GameRef: House Rules
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- 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.
- 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, donï¿½t 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 didnï¿½t 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; itï¿½s 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, 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.
- Resolution: Fail a roll to resist the creature typeï¿½s 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).
Youï¿½ve 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 youï¿½re 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 and Beasts as having a ï¿½Predatory Auraï¿½, but realize they arenï¿½t Vampires, to the range of their Kindred Senses. This does not beat powers concealing nature (including Passing Resemblance).
- Werewolves sense Vampires and Beasts with a successful, instant Wits + Primal Urge roll when close enough to smell one; again, this does not defeat powers concealing nature.
- Neither Vampires nor Werewolves can inherently sense Changelings (even predatory ones) through their aura due to the Mask (but see rules on the Mask below).
- Hunterï¿½s Aspect can defend against Lashing Out and visa versa, and both can be used to defend against Bedlam. Bedlam can theoretically be used to defend against other auras too.
- 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.
- Whenever thereï¿½s no dice pool listed for a given situation, use Supernatural Tolerance (ï¿½Power Statï¿½) + Relevant Attribute. Mortals always just roll an Attribute.
- When using an Attribute in a Clash of Wills, only your ï¿½ï¿½baseï¿½ï¿½, 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.
- 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.
Certain merits and abilities, such as Sorcerous Eunuch (SotC) reference ï¿½magicï¿½ in general, rather than specific types of powers. However, the definition of magic often varies depending on the venue. The following rules apply, based on the ‘source material’ a given merit, power, or rules text comes from. Any notable exceptions will be listed below:
- In Blue Books, Vampire, Beast, and Werewolf, merits/powers that provide protection against or affect ï¿½Magicï¿½ in general, without referencing a specific type, protect against any power thatï¿½s activated with an extended action, one that requires a separate extended action first (like meditation), and anything that explicitly is called a ï¿½spellï¿½ or ï¿½ritualï¿½ in its description. This includes all Blood Sorcery, Obcasus Rites, and Wolf/Pack Rites, among other specific examples. This never applies to ‘template’ abilities, like a Werewolf’s shifting.
- In Changeling, ‘magic’ is often interchangeable with ‘supernatural’, and so will affect or respond to any sort of supernatural ability. It will not, unless it specifically says so, affect ‘template abilities’ like a Vampire’s Blood Bond or a Werewolf’s shape-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, even among talks of magic, it works more universally.
- Kindred Senses only see past the Mask if related to what they normally reveal (life, blood), and ONLY reveal that aspect of the Mien. Abilities like Auspex can see through it more reliably.
- Wolf Senses allow the Mien to be smelled, but donï¿½t reveal visual information.
- Beasts donï¿½t see past the Mask without powers like Eyes of Heaven, but do sense Changelings normally with Family Resemblance.
- 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 ST discretion, this might be altered for specific circumstances (certain artistic endeavors, for instance).
ANY custom item/power can only be developed after creation
(but you can start with public ones on the Custom Items And Powers wiki)
- 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 youï¿½re creating (or if youï¿½re 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 theyï¿½ve 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 ï¿½privacyï¿½ 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 canï¿½t 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 ï¿½findï¿½ 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 ï¿½retrievalï¿½ system, and ** means they MUST be ï¿½retrievedï¿½.
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.
- Goblin Contracts, Tokens*.
- Goblin Contracts require 2 Justifications
- Goblin Fruits/Oddments can be submitted, but will generally need to be found/farmed through IC methods.
- Obcasus Rites, Kinship Nightmares, Kinship Merits
- Obcasus Rites can only be developed by Initiates. They need Justifications equal to the level of their ï¿½tierï¿½ (1 for Basic, 2 for Intermediate, etc).
- Kinship Nightmares require appropriate Family Ties.
- Kinship Merits will be closely scrutinized; they should NOT just look like general merits with a Kinship prerequisite.
- Supernatural Merits
- This does NOT include Micro-Templates, but they can be unique to Heralds
- Supernatural Merits
- This can include those for Merit Templates.
“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 ï¿½modificationsï¿½ for powers like Protean, Biomimicry, Skin Deep, and similar ï¿½animal aspectï¿½ type abilities that allow you to gain customize-able modular benefits. These donï¿½t count towards your monthly limit, and donï¿½t need Justifications, but are still subject to ï¿½one at a timeï¿½ 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.
Any increases to Humanity or Integrity that are purchased with Experience are subject to sanctity of merits.
- 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
A character may only have a total of 6 dots assigned to different versions of this merit. The following Cults do not count towards the limit for mortal characters, but may ICly limit membership in other groups: FHC LLC, Miami Infoship, Niqibat Al-Tijara, The Order of Saint Cervantes de Valladolid, and The Seventh.
Initiation may be in a setting-created Cults or Groups (See Mystery Cults) or a player may create a new Cult (see below).
Sheet benefits granted from MCIs should be listed in Power Notes as well as added to the sheet.
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 the Rules Master, along with the Initiation benefits. After it has been approved mechanically, it must go through Story Master approval to make sure that it is a fit for the setting.
This should be done BEFORE character creation if not being created In Character.
- Note that at least 3 PCs need to be involved in a Cult BEFORE being approved for play, with it being open to more members. If the Cult ever falls below three members all remaining members lose access to the benefits of the cult until they recruit a third member again. They may either leave the dots on the sheet and recruit IC or sanctity of merits them back to get a refund on XP but no one will be able to use the mechanical benefits without 3 active, sanctioned PC members.
- All Cults need at least one member with 5 dots of Initiation, or a member with a merit like Primordial Cult (Beast) that implies cult leadership.
- If approved, the Cult becomes a facet of the setting just like anything else, and may be made to have ties with existing or new NPCs, existing or future plots, other PCs, or the cityï¿½s 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 1–2 can be purchased with Experience or starting merit dots, with Justification. Anything above that requires Narrative Justification?, but does not need to be purchased. This does not apply to any other merit, like Mystery Cult Initiation or Mantle.
- Note that you must have Status purchased at 2 with XP to be able to earn a high-level position or otherwise raise to a higher status level, though you may do this at the “same time” as a position is offered IC, if applicable.
- Each dot in strength allows you to lift and carry something 25 lbs or less, push something 50 lbs or less, or push on wheels/rollers something thatï¿½s 250 lbs or less.
- For lifting, youï¿½re able to lift more than this limit but you take a cumulative −1 penalty to Speed and all Physical rolls for every 25 lbs you carry in excess of your safe capacity.
- The second dot of the Strength Performance merit from Hurt Locker sets the lift/carry limit and the amount at which penalties apply to 40 lbs per dot of Strength, which also means your push limit becomes 80 lbs per dot and your push on wheels/rollers limit to 400 lbs per dot.
- The third dot of the Strength Performance merit doesnï¿½t affect the lift/carry limit, but sets the push limit to 400 lbs per dot, and the push on wheels/rollers to 1600 lbs per dot.
|Strength||Lift/Carry||Push||Push on wheels/rollers|
- 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.
- 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 powerï¿½s range of a potential entity.
- Weapon Prerequisites
- When a fighting style or other merit/ability prerequisite relies on a weapon of a certain damage rating, use the weaponï¿½s 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.
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 ï¿½success basedï¿½ 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 havenï¿½t gone. You may still make a roll to ï¿½contestï¿½ the initial grapple and try to escape, or do another action that the grapple wouldnï¿½t 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).
When in casual ‘coffee shop’ type 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.
- When in combat, all poisons inflict the Poisoned Tilt. Itï¿½s moderate for Toxicity 1ï¿½5, and Severe for Toxicity 6ï¿½10.
- Out of combat, if a given source of Toxicity doesnï¿½t 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.
- Academicsï¿½ 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.
Use the systems described in Chronicles of Darkness, pg 82ï¿½83 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 shouldnï¿½t 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.
- Remember that 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). 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 thereï¿½s 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.
- Mystery Cult Initiation benefits ignore prerequisites when granting a ï¿½ï¿½specificï¿½ï¿½ 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.
- Mundane merits that appear with the “Motley” tag in Changeling can be combined by any group like any other shared merit. Merits with this tag, as of writing, that aren’t already listed as shareable in other sources include Allies, Contacts, Resources, Retainer, Staff, and Status (mundane only)
- 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 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.
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 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 canï¿½t spend Willpower, 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 Beasts or Vampires, except in explicitly defined, limited cases like the Sanctuary merit.
- Retainers representing ephemeral entities gain 1 dot of an appropriate Power per 2 dots in the Retainer merit, rounded up.
- Ghouls gain Discipline dots as described in Vampire: the Requiem. Fae-Touched gain a common or goblin contract at 1, 3, and 5 dots of Retainer. 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 per the power rules above, but use normal dice pools for the merit. They do not gain any merit dots, however.
- Staff cannot be used for anything that would involve a resistance or other penalty (like defense) from a ‘target’, in addition to not being usable for contested actions.
- Characters with an ï¿½affinityï¿½ to another realm, whether through venue (Werewolf to Shadow, Changeling to the Hedge) or character build/concept (A Gravewright changeling with Underworld specs and the Underworld), may go to the ï¿½nearbyï¿½ areas of the related realm, for instance a Trod in the Hedge or the Autochthonous Depths of the Underworld. To confirm ï¿½affinity,ï¿½ ask for it at creation or put in a request to your venue.
- Going deeper in, or to any area thatï¿½s expected to be dangerous even ï¿½nearbyï¿½ 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 1ï¿½2 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.
- 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, youï¿½ll 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 thereï¿½s 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.
While Paradigm Shifts in the Hedge can get you a single goblin fruit, it also attracts attention from denizens in the area and the Hedge itself. This is in addition to the negative emotional effects it can have on the Changeling causing the Paradigm Shift. A much safer way to get the specific goblin fruit you want is to farm it.
To facilitate this, you must have a Hollow and a means of growing goblin fruit within it(either Goblin Bounty or Stable Trod). After you have these you can, once per month, attempt a hedgespinning roll to cause a paradigm shift within your hollow and turn a single fruit into an approved hedge fruit of any kind.
As the hedgespinning takes place over a lengthy period of time and in the safety of your own secure Hollow/Trod, this will not gain the attention of other denizens of the hedge and will not cause a negative mental effect upon success of a paradigm shift.
This can vary and will be up to the motley to determine what you would like to use as long as it fits the theme of the fruit you are attempting to grow. For example, if you are attempting to grow Amaranthine, this roll represents your motley cultivating that private garden with the mindset of compassion while using cinnamon fertilizer and telling the plant stories of loss and despair that it takes to make this very precious fruit. Appropriate roles might be Presence/Wits + Empathy(tending to plant with compassion), Intelligence + Science(correct mixture of cinnamon, tears and lifeblood), Presence/Manipulation + Expression(songs or stories of lamenting loss and despair), etc.
Workshop*: If you are using a Workshop in your hedgespinning roll, the die pool must be Intelligence + Crafts + Workshop
Due to the shortened list of kiths in the second edition corebook for Changeling, a number of the kiths presented in the original playtest have been reviewed and updated to match the changes made to the system since that playtest was released. Those kiths can be found here, and have been approved for play.
When a Hollow has Easy Access, the normal Portaling rules are amended. Each Changeling must enter and leave separately, expending a Glamour every time they either enter or leave. The Hollow has no permanent entrance from the mundane world, and every Lost returns to the same mundane door that they entered at.
If Bob and Alice share a Hollow, and Bob spends a glamour and enters the Hollow from a door in China while Alice spends a glamour and enters from a door in Algeria, Alice may not ‘follow’ Bob out to China when Bob spends a glamour and exits to the mundane world. To exit to the mundane world, Alice must also spend a glamour, and she will exit to Algeria.
If Clarice the vampire is brought through the Easy Access portal by Bob, she may exit with Alice. As she is unable to expend glamour to open her own Portal, she is at the mercy of whoever will ferry her through.
If a Changeling enters through an unlocked door that is subsequently locked, she may not exit into the mundane world until it is unlocked. She must exit into the Hedge.
Such is the tradeoff for being able to enter your Hollow from literally anywhere.
When a motley submits for the Stable Trod merit, they must follow the rules on p201–202 of the CtL core book to determine the Trod’s length and how well the motley cares for the Trod. A length 3 trod which is “well cared for” is a 5 dot trod. You must submit the start and end points for your Trod on the request where it is first purchased.
An Empty Heart counts as protective fae magic, so a character with one that’s killed by Iron will not be able to be revived.
- If done during a scene, Satiety increases work normally. This includes Family Dinner.
- During downtime, you can hunt ï¿½freelyï¿½ once per week; itï¿½s assumed you can put together up to a seven dice ï¿½potentialï¿½ pool. You must live with the results of the roll, and alter your Satiety Condition as appropriate.
- If you have Kinship with a Supernatural character that ï¿½hunts,ï¿½ itï¿½s assumed you can manage Family Dinner with them in downtime once per week as well, with their permission.
- If you remain at Starving or Ravenous for long enough to Inflict Nightmares (see pg. 99 of the Beast core), you MUST inform a Narrator of this through a request.
This ï¿½ï¿½doesï¿½ï¿½ apply to PC supernaturals, but remember this does not force you to ï¿½ï¿½likeï¿½ï¿½ them or do anything other than offer a decent first impression upon the ï¿½ï¿½ï¿½firstï¿½ï¿½ï¿½ time you meet a given Beast. After that, impression changes normally, and is under player control.
Having Horrorspawn does not prevent the Slumbering condition. Instead, it occurs at whatever your new maximum is.
They cost 1 Experience each, after learning the merit (Consecrate is free). Communion must be gained before purchase, as normal.
Apex Trait: Chaotic (Minor)
- Nothing seems to settle exactly right in the area, and whether the result of loud storms, bad luck, eerie distractions, shifting surroundings, or otherwise, it becomes hard to focus within the Lair. This causes a −2 on any action requiring calm or patience (like meditating or aiming a ranged attack), and reduces the number of rolls possible in an extended action by 1.
This trait can be taken normally or else PCs can attempt to seek out immunity from the Apex (send an Action request to the Beast queue).
The “Minions” Lair trait provides the minions with an effective “Retainer” rating equal to Lair/2 (round up) for calculating dice pools, for actions that can be taken that aren’t otherwise covered by the Beast’s traits (like inflicting Tilts). They can only collectively perform one action per turn.
- For keeping track of Ephemera, use the Vampire rules for Hunting, an example of which can be found here and in the Vampire Core where referenced, replacing Vitae with Ephemera, and gaining Empowered (Psychic Vampirism) instead of Sated on an exceptional.
- Itï¿½s 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 donï¿½t 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 ï¿½casuallyï¿½ 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 PCï¿½s player may make one hunting roll per chapter (week), using the system for ï¿½feeding scenes with diceï¿½ 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 visa versa. You may not, however, gain Vitae from retainers or similar merits in this way; if theyï¿½re willing to provide blood to you, buy Herd.
If thereï¿½s 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.
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.
While Feral Whispers allows communication with other supernatural creatures in animal forms, it canï¿½t be used to command them.
- Protean (Swarm Form)
Use the statistics in the Chronicles of Darkness 2e book, pg 121, for ï¿½Trained Guard Dogï¿½ to determine your swarmï¿½s base physical traits. The ï¿½Biteï¿½ dice pool gives you your ï¿½Strength + Brawlï¿½, 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
The book isnï¿½t 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 ï¿½Mysticalï¿½/ï¿½Occultï¿½ equipment, plans, repositories, creative works, etc. It CAN be used, of course, for labs and other tools thatï¿½d grant benefits to crafting those things, but will not benefit the end product directly.
- 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.
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. Other Coils are unaffected.
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 ï¿½Secondaryï¿½ 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.
Wolf-Blooded Changing to Another Faction/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.
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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 ï¿½2014–2016 CCP hf and published by Onyx Path Publishing. Produced by Jeff Vandenberg. Layout and Design by Jill Arden ï¿½2016