GameRef: House Rules and Clarifications
- Custom Items and Powers
- General House Rules
- General Clarifications
- Ephemera Summoning
- Fighting Styles
- Game Timeframes
- Grappling (Clarifications)
- Hurt Locker
- Merits Shared By Multiple Characters
- Merits within Spheres
- Pre-empting Social Actions
- Professional Training
- Retainers, Familiars, etc.
- Sleight of Hand (Merit)
- Social Maneuvering and PCs
- Soul Loss
- Travel to Other Realms
- Changeling House Rules and Clarifications
- Mage House Rules and Clarifications
- Beneficial Conditions and Spellcasting
- Creative Thaumaturgy
- Exceptional Successes on Casting
- Pattern Restoration
- Unsafe Relinquishment
- Clarification: Boons
- Clarification: Combined Spells
- Clarification: Nimbus Tilt
- Clarification: Resistance and Withstanding
- Clarification: Shielding Spells
- Policy: Staff and Paradox
- Mortal House Rules and Clarifications
- Vampire House Rules and Clarifications
- Werewolf House Rules and Clarifications
This guide will assist the player in identifying official rulings and practices as pertains to the game of Wanton Wicked and its venues. Unless otherwise identified here, the rules are as written in Chronicles of Darkness and 2nd Edition books.
Note that exceptional successes on related supernatural powers can likely also provide these conditions
Your character has gotten particularly well attuned to a certain, specific object, and has found that using it comes more easily than most. They gain 9-again on rolls involving it.
- Possible Sources
- Exceptional success using or studying an object.
- Fail a roll involving the object, don’t use the object for at least a day.
Having stood up in the face of danger, oppression, or hostility from another, your character finds themself feeling unshakeable. They gain +2 on any Resolve or Composure rolls used to resist supernatural powers or social dice pools, and +1 for determining Doors for social maneuvering initiated while the character has this condition.
- Possible Sources
- Exceptional success resisting a mental power or social roll, or on a resolve + composure roll.
- Succumb to supernatural power, fail a resolve or composure roll, end up with the Shaken or Spooked condition, lose Willpower you didn’t spend yourself.
Separate from obsession, your character is incredibly focused on their current task (note it by the condition), to the exclusion of all others. Take a −2 penalty to all perception rolls, but you may expend this condition to make up to 2 additional rolls over the character’s current maximum for an extended action. This does NOT apply to extended supernatural power rolls.
- Possible Sources
- Exceptional success on an extended action, or to a roll preparing for one.
- Expend the condition as noted above, take damage, or dramatically fail a roll relating to the focus.
Your character feels charged with supernatural power. Upon gaining this condition from a listed source, note that power. Upon successfully using that power, you may resolve this condition to gain an extra success on the roll. This does not work on contested or withstood abilities, however.
- Possible Sources
- Exceptional success on a power activation roll or use of a (rolled) template ability.
- Gain an extra success on a roll with that power as described above, fail a roll using that power.
- This cannot be granted directly by magic or other powers unless they explicitly say they do; it’s by default only available when you roll an exceptional success on a power.
Your character, while not quite on edge, is focused and alert, not easily distracted from the current situation. Perception rolls they make gain a +2 bonus, including rolls to notice an ambush or other surprise.
- Possible Sources
- Exceptional success on a Wits + Composure roll.
- Fail a perception roll, get surprised, or leave the current location.
Having done a bit of research or otherwise refreshed your memory of a named supernatural danger (such as Demons, Werewolves, or ghosts), you find yourself better able to face it. Attacks or other hostile actions of both mundane and supernatural nature from creatures of that type suffer a −2 penalty against you, and you get an exceptional success on 3 successes instead of 5 to evade or resist (but not attack) them.
- Possible Sources
- Exceptional success on Occult.
- Fail a roll to resist the creature type’s powers, take lethal damage greater than your Stamina from the creature type, successfully defeat a creature of that type (whether in physical combat or some other challenge).
You’ve noticed a lie or other dishonesty from a given character (attach their name to the condition), and they find it harder to trick you because of it. They suffer a −2 penalty on subterfuge, persuasion, or socialize actions against you, and you’re considered to have a step worse Impression in Social maneuvering initiated by them while you have the condition.
- Possible Sources
- Exceptional Success on Empathy or Subterfuge noticing a lie or other misdirection
- Succumb to Social Maneuvering against the character, fail an empathy or subterfuge roll against them, or otherwise let them regain your trust.
- Vampires can sense Werewolves as having a “Predatory Aura”, but realize they aren’t Vampires, to the range of their Kindred Senses.
- Werewolves sense Vampires with a successful, instant Wits + Primal Urge roll when close enough to smell one.
- Neither Vampires nor Werewolves can inherently sense Mages (or Visa Versa) without specific powers.
- Hunter’s Aspect can defend against Lashing Out and visa versa, and both can be used to prevent a Nimbus Tilt, in place of the normal defense. Mages always reflexively defend with their Nimbus as described in Mage: the Awakening.
- All auras can be used to try and defend against supernatural powers that mention any other aura type as able to end it (for instance, Awe). This must be purposely done, however, it’s never reflexive.
- Whenever there’s no dice pool listed for a given situation, use Supernatural Tolerance (“Power Stat”) + Relevant Attribute. Mortals always just roll an Attribute.
- Ephemeral entities all roll Rank + Influence, as described for spirits in Werewolf: the Forsaken.
Certain merits and abilities, such as ‘Deadpan’ (MtA) and Sorcerous Eunuch (SotC) reference ‘magic’ in general, rather than specific types of powers. In these cases, the following defines ‘magic’:
- Most merits that provide protection against or affect ‘Magic’ in general, without referencing a specific type, protect against any power that’s activated with an extended action, a power that takes longer than a turn to activate by default (even if it can be made to work quicker), and anything that explicitly is called a ‘spell’ or ‘ritual’ in its description.
- This includes all Supernal magic, all Blood Sorcery, and Rites, among other specific examples.
- Exception: Mage Spells that target ‘magic’ only affect Awakened magic by default unless it says otherwise.
- Kindred Senses only see past the Mask if related to what they normally reveal (life, blood), and ONLY reveal that aspect of the Mien. Auspex 1 (Beast’s Hackles) can reveal the Mien with a question like “What here is hidden behind illusion?”, or if another question would point out the Changeling. Auspex 2 (Uncanny Perception) reveals the Mien if “Is this person a supernatural creature?” is asked, or anything relating to illusion.
- Wolf Senses allow the Mien to be smelled, but don’t reveal visual information.
- Mages see past the Mask with Mage Sight, as well as with spells that reveal illusion or visual “truth”.
- Supernaturals can see past a strengthened mask with a Clash of Wills and the above methods.
- Unnatural Affinity allows you to feed on the chosen type as if they had vampiric blood. It is not needed to feed on living supernaturals, but is needed for feeding on ephemeral entities.
- Supernatural blood has no special side effects unless a 2e book says otherwise.
Custom Magical Items and certain Supernatural Powers (see below) can be created anew by Player Characters using the following process:
- Submitted the proposed Item or Power to the Rules Master with suggested mechanics for approval:
- From the Request Tool create a Custom Item/Power type request for the Group: Rules Master.
- Use the Template for the type of item you’re creating (or if you’re making something completely new, use the recommendations in the book for information to provide)
- Privacy: The power/item should be listed as Public or Private in the writeup. Private means only the character that created it can use it, or those they’ve directly taught. Public means anyone may learn it (due to it being freely taught or the methodology spread around). Both will be listed on the wiki, for ease of access, but will have their ‘privacy’ noted.
- The Rules Master will then either approve it, work with the player to balance it out, or deny it if it simply can’t be done with the level or power(s) given.
- Once approved, the power or item must be developed IC:
- From the Request Tool create an Action type request for your Character Type’s Group.
- Attach the approved Custom Item/Power Request along with any development suggestions from the Rules Master.
- Specify in the request whether your character is hoping to build (i.e., craft) the item or power or retrieve the item or power.
- Power/Item types that provide a creation system in the books are created with the systems provided. In addition, a single scene or bluebook must be provided as Justification, involving some aspect of the creation process. Scenes do not need to involve an ST.
- Note: System required dice rolls should be attached to the request.
- In the case of power or item types that don’t have a concrete system, a number of Justifications must be provided equal to the level of the item/power. These can include scenes (with or without an ST), bluebooks, applicable merit uses (discussed with the Rules Master), and extended rolls (discussed with the Rules Master. Only successful rolls apply, of course). A scene or blue book MUST be one of the chosen Justifications.
- Retrieval: In the case of custom items that a character would like to ‘find’ or otherwise physically acquire in-character, the above Justification system is still used, representing the process of researching and seeking it out, but needing to involve a Scene run by an ST for actually acquiring the item (though this may be done via PRP). Retrievals are never Private.
- Once Justified, the item/power is purchased as normal using an XP request.
- Only one custom item/power may be submitted per month per character, no matter how long it takes to create it, and only one may be in ‘development’ at a time.
The following is a list, by Faction, of what can be custom-made with the above system. An * means that item can use the ‘retrieval’ system, and ** means they MUST be ‘retrieved’.
- Vampire: Devotions, Scales of the Dragon, and Rituals.
- Werewolf: Rites, Pack Tactics, Fetishes/Talens*.
- Changeling: Tokens**. (Goblin Contracts will be available upon their release)
- Mages use the Creative Thaumaturgy systems listed in their own rules, and their magic items are similarly based off of spells/attainments and use those systems.
Mundane but still custom items are still submitted to the Rules Master for mechanical approval before the actual crafting roll is made, but no ‘Justifications’ are needed beyond what’s needed to get any materials needed for the item. Similarly, they are not limited to one per month. [↑ back to top]
- Mystery Cult Initiation benefits ignore prerequisites and type restrictions, except when a benefit relies on a trait or template ability that the character doesn’t have.
- Level 5 can provide a merit that’s essentially ‘rewritten’ for different traits, or that’s universally usable somehow, but other levels can’t.
- If a character cannot benefit from a given level, they instead receive an appropriate number of dots of RELATED merits; they must either be close to the benefit granted by that dot level, or thematically related to the cult, and these replacement dots do NOT ignore prerequisites or type restrictions.
- When a Totem grants merits, they can ignore prerequisites, but not type restrictions. If a Totem would grant a merit that a pack member cannot benefit from for that reason, this works the same way as if they had the ‘maximum’ rating, and they may take other benefits relevant to the Totem that Totem can normally grant.
- Replacement traits do not ignore prerequisites.
- Masques never ignore prerequisites.
- No Merits that provide access to other merits or similar traits at lower effective cost may ever provide access to OTHER merits that grant merits or other traits at lower cost. For instance, you cannot have a Totem that provides Professional Training, or take a Masque that grants Mystery Cult Influence.
- Neighborhood must be available or claimed by an agreeing, allied individual or group.
When an individual or group has accrued enough status or the ability to claim and hold a Neighborhood as territory, they can then begin to develop the Neighborhood to work for them. This merit reflects an investment of time and effort to focus the mundane and potentially supernatural aspects of a Neighborhood towards the goals.
- Notification if any other individual or group is attempting to make a move on the territory. Perhaps a Neighborhood Watch has been established and strange faces cause a stir, or a general paranoia of being hunted has made the citizens of the Neighborhood overly cautious. Either way snooping or aggressive actions cause rumors.
- Select one skill. Everyone in the Neighborhood receives a +1 to dice pools involving that skill. Your actions or the actions of your group, whether positive or negative, have made certain things just a little easier for residents of your Neighborhood. However, others passing through also have access to this benefit.
- +1 Defense while in the Neighborhood. This is your turf. You know it and all the tricks and turns and the doors that will open and unlock. You know how to take advantage of the terrain to your benefit.
- Antagonists or Opponents receive a −1 to aggressive or threatening actions. You or your group are deeply entrenched in the Neighborhood. People may or may not know your face on sight, but your presence has instilled a deep territorial bent in everyone who lives in your Neighborhood. Anyone who tries to make a move against the Neighborhood will have some serious problems accomplishing it.
- Increase a bonus or a penalty to ± 3. Depending on what you or your group is attempting to accomplish in the neighborhood, you can choose which one of the previous dot benefits to improve.
- Increase an enemy’s penalties? The neighborhood starts to get very insular and distrustful of outsiders. They know who belongs and who doesn’t.
- Increase defense? The Neighborhood may or may not be more welcoming, but it has been honed as a defensive stronghold for you and your group. The residents will make protecting you a priority, even when other benefits could be had by putting their attention elsewhere.
- Increase a skill bonus? The neighborhood becomes well known for what it does best. Perhaps the University which supports a +3 to Academics starts to attract better teachers, smarter students, and more funding. Residential areas with a +3 to Larceny gain a reputation for being a rough place to live and attract gangs, etc.
When requesting Neighborhood, the specify the merit note to be: Neighborhood Name (Group Name if applicable) for example: Neighborhood: Centennial (Leafy Bros). [↑ back to top]
A character may only have a total of 6 dots assigned to different versions of this merit.
- Initiation may be in a setting-created Cults or Groups (See Mystery Cults) or a player may create a new Cult (see below).
- Use the Notes section under Character Bio to identify the merit or skill benefits obtained by this merit, and the Sanctioning Staff will add them to your sheet during sanctioning.
- To have a custom Mystery Cult approved for play, submit the details (including Purpose, Relic (optional), and Doctrine, as described in the merit, ties to the setting, and basic associations of Initiation level with standing in the Cult) to a StoryMaster, along with the Initiation benefits.
- This should be done BEFORE character creation if not being created In Character.
- Note that at least 2 PCs need to be involved in a Cult for it to gain the mechanical benefits of Mystery Cult Initiation BEFORE being submitted, with it being open to more members.
- All Cults need at least one member with 5 dots of Initiation or Influence. This can be an NPC with Storymaster permission, but must be discussed with them.
- If approved, the Cult becomes a facet of the setting just like anything else (it’s not meant for simply adding on to a cabal/pack/other closed group), and may be made to have ties with existing or new NPCs, existing or future plots, other PCs, or the city’s Spheres, as the STM deems appropriate. The player will not always have 100% control over this, but their Initiation level will give them sway as appropriate.
Status can be gained in a combination of purchase via the merit or appointment to positions which confer status. For example, a Vampire character may gain the status of Sheriff which confers the status of 4 in the Court.
- Acknowledged Member - Can be purchased with XP.
- All characters receive 1 free dot of status in one Faction-specific group at Character Creation.
- Trusted Member - Can be purchased with XP.
- Respected Member, lower ranks of leadership - Can be obtained via position which confers status at no cost.
- Leader - Can be obtained via position which confers status at no cost.
- Indispensable Authority - Can be obtained via position which confers status at no cost.
- The role definitions listed above are rough guidelines that apply to most groups. Certain groups and/or player created groups (i.e., cults) may define the status dots differently.
- When using an ability to summon ephemeral entities not represented by a merit on your sheet, staff is needed to summon anything of Rank 2+, or for any hostile (PvP) purposes. Obviously, you must be within the power’s range of a potential entity.
- When a fighting style or other merit/ability prerequisite relies on a weapon of a certain damage rating, use the weapon’s base rating in the case of magically or supernaturally enhanced items. (Example: A 1L knife with +3 damage due to being magical still counts as a 1L knife for the purpose of the Light Weapons fighting style)
Lethal Unarmed Damage
- If you have a way to make your unarmed attacks do lethal damage, they do that instead of bashing for fighting styles saying you do a certain amount of bashing damage or improve bashing damage from unarmed attacks, so long as it makes sense for the lethal appendage(s) to be capable of the maneuver. Note that per Hurt Locker, striking styles only work with normal human appendages, however.
- Fighting styles relying on human appendages will not work in animal forms.
- PCs may gain the benefits from styles like K9 and Falconry if they can turn into that form and have specifically trained in it that way.
- One scene is one hour in downtime (but is just a scene as normal in-game), a chapter is a week, a story is a month, a chronicle is 3 months.
- Ties in grappling are re-rolled, but the initial roll is what determines level of success.
- When you get an exceptional success, using Break Free after another move does NOT give you another action unless the other maneuver was also reflexive.
- You may NOT choose the same maneuver twice with an exceptional success (e.g no damaging twice).
- Support Network works for Integrity, Humanity, Clarity, and Wisdom breaking points, but not Harmony.
- Scarred may only be taken for Integrity.
- Most of the Violent Skill uses are usable as is, though may need Narrator oversight when the need of an ST is mentioned.
- Academics’ system for removing merits works week by week instead of day by day, to reflect the flow of a chat game, and merits like Neighborhood can warn the target of such an attempt, as may others at Staff discretion.
- Merits benefits are capped at 5 unless the merit specifies a higher cap. If more than 5+ characters have purchased 1+ dots in a pooled Merit so that the total dots invested is greater than 5, the merit is still considered 5, unless it is a specific exception.
- In order to benefit from a pooled merit, a character must have purchased at least 1 dot of that merit - unless the merit says otherwise, or logically would apply anyway. Safe Place, for instance, only gives initiative to those with the merit, but the penalty to breaking in benefits anyone inside.
- Characters are encouraged to take Status in the different Spheres. However when purchasing Contacts and Allies it’s inappropriate to list the entire Sphere. Instead Contacts and Allies should be specific subsets within the larger Sphere that the character would have access to.
- Clarification: When in combat, all poisons inflict the Poisoned Tilt. It’s moderate for Toxicity 1–5, and Severe for Toxicity 6–10.
- Clarification: Out of combat, if a given source of Toxicity doesn’t say otherwise, the damage dealt happens one time.
- Merits that work like Table Turned and let you pre-empt social actions are declared after the original roll is made, and works normally at that point.
- The dice tricks provided (9-again, rote) never affect supernatural powers.
- Defense is equal to Retainer rating
- Speed is equal to Species Factor + (Retainer dots * 2)
- Retainers can’t spend Willpower, but if they need it for powers assume they have (Retainer dots) available for a given scene.
- Initiative is (Retainer dots * 2)
Merits for NPCs represented on a sheet by a merit (like Hedgebeasts) can only be personal in scope (That is, doesn’t represent external NPCs, items, or locations). For instance, a Hedge Beast Companion can not take a Retainer, Safe Place, or Allies, but can take Encyclopedic Knowledge or a Style merit. Merits/Abilities like Attache (VtR pg 110) that explicitly provide that sort of merit to a Retainer (or whatever else) are unchanged, however. [↑ back to top]
- Retainer animals use the basic Retainer system, as referenced below
- Animal stats not in one of the published books should come from the official add-on here
- Retainers cannot be full template creatures likes Mages or Vampires, except in explicitly defined, limited cases like the Sanctuary merit.
- Retainers representing ephemeral entities, Mortal+ characters, or Half-Templates gain 1 dot of an appropriate Power per 2 dots in the Retainer merit, rounded up.
- Ghouls gain Discipline dots, Wolf-Blooded gain Tells, Fae-Touched gain dots of Contracts, Mortal+ characters gain dots of Supernatural merits, and Ephemeral Entities gain Numina.
- Ephemeral Entities have a Rank equal to half the Retainer merit (round up), and Influences/Manifestations appropriate to it, but use normal dice pools for the merit.
- Supernaturally enhanced senses count as ‘trying’ to catch the user inherently, but a roll must still be made as normal.
- Remember that penalties still apply; especially difficult actions like swiping someone’s latched-on watch is more difficult than picking a pocket, for instance, and will have a dice penalty as appropriate.
- You may buy a specialty in a given power type (a specific Discipline, i.e. Auspex, for instance, or a specific Gift, like Elements) for a given skill, and this applies a bonus as normal. Similarly, any other specialty that might apply can affect power uses too.
- Remember that up to 3 different specialties may apply to a given skill roll.
- Use the systems described in Chronicles of Darkness, pg 82–83 with regards to using Social Maneuvering on other characters.
- Players decide the Impression others have with their character, but this should generally start as Average without other circumstances, and constant claims of Hostile impression for no good reason will be investigated by the staff. Supernatural powers that define or alter Impression somehow always supersede this.
- Note: The examples in the books of simple instant rolls like intimidation or persuasion to make someone do what you want with a single success are meant as abstractions for unimportant NPCs, they do NOT force specific actions from PCs. However, simple social rolls still shouldn’t be entirely ignored, they should evoke an emotional response if not resisted, it just does not dictate action.
- Use the systems in Mage: the Awakening and the World of Darkness 2E: The God Machine Rules Update.
- Characters with an ‘affinity’ to another realm, whether through splat (Werewolf/Thyrsus Mage to Shadow, Changeling to the Hedge) or character build/concept (A Gravewright changeling with Underworld specs and the Underworld), may go to the ‘nearby’ areas of the related realm, for instance a Trod in the Hedge or the Autocthnous Depths of the Underworld. The latter requires Storymaster approval that your character has said ‘affinity’.
- Going deeper in, or to any area that’s expected to be dangerous even ‘nearby’ requires a staff member present (this can include someone running an approved PrP), as does going in if you lack affinity at all.
- As an exception, if a character who DOES have affinity is guiding no more than 1–2 others through the nearby area, and they have appropriate traits to do so (a specialty in navigating the area, for instance), no staff member is needed so long as the above rules are followed.
- Touchstones of any sort may not be of the same character type of the character that has it (A Vampire can not have a Vampiric Touchstone, for instance). If a Touchstone changes into that template, it counts as if they died.
- PCs may be Touchstones, and work normally, but must be approved by a Storymaster and the other player (the character doesn’t need to know what they are, though), which may delay sanctioning. Werewolves may only take PCs as physical Touchstones.
- In the case of a character idle-desanctioning or otherwise desanctioning without dying or otherwise being lost, a new Touchstone should be selected via request, but there’s no mechanical requirement or drawback for doing so.
- Mortals and half-templates are just about always suitable as Touchstones, even within the same Faction.
- Other Supernaturals MAY be suitable as Touchstones, if they truly remind the character of their human side somehow, but this is generally rare, and again, needs Storymaster permission (along with the other player); in such cases, it should only be another PC.
- Goblin Contracts have the following house rules to make them ‘backwards compatible’ until the book is out:
- Instead of losing favored Regalia as a Hedge Denizen, you no longer gain free Seeming blessings from Contracts.
- Goblin Queen provides dots of Retainers = to Wyrd that can have Contract dots as normal.
- For when there’s no staff around to spend Goblin Debt, you should have a condition/tilt associated with each Goblin Contract upon purchase; when you reach 5 debt you always gain that condition/tilt and spend the debt (when the debt’s from multiple contracts, use the last one activated). The exception is if you specifically note you’re trying to gain the Hedge Denizen condition ahead of time, in which case Debt is only spent by staff normally. Note current Debt in the Conditions section of your sheet.
- Goblin Contracts always cost 2xp, period, and should be balanced appropriately. This means they currently require 2 Justifications to create with the Custom Item/Power system.
- The playtest document doesn’t cover how to ensorcel, but does provide mechanics for the ensorcelled. So, until the book is published with those rules, a given changeling may ‘upkeep’ 1 ensorcelled mortal (or supernatural), the ensorcellment of which is assumed to happen in downtime for the time being.
- Please avoid calling it a pledge or similar because we don’t know for certain if that’s how it works.
- When used on living things, Rewind the Clock doesn’t generally do much (unless counteracting similar age-based damaging powers), and Speed the Clock does bashing damage.
- The fairest benefit affects all living supernaturals normally. Vampires (and other immortal/undead beings) are unaffected by Rewind or Speed the clock, but can be affected by Freeze the Clock. A Resolve + Wyrd contested roll is added in for freeze the clock.
Changeling 2ed is still in development and as part of the open playtest process, large sections of rules have been made available to the community. Chapters 1 and 3 are more recent releases and superseded rules published in the V.6 compilation.
- Playtest Compilation V.6
- Playtest Chapter 1: Seemings and Kiths
- Playtest Chapter 3: The Laws We Live By
- Beneficial Conditions (such as Informed, Inspiring, and Steadfast) granted directly by spells NEVER grant beats when resolved, even if cast with an exceptional success.
A large part of Mage’s thematics hinge on the flexibility of magic, but that sort of flexibility is difficult on a chat game compared to tabletop. However, we don’t want to entirely prevent ‘on the fly’ magic or Creative Thaumaturgy, so we’re implementing the following rules:
- Creative Thaumaturgy may be performed in staff-run scenes ‘on the fly’, at the staff member’s discretion. Being allowed to perform a spell in a staff-run scene without it being finalized (see below), however, does NOT guarantee that it can be used again, as the mechanics will generally be simplified and made to suit the current situation.
- Creative Thaumaturgy spells may be submitted to the “Rules Master” group via a “Custom Item/Power” request, where it will be discussed and balanced as needed. There’s no specific time limit between submissions, but please only submit CT for spells you’re capable of casting and actively plan to use.
- Once approved, Creative Thaumaturgy spells will be made publicly available on the wiki, and can be cast and used by anyone as if they came from an official source.
- If no staff is present, you may only perform approved and published spells in scenes.
- Note that for now, only spells can be submitted, not custom Reach effects for published spells, to avoid difficulties cross-referencing.
- The listed option of ignoring all Withstand ratings on an exceptional success in spellcasting is not available.
Pattern Restoration is not able to remove Conditions or Tilts that are supernatural in nature; they need to be removed with appropriate spells (or resolved normally). It can remove mundane conditions/tilts that are applied because of supernatural powers, however (but if the power’s still active, this may be a Clash of Wills or it may just be re-applied).
TO clarify, Sleepwalkers are not mechanically considered a “half-template” for the Mage venue regardless of how involved in the Mage venue the Sleepwalker may be. Instead, Sleepwalker is a classification for characters who are immune to the Curse, cause no Dissonance, do not increase Paradox and remember what they’ve seen (as pertains to the Supernal). Additionally, characters who fall under this classification can purchase Sleepwalker Merits.
Character types who are considered Sleepwalkers (Note: Only 1 of the following is necessary):
- Mortals who have purchased the Sleepwalker merit
- Mortals who have purchased an “internal” Supernatural merit (Chronicles of Darkness)
- Changelings, Vampires, Werewolves, Fae-touched, Ghouls, Wolf-blooded or any other supernatural template.
- Ephemeral beings and similar ‘Non-Template’ entities, like Strix and Oneroi, do not count as Sleepwalkers for the purpose of related mechanics, but nor do they count as Sleepers for the sake of paradox.
- Relinquishing a spell unsafely (with a willpower point) is an act of hubris at the Understanding level without an immediate need to. An inured spell is of course not affected by this.
- Fate spells that grant a boon cannot provide a Potency dice bonus to casting dice pools, even if the spell lists affecting spellcasting pools as its own Reach option. Dice Tricks (e.g 9-again) affect spellcasting normally if Reach is used.
- Combined spells have the same factors (if their Primary differs, choose one), including specified targets/area. If combining a targeted and an area effect spell, the area is centered on one of the targets.
- Nimbus Tilts only affect those actively witnessing them, meaning those using Mage Sight (or other supernatural powers that can perceive it), or anyone when the Nimbus is deliberately flared; this also includes the offender when the Nimbus is used defensively. However, the mage flaring the Nimbus is not affected by their own Tilt in any case.
- Merits and abilities that subtract from a type of power’s resisted dice pool instead raises Withstand by 1/2 the amount (round up) when dealing with spells.
- Merits and abilities that specifically treat the trait as higher just do exactly that.
- As listed in the Creative Thaumaturgy rules, Shielding spells will only protect against a number of supernatural effects equal to the spell’s potency for a given casting.
- Releasing Paradox always requires a staff member present to direct the paradox Reach; it’s recommended not to release paradox for downtime casting
- Internal Paradoxes require a staff member to be notified if more than 5 successes are rolled beyond what’s absorbed by Wisdom, as a new Paradox condition is likely to be needed.
Unseen Sense, Advanced (•••)
- Unseen Sense
- Your characters sixth sense for a type of supernatural creature is increased. By spending a point of Willpower she can extend the range of her unseen senses to 100 yards. As with Unseen Sense, the player can accept the Spooked Condition, in exchange for which the character can pinpoint where the feeling is coming from; this reveals all triggers of it within that range. If the target is using a power that specifically cloaks its supernatural nature, however, this does not work (though the Condition remains until resolved as usual), nor does it work against powers that use mental illusions to conceal or otherwise hide the character.
Unseen Sense, Epic (•••)
- Unseen Sense
- Your characters sixth sense is increased to detect any supernatural creature, and she is able to distinguish between them. As with Unseen Sense, Advanced, the player can accept the Spooked Condition, in exchange for which the character can pinpoint where the feeling is coming from; this reveals all triggers of it within that range. If the target is using a power that specifically cloaks its supernatural nature, however, this does not work (though the Condition remains until resolved as usual), nor does it work against powers that use mental illusions to conceal or otherwise hide the character.
For keeping track of Ephemera, use the Vampire rules for Hunting, listed here and in the Vampire Core where referenced, replacing Vitae with Ephemera. If you lack the Vampire book, the hunting rules essentially involve putting together a dice pool for how you hunt, and then taking penalties (−2 each) for additional vessels being hunted with that roll. Ask the Rules Master for any clarifications needed on different traits. [↑ back to top]
The feeding and hunting systems, provided in Vampire: the Requiem 2nd Edition, are largely unchanged. However, there are a few house rules in place to make it easier to manage in a chat environment, both for players and Storymasters:
- It’s assumed all Kindred hunt for an average of 1 Vitae per night in their downtime, to counteract the loss of Vitae from waking from daysleep, so Vitae pools don’t decrease over time by default. Players otherwise keep track of their own Vitae pools from night to night.
- Note: If under the effect of any power or circumstance that would prevent you from ‘casually’ feeding with normal mechanics, you do NOT get the nightly Vitae back in downtime; any feeding methodologies will need to account for the nightly loss.
- A Vampire PC’s player may make one hunting roll per chapter (Week), using the system for ‘feeding scenes with dice’ on VtR2e page 96. Dramatic failure cannot be willingly taken, and an Exceptional success instead provides the Sated condition. If a Dramatic Failure is somehow naturally rolled, contact a Narrator.
- The vitae gained from the weekly roll can be applied throughout the week rather than all at once. For example, if you are down 2 vitae and a hunt gains 6 vitae, 2 vitae can be applied immediately and 4 remaining can be used to replenish any other losses for that week.
- 1 vessel = 3 vitae (or 7 with a breaking point).
- Vitae gained In-Character from other PCs or ST-NPCs works normally and has no effect on hunting rolls or visa versa. You may not, however, gain Vitae from retainers or similar merits in this way; if they’re willing to provide blood to you, buy Herd.
If there’s any confusion about something might be affected by this, ask a Narrator (if in a scene) or the Rules Master.
- Blood bonds may only be raised by 1 step per night via traditional feeding methods (powers that apply the blood bond are not limited in this way, however).
- Players are expected to give OOC notice if the scene or action has the intent to be to bond a character.
- The sample questions for the first three levels are not your only options. You may ask anything relevant as described by that discipline.
- While Feral Whispers allows communication with other supernatural creatures in animal forms, it can’t be used to command them.
- Use the statistics in the Chronicles of Darkness 2e book, pg 121, for ‘Trained Guard Dog’ to determine your swarm’s base physical traits. The ‘Bite’ dice pool gives you your ‘Strength + Brawl’, and you can extrapolate a Brawl of 2 and Athletics of 3 if you need any other physical skills (the rest are 0).
The book isn’t entirely all-inclusive on what gets downgraded from aggravated to lethal or lethal to bashing. So, unless a power/ability (on either side) explicitly says otherwise, or a Narrator deems differently due to unique circumstances in a scene, the following rules apply:
- Fire/Sunlight damage is of course not downgraded, from any source.
- Any mundane source of aggravated or lethal damage is downgraded (including Fighting/Style merits, and Environmental Tilts).
- Direct supernatural sources that deal lethal damage (such as Nightmare 5 or the Mind Flay Mage spell) are not downgraded unless it works through mundane vectors like organ failure or slicing someone open.
- Supernatural powers creating weapons, environmental tilts, or redirecting external forces (such as Telekinesis) are downgraded normally.
- Supernatural sources of aggravated damage are usually downgraded.
- Exception: Vampiric powers that say they deal aggravated damage deal aggravated damage even to Vampires, because they’re the basis within Vampire books.
- Supernatural powers that say Vampires may be immune, downgrade the damage, or otherwise suffer less harm at Storyteller discretion (like Mage’s Rend Lifespan) have that lesser effect on Vampires by default.
- By default, a Graft created with Grafting Unholy Flesh will last only a number of uses equal to the Scale user’s dots in Zirnitra (minimum of 1). In the case of normally ‘permanent’ abilities, they’re reflexively activated for a scene as one ‘use’. After these uses, the part rots away.
- To keep a Graft permanently, you must buy the Graft (• - •••••) merit, which is not available at Creation. The cost is equal to 1xp per dot level of the power being grafted; in the case of powers with no ratings, this will default to 3 and be adjusted up or down by the staff on a case by case basis (which will be recorded as they’re decided on)
- Grafting Unholy Flesh doesn’t work on ‘innate’ abilities like a Werewolf’s shapeshifting or a Mage’s Sight.
- As well, certain NPC-type powers, such as certain Dread Powers, rare Numina, and similar may not be graftable at StoryMaster and Rules Master discretion. This is in addition to the existing restrictions against taking template abilities.
- Traits unique to the ‘donor’ template type use the donor’s rating for all dice pools and derived effects. Attributes, skills, and other trait types the Vampire DOES have access to use their own ratings.
- If using this Scale to gain a Mage’s power, you choose from their Praxes or Rotes, not Arcana, though individual Attainments can be taken one for one as normal. Similarly, it can’t be used to gain Blood Sorcery dots, but can be used for individual Rituals.
- You must always submit an Action request when using this Scale, and keep track of the Health levels of any relevant parts. Any mechanical issues will be decided on a power by power basis.
- Pack Experiences are not in use
- Packs may be formed either pre-creation or IC, but only involves PCs or those directly represented with merits; no ‘Secondary’ characters are created. Totems are created normally.
- Packs do gain the normal 5 dots of Pack merits, but other dots must be purchased by individual characters contributing their personal Experiences.
- Hunting Natures are not in use, due to the difficulty of keeping track. No drawbacks or benefits of the conditions are gained.
- Packs may purchase and use Pack Tactics of any level as well as use them spontaneously, though the latter may only occur in a scene with a Storyteller, who will approve their use on the spot; this does not guarantee every staff member will allow the same one in the future.
- Tactics must be purchased via individual pack members contributing Experiences
- Developing learned Pack Tactics for purchase follows the same guidelines as other Custom Creations.
- To clarify, the Primal Instincts Tell is required for Wolf-Blooded to participate in Pack Tactics. Non-Werewolves otherwise cannot do so.
Former Wolf-Blooded characters retain ONE tell when changing into anything besides a Werewolf. Any additional Tells purchased are lost with all other Wolf-Blooded merits.
A Thrice-Born is a wolf-blood with two very specific tells: Second Skin and Shadow Twin. The other component to being Thrice-Born is the culture in which their gifts are cultivated. Simply having the right combination of Tells is not enough. Thrice-Born are raised with duty and service to the Uratha and their culture. Thrice-born believe that they are a special part of Uratha culture, where the Wolf, the Man and the Spirit are born in separate, distinct forms. Because they have this unique perspective of what it is to be a servant of Luna, then they are duty bound to serve and fight.
There are specific drawbacks and benefits to being a Thrice-Born. Thrice-Born are raised in a militaristic manner, a very hierarchical familial group who expects them to serve the Uratha as warriors, and scouts, and keeps their arcane education at the forefront of that. After all, sending the ignorant into battle is a surefire way to make sure they die first.
They are expected to serve All Uratha as their assistance is called upon, and they are not allowed to pick and choose their battles. As they are servants to all, they will not get involved in conflicts between packs. They do not claim territory. They do not join packs, except with other Thrice-born or packs exclusive to their familial group, who understand the duty they must do.
Thrice-Born Can and Do undergo the first change. Unlike other Wolfbloods, when the Thrice-born first changes into an Uratha, they will lose both Shadow Twin and Second Skin tells. They are no longer Thrice-Born, as those separate aspects have joined into one, complete being. As such, the other Thrice-Born will still pay them honor as having shared in their struggles and run as a servant, but will no longer count them among their numbers.
NEW Wolfblooded ONLY Merit: THRICE BORN (**)
Wolfblood Only Merit - to be listed publicly on wiki and sheets
Prerequisites: Shadow Twin (Tell), Second Skin (Tell)
Optional: Family Status-Hayes
The Thrice Born Merit identifies a Blooded as a Thrice-Born. There are benefits to this
- . +2 in assist/teamwork rolls with Werewolves and their allies.
- . +1 to persuasion rolls among the Uratha of Portland.
- . −2 to those in the Werewolf faction initiating hostile actions upon the wolfblood. Follow up hostile actions have no penalty.
There are drawbacks as well:
- . They can only join packs with other Thrice-Born or PC’s with Family Status-Hayes
- . They cannot take the Neighborhood Merit, even as pack members.
- . They cannot hold Territories, as they are servants to all Uratha.
- . If the Wolfblood undergoes the First Change, they will lose both the Second Skin and Shadow Twin merits, as well as the Thrice-Born merit, as they are no longer considered Thrice-Born.
The First Change-Mechanics
When a Thrice Born undergoes the First Change, they are no longer considered Thrice-Born. Unlike other blooded changes, they lose both Second Skin and Spirit Twin tells. XP spent for those merits will be refunded back.They will retain a permanent dot of status in the Hayes family, or gain a second to reflect their service as a Thrice-Born. (Note: only if the change happens IC. This does not apply to Uratha who started the game as changed Thrice-Born. This applies to characters created after this merit was implemented, and will not be applied to current characters who have thrice-born in their background, OR to characters who started the game thrice-born and underwent the first change. It is meant for those who purchased the merit “thrice born” only.)
Requirements: Thrice Born and/or Last name Hayes
- Ronald Hayes has indoctrinated you into the family. You gain access to use the family Locus freely. This also comes with free housing at the Hayes family estate as well as a family that will back you up through thick and thicker.
- You did something of note that even the Forsaken talks about. This does not go without notice in the family and they talk of your praise. You gain 1 dot of resources as well as the access to the family’s Library. Your access to the library will increase as your status does, and provides an equipment bonus equal to Status: Hayes for appropriate research rolls.
- The Thrice Born has work to further the family and help Forsaken as well. You have really done your part to help as best you can. Ronald had noticed your work and wants to help you get stronger. You gain Favored Form at 2 dots for any form. (Note that only those Thrice Born with the family name may go above Status 3. There are very extreme circumstances for someone without the family name to move beyond this point.)
- You are now one of the top members of the family. There are not many of you, but if you got here, you deserved it, you worked for it with your own sweat and blood. Hayes and other higher members of the family teach you why the Thrice-born are not to be trifled with. They are not just money and family, they are fierce warriors as well. You can access to Fortified Form (3 dot version) for whichever form you choose. You must still meet the requirements of Fortified Form to use it. This stacks if Fortified Form is already taken for one form (Max of the 5 dot version)
- Disclosed. Only Ronald and his daughter Claire have this level of status at the moment.
Drawback: Thrice born cannot take the Neighborhood merit as the Estate is all the family cares about. Thrice Born within the family shall not form packs with non-Thrice Born and Hayes family members.
Exiled members can not take Status Hayes family but may take the Neighborhood merit.
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