entering Frenzy. This effect lasts 60 seconds.
Ghoul Merits
- Unbondable - 4 point Merit - You cannot be effected by a blood bond, however you only feed to and from vampires at a 1:1 rate and all feeding cooldowns remain in effect. Bond-like effects like Love still affect your character. When being fed from, for each blood drained you may spend an extra blood to provide the "take 2 blood" response to the character feeding from you.
- Revenant - 2 point Merit - Restricted; See the section on Restricted Concepts in chapter 1. Your energy pool fills completely at dawn each day. You do not receive the free level of Potence, but may choose an additional Innate Discipline tree. You may not purchase the Unbondable Merit. As a Revenant you have a version of your parent clan’s flaw.
- Brujah: Costs 2 Willpower to resist the Enrage power.
- Lasombra: Take exposure damage from the sun every 5 minutes if you do not meet the Vampire costume requirements.
- Malkavian: Must take at least one Derangement Flaw for only 1 point. This derangement can never be bought off.
- Nosferatu: Required to wear makeup that makes you either look diseased or disfigured. This is considered a costume requirement.
- Toreador: The first time you experience a new piece of art you become Frozen (unable to move or act) for 60 seconds while you study it. Being attacked or physically moved will break this effect.
- Tremere: Two-steps blood bound to Clan Tremere
- Tzimisce: Must keep 2 “Earth Fetter” jars with you. If you are without either of them for 24 hours your health pool is reduced by 1/4. Without both, your health pool is reduced to 1/2.
- Ventrue: You may only receive Blood from Vampires of the following clans: Ventrue, Toreador, Lasombra, Cappadocian, Tzimisce, and Brujah.
- Assamite: Must ingest at least 1 point of vampire blood every session. Failing to do so halves the blood that you replenish at dawn each day.
- Giovanni: Take the Obsession flaw for "watching death" for 1 point.
- Ravnos: Derangement: Compulsion for a specific criminal activity
- Setite: Take exposure damage from the sun every 5 minutes if you do not meet the Vampire costume requirements.
- Daughters of Cacophony: There are no DoC Revenants
- Gangrel: There are no Gangrel Revenants
- Salubri: There are no Salubri Revenants
- Samedi: There are no Samedi Revenants.
- Caitiff: There are no Caitiff Revenants.
- Gargoyle: There are no Gargoyle Revenants.
Kinfolk Rules
Werewolves and Fera have a genetic condition. In order to reproduce, they require kinfolk. Kinfolk also act as informants and communicators for those shifters too rage-filled to interact normally with humans. It's a thankless job, but someone's got to do it.
Advantages to playing Kinfolk:
- Potential access to Rank 1 Shifter powers
- Parent shifter type Knowledge equivalent to Type/Subtype 2
- Shifters usually want to protect their Kin
- Immunity to Delirium
- Native Realm: Realm
Disadvantages to playing Kinfolk:
- You get limited (if any) respect and are expected to do tasks for your shifters.
Building a Kinfolk
Follow the normal Mortal rules.
- Gnosis
- If you take the Gnosis Merit your Essence Pool no longer regenerates naturally at sunrise. Your energy pool is still Essence, but acts as both Essence and Gnosis for purposes of power usage. You spend Essence as Gnosis at a rate of 1 Essence for every 1 Gnosis. You may regenerate Essence in the same fashion as your parent Shifter type, but use the slowest rate on any Gnosis Node card.
- Gift Access
- If you have taken the Gnosis Merit you may also purchase Rank 1 Shifter gifts. Werewolf Kinfolk Innate Gifts are Homid and Tribe.
- Ritual and Fetish access
- Gnosis grants access to Gnosis-fueled Ritual or Fetishes.
Kinfolk Merits and Flaws
You may take the Werewolf Merits and Flaws: Spirit Rapport, Umbral Barrier (for 1 point)
Kinfolk Merits
- Gnosis Access* - 5 Point Merit - You may purchase Rank 1 Shifter gifts and can spend at a rate of 1 Essence for every 1 Gnosis. Your Essence pool no longer regenerates as normal, but can now be regenerated as if it were a shifter’s Gnosis Pool.
- Fera Kinfolk (5 point Kinfolk merit) - Innate Rank 1 Trees if you have Gnosis Access are:
- Bastet: Bastet Homid, Tribe
- Corax: Corax General, Corax General
- Gurahl: Gurahl Homid, Gurahl General
- Nuwisha: Werewolf Homid, Nuwisha General
- Ratkin: Ratkin Homid, Aspect
Kinfolk Flaws
- Veiled - 3 Point Flaw - You suffer the Delirium as if a normal mortal. You may not purchase your 10th Willpower until you buy off this flaw.
Powers
Modifiers
Modifiers change the characteristics of an effect.
- Blatant is a Modifier that makes the effects and source of a power completely obvious to all observers. "Blatant" will be at the start of the sig call for the power it modifies.
- Damage Effects are any effects that directly cause damage to another character. If you have a damaging effect that deals damage you may call less damage, however it only counts as an attack if it deals at least 1 damage.
- Disable Effects prevent a character from defending themselves in any way (sleep, paralyze). Disable effects may immediately end upon taking damage or unresisted attack other than a drain health or energy power.
- Enforced is a modifier that causes a Buff to no longer be freely resistible, instead it must be resisted as a physical.
- Extend is a Modifier that increases the duration of a power, usually doubling it. Extend is usually placed on another power by using the Extend power, which also modifies the sig call of the power to include the word "Extended".
- Instant is a Modifier that ensures the power does not have a duration and does not interact with the overwrite mechanism.
- Persistent is a Modifier that sets the duration to 24 hours, and for overwrite purposes modifies the power to only interact with other Persistent effects.
- Signaled is a Modifier that means a power has no specific duration and does not interact with standard overwrite mechanics. Signaled powers are designated by either a stated conditional or a hand signal. If the conditional is not met, or the hand signal ends, the power ends immediately. Any other Signaled effect overwrites a current Signaled effect. Signaled effects cannot exceed the standard duration for their effect type. If a power gains a signal, such as 'while I sing' in the Melpomonie power tree, the duration becomes signaled and the power no longer overwrites.
- Special is a Modifier that identifies a power as not interacting with the overwrite mechanism.
- Subtle is a Modifier which makes the effect and source of a power undetectable. "Subtle" will be at the beginning of the sig call for the power it modifies. If you resist a Subtle power you still know you resisted something, but don't know what the effect was (unless you have Magic Awareness) or where it came from. If you don't resist the power you'll have no idea you've been affected, unless the effect is damage, in which case you know you've been hurt, but not where the damage came from. Drain powers (such as subtle blood theft) don't count as damage, and their effects are not immediately noticed.