GameRef: House Rules
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- Beats and Willpower
- Custom Conditions
- Custom Items and Powers
- Customizable Traits
- General House Rules
- General Clarifications
- Travel to Other Realms
- House Rules and Clarifications
- Mortal +
- Blood and Vitae
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.
Beats and Willpower
Wanton Wicked 7.0 is not using beats. Instead, characters will not regain Willpower by sleeping, but can regain it through any means that normally grant a beat, such as by fulfilling conditions and aspirations, in addition to other means such as their Anchors and Touchstones.
- 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.
- Resolution: 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.
- Resolution: 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.
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 abilities, however.
- Possible Sources: Exceptional success on a power activation roll or use of a (rolled) template ability.
- Resolution: Gain an extra success on a roll with that power as described above, fail a roll using that power.
- Note: 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.
- Resolution: Gain an extra success on a roll with that power as described above, fail a roll using that 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.
- Resolution: Fail a perception roll, get surprised. The condition fades naturally if you leave the area.
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.
- Resolution: 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
- Resolution: 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. This does not beat powers concealing nature.
- They similarly notice something strangely alluring about Sin-Eaters, as their Liminal Aura appears particularly lively to Kindred Senses.
- Werewolves sense Vampires and Sin-Eaters with a successful Wits + Primal Urge roll when close enough to smell one; again, this does not defeat powers concealing nature.
- Hunter’s Aspect and the Liminal Aura can defend against Lashing Out and vice versa.
- All auras can be used to try and defend against supernatural powers that mention any other aura type as able to end it (e.g. Awe). This must be purposely done, however.
Clash of Wills
- Whenever there’s no dice pool listed for a given situation, use Supernatural Potency (“Power Stat”) + Relevant Attribute. Mortals usually have no Supernatural Potency (Supernatural Resistance does NOT count) .
- When using an Attribute in a Clash of Wills, only your base, permanent attribute rating applies, not anything temporary (or even ‘indefinite’, if the ability is still ‘active’) boosting it. Permanent, lasting changes (those not needing ‘active’ powers keeping it going) work normally.
- Ephemeral entities all roll Rank + Influence, as described for spirits in Werewolf: the Forsaken. We allow ephemeral beings to add Influence for other powers if related to the Influence.
- Re-attempting a power usage (or another very similar power usage) after a lost Clash of Wills is subject to multiple action penalties (a −1 for each further attempt) for both the ensuing reactivation (if applicable) and the Clash dice pool itself. Only the one re-activating is subject to the penalty.
Shapeshifting and Animal Powers
Supernatural powers like Feral Whispers that allow communication with animals work on other supernatural creatures in animal forms, but powers that command mundane animals alone do not work on supernatural creatures that are shapeshifted.
Certain merits and abilities, such as Sorcerous Eunuch (SotC) reference “magic” in general, rather than specific types of powers. However, the definition of magic often varies, so we’re using the following rules:
- Merits/powers 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, one that requires a separate extended action first (like meditation), and anything that explicitly is called a spell or ritual in its description. This includes all Blood Sorcery, Ceremonies, Wolf/Pack Rites, and Thaumaturgy, among other specific examples. This never applies to ‘template’ abilities, like a Werewolf’s shifting.
Note that text that talks about supernatural powers or abilities in other forms are unaffected by this; if it mentions the supernatural in general, it works more universally.
Vampires and Supernatural blood
- 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.
Crafting usually costs 1 less Availability than buying something outright, and remember that skills and other merits than Resources can be used to fulfill this; crafting a Repository on the supernatural can use Occult, for instance. At staff discretion, this might be altered for specific circumstances (certain artistic endeavors, for instance).
Custom Items and Powers
ANY custom item/power can only be developed after creation
(but you can start with public ones on the Custom Items And Powers wiki)
Custom Magical Items and certain Supernatural Powers (see below) can be created anew by Player Characters using the following process:
- Submit the proposed Item or Power to the Rules Master with suggested mechanics for approval. Please refrain from submitting Items/Powers you are not able to use yourself. This does mean you cannot submit them for characters that are not yet sanctioned, as well.
- 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 write-up. 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, with Storymaster input, 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:
- Specify in the same request whether your character is hoping to build (i.e., craft) the item or power or retrieve it.
- 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: Dice rolls should be attached to the request.
- In the case of 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). A scene or blue book MUST be one of the 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 sent back to the Rules Master for purchase (assuming you have the Experience), at which point it will be added to the wiki.
- Only one custom item/power may be submitted per character at a time. Unless otherwise noted, custom items/powers are limited to one per month.
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.”
Note: Even if through some special ability, a member of one Supernatural Type is able to learn/use powers/items of another, they are still not able to customize anything not under their own header below. However, they can still buy PC-made powers that they have a way to learn.
- Devotions, Carthian Law, Invictus Oath, Scales of the Dragon, and Rituals.
- Carthian Law is inherently Public simply due to its often-external nature.
- Malisons always count as 3 dot powers, for Justifications.
- Rites, Pack Tactics, Fetishes/Talens*.
- Pack Rites, Tells
- Tells are inherently Public and count as 3 dot powers, for Justifications.
- Mementos*, Ceremonies
- Anyone can purchase Ceremonies, but only Sin-Eaters grasp the fundaments well enough to customize them.
Absent have no options at this time, but this may be revisited later.
- Supernatural Merits
- This can include those for Merit Templates.
Custom Mundane Items
“Mundane” equipment (though this includes Occult-crafted “Mystical” equipment) is submitted to the Rules Master for mechanical approval before the actual crafting roll is made.
- You are limited to one new piece of custom mundane equipment per month, but this is separate from the custom power limitation.
- All equipment is considered “public” and you do not need Rulesmaster approval to use or craft it; as well, you can make certain minor modifications to that equipment without a new request.
- Existing custom equipment and rules for modification can be found here: Custom Mundane Equipment
- All may submit “modifications” for powers like Protean, Biomimicry, and similar “animal aspect” type abilities that allow you to gain customize-able modular benefits. These don’t count towards your monthly limit, and don’t need Justifications, but are still subject to “one at a time” rules.
- Custom Animal Forms can be submitted freely so long as you have a power that allows transformation into that form. However, you may only have one in the queue at a time.
General House Rules
Integrity Traits and Sanctity of Merits
Any increases to Humanity, Synergy, or Integrity that are purchased with Experience are subject to sanctity of merits. That XP cannot be used to repurchase an Integrity trait.
- If you purchase Humanity 8 at char gen and later drop to Humanity 7 - you will receive back the XP spent on the increase.
- You are at Integrity 4 and you feel that your character has earned an increase to Integrity 5. You spend the XP for the increase. If you later fall back to 4, you will receive back your spent XP.
- No XP will be given for drops in which no XP was spent, such as starting with Integrity 7 and dropping to Integrity 6
Mystery Cult Initiation, Packs, Coteries, and other groups
See the Cult System for rules creating a player-lead group.
- Stunned works off of the “Targeted Attacks” rule in various books, meaning the attack needs to target the head and do damage equal to or greater than the target’s Size; ignore the “Causing the Tilt” entry in most books. The Stun Tag for weapons still works normally, as do powers or other abilities that explicitly cause Stunned. Damage sources that can’t be targeted usually don’t cause Stunned.
- Knockout Artist (Boxing, Hurt Locker) simply treats Size as 1 lower for targeted attacks to the head.
- Ippon (Grappling, Hurt Locker) allows the penalty (−3) be taken to cause Stunned, with the listed benefit calculating damage.
- Weapon Prerequisites
- 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.
- Animal Forms
- 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.
Game Time frames
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.
- Damage done via the Damage maneuver, as well as similar success based maneuvers, like Feed, deal net successes in damage/blood/etc, not total.
- Activating powers can be done normally if reflexive, and if you win the grapple roll for instant actions.
- When grappled, you do not lose your first turn if you haven’t gone. You may still make a roll to “contest” the initial grapple and try to escape, or do another action that the grapple wouldn’t prevent.
- 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).
Minor Power Usage
For casual scenes, dice rolls and willpower/energy expenditures for minor, short term, casual usages of powers or innate abilities will typically not be enforced. Obviously, this should be nothing causing a lasting effect, harm to another, or that’s resisted or contested in any way; such cases use the normal systems. This allows for simple things like using Telekinesis to float a drink over, for instance, without spending a point of Willpower.
- Ephemera Summoning
- 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 in combat, all poisons inflict the Poisoned Tilt. It’s moderate for Toxicity 1–5, and Severe for Toxicity 6–10.
- Out of combat, if a given source of Toxicity doesn’t say otherwise, the damage dealt happens one time.
- Integrity Merits
- Support Network works for Integrity and Humanity.
- Scarred may only be taken for Integrity.
- Violent Skills
- Most of the Violent Skill uses are usable as is, though may need Narrator oversight when the need of an ST is mentioned.
- Occult Charms are capped at ±5 in their effect, like equipment, but extra successes can always add extra days.
- Academics’ system for removing merits is tweaked slightly:
- The roll is made per week, not per day, and is Contested instead of Resisted; the target uses Resolve + Academics (or another skill if the ST deems it appropriate to the plan), with a target equal to twice the rating (without adding anything else, as it’s a little easier to defend the status quo than to work against it). Rolls and results are made at the END of each week. The defender wins if there’s a tie (as in both meet/exceed their target by the exact same amount in the same roll).
- Merits like Contacts (where appropriate to what’s being targeted) will reveal what’s going on to the character at the BEGINNING of the process.
- The plan MUST be detailed and make sense; if you have no actual idea HOW you could harm a given merit, you can’t do it.
- ‘Personal’ social merits like Striking Looks and Taste can’t be targeted with this system.
Social Maneuvering and PCs
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.
- 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, they shouldn’t be entirely ignored; they evoke an emotional response, it just does not dictate action.
Use the systems in Vampire: the Requiem and the World of Darkness 2E: The God Machine Rules Update.
- 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.
- Up to 3 different specialties may apply to a given skill roll.
- 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), except where explicitly allowed within the books. 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 the other player, which may delay sanctioning. Werewolves may only take PCs as physical Touchstones.
- In the case of a character 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 venue.
- Other Supernaturals MAY be suitable as Touchstones, if they truly remind the character of their human side somehow, but this is generally rare, and needs Storymaster permission (along with the other player); in such cases, it should only be another PC.
- In the case of any merit or power that inflicts a scaled Tilt or Condition, if the writeup doesn’t include a rating, assume it uses the minimum or lowest severity version.
- Where there’s conflict between different versions of the same Tilt in various books, default to the Chronicles of Darkness 2e version, or the newer book if not in that core.
Merits which grant Merits
- Mystery Cult Initiation benefits ignore prerequisites when granting a specific merit (or one of a set of specific merits), but cannot grant venue-specific merits to those not in it.
- With Storymaster and Rulesmaster permission when submitting the MCI progression, merits may be rewritten slightly to accommodate a different venue or work universally. This should be done sparingly, and will not usually be approved for more than a single level of Initiation.
- If a character cannot benefit from a given level, they instead receive an appropriate number of dots of RELATED merits, and these replacement dots do NOT ignore prerequisites.
- Totems cannot grant merits from other venues (like Vampire merits or Supernatural merits) but otherwise ignore prerequisites. As above, if a member cannot benefit, they get replacement dots.
- No Merits that provide access to merits or similar traits at lower effective cost may ever provide access to OTHER merits that do the same or provide further cost breaks. For instance, you cannot have a Totem that provides Professional Training or Mystery Cult Initiation.
Merits Shared By Multiple Characters
- Merits mentioned in the Cult System page may be shared by characters without being in the same group, but these must be purchased with personal XP, not group XP.
- Merits representing the same sort of supernatural location stack with each other, and can be “shared” that way. For instance, Dedicated Locus stacks with Nest Guardian and Magical Nexus, so long as the latter two are taken to reflect that Locus. Everyone gets the full benefits of their own merit at the combined rating.
- Merit 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 a specific exception is noted.
- 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.
Pre-empting Social Actions
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.
Any combat skill and related specialty can be taken for Quick Draw, including Brawl and Athletics ones.
Retainers, Familiars, etc.
Retainers use the rules presented in Geist: the Sin-Eaters, and so gain access to 2 * their rating in personal merits. For instance, a Retainer cannot have a 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.
- Retainer Derived Traits
- Defense is equal to Retainer rating
- Speed is equal to Species Factor + (Retainer dots * 2)
- Retainers can’t spend Willpower for dice/resistance, but if they need it for powers assume they have (Retainer dots) available for a given scene.
- Initiative is (Retainer dots * 2)
- Use the Retainer rating for meeting Attribute/Skill prerequisites in appropriate merits to their field. They do NOT have specialties for the purpose of prerequisites.
- Retainer animals use the basic Retainer system, as referenced above.
- For powers or merits that grant access to animal forms or companions (other than Retainers), animal stats not in one of the published books should come from the official add-on: here
- See Custom Animal Forms for more.
- Retainers cannot be full template creatures likes Vampires, except in explicitly defined, limited cases like the Sanctuary merit.
- Ghouls gain Discipline dots as described in Vampire: the Requiem. Other half-templates gain any innate abilities (like Wolf-Blooded Tells) and spend merit dots on other capabilities.
- Ephemeral Entities use the rules in Ephemeral Influence: they’re Rank 1 at 1–3 dots, Rank 2 at 4–5. They gain Influences/Manifestations appropriate to Rank, and Numina equal to half their rating, rounded up, but use normal dice pools for the merit. They do not gain any merit dots, however.
- Staff cannot be used for resisted or combat-oriented actions, in addition to not being usable for contested actions, except to add dice with â€˜teamwork’ rules to a PC.
Travel to Other Realms
- Characters with an “affinity” to another realm, whether through venue (Werewolf to Shadow, Sin-Eater to Underworld) or character build/concept (A vampire with Kindred Necromancy’s gate-opening rituals and the Underworld), may go to the “nearby” areas of the related realm, for instance the Autochthonous Depths of the Underworld. To confirm affinity, note it at creation or put in a request to your venue.
- Going deeper in, or to any area that’s expected to be dangerous 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.
The following rules apply to gaining “Z Splats” on Wanton Wicked:
- Pre-approved and published Bloodlines and Lodges can be taken at character creation or anytime afterward, so long as prerequisites are met (if any).
- Published Entitlements are first come, first served, but similar custom ones can be made to those in the books. Dauphines are not currently available. Entitlements may not be taken at creation.
- A character must be sanctioned at least a month before submitting a Z-Splat that requires any amount of customization.
- 1st Edition official Z-Splats may be sent in to the Rulesmaster (as Custom Item/Power) with an attempt to convert them to fit the 2nd edition differences. Once the mechanics are worked out, the Storymasters will approve if they feel it makes sense for the current setting. Once approved, they may be joined like official 2nd edition Z-Splats, as if they already exist.
- Completely custom Z-Splats may be sent to the Rulesmaster and then Storymasters above, and will receive more scrutiny. You MUST meet the prerequisites to create an entirely custom Z-Splat IC, post-creation, per the rules given in the respective books, as your character is creating it themself. There will be NO exceptions to this.
- Creating a custom Z-splat uses up your custom power creation for the month, and may not be submitted alongside other custom things. If the Z-Splat has custom powers of some kind, you’ll need a Justification for each dot of said powers, but these can be spread out over the course of you buying them.
- Lodges specifically need at least 2 founding members, as there’s no way to attract a powerful enough Totem (Rank 2+) without at least that many people.
- New Entitlements use the system for restoring a wild title, as described on page 32 of Oak, Ash, and Thorn; these quests can be bluebooks or player-driven scenes with narrator approval (submit a request to the Changeling group). It’s heavily encouraged that players wanting similar Entitlements forge a legion entitlement that can be shared, or to talk with someone with an existing Title about turning it into such an Entitlement.
House Rules and Clarifications
- For keeping track of Ephemera, use the Vampire rules for Hunting, an example of which can be found here, replacing Vitae with Ephemera, and gaining Empowered (Psychic Vampirism) instead of Sated on an exceptional.
- Psychic Vampires may purchase Herd and Feeding Grounds, which apply to Ephemera instead of Vitae.
Blood and Vitae
Vitae and Hunting
- 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, implying the victim died).
- You may NOT gain the bonus for extra time; it’s already assumed you’re spending several hours over the week doing your hunting.
- Vitae gained In-Character from other PCs or ST-NPCs works normally and has no effect on hunting rolls or vice 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.
Coil of Zirnitra
Not all Supernatural Merits are appropriate for Kindred to be capable of learning, and with the base Coil alone, it does not allow Vampires to bypass their banes or to fundamentally alter certain things about them. The Coil itself is allowed and may be purchased, but the following Scales and Supernatural Merits are not currently allowed for Kindred:
- Grafting Unholy Flesh (Scale, SotC)
- Skin-Thief (Merit, Dark Eras)
- Pyrokinesis and Pyrokinetic Resistance (other Psychokineses are fine) (Merit, Core)
- Clear-Sighted (Merit, Vampire)
- Laying on Hands (Merit, Core)
- Supernatural Resistance (Merit, Hurt Locker)
- Mind over Body (Merit, Custom Items/Powers)
- Biokinesis (Merit, Core) is allowed but does not affect Kindred healing.
- ‘Micro Template’ merits of any kind.
Non-Listed Supernatural Merits and Scales are assumed to be allowed, but more may be added to the list if the Storymaster Team and Rulesmaster deem them to be an issue.
- Protean (Swarm Form)
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).
Terra Figulina is limited to providing its creations the following Dread Powers: Chameleon, Hunting Grounds, Jump Scare, Mist Form, Natural Weapons, Prodigious Leap, Regeneration, Toxic and Wall-Climb
- Pierce the Veil only requires Willpower to be spent to use other powers if the Kindred would not be able to target the ghost without that Devotion. Using Obfuscate 1 or 3, for instance, will work on a ghost either way, even without using the Devotion at all, as would any mental Disciplines on a materialized ghost.
Clarification: Downgrading Damage
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, 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; extreme levels of trauma may bypass this, at Narrator discretion in a scene.
- Direct supernatural sources that deal lethal damage (such as Nightmare 5) are not downgraded.
- 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 are not downgraded unless they say so.
- Supernatural powers that say Vampires may be immune, downgrade the damage, or otherwise suffer less harm at Storyteller discretion have that lesser effect on Vampires by default.
Tech-Savvy is for mundane, physical (or electronic) equipment. It cannot be used for “Mystical/Occult” equipment, plans, repositories, creative works, etc. It CAN be used, of course, for labs and other tools that grant benefits to crafting those things, but will not benefit the end product directly.
Elders and Thousand Years of Night
- Age will NOT be enough to make you count as an Elder, mechanically. Instead, Blood Potency 5 replaces the normal prerequisite of ‘Elder’ if not already requiring a higher amount.
- Abilities that require X years to be taught them instead require you to have gained Blood Potency equal to the years divided by 50, rounded up.
Celebrity Devotion (TYoN)
This use can grant 1 dot of the appropriate type of merits per victim after an appropriate scene, which can change after a new scene, but does not stack with the previous one gained (so, with 3 victims, you’ll never have more than 3 dots of merits gained at a time from this Devotion). As well, these must all be mundane forms of the merits; it will not provide Covenant Status, Allies among Spirits, or Psychic Retainers, for instance.
Coil of Quintessence
The Scales of Quintessence in the book require you to ACTUALLY have the prerequisite Coils, you can’t just pay the 1XP surcharge to buy it when you lack the prereq.
See Pack system for rules on creating Packs.
To clarify, the Primal Instincts Tell is required for Wolf-Blooded to participate in Pack Tactics. Non-Werewolves otherwise cannot do so.
Wolf-Blooded Changing to Another Template
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.
Wolf-Blooded (and mortal) characters that have access to renown, gifts, and rites through the Moon’s Grace pack merit do not get any rites, renown, or unlocked gifts for free, and they do not have any “affinity” for any gift lists.
They do, however, gain free facets for unlocking gifts or raising renown (including the first dot); they may bank these for future use, early on, when they’d have more unlocks than potential gifts to use them on.
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The Storytelling System, Beast the Primordial, Changeling the Lost, Chronicles of Darkness, Demon the Descent, Mage the Awakening, Vampire the Requiem, and Werewolf the Forsaken © 2014–2022 White Wolf and published by Onyx Path Publishing. Produced by Jeff Vandenberg. Layout and Design by Jill Arden 2016 and Anne B 2022