aWoD: Continued

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Username17
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Post by Username17 »

So I still don't have a cult that does Coil of Thorns or a cult that does Symphony of Silence. I could leave it at 13 or I could shuffle things around a bit and throw down a couple of other oWoD groups. The Progenitors would work well as a Coil cult, for example. Also, favored backgrounds are a bit up in the air because resource types are "subject to change." But here's how I envision a cult writeup looking:

The Giovanni
Loyalty to the family. To death and beyond.

Originally a family of Venetians who turned to dark magic, the Giovanni family became a criminal syndicate amongst the supernaturals, adding to their ranks a great number of unrelated supernaturals who wanted in on their necromantic protection rackets. Never achieving the wealth or strength of the World Crime League in impoverished and superstitious Europe, the Giovanni never achieved covenant status. Upon running into the WCL, they found themselves badly outnumbered in the world of supernatural crime and largely caved in to pressure from the East. The Giovanni mostly went legit and now provide gray market financial services and money laundering to supernaturals with little or no presence in the human world.

The Giovanni are still operated like a mafia family, and they still do a lot of criminal activities. It's just that now they make sure to avoid strongarming other supernaturals – at least without WCL permission. While it is now common for a Giovanni Don to be something other than an Italian Khaibit related by blood to the founders, it is still incredibly rare for anyone without necromantic power to rise to any meaningful level in the organization. The organization is called by those inside “The Family” even though it no longer cares about a prospective recruit's skin color or family background.

Missions for the Giovanni: The Giovanni are a full service outfit, and when you mess with a family client you are messing with The Family, capiche? Very frequently, the Giovanni will send teams to clear up some “misunderstanding” involving one or more Giovanni clients. These sorts of missions will often involve bailing clueless supernaturals out of legal problems with the mortal world or covering up potential masquerade breeches before they come to covenant attention. The Giovanni are also quite aggressive in business and may send teams to “persuade” potential clients to sign on with the Giovanni before someone gets hurt.

Sample Adventure: An ancient vampire in good standing with the Sabbat has awoken and is trying to do things the “old ways.” The Giovanni want the family member to take his friends off to convince this powerful but dangerously naïve monster to allow family specialists to handle his interface with modern society (and pay the going rates for this service, natch).
  • Favored Magic: Necromancy
    Favored Backgrounds: Contacts, Resources
    Work: Finance & Bureaucracy

Stellar Oracles
Heaven may forgive you, but I will not!

The Stellar Oracles were begun by a group of reincarnated warriors who have been fighting the King of Three Shadows for many lifetimes with mixed success. They are a warrior order that has been completely wiped out several times in history, and yet been able to bring itself back to existence like a blazing phoenix as new lifetimes of old members come again as the wheel of seasons and years rolls inexorably on. The Stellar Oracles are the holders of a number of prophecies, only a few of which are outsiders allowed to see. They have a rather complicated dogma involving the effects of the planets on the future, but they seriously do have a number of members with Divination and they really do know a fair amount about future events.

Stellar Oracles see themselves not as humanity’s masters, but as their protectors. And they see the greatest threats to humanity as coming from otherworldly sources. Death in the service of the cause is for many considered to be not so much a risk of the job but an inevitability of sacred duty. And indeed, death is something of a revolving door for many members. It's fairly difficult to rise to become royalty amongst the Stellar Oracles without having died for the cause at least once.

Missions for the Stellar Oracles: Stellar Oracle leadership generally wants to do one of three things: destroy “monsters,” protect humans, or collect old members who have returned to life and induct them into the cult once more. As such, there is a fair amount of straight up crime fighting that Stellar Oracles are called upon to do, but there can also be quite complex interactions with Vampires or Reborn.

Sample Adventure: Somewhere in the city a Sidhe has come through from the Dark Reflection and is repeatedly draining energy out of mortals in order to bring Mirror Goblins across like some grim parody of a work visa program. The Oracle is sent to assemble their coterie, track down the Sidhe and kick Limbo ass before the army of Mirror Goblins gets too large to defend the city against while maintaining secrecy.
  • Favored Magic: Names of the Blasphemies
    Favored Backgrounds: Contacts, Destiny
    Work: Monster Hunting

So if anyone has some idea of what they want the Glass Walkers, Storm Lords, or Hollow Ones to do, I'm all ears.

Also, primary edits on the Universals:

Universal Disciplines
This is what we are, and this is what you are.

There are many things that magic can do in the World of Darkness, and one of the most salient things is that it allows supernatural creatures to do amazing things. Universal powers are those that owe no special allegiance to any world or cult. They require no magic words or special gestures. They are not “spells” in any meaningful sense and one cannot muster a counterspell against them. Most importantly of all, they can be spontaneously developed. A character who has the requisite points can simply acquire a Universal Discipline without any access to special training or magical research books.

Auspex
You see what you want to see. You hear what you want to hear.

Auspex is the power to have unusual and enhanced senses. A character with Auspex can perceive what others cannot. A character with Auspex gains a +2 bonus on Perception tests. This bonus increases to +4 if they have Advanced Auspex, and +6 if they have Elder Auspex.

Basic Disciplines
  • Supernatural Senses A character with supernatural senses can enhance their perceptions well beyond human norms. Vision can become telescopic or even function in total darkness; hearing can become acute enough to hear heart beats; smell can become powerful enough to track at a brisk walk; and so on. Bringing one's senses into the realm of magical badassery also makes one vulnerable to intense sensory input. Bright lights can blind, strong smells can overpower, and loud noises can deafen. While a sense is enhanced, the threshold to resist overstimulation is increased by 2. Activating or deactivating Supernatural Senses is a Free Action.
  • Aura Perception A character using Aura perception can bleed themselves into other worlds and see and interact with the things that are there. This extends them only into the Shallows, and they are still in the material world. Activating or deactivating Aura Perception is a Simple Action.
  • Sensory Damper A character with sensory damper is protected from harmful stimuli such as glare, pepper spray, and loud noises. They are able to dial down their sensations to the point of unobtrusiveness. This can be effectively instantaneous in the case of bright flashes, and highly selective in the case of filtering out noise while listening to a conversation across the room. Such a character can stay conscious regardless of wound level (ignoring pain sufficient to knock them out), but it does not affect wound penalties at all.
Advanced Disciplines
  • Spirit's Touch The Spirit's Touch allows a character to view past events by touching and concentrating upon items or people that were involved in those events. The event in question must be described (although that description may well be entirely conversational such as “What happened here?” – in the case of a brutal crime scene, the context makes that description sufficient), and must have taken place within the last month. Dicepool for Spirit's Touch is Logic + Research or Intuition + Empathy. Using Spirit's Touch requires one power point, and the expected amount of time is one minute. Seeing farther back into time can be done by increasing the expected amount of time by one step and increasing the cost by 1 power point for each time increment the viewing window is increased.
  • Telepathy A character with Telepathy can communicate mentally with people within line of sight. Voluntary telepathic messages can also be sent and received between people the character knows the name of and who they have touched (regardless of line of sight) so long as they are within a number of kilometers equal to the character's Potency. The contents of an unwilling mind can be read, but only with physical contact and difficulty. Telepathy is always on, but mind reading is a Resisted Extended Action. Mind reading uses either Willpower + Intimidation or Intuition + Empathy.
Elder Disciplines
  • Divination Divination allows a character to ask questions about reality and the future and get actual (if often vague and cryptic) answers. Using Divination takes an hour and costs one Edge. The Dicepool is either Logic + Research or Charisma + Bureaucracy.
  • Twilight Projection Activating Twilight Projection sends a character and everything they are carrying into the Shallows of another world of their choice (Limbo, Maya, or Mictlan). The character can also return to the material world using this ability, but only from the point they last entered the other world. Crossing either way requires a Complex Action and a Power Point.
Celerity
There she goes again.

Celerity is the power to move with the astonishing speed of the supernatural. Celerity must be consciously activated at a cost of 1 Power point, and its effects last for one scene. Distinct from other disciplines, the effects of Celerity are cumulative. The discipline as a whole is activated or not during a scene, and may be activated as a Reflexive Action while rolling initiative. When activated, the character gains a +2 bonus to Initiative tests. With Advanced Celerity this bonus increases to +4, and with Elder Celerity this bonus increases to +8. During the initiative phase, a character with Celerity may choose to reduce the speed that they will move at to a more normal velocity. The degree of speed utilized cannot be changed again until next initiative phase. In general, character whose Celerity more than doubles their speed in any dimension would constitute a masquerade breach.

Basic Disciplines
  • Quickness While Celerity is active, the character gains an extra initiative pass during any confrontation turn.
  • Nimble Feet While Celerity is active, the character is able to walk and run at stupendous speeds. The character's personal movement rate is quadrupled. If the character has Advanced Celerity, the speed increase is itself increased to six times. If the character has Elder Celerity the movement increase is eight times. In addition, the character ignores penalties for acting while moving over difficult surfaces (although they may be slowed down by them as normal).
Advanced Disciplines
  • Alacrity While Celerity is active, the character gains an extra initiative pass during any confrontation turn. This is cumulative with Quickness (for a total of 2 extra IPs if both are known).
  • Quicken Sight While Celerity is active, the character may perceive and derive meaning from fast moving objects. They may follow a specific card in a shuffled deck, read a sign on a fast moving train, or gauge the trajectories of bullets in flight. They gain a +4 bonus to Defense Rolls, and suffers no penalties from dodging more than one attack during an Initiative Pass. If they have Elder Celerity, the bonus increases to 6 dice.
Elder Disciplines
  • Blur While Celerity is active, the character gains an extra initiative pass during any confrontation turn. This is cumulative with Alacrity and Quickness (for a total of 3 extra IPs if all are known).
  • Rapid Thought While Celerity is active, the character is able to consider their situation and their surroundings carefully as if they had little or no time pressures. All penalties for splitting one's attentions between two or more activities (such as wielding two pistols or picking a lock while dangling from a rope) are canceled. The character ignores all penalties for a “rushed job.” And finally, the character always wins initiative against enemies, and must roll only if another character also has Rapid Thought.

Dominate
Look me in the eyes and tell me that again.

Dominate is the power to impress one's Will directly upon another. Dominate requires eye contact to function, although only cursorily. A character who is closing their eyes or wearing mirror shades cannot be Dominated. A character who is actively attempting to avoid seeing a potential dominator's eyes may be able to do so, depending upon the actions of the dominating character. Activating Dominate is generally an opposed test with the target defending with Willpower. When a character is compelled to do something which is against their nature (generally including following suicidal orders), they may spend an action dithering. They at this point lose an entire round of actions as they have their internal struggle, making an additional resistance check to attempt to shake off the effects. Most uses of Dominate require instructions to be given to the victim in a manner that they can comprehend. Usually this requires verbal orders to be given in a language they understand; but sign language, written directions, and even silent telepathic commands can suffice.
Basic Disciplines
  • Command The character gives an instantaneous verbal command, which the victim will follow to the best of their ability. The action itself must be essentially instantaneous, using up no more than a single complex action. If it is of an open ended nature such as “lie down,” then the victim will spend one complex action doing it, and then they are free to do as they please and wonder why they did that. Using Command is a Complex action, and requires a successful opposed test using either Willpower + Intimidation or Logic + Persuasion against Willpower test.
  • Mesmerism The character can hypnotize a victim, allowing them to give extended commands that will be obeyed. Commands must be stressed and repeated, with each major instruction taking approximately a minute to convey. During the period of hypnotism, the victim stands there like an obviously hypnotized drone, but behaves seemingly normally when they go off to carry out their instructions. Any sudden sensory stimulation (such as a nearby gunshot or someone shaking the victim) during the Mesmerism breaks the spell. Using Mesmerism is an opposed, extended test pitting the character's Logic + Persuasion or Willpower + Intimidation against the target's Willpower. The expected time to bring someone under Mesmerism so that instructions can begin is one minute.
  • Suggestion The character can offer a suggestion that the victim will then immediately themselves suggest as if it were their own idea. Whether this idea is followed up upon or discarded as “a bad idea” depends entirely upon how they feel about the idea once they've said it. The immediate victim does not remember being fed the suggestion in the first place, but the scene may look odd to onlookers. Using a Suggestion is a Simple Action and requires an opposed Logic + Tactics or Willpower + Expression vs. Willpower test.
Advanced Disciplines
  • Forgetful Mind The Forgetful Mind allows the character to erase or alter the memories of a victim. A single use of Forgetful Mind can alter about 5 minutes of memory, but net hits increase the time frame. Using Forgetful Mind is a Complex action, and requires a successful opposed Willpower + Expression or Logic + Artisan against Willpower test. A Luminary who is presented with proof that their memories are incorrect may spend an Edge to remember. Extras just have to resolve those discrepancies somehow.
  • Conditioning Using extended mind controlling techniques, a victim's will is broken and they are transformed into a servant of the character's. Breaking someone's mind in this manner is an extended task that has an expected time frame of 1 day per point of the victim's Willpower, with a dicepool of Willpower + Intimidation or Logic + Tactics. Conditioning is Hard and has a threshold of 3. Conditioning supernatural creatures with higher Potencies than the dominator is even more difficult, and the difference is added to the threshold in that case. Once a victim has been thralled, they follow all orders their new master gives them as if they had been imparted with the force of a successful Mesmerism. At the time of conditioning, the character may choose to alter the nature and demeanor of their victim (this is often done to make the giving of orders that would be against the original nature easier to do). Using Conditioning requires an Edge, and it fails if the process is interrupted long enough that it is not continued between when the sun rises or sets and the next time it sets or rises.
Elder Disciplines
  • Possession Using Possession, the character can transfer their mind and spirit into the body of another. While the character is possessing a victim, their original body is inert and vulnerable, but they have full control of the other's body. They use the victim's Strength and Agility, but their own Social, Mental, and Special attributes as well as their own skills. They may use their own disciplines in the body of another, and cannot activate any of the victim's disciplines (but these disciplines do not necessarily turn off in the case of powers with ongoing effects). Activating Possession is a Complex action, and requires a successful opposed Willpower + Empathy or Logic + Persuasion against Willpower test. The character returns to their own body as soon as the sun rises or sets, the body they are in is knocked unconscious, their Possession power is suppressed by any means, or they spend a Complex Action to return to their own body. The character can only actually be in one body at a time.
  • Mob Mastery A character with Mob Mastery may affect a number of characters with their Domination powers simultaneously. The character's dicepool is reduced by 1 for every doubling of the number of victims.
Fortitude
Endure. And in enduring, grow strong.
Fortitude is the power to resist destruction. Some powers of Fortitude are continuously in operation, while others must be activated with power points. What makes Fortitude special is that it does not require the active choice to activate it. A character may activate their Fortitude powers passively while unconscious, or in some cases even while dead. A character with Fortitude is generally resilient even when their powers are not being activated, gaining a bonus on physical Resistance rolls of +2 dice. If they have Advanced Fortitude this bonus increases to +4, and if they have Elder Fortitude it increases to +6.

Basic Disciplines
  • Patience of the Mountains The character does not need to eat, drink, or breathe. They persist night after night as the mountains and valleys do. Never aging, never changing. Such a character can hold any position no matter how awkward without cramping or moving. This ability is continuous.
  • Revive the Flesh The character can heal their wounds by drawing upon their magical power. By spending a Power point, the character's wounds suture themselves, restoring their body to its original condition without mark or scar. Each power point heals one box of Lethal or two boxes of Nonlethal damage. Wounds healed in this manner are gone in one round. Any wounds short of death can be healed in this manner. Aggravated damage is harder to heal, and takes two Power points and an hour per box.
Advanced Disciplines
  • Restoration Death is no longer an insurmountable obstacle. While the character is dead, they may spend 2 Power points plus an additional Power point per point of Potency they possess and four hours to reduce the amount of damage on themselves to one less than Lethal. If the character lacks the Power points to use this discipline, they may yet get a chance if the vast majority of their body is placed together and invested with sufficient Power by others.
  • Indomitability Wounds do not hamper the character. This discipline is continuously active. The character suffers no wound penalties and does not go unconscious from injury before they die.
Elder Disciplines
  • Endless Persistence By spending an Edge, the character becomes literally invulnerable for a brief period of time. For one round per Potency, the character ignores all damage, whether aggravated or not. This discipline can be activated reactively when damage would be sustained.
  • Skin of Night This passive discipline converts all aggravated damage to normal damage.
Obfuscation
...Now you don't.

Obfuscation is the ability to draw upon one's magic to hide things from view. Obfuscation does not affect cameras or other objective traces of a creature's passing, merely prevents observers (even indirect observers) from noticing what is there. Normally, Obfuscation can only take effect while the target is not being observed. If observation is continuous, the observers will not see any change. Onlookers do not normally have any say in what they see as presented to them by obfuscation any more than they have any choice to not see things that are actually there. Characters who have Auspex powers active or who carefully search the area that the character is in have a chance to perceive through it by making an Intuition + Perception test against the number of hits made to activate the power. Anything a character covered by Obfuscation carries is likewise covered by Obfuscation and anything that the character stops carrying will cease being covered by Obfuscation. An onlooker who notices an object pass into or out of Obfuscation pierces the Obfuscation altogether. Obfuscation is inherently multisensory, onlookers are just as fooled if they close their eyes and listen or try to smell the character as they are relying entirely on their eyes.

Basic Disciplines
  • Hide From Notice While active, the character is not noticed so long as they don't do anything incredibly obvious to give themselves away. Activating Hide From Notice is a Simple Action and requires an Agility + Stealth or Intuition + Survival test.
  • Mask of a Thousand Faces While active, those who meet the character will treat them as if they were a different person. The character may choose the appearance (including clothing and carried items) freely, but taking any action that would be impossible for the facade allows onlookers to see through the illusion. For example, if a character uses the Mask to appear as a person who had no gun and then fires their gun, people would see them as they really are. Activating Mask of a Thousand Faces is a Simple Action and requires an Agility + Stealth or Charisma + Larceny test.
Advanced Disciplines
  • Touch of Shadow By spending a Power Point, an object can continue being covered by Obfuscation after it leaves physical contact with the character. The character makes an Agility + Stealth or Intuition + Larceny test and the Obfuscation remains affecting the object for an hour (time frame increases with additional hits).
  • Vanish from the Mind's Eye By spending a power point, the character may activate other powers of Obfuscation while being observed. All onlookers are entitled to a resistance check as if they had been carefully searching the area, but if they fail to notice the discrepancy, their mind will fill in vague details that excuse the character's disappearance.
Elder Disciplines
  • Cloak the Gathering A character with Cloak of the Gathering can allow their Obfuscation powers to be used by others, so long as they stay within 20 meters per point of Potency. Characters so cloaked and cloaking can still perceive each other in the same way that an obfuscated character can see themselves.
  • Soul Mask A character with Soul Mask can fool magical detection. Making a successful Charisma + Stealth or Intuition + Medicine test, Soul Mask character can appear to feel, think, or be whatever they want others to perceive under magical investigation unless the magical investigator gets more hits activating their power. Changing one's Soul Mask is a Complex action that costs a Power Point, but continuing to have fake thoughts and emotions pass that are consistent with one's false existence requires no action at all.
Potence
I have the power.

Potence is the power to draw upon the great strength of the supernatural in order to perform feats of literal strength. Those who can draw upon their magical power to augment their physical prowess in this manner find themselves becoming stronger even without drawing directly upon their magical might. A character with Potence gains a +1 bonus to their Strength score. If they have Advanced Potence the bonus increases to +2, and if they have Elder Potence the bonus increases to +3. Potence is an odd case as regards the Masquerade because while it is accompanied by no flaming runes or crawling shadows, demonstrations of incredible strength strain credibility and perhaps worse they draw comments from observers.

Basic Disciplines
  • Feat of Strength The character can do something wholly incredible with their physical power. They can buy an additional 4 hits on a Strength related test by reflexively spending a Power Point. If they have Advanced Potence, the bonus is increased to 5 hits, and with Elder Potence the bonus is 6 whole hits. Feat of Strength can only be used once per turn, and it cannot be made to stack with itself. Whether used to bounce a bullet off the chest or tear a car in half, the feat of Strength has an only barely perceptible shimmer when used, generally only those quite familiar with the supernatural will be able to identify it.
  • Vigor The character may spend a power point to increase their Strength by 1 for the remainder of the scene. This may be activated more than once, and its effects stack. While using Vigor itself has no visible effects, the use of vastly increased strength may be obviously unnatural to onlookers.
Advanced Disciplines
  • Devastation The character's Strength can emanate from many places at once along an object being touched, allowing them to lift very large, awkward and even fragile things without issue. It also allows them to have a blow from their hand or foot repeated many times across a wall or floor, causing it to shatter (which is where the power gets its name). This kind of contact telekinesis is best represented in super hero comics – where characters routinely lift cars by the ends without parts falling off or the ground underneath them giving way. The source of force can be directed out across a distance of 2 meters per Potency, and the character can effectively lift or smash something that they could accomplish with 5 identical friends. With Elder Potence, the number of identical friends increases to 9.
  • Giant Size The character can grow extremely large. By spending a power point, they can expand to a muscular 3.5 meters in height. This is a Protean power. While in Giant Size, the character has an additional 6 points of Strength, they gain a point of armor, and the base damage of any weapon they use increases by 2 (assuming that it is allowed to grow with them). All of the things that a character wants to grow along with them grow along with them while they are being carried by them, and anything they aren't carrying or that they wish to leave normal size stays normal size.
    Some creatures have Giant Size permanently on, and they don't have to pay power points for it (but they can't turn it off).
Elder Disciplines
  • Earth Quake By spending a power point, the character can do something stupidly powerful (and generally destructive) with their Strength. A blow reverberates across the ground like a meteor strike, shaking and crushing things out to up to a hundred meters per Potency from their person. A creature or object struck with the full force of ground zero of this strike is likely obliterated – the melee attack at the center of this is a formidable (even ludicrous) Damage 12. The character can attempt to restrict the power into doing something useful such as boring out a tunnel, stacking logs, or hurling debris out of a collapsed building. This kind of Popeye-like activity uses an Agility + Athletics or Logic + Rigging test to determine its accuracy.
  • Force Field The character can project force some distance away from their person. This allows them to stop bullets aimed at compatriots, strangle people from a distance, and even hover by “holding themselves up.” Their Strength can be projected reflexively out to 3 meters from their person, and any attacks that target someone or something within or through that area may get blocked by the force field – meaning that they have to contend with being soaked by the character's Strength before being resolved (yes, this means that the character can effectively use their Strength twice when soaking bullets fired at their own person). Their Strength can be used actively as a normal action on things within line of sight.
Presence
Alright everyone! Let's hear it... for me!

Presence is the power to affect others with the otherworldly charisma of the supernatural. Characters with Presence are especially adept at making an impression and getting people to like them, and gain a +1 bonus on all Socialization tests. At Advanced, this bonus increases to +2, and at Elder it increases to +3.

Basic Disciplines
  • Awe The character can “turn on the charm” and become the center of (generally positive) attention. This provides a distraction for everyone else in the room who is prepared for it, and makes a more than decent conversation starter or segue, and ensures the character will be very memorable to everyone around them. Awe can be activated as a Complex Action, and remains active until the end of the scene. The character makes a Willpower + Expression or Charisma + Tactics test to determine how much of an impression they make, and for the remainder of the scene that number of hits can be used as a bonus for any socialization or subterfuge test's dicepool.
  • Dread Gaze The character can become extremely frightening and intimidating, inspiring fear and shame in onlookers. Using the Dread Gaze is a Simple Action and requires a Willpower + Intimidation or Strength + Tactics check opposed by the victim's Willpower or Strength. An affected victim runs away or cowers in terror for at least a number of rounds equal to the net hits. Thereafter, an affected victim is shaken up for the remainder of the scene and suffers a -2 morale penalty on actions.
Advanced Disciplines
  • Majesty The character can wrap themselves in the air of authority, making aggression against them or even refusal of their demands almost unthinkable. By spending a Power Point, the character's majestic demeanor takes hold until the end of the scene. The character makes a Charisma + Tactics or Willpower + Intimidation check, and anyone who wishes to summon the nerve to act against them must generate an equal number of hits on a Willpower + Intimidation or Willpower + Survival test. Failure to do so results in a round lost to dithering. The character's orders are also extremely likely to be obeyed, and the hits are added as a bonus dicepool on any Intimidation or Tactics tests to command or demand.
  • Summons The character can send a brief telepathic message (no longer than a twitter post) to someone whose name they know so long as that person is in the same world and no more than 10 kilometers away per point of the character's Potency. The target can then send back a brief reply. If the character so chooses, they may also demand the presence of the target by making an opposed Charisma + Bureaucracy or Charisma + Empathy vs. the target's Logic. If successful, the target becomes aware of where the character basically is, and must attempt to figure out how to get there themselves. This compulsion lasts until the next time the sun rises or sets. Issuing a Summons (whether or not the compulsion for a personal appearance is added) costs a Power Point and requires a Complex Action
Elder Disciplines
  • Mind Numb The character can reduce those who hear their words to frothing lunacy. The character spends a Power Point and begins speaking. With an expected time of 10 minutes and a Threshold equal to each potential target's Willpower, a listening victim becomes a raving fanatic, their Willpower reduced to zero until the sun next rises or sets. Mind Numb carries as far as the character's voice does, even over telephones or television broadcasts. Mind Numb uses Charisma + Persuasion or Charisma + Bureaucracy.
  • Siren Song The weak willed are drawn to the character like moths to flame. By spending a Power Point, the character can let out a song that instills a compulsion in everyone within a radius up to one kilometer per Potency to come to where the character is. Dangers are ignored, and tasks previously engaged in are abandoned. The character makes a Willpower + Expression or Charisma + Persuasion test, and the threshold to affect any target is its Willpower.
-Username17
Quantumboost
Knight-Baron
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Post by Quantumboost »

FrankTrollman wrote:So I still don't have a cult that does Coil of Thorns or a cult that does Symphony of Silence. I could leave it at 13 or I could shuffle things around a bit and throw down a couple of other oWoD groups. The Progenitors would work well as a Coil cult, for example. Also, favored backgrounds are a bit up in the air because resource types are "subject to change."
What cults do we have associated with disciplines? Obviously the Giovanni and Stellar Oracles have theirs, but beyond those so far my notes only include the following:
Storm Lords - Chasing the Storm
Circle of the Crone - Path of Blood
The Glass Walkers - Progress of Glass
The Tremere - Walk of Flame

And these look thematically linked:
White Lotus - Veil of Morpheus
Church of Set - Descent of Entropy

[Edit]
Some Frenzy drafts:

Master Passion Hunger
I want to suck your blood.

A character with Master Passion Hunger is prone to harsh and painful pangs of emptiness, which slowly eat away at their sense of self unless quenched by sapient flesh, blood, or pain. While this obviously afflicts those who get their power from an actual Feeding schedule or who otherwise prey on sapients, even those who don't rely on power for it can potentially have this passion - either for actual flesh and blood or to "feed" upon the victim's torment. Characters subject to hunger frenzy may avoid interacting with others on an even apparently equal level or stare at them with an unnerving gaze. However, while actually in a hunger frenzy, the character's actions are more terrifying than unnerving. Moving with wild abandon, a hungering character dives upon others in an effort to consume what their pangs drive them to. A hunger rampage is born out of desires both to sate themselves and to cause great pain, and often results in a bloody rending of the victim's flesh.

Triggers for a hunger frenzy usually take the form of depleted Power. Triggers to end a hunger frenzy are either something which makes them lethargic (including simply being full of other foods), or having drained a victim dry. Key skills are Stealth, Empathy, and Medicine. Master Passion Hunger is the usual drive of Vampires.

Master Passion Rage
You're making me angry. You wouldn't like me when I'm angry.

A character with Master Passion Rage is extremely short-tempered and prone to fits of hatred and destruction; destruction of others, and destruction of their self. Characters subject to rage frenzy will often lash out at others for perceived slights, both verbally and physically. While in an actual frenzy, however, they become even more terrifying. A raging character attempts to smash everything and everyone they perceive as vexing or hostile, which in the haze is usually everyone. A raging rampage is born out of sheer anger, and seeks to remove the source of their anger through the simplest of emotionally-triggered reactions - pure violence.

Triggers for a rage frenzy usually take the form of severe insult (usually about a sensitive issue for the character) or physical trauma. Anything that would make a human fly into a rage works too. Triggers to end a despair frenzy are either things that would calm them, or the galvanizing action of seeing someone they care about hurt at their own hands (often after the wounds are lethal). Key skills are Athletics, Expression, and Artisan. Master Passion Rage is the usual drive of Lycanthropes.

And an update for the Power Schedule stuff (though if someone has the info from the previous thread, I'd very much like to has that):

Power Schedules and Replenishment

Every type of supernatural creature has some manner in which they can replenish their power points to keep using whatever abilities they personally have. While not all of the monsters in the source material necessarily show how they recharge on screen, and it's possible to balance being able to use powers anytime with periodic bursts of greater effectiveness in some sense, it causes more difficulties than it's worth. So we don’t do that. Instead, each character has distinctive times when they are more or less powerful, and while this may be more exploitable in some sense, it also means that they have roughly the same general notion and can generally be assumed to have roughly the same amount of power at the start of things.

In aWoD, there are three basic power schedules, and whenever the event linked to a particular creature’s power schedule happens their power points are replenished in full.
  • Feeding A supernatural with a feeding power schedule needs some sort of sustenance from sapient beings to keep their powers running. This can be something physical (in which case they have to actually consume the material), or something abstract (in which case they only need to be near the victim). Whether the victim can actually survive the process depends on what is being extracted – a healthy person can live after losing some blood or being tortured, but not after their brain is eaten. Supernaturals with a Feeding schedule also need constant influxes of power to survive – each day, they must spend a power point in order to stay conscious, separate from any need for actual food (or lack thereof). Feeding on a Luminary gives bonus power, allowing the supernatural to exceed their normal maximum by X points.
  • Lunar The moon has been a symbol of magic since at latest the Iron Age, and its cycles are referred to in tales of werewolves and other creatures of the night. And in the World of Darkness, there are a lot of creatures which get their powers based on the cycles of the moon. A creature with the Lunar power schedule restores their power points whenever the moon rises above the horizon – which, depending on the date, may not actually happen. There is usually about one day each month where there is no moonrise, right around when it reaches the third quarter. A supernatural with a Lunar power schedule has a variable maximum power supply - on the New Moon, they have 50% of their normal power, but on the full moon they have an additional 50%. It varies pretty much linearly between the two. Excess power doesn't go away on the next moonrise, though it's uncommon for a supernatural to forego all use of their power for very long.
    When in other worlds, creatures with a Lunar power schedule always replenishes their power when the moon rises at their corresponding location in the Material World.
  • Ritual A lot of monsters simply get their power from some specific magical or technological process they must perform. Creatures with a Ritual power schedule have some sort of activity that they must perform in order to recharge, and this activity takes 2 hours of (effectively) uninterrupted time to finish.
    Additionally, by sacrificing an Extra as part of the ritual, the ritualist can increase their maximum power by X(%?). This increases to a 2X(%?) gain for sacrificing a Luminary.
Last edited by Quantumboost on Sat Sep 26, 2009 12:14 am, edited 1 time in total.
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Post by Username17 »

I actually left the White Lotus out of my count because it was on the bottom. So it's 14 groups.

Five Astral Cults:
  • Black Spiral Dancers – Animalism
    The rhythm of the stars moves our feet, moves our teeth.
  • The False Face – Veil of Morpheus
    The world has become tired.
  • The Hollow Ones – Trail of Tears
    Misery loves company. The company loves misery.
  • The Storm Lords – Chasing the Storm
    A small rock holds back a great wave.
  • The White Lotus – Coil of Thorns
    The flower is beautiful because it is temporary.
Five Infernal Cults:
  • Church of Set – Descent of Entropy
    Look like the innocent flower; But be the serpent under it.
  • The Glass Walkers – Progress of Glass
    There is nothing that can be seen that cannot be done.
  • Madness Network – Swarm Song
    It's not much of a code if I just tell you the message, right?
  • Stellar Oracles – Names of the Blasphemies
    Heaven may forgive you, but I will not!
  • The Order Tremere – Walk of Flame
    The greater the loyalty toward the group, the greater is the motivation among the members to achieve the goals of the group, and the greater the probability that the group will achieve its goals.
Four Orphic Cults:
  • Circle of the Crone – Path of Blood
    An it harm none, do as you will
  • The Giovanni – Necromancy
    Loyalty to the family. To death and beyond.
  • The Hashshashin – Obtenebration
    All of heaven awaits.
  • The Black Hand – Lure of Destruction
    A well placed knife can change the world.
Now obviously enough, the Black Spiral Dancers could easily be swapped into a Death Cult and given the Symphony of Silence, which basically just shunts it over to there needing to be an extra Astral Cult of furries/skinshifters.

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Post by A Hammer »

Form of Mist is pretty confusing. How do you go about using it to turn other people into mist? Activating it while touching them?

Okay, further editing whining:
'While they still retain the essential framework of Basic, Intermediate, and Advanced versions' should be changed to Basic - Advanced - Elder.

Animalism: 'so for example a character with Beast Form (Bat) would gain a +3, +6, or +9 bonus on Animal Ken checks to train bats' could use a comma after 'example'.

Beast Form: The first instance of 'complex action' isn't capitalised. Likewise with the strength in 'a Rat Form always has a strength reduced to 1'.

Feral Whispers: 'do no' should be 'do not'.

The Beckoning: 'The character can only choose a type of animal' should probably be changed to 'one type of animal' for the sake of clarity.

Songs in the Dark: Created monsters are referred to at one point as 'Giant Animals'. Is this intentional?

Abomination: 'Plant' is mispelled as 'plan'.

Curse of Failure: 'The Curse of Failure is totally covert, all the character actually does is look at the victim funny' could use an 'as' inserted after the comma.

Pain Drops, Dark Night of the Soul and Water Prison all need to have their Simple and Complex Actions capitalised.

Water Prison: 'capturing someone with titular prison made of water' should be changed to 'the titular prison'.

Object of Envy: '(in general, the number of hits on the ability generates the threshold to resist the frenzy' is missing a bracket.

Veil of Morpheus: 'And yet to those who scry deeply into Maya can see past it' should lose the 'to'. The third sentence could use being changed into something like 'A character who practices the Veil of Morpheus is able to perceive their surroundings normally while sleeping and wake themselves at will'.

Enchanted Slumber: 'opposed Charisma + Expression or Logic + Medicine vs. Intuition' should have the word 'test' inserted somewhere.

Denial of Privacy: Truncated, as has already been noted.

Dreamscape: 'This transformation takes a base amount of time of one day, but they can make a Charisma + Expression or Logic + Operations test' - 'they' should be changed into 'the character'.
As for the Symphony cult, I don't really know. Is this totally unacceptable as a start?

Thalassans
"We have hidden, and it has availed us nothing. The time now is for action."

Among those seeking immortality, killing and devouring a Leviathan is widely considered the best means of achieving that goal - no complex rituals are required, it's provably effective, and best of all, the victim looks and acts alien enough that you won't ever have to think of killing it as ethically questionable - and so Leviathan-hunting is a time-honoured pastime in most parts of the world. The Leviathans themselves understandably take a dim view of this, and several organisations dedicated to protecting or hiding them have sprung up throughout history. The Thalassans make up one such organisation.

Originally formed by Deep Ones and envisioned as a series of communities on the sea floor where mortal men couldn't easily follow them, the Thalassan cult has for most of its history been hiding from the world at large. Villages full of immortality piñatas are very valuable prizes, however, and the Marduk Society in particular has demonstrated frankly amazing amounts of creativity in getting to them. And so, with even the deepest oceans becoming increasingly unsafe, the Thalassans have spent the last hundred years or so establishing a prescense on land in order to deal more proactively with the Society and other people that would hunt them. Today, the cult deals extensively with other supernaturals, and while it is doubtful if non-Deep Ones can actually join it as such (most of the core membership, after all, hopes to one day return to living in isolation at the bottom of an ocean somewhere), it is not uncommon for others to be so closely allied with the organisation that an outside observer would be fully justified in considering them to be cult members.
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Post by Username17 »

Here's a first pass edit to the Astral Sorceries:

Sorceries
Paths of Sorcery are different from physical disciplines in many ways. While they still retain the essential framework of Basic, Advanced, and Elder versions, Sorcery doesn't “just happen.” It can be potentially countered because it takes the form of actual manipulations of magical energies associated with one of the three mystical worlds being used and directed. Sorcerous disciplines work poorly when used against creatures with the same power source as their power source world, and have means by which they can be held at bay with means specific to the type of magic that they are.

Astral Sorceries

The mercurial rain of the Deep Maya has an origin that few can even speculate upon. But whether The Dreamlands represent an intrusion of our subconscious minds into the realm of the physical or the intrusion of an alien realm into our sleeping thoughts, the fact remains that it is a source of power that those who delve deeply into its mysteries can tap. Astral Sorceries are spells and powers that tap into that strange reality. Magic from Maya has a tendency to be as untamed and inhuman as the implacable beasts and plants that inhabit it.

Astral Sorcery disturbs magnetic fields, including that of the Earth itself (at least on a local level), and a skilled augur can track and judge the strength of the magics of the dreamlands by carefully observing a lodestone. Astral magic “feels wet” to those who feel its wrath, and indeed it can be countered by judiciously throwing clean salt on it. Salt used in this manner becomes caked and discolored like it had absorbed dirty water.

Animalism
Be what you want to be until you don't any more.

Animalism is the sorcerous path of dealing with and becoming an animal, hence the name. This attunement provides great benefits when dealing with animals even in a nonmagical manner. The character gains a +2 bonus on Animal Ken. This bonus increases to +4 with Advanced, and +6 with Elder Animalism. These bonuses are increased by 50% when dealing with creatures that the character can personally transform into with Beast Form (so for example a character with Beast Form (Bat) would gain a +3, +6, or +9 bonus on Animal Ken checks to train bats).

Basic Disciplines
  • Beast Form The character can transform into an animal by spending a power point and taking a Complex Action. The type of animal transformed into is chosen when the ability is learned. When Beast Form is gained as a fixed ability from a character's supernatural type, the form of the beast is often predefined (for example, a Nezumi becomes a rat). This ability can be learned multiple times, and each time the character can choose one more new form than the time before (two new forms with the second learning, for a total of 3). No beast form can be much larger than a human, or smaller than a mouse. Some animals are stronger or more agile than a human, but the total bonus to these attributes never exceeds +2. Many animals are much weaker than a human. For example: a Rat Form always has a strength reduced to 1 regardless of the original character's Strength score, and gains a +2 bonus to Agility. This ability is a Protean power.
  • Feral Whispers The character can speak to and understand the speech of beasts. This is invaluable in training and information gathering. But remember that animals do not gain any special understanding of their environment even though they are able to convey their thoughts to the character. Honestly, dogs speak kind of like the dogs from Up! and rats and cats are no better. Most non-mammalian beasts are downright disappointing conversationalists (with exceptions made for some wicked smart non-mammals like crows and octopuses).
Advanced Disciplines
  • The Beckoning The character emits some suitably animalistic noise and calls all creatures of a specific type to their location. The character can only choose one type of animal at a time, and the power reaches out to 100 meters per point of Potency. Using The Beckoning requires a Power Point and a Complex Action. The number of beasts that come is dependent upon how many of the type of creature that are within the area, and the urgency with which they come and the degree of control the character has over their actions upon their arrival is based on the number of hits achieved on a Strength + Survival or Charisma + Empathy test. When dealing with large or predatory animals, the range of The Beckoning increases to 500 meters per potency. When calling large predatory animals, the range extends to 5 kilometers per point of potency.
  • Transformation The character can transform a victim into a beast. This is a humiliating ordeal, and as the target doubtless has little familiarity with their new form is generally quite awkward and difficult for the victim (over and above being transformed into a frog or pig). The character makes a Strength + Empathy or Willpower + Survival test against the target's Intuition. The victim becomes a beast of the character's choice until the next sunrise or sunset. Net hits increase the time frame of a victim's transformation. This ability is a Protean power. A character can't be transformed into an animal much larger than their original size, but they can be transformed into something much smaller.
Elder Disciplines
  • Songs in the Dark The character can create horrible monsters out of ordinary animals. By spending a power point, any mundane beast can be invested with enough astral power as to be transformed into a monster. The investment takes an hour and the transformation itself takes a day. The character makes a Charisma + Survival or Willpower + Medicine test. Making a Behemoth is hard (Threshold 3), while making a Chimera is crazy extreme (Threshold 5). The Giant Animal is created under the character's loose control. A character can control a number of such animals equal to their Willpower.
  • Soul Investment The character can place a portion of their soul into another being, and subsequently take the target's body over when the investing character's current body goes unconscious or dies. The character must touch the target for a Complex Action, spend a power point, and make an opposed Willpower + Empathy or Strength + Survival test against the target's Willpower. A character can have portions of their soul hidden in a number of creatures equal to their Intuition, and they must choose only one of their victims to hop to when the time comes. While controlling a body, use the Strength and Agility of the host, but all other attributes and all skills of the character. The character does not lose control of a host by sleeping, but they do automatically hop again (losing their soul investment in that victim) if they are actually knocked unconscious. The character never loses their effective Soul Investment in their original body, but if they are ever forced to hop and there are no living bodies with remaining Soul Investment, the character dies.
Chasing the Storm
Ye elves of hills, brooks, standing lakes and groves,
And ye that on the sands with printless foot
Do chase the ebbing Neptune and do fly him
When he comes back.


Chasing the Storm is the astral sorcery dedicated to understanding and controlling the weather. A character with Chasing the Storm knows what the weather should be for a week in advance (which means that they likewise know when weather sorcery is employed), and they gain a +1 dicepool bonus on Survival tests. With Advanced Chasing the Storm, a character knows the upcoming weather a month in advance and gains a +2 bonus. With Elder Chasing the Storm, the character's predictive capabilities extend for a year and a day and they gain a +3 dicepool bonus on Survival.

Basic Disciplines
  • Howling Winds The character can make winds rise or soften and blow in a direction of their choice. The character can spend a complex action to make an Agility + Rigging or Logic + Operations test to increase or decrease the Strength of the winds by the number of hits.
  • Rising Mists The character can fill areas with thickening fog that obscures vision and makes things seem really spooky. By spending a Complex Action, the character can fill up their immediate vicinity with mists, extending up to 3 meters per Potency from their person. By spending a power point, they can create an actual weather pattern, with mists creeping in out to a kilometer per Potency from their person. The character makes an Agility + Rigging or Logic + Operations test to decrease visibility through the mists:
    HitsDistance to Total Concealment
    1 6 meters
    2 3 meters
    3 1 meter
    4 50 centimeters
    5 20 centimeters
    6 5 centimeters

Advanced Disciplines
  • Lightning Strike A cloudy sky can be split by a lightning bolt crashing to Earth. By spending a complex action, the character can direct a lightning bolt to strike an individual or object. The lightning bolt cannot be dodged and is a Damage 5 weapon. It is powered by an Agility + Rigging or Logic + Electronics test. Once unleashed, the bolt of lightning is real electricity, and can be defended against with conductive materials in classic Franklin or Tesla fashion.
  • Tumultuous Rain The character can pull clouds into a clear sky and rain from clouds. It takes a base amount of time of an hour to bring rain from a clear sky, and net hits on an Agility + Rigging or Logic + Operations test can reduce the timeframe. The more it is “naturally” clouded, the easier this is, and the character gains a +2 bonus if there are already clouds somewhere in the sky, raising to a +6 bonus if there is already some tiny amount of rain coming down. The weather can be affected out to 5 kilometers per Potency of the character. Once established, a weather pattern persists until natural forces blow it away.
Elder Disciplines
  • Form of Mist The character can transform themselves into a fine mist as a Free action by spending a Power Point. This is a Protean ability. While in mist form, a character's body is essentially impervious to physical attacks, save those that are made with a weapon that the character is vulnerable to. Everything the character is carrying when they transform transforms with them, and other creatures thus transformed are essentially helpless until the character becomes solid again. While in mist form the character can fly, but they move no faster than a normal walk.
  • Victory of Typhon By spending a power point, the character can create and direct a “tropical depression” at their location. This requires an hour and a power point. The character makes an Agility + Rigging or Logic + Operations test, and the massive storm takes form and is unleashed in a direction of the character's choosing. Creating a Tropical Storm is a Professional Task (threshold 2), creating a Category 2 Hurricane is Crazy Extreme (threshold 4), and creating a Category 4 Hurricane is threshold 6. Remember that your storm may in fact be called a Typhoon or a Cyclone, depending upon its ocean of origin.
Coil of Thorns
Leaves drop in Autumn not because of the shortening of the day, but because of the lengthening of the night.

The Coil of Thorns is the Astral Sorcery dedicated to understanding and manipulating plant life. Characters who practice this magic are able to do much with practically any plant matter. The character's Artisan and Expression skills gain a +2 bonus when working in primarily plant matter media. This bonus increases to +4 with knowledge of Advanced Col of Thorns, and to +6 with Elder Coil of Thorns. Characters with Coil of Thorns can also make something edible and even delicious out of literally any plant matter. It's not at all obvious how it's done, but their redwood pasta is not bad at all. This magic is inextricably linked in the minds of many supernaturals with the Evil Plants, and indeed any practitioner can speak with Evil Plants of any kind. It has even been suggested that Verbena Witches are actually Pod spies. Most Coil spells are quite powerful but quite time consuming to use. A Coil of Thorns laboratory is called a “Kitchen” and can indeed be created with materials purchasable at a farmer's market.

Basic Disciplines
  • Bitter Fruit The character can make powerful medicines and poisons out of ordinary fruits and roots. By spending a power point and an hour working in a kitchen, the character's result can be a balm or a curse to those who consume it with a strength equal to the number of hits on a Logic + Medicine or Intuition + Survival test. Such products can be made into clearly medicinal pastes and the like, or covertly disguised as fresh foods. Doses with other effects can also be produced, but if the requisite number of hits is not achieved the resulting product is merely a standard damaging poison with a strength equal to the actual hits achieved.
    HitsPoisonEffect
    1Anti-toxin Reduces the power of toxins by its hits.
    3Sleep Drought Consuming victim falls into a deep sleep.
    5HypnoticConsuming victim enters a highly suggestible state for an hour.

    With Advanced and Elder Coil of Thorns comes the learning of additional recipes such as making powerful acids, paralytics, or explosives. The seed that transforms a Luminary into a Verbena has a threshold of 6 to brew.
  • Grass Rope The character can have plant matter grow at tremendous speed according to their will and grasp their enemies with wooden fastness. The character spends a Complex Action and makes a Logic + Rigging or Intuition + Survival test, and the leafy strands lash out with a Strength and Agility equal to the number of hits.
Advanced Disciplines
  • Mind Root The character plants a seed in a victim that slowly roots into the unfortunate's brain and leaves them an emotionless pawn. Creating the Mind Root takes a power point and an hour in the kitchen, and it takes an hour or two for the tendrils to work their way into the victim (making it essentially worthless against a target that is not willing, bound, or sleeping). The Mind Root uses the character's Logic + Medicine or Intuition + Survival against the victim's Strength.
  • Puppetry The character can command plants to perform actions and have the plants actually perform them at a reasonable speed. By spending a Complex action, the character's plant minions will move about with distinctly non-plantlike mobility for one round – attaining an effective Agility equal to the character's Intuition or Logic. The character can also give long term commands to plants, which they will go about performing at their normal speeds (often centimeters a day). Commanding sapient (and presumably evil) plants is more difficult, and requires the character to best them in Logic + Medicine or Logic + Rigging against their Willpower to control one of them for a number of rounds equal to the number of net hits. Otherwise Puppetry extends to any number of plants within 10 meters of the character per point of Potency.
Elder Disciplines
  • Abomination The character can work in a kitchen for an hour and grow an Evil Plant from inert plant material and evil magic. The product is a harmless if strange looking potted plant that will grow into a horror over the following night. The character makes a Logic + Medicine or Intuition + Survival test to get the process started. Making a Man Trap is threshold 3, making a Triffid is threshold 5, and making a Pod is threshold 7. Creating these abominations bestows no special ability to control them.
  • Seeds of Destruction Time destroys all things according to mortals, but even amongst supernaturals it is known that the work of your hands will eventually be claimed by the legacy of nature. Using this ability, the character accelerates this process, causing the progression of seasons and flora to rip things to shreds. Roots shatter stone and flesh alike and tiny pieces blow away in pollen laden dust. This is a damage 3 attack that assaults each target in a cone that is up to 100 meters in length per point of Potency. No inanimate object is treated as larger than small, as bigger things are torn apart from every direction and even the inside. The character must spend a Complex Action and a power point, and uses Logic + Rigging or Intuition + Survival. This power can be used on a much smaller scale without spending a Power Point, but it only projects 2 meters per point of Potency.
Trail of Tears
Bitterest of all is not the sorrow but to have one's sorrows ignored.

The Trail of Tears is a magical discipline which harvests the power of misery. In the Deep Astral there is a liquid that is literally created by the fact that sadness exists. This material is called the Tears of Maya, even though in a very real way it is the psychic residue of human sorrow from the Material World. Those who follow the Trail are incredibly good at finding the clouds in life. They gain a +2 bonus to argue against any proposal, fact, or course of action. At Advanced, this negativity increases to +4, and at Elder the ability to speak against things rises to a full +6 bonus.

Basic Disciplines
  • Curse of Failure Using astral sorcery, the character curses a victim to have luck abandon them at a later date. If the character succeeds on an opposed Willpower + Sabotage or Willpower + Rigging check that takes a Simple Action, evil magic hangs like a dark cloud of misery over the target's head. At any later date, the character may reactively end this curse to force the victim to reroll all hits on a test. The Curse of Failure is totally covert, all the character actually does is look at the victim funny and the sorcery has no overt special effects (although it can be detected as normal Astral magic).
  • Pain Drops Tiny drops fall at the target, dampening not their skin but their pride. The character spends a Simple Action to direct Tears of Maya to fall at a target, and makes an Agility + Combat or Willpower + Rigging test to make a standard ranged attack. Pain Drops have a damage rating equal to the character's Willpower, and are soaked with Willpower rather than Strength. Pain Drops cause only illusory damage, and while they cause wound penalties and even incapacitation, they do not actually kill or wrap around into lethal damage. Virtual damage from Pain Drops fades in an hour.
Advanced Disciplines
  • Dark Night of the Soul By spending a Complex Action belittling the target, the character can provoke a Despair Frenzy in them. The character makes an opposed Willpower + Sabotage or Willpower + Intimidate test against the target's Willpower, and if successful the victim enters an immediate Despair Frenzy (regardless of their Master Passion, if any). This ability is largely covert, as it does not appear that the character did anything other than behave in a rude and perhaps senselessly cruel fashion towards the victim.
  • Water Prison With a Complex Action and a power point, water can be manipulated into three dimensional shapes that hold their form and are strong as steel. Actually capturing someone with titular prison made of water requires a ranged combat test using Agility + Combat or Willpower + Rigging. Grasping water has a Strength equal to the character's Willpower.
Elder Disciplines
  • Astral Projection Activating Astral Projection sends a character and possibly their friends into the deep or shallow Dreamlands or back to the material world. Anything the character carries as well as a circle of hand holding creatures up to the character's Willpower in number (and everything they are carrying as well) shifts across the worlds with the character. Astral Projection requires a Complex Action and a power point.
  • Object of Envy The character can reach into a target's mind and create some physical thing that the target deeply desires. This can be something as simple as a sandwich or as complex as a whole person. This costs a power point regardless of how elaborate or abstractly valuable it is. Electronics created in this way don't function super well because they are made out of evil magic even more so than a modern operating system normally is. A person created in this way is always an Extra with no edge stat or supernatural powers. They are otherwise able to pass as the actual person they are based upon (if any), though they are preternaturally disposed towards evil and cruelty and are under the control of the character who made them. The character makes a Charisma + Expression test to set the quality of the mimicry of a person; a Logic + Electronics test to set the quality of created electronics; and an Intuition + Artisan test to set the quality of most other things. An Object of Envy so exactly duplicates a desired thing that it can set off a Greed or Loneliness frenzy in the target from whom the desire was plucked (in general, the number of hits on the ability generates the threshold to resist the frenzy). A targeted creature can try to keep their desires to themselves, making a Willpower + Sabotage test as a reactive action – if the target gets at least as many hits as the character, the Object of Envy never takes form. When an Object of Envy is destroyed, it reverts into tears. Creating an Object of Envy takes a minute.
Veil of Morpheus
When you dream, dream of me.

The veil between the waking world and the world of sleep is both vast and unfathomable. And yet to those who scry deeply into Maya can see past it, and in time they learn to reach across and pull things from one side to the other. A character who practices the Veil of Morpheus is able to perceive their surroundings normally while they sleeping, able to wake themselves at will. With Advanced Veil of Morpheus, the character can perceive what other people are dreaming about by perceiving the dreamer. And when a character has Elder Veil of Morpheus, the veil of sleep is no veil at all and they can simply reach into dreams and interact with them while they are physically present at the dreamer's location (whether they are currently in the Dreamlands or the Material world).

Basic Disciplines
  • Enchanted Slumber Using astral sorceries the character makes people supernaturally sleepy. The compulsion to sleep is virtually impossible to overcome for people who are already asleep, and is at best a minor inconvenience for those whose adrenaline is pumping. Activating it is potentially covert, in that the target is not especially aware of anything other than a feeling of sleepiness. The character however produces faintly glowing dust from their hands when used. Using Enchanted Slumber requires an opposed Charisma + Expression or Logic + Medicine vs. Intuition test. An affected target that is already asleep will not awaken for at least an hour (longer with net hits) even in the face of loud noises or shaking. An affected target who is not asleep will go to sleep at the first opportunity and then stay asleep for at least an hour (longer with net hits).
  • Dream Vision The character can send messages and images into the dreams of another creature. The dream visions can go an unlimited distance. The character must know the name of the intended recipients, the targets must all be asleep and the character needs to meditate on the sending. The base timeframe to send visions is an hour, but net hits on a Charisma + Expression or Logic + Research test can reduce that.
Advanced Disciplines
  • Denial of Privacy The character views into the dreams of a sleeping target. The character spends a Complex Action attuning themselves to the dreams of a target. The target must be asleep and within 20 meters per hit on a Charisma + Empathy or Logic + Medicine test. While so attuned, the character can make themselves appear in the dream or simply voyeuristicly watch the proceedings.
  • Horrid Reality The stuff of dreams becomes the stuff of reality. The character spends a Complex Action and suddenly the physical effects of events that take place within a dreamer's dream reality draw their toll on their body. While the effects of a sexy or merely surreal dream may not even be immediately obvious upon waking, the effects of a nightmare can be catastrophically fatal. The character need only know the name of a potential victim and their location while dreaming, the ability works at any distance.
Elder Disciplines
  • Dreamscape The character shapes the Deep Dreamlands to be as they want it to be. The character spends an Edge and the dreamlands of Maya begin to adjust themselves to the substance and reality that the character wishes them to contain. This transformation takes a base amount of time of one day, but they can make a Charisma + Expression or Logic + Operations test, and reduce the timeframe with net hits. Things created in the dreamlands are like Hollywood sets. While an object might glitter like gold, it's just a prop.
  • Dreamstep The character can move seamlessly between the Shallow Dreamlands and the Material World at will. Crossing the threshold between the Shallow Maya and the physical world is a Simple Action and the character can take anything they can carry with them.

The Thalassans could b used as a seed for the Storm Lords, but their agenda has to be expanded to more than "Deep Ones Pull Out" because in aWoD you get to actually participate in the story no matter what hat you wear.

P.S.: What's confusing about Form of Mist? You pick someone up and then you mist them along with you because they are considered a "carried object" for tha purpose.

-Username17
Grek
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Post by Grek »

So, to shamelessly steal from A Hammer, here is a possible Storm Lords writeup:

Storm Lords
"We have hidden, and it has availed us nothing. The time now is for action."

Among those seeking immortality, killing and devouring a Leviathan is widely considered the best means of achieving that goal - no complex rituals are required, it's provably effective, and best of all, the victim looks and acts alien enough that you won't ever have to think of killing it as ethically questionable - and so Leviathan-hunting is a time-honoured pastime in most parts of the world. The Leviathans themselves understandably take a dim view of this, and several organisations dedicated to protecting or hiding them have sprung up throughout history. The Thalassans, or more commonly, the Storm Lords, make up one such organisation.

Originally formed by Deep Ones and envisioned as a series of communities on the sea floor where mortal men couldn't easily follow them, the Thalassan cult has for most of its history been hiding from the world at large. To be absolutely sure that none could ever disturb their underwater hideouts, the Storm Lords would often create massive storms in and around the waters where they hide, making it nearly impossible to sail there. In the days of wooden ships and sails, this was highly effective, and even today, the regions are often reported as just being areas of bad weather. Villages full of immortality piñatas are very valuable prizes, however, and the Marduk Society in particular has demonstrated frankly amazing amounts of creativity in getting to them. This has forced the Thalassan cult to take a much more proactive approach, sending massive hurricanes, freak lightning strikes and fog clouds full of people with guns against Marduk bases and compounds.

In order to cover up these activities, the Storm Lords has agents who infiltrate new reports, goverment grant commities and weather monitoring programs across the world in order make sure that nothing that the Storm Lords do ever gets reported as unusual. If a group starts asking too many questions about the wrong parts of the ocean, their funding quietly gets cut off and the head of their department reassigns them. In addition, they will investigate any person using weather magic that isn't a Storm Lord and make sure that they get with the program about keeping the changes to the weather subtle.

Today, the Storm Lords are the go-to people for permission to alter the weather and are tolerated by most of the Major covennents because they work hard to keep up the Masquerade around a path of sorcery that would otherwise be extremely difficult to cover up and their attacks on the Marduk Society are either ignored or actively supported. They employ agents and operatives of all supernatural types.

Missions for the Storm Lords: Missions from Storm Lords typically involve taking out a Murdak opperation, recruiting supernaturals with weather changing skills, or covering up one of the other two.

Sample Adventure: The Murdaks have set up shop on a tropical island, with the intent of attacking the nearby Thalassan hideout and capturing everyone there for "research" by the higher ups. The Storm Lords don't want this to happen and are going to have their agent and his team take out the base and then cover up the fact that there was ever a base to take out.

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Post by A Hammer »

FrankTrollman wrote:The Thalassans could b used as a seed for the Storm Lords, but their agenda has to be expanded to more than "Deep Ones Pull Out" because in aWoD you get to actually participate in the story no matter what hat you wear.
The idea was to have a cult that was mostly defined as opposing Marduk with a bit of fluff thrown in - essentially, 'Deep Ones pulled out at one point but have now pretty much pulled back in'. The whole isolationist schpiel was only thrown in so there was something to them other than 'yeah those guys pretty much hate the Bloods Marduk Society' (and because I kind of liked the image of having fish people use song magic on mariners). Looking back at what I wrote I can see that that was pretty confusing, and honestly it's pretty much the Stellar Oracles with a paint job and new licence plates anyway, so eh. vOv
FrankTrollman wrote:P.S.: What's confusing about Form of Mist? You pick someone up and then you mist them along with you because they are considered a "carried object" for tha purpose.
Ah, okay, that makes sense. I think the problem is that I'm still stuck in video game land where things you are 'carrying' include the stuff in your backpack but not the dude you're currently holding by the throat. Sorry about that.
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Post by CatharzGodfoot »

Grek wrote: In order to cover up these activities, the Storm Lords has agents who infiltrate new reports, goverment grant commities and weather monitoring programs across the world in order make sure that nothing that the Storm Lords do ever gets reported as unusual. If a group starts asking too many questions about the wrong parts of the ocean, their funding quietly gets cut off and the head of their department reassigns them. In addition, they will investigate any person using weather magic that isn't a Storm Lord and make sure that they get with the program about keeping the changes to the weather subtle.

Today, the Storm Lords are the go-to people for permission to alter the weather and are tolerated by most of the Major covennents because they work hard to keep up the Masquerade around a path of sorcery that would otherwise be extremely difficult to cover up and their attacks on the Marduk Society are either ignored or actively supported. They employ agents and operatives of all supernatural types.
I never suspected Sean Connery of being a deep one, but in retrospect it should have been obvious. Do they all wear bear costumes too?
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Post by Username17 »

I have a persistent internet connection again, so I am going back and editing in submissions. I expect the Loneliness, Rage, and Hunger passions to be integrated shortly. Anyway, here's Greed:

Master Passion Greed
I feed the mouth that bites me.

A character with Master Passion Greed is dominated by a need to have things. Not necessarily “valuable” things according to disinterested onlookers, and certainly not all things that have value – even to themselves. Greed is at its heart the irrational feeling of the need to acquire, since we don't even notice it (much less condemn it with such a judgmental word as Greed) when people act upon their desires to acquire things that are necessary for their survival or lifestyle. And those characters who are mastered by their greed become fixated on acquiring specific things. At any given time, a character driven by Greed will have something that they “must have” and will take special effort to get it on a regular basis. Actual frenzies may occur when a character gets “very close” to their current goal and suffers a setback. Greed is a fickle mistress, and once a character achieves their goal, it will fall to them to find a new goal and pursue that (although in some cases this may be as simple as “get a lot of money” followed by “get even more money”).

Master Passion Greed can deeply affect a character's life even when they are not in frenzy. The rotating obsessions can lead to a destructive cycle of accumulation and spending. Once the character gains the money they were after, they may well spend it all on boats and other frivolities and then go back to hunting for money.

Of all the master passions, Master Passion Greed works best in children's literature, and you can find a tremendous number of examples of its placement in stories and cartoons for that reason. Players may be tempted to channel Gromgold or Gargemel, and this is not unreasonable. But it's not just antagonist wizards that are like this is stories. Many anime characters such as Lina Inverse can give a good template for the cycle of desire.

Actual frenzies from Master Passion Greed usually involve a destructiveness brought out by sheer frustration. Having gotten so close to their goal only to be thwarted, the character hurls themselves in a last ditch (often obviously futile) attempt to grab on to their desire. Things in the way are blasted with everything at their disposal and clear dangers and social conventions are completely ignored. Think the end of Indiana Jones and the Last Crusade. Key skills are Stealth, Empathy, and Rigging. Master Passion Greed is the most common motivation of Witches.

Catharz wrote:I never suspected Sean Connery of being a deep one, but in retrospect it should have been obvious.
In the grim future, only Sean Connery has an erection.

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Post by Username17 »

So for example, here is the expanded Despair and Hunger:

Master Passion Hunger
I want to suck your blood.

A character with Master Passion Hunger is prone to harsh and painful pangs of emptiness, which slowly eat away at their sense of self when their power reserves are low. These fires of hunger can burn out of control and turn them into desperate, destructive beasts unless or until quenched by sapient flesh, blood, or pain. While this is obviously most commonly an affliction of those who get their power from an actual Feeding schedule or who otherwise prey on sapients, even those who don't rely on power for it can potentially have this passion. It is obviously dangerous in such characters, because unless the character's power schedule is Feeding they will remain low in power reserves (and thus potentially subject to more frenzy) even after chewing on a dude.

The hunger manifests continually in a manner that is just barely noticeable, and the unnerving awareness of the flesh and blood of those around them can easily be mistaken for simple sexual arousal. While actually in a hunger frenzy, the character's actions are more terrifying than simply unnerving. Moving with wild abandon, a hungering character dives upon others in an effort to consume what their pangs drive them to. A hunger rampage is born out of desires both to sate themselves and to cause great pain, and often results in a bloody rending of the victim's flesh.

Triggers for a hunger frenzy usually take the form of depleted Power. Triggers to end a hunger frenzy are either something which makes them lethargic (including simply being full of other foods), or having drained a victim dry. Key skills are Stealth, Animal Ken, and Medicine. Master Passion Hunger is the usual drive of Vampires.

Master Passion Despair
Shinj [ʃɪndʒ]
  1. -Verb (used without object)
  2. to absolutely flip out in existential uncertainty and despair to the point of being unable to accomplish life goals.
A character with a Master Passion of Despair is prone to fits of despondency that render them unpredictable, both destructive and self destructive. Characters subject despair frenzy may withdraw for long periods of time and show signs that a mortal would diagnose as clinical depression. But while actually in a despair frenzy the character's actions are often terrifying to behold. Alternately comatose and prone to massive destruction, a despairing character withdraws from or pushes away the entire world. Their own work may be destroyed, as might anything nearby. A despairing rampage is born out of a combination of fear and frustration, and usually tends more to the “simplicity” of mass destruction.

Characters dominated by Master Passion Despair are affected the rest of the time in one of two main ways. Some characters seem to “make up” for their black moods by being relentlessly upbeat the rest of the time. The precipice that such a character falls off as the pendulum swings from their ability to maintain cheerfulness and completely giving up to bitterness and regret is frightening to behold. Other characters run the razor's edge of melancholy all the time. These characters wander through life wearing black eyeliner and noting all glasses as being at least half empty and possibly contaminated by spider eggs. It is important to note that whether the character is characterized better as Eeyore or Stimpy in their normal interactions with the world, that the actual frustrations required to push the character into madness are the same. The manic characters may seem happier on a moment to moment basis, but that joy is fragile – as close to the void as the permanently depressed.

Triggers for a despair frenzy usually take the form of setbacks of some form or another. Triggers to end a despair frenzy are either things that would cheer them up, or the galvanizing action of seeing something that mattered to them destroyed during their frenzy (often as not by their frenzy). Key skills are Survival, Persuasion, and Operations. Master Passion Despair is the usual drive of Transhumans.

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Post by Username17 »

Boo-yeah. Rage. And thanks.

Master Passion Rage
You're making me angry. You wouldn't like me when I'm angry.

A character with Master Passion Rage is short-tempered, and when their temper goes off they completely lose it: attacking their enemies, destroying the scenery, attacking bystanders, and destroying their relationships. Characters subject to rage frenzy will often lash out at others for perceived slights, both verbally and physically, but it is not until they are pushed into actual frenzy that their true and terrifying potential is unleashed. A raging character uses every power at their disposal to smash everything and everyone they perceive as vexing or hostile. Failing that, they will turn on inanimate objects and even innocent and irrelevant people as their inability to get their hands (or teeth, or balls of fire, or whatever) on something they can readily identify as a threat or a sleight becomes itself a source of anger. A raging rampage is born out of sheer anger, and seeks to remove the source of their anger through the simplest of emotionally-triggered reactions – pure violence.

Characters with Master Passion Rage are incredibly confrontational. Their “fight or flight” reflex pretty much always defaults to “fight” even in the face of extreme danger. They also don't like losing, being thwarted in even small ways, or being ignored. In supernatural society it is taken as a truism that you shouldn't let lycanthropes drive or play cards if you can arrange to avoid it.

Triggers for a rage frenzy usually take the form of a threat to the character's person or pride. Anything that would make a human fly into a rage works too. While threats to a person are usually pretty self explanatory (injuries or threats of violence), injuries to he pride are legitimately different for different people. Players are encouraged to have some “sensitive subjects” that piss them off beyond reason. And we do mean beyond reason. Triggers to end a rage frenzy are either things that would calm them, or the galvanizing action of seeing someone they care about hurt at their own hands (often after the wounds are lethal). Key skills are Athletics, Bureaucracy, and Research.. Master Passion Rage is the usual drive of Lycanthropes.

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Post by Username17 »

Madness Network
It's not much of a code if I just tell you the message, right?

The Madness Network, sometimes called simply The Network is an anarchistic organization dedicated to information freedom, compromise, and the propagation of mutual understanding. Also they are a distributed subversive element that appears to be advancing an unknown agenda whose true nature is known only in parts by individual cells. That's not just hyperbole or conspiracy theorizing, The Network's official stance is that it is working towards something called “The Agenda” and that individual members only know small fragments of it, and some of the things about The Agenda that they know are things they don't know that they know because they are hidden as riddles or parts of other messages. Lots of people think they are crazy. Lots of members of the Madness Network are crazy, and this is not considered to be a detriment to one's Cult status.

The Madness Network is the closest of any of the major cults to one that is exclusive to a specific group of supernaturals. Almost all leading members of the Network are Mi Go. There are officially speaking only two ranks to be had in the Network: a Node and a Page. Supernatural creatures rapidly rise to the rank of Node. From there on, Nodes are judged by their trustworthiness and mission success rate, but they have no officially sanctioned authority. But the organization has many human members drawn from the muttering dregs of society's castoffs. These humans rarely rise above the rank of Page and are used much as Camarilla retainers are. What truths these human Pages receive are so shrouded in falsehoods and babble that The Network has so far been able to claim themselves as being essentially exempt from Masquerade investigations on this point.

Special Note on Madness: There is a persistent problem in the World of Darkness that is so common that it has its own name: “Fish Malks.” Mental illness is not especially funny, and people who turn it into a joke are not only disruptive to most peoples' games, they are actually no less insulting than people who make jokes about birth defects or physical injuries. Insanity is not the same as surrealism. It's a set of genuine and tragic cognitive impairments.

That being said, the members of the Madness Network are by and large not crazy. They adopt the personas of mumbling hobos because it allows them to move in certain circles and deliver certain messages without being bothered. Think of them like bike messengers: they don't have to go unshaven, but the look definitely helps them get through crowds.

Missions for the Madness Network: The Madness Network actually specializes in the Courier Run, so the mission of “take X to Y” is pretty much assumed. But beyond that, they are often employed to be the bearers of bad news or impartial mediators in tense discussions.

Sample Adventure: Different Carthian factions have taken sides in the ongoing Sri Lankan civil war. Now that it is winding down and the Singalese government is putting the Tamil minorities into camps, a set of neutral outsiders is being asked to negotiate the release of the Tamil Bagheera to prevent the incident from spreading to other regions under Carthian control. And because of your Network connections, the neutral outsiders are the player characters.

Madness Network as Antagonists: Information freedom is basically just another word for spying, and promoting understanding is pretty much the same thing as telling secrets to other interested parties. People with things to hide may well find themselves opposed by Network members. Then again, there are some theories, even within the Network itself, that The Agenda is a very bad thing...
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Post by Username17 »

Also: I think many of the powers that currently cost a power point are going to end up wanting to cost some number of power points.

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Post by Josh_Kablack »

Think of them like bike messengers: they don't have to go unshaven,
You have obviously never bike messengered in Pittsburgh in January...
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Post by CatharzGodfoot »

I really don't understand the thing about Sean Connery's erection, but these write ups are looking really good. However, the frenzies all seem to be RP-able by throwing a big temper tantrum, which takes away from the individualized nature of the drives. I like how the greed frenzy is actually an all-out last ditch attempt to acquire at any cost. They all might do well with specific examples (possibly with iconic characters). I won't ask you for that, Frank, as you're already pretty much writing the game by yourself--but someone should do it.
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Post by Sir Neil »

You should include your ignorance of the film Zardoz in your next prayer of thanksgiving, Catharz.
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Post by Josh_Kablack »

Sir_Neil wrote:You should include your ignorance of the film Zardoz in your next prayer of thanksgiving, Catharz.

That is true to the point of being sig-worthy.

Yet siggying it would decrease the amount of ignorance of Zardoz in the world and therefore be an unconscionable act.
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Post by Hicks »

Sir_Neil, Rule 34 demands that I must now hate you. This is why:
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Post by CatharzGodfoot »

Oh, now I remember...
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Post by Username17 »

The Zeka are done. Yeah, I decided to turn the Black Spiral Dancers into the death cult that does Symphony of Silence.

Confession Time: the reason that I haven't published the Infernal Sorceries is twofold:
  • I have a counterspell system (you throw sand and it lands as black sand and white sand); but no detection mechanism. Discoloring water maybe?
  • Swarm Song is missing one Advanced Discipline. Basics give you Small Witness and Body Colony, Elders give you Gold and Honey and Riot, and Advanced gives you Magnify the Swarm and...? Something of a writer's block there.
Yeah, that's literally all that's holding up the Infernal Sorceries section.


Zeka
All animals are equal. Some are more equal and others less.

The Zeka were originally a sect of Central Asian warrior shamans, but they have since turned on “superstition” and adapted the trappings of modernity and reason in their fiercely hierarchical and monolithic fashion. Adapting to the times, the Zeka gave up their shamanistic beliefs in the 1800s for the teachings of the Eastern Orthodoxy, and in the early 1900s gave those up as well for an uncompromising materialism. With each shift has come murders and purges, but while the doctrines have changed beyond ready recognition, adherence to the doctrine of the hour has always been held of paramount importance.

Today the Zeka have greatest affinity with the Carthians, and have a similar structure, with their own Revolutionary Council (which used to be called the Ecclesiastical Council before it was liquidated and replaced). It has been suggested, even by the Zeka themselves, that they would like to replace the Carthian Revolutionary Council with their own. Below that, pretty much everyone is designated a Commissariat or a Worker. Commissariats are all nominally in charge of something, which is either Enlightenment, Loyalty, or History. Commissariats of Loyalty are like judges who also do investigations – like a Camarilla Sheriff. Commissariats of Enlightenment are in charge of research, and Commissariats of History are in charge of explaining what has happened and what the Zeka doctrines have always been to the Workers (especially when these things change on the orders of the Council). All Commissariats have dispensation from the Cult to kill in order to complete any of their tasks (although this is not recognized by the World Crime League, Camarilla, Carthian Movement, or Sabbat).

The Zeka have codified their ancient shamanistic animal magic practices into a forward looking pseudo-science of animal magic. They also have a complex racial hierarchy system that forms a theoretical basis for why Animalism works on the creatures it does and how. Further, they do a large amount of destructive testing on animals, people, and even supernatural creatures in order to attempt to gain more information to validate the their theories. Zeka compounds are a lot like farms, in that they grow animals of various sorts in large numbers, and most of them are ultimately going to be eaten.

The Zeka want what is “best” although best for whom is a question that is somewhat up in the air. Zeka orthodoxy disdains the value of the individual, and is explicitly willing to sacrifice members of its own group to further its aims. The protocols call for modernization, but their own work looks like a biological nightmare from a 1950s science fiction movie. Still, their ruthless methodologies have produced results, and their faction may have the only creatures from Earth to know what the little wibbly things inside the Pods do. They are also always in need of fresh meat for their experiments, meaning that they are a useful method of disposing of bodies – something that all covenants have called on them to do.

Missions for the Zeka: The Zeka are desperately afraid that they will somehow fall behind in their research, and are constantly attempting to spy on other magical researchers. Also, they are attempting to take over the Carthians. But beyond all that, they really do need a lot of weird animals and people for their research. And their research really does turn up some fucking scary information about Evil Plants sometimes. This makes a good springboard for basic intrigue, kidnappings, and even the occasional “save the world” quest.

Sample Adventure: After a series of disappearances, the press starts raising a stink. And that generates a stink in the halls of the Camarilla. As blame and aspersions start running wild, a Zeka Commissariat suggests that perhaps no members of the covenant are responsible, and requests aid in tracking down a Chimera in order to prove it. But is there just one Chimera on the loose? On which word does the emphasis fall in the previous sentence?

The Zeka as Antagonists: These guys are basically Bolsheviks who do unethical medical research and commit crimes. You've got Boris and Natasha working for Brick Top and Dr. Moreau. I am confident that you can find something to work in as a possible antagonist.
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Post by virgil »

Maybe for detection, fresh meat spoils, candle or wood fires change color, or images of the past (be it photos or paintings) darken as if a shadow passes over.

As for Swarm Song...producing extremely poisonous bugs?
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Post by CatharzGodfoot »

Infernal sorceries could cover things with secondary fire damage. In most cases it would subtle, like a room that has been smoked in for years. You probably don't notice until you go to clean the ceiling and, hey, it's actually white! But rather than nicotine it would be sulfurous soot.

For another elder discipline, "spin the dark chrysalis"?
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Post by Quantumboost »

I'm not entirely sure what the Elder Swarm Song Disciplines listed there do, so I'm going to throw out some bug-related things that I think should be in there if they aren't already:

A swarm discorporation effect is something that people (read: Imhotep, at the least) want to do. It'd mostly be a Protean mobility power (corresponding Astral/Orphic powers are Elder in their Disciplines; not sure whether there's a balance issue there).

Putting bugs into peoples' bodies and controlling them.

Maybe something to do with webs, or cocoons? To act as a physical restraining ability corresponding to Water Prison, Solid Darkness or Prison of Ice.


Discoloring sufficiently pure water for detection sounds good to me; I'd assumed that's what it would be the whole time, really.
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Post by Username17 »

OK, here we go for a first draft on Infernal Sorceries:

Infernal Sorceries

The Dark Reflection is a horrible place from which few things escape. But its reach and grasp can be felt far outside the ashen pits of Limbo itself. Infernal Sorceries are those magics that manipulate and harness the taint of that parched landscape and turn them to one's own advantage.

The magic from Limbo is a lot like fire. It is also quite specifically malicious and it corrupts things it touches. When clean water is nearby, it discolors slightly as if ash had fallen into it. A skilled exorcist can track the power and location of magic from the Dark Reflection by consulting distilled water in a clear container. When Infernal Sorceries are cast they can be doused by throwing sand on them. Reasonably clean sand must be used – ground up silicon dioxide works. By the time the sand hits the floor it has been replaced by white and black sand.

Descent of Entropy
Everything ends the same way: it no longer matters and no longer persists.

The fires of Limbo have long dulled and all there is left is misery and ash. Those who delve into the knowledge of entropy learn grim ends of human nature and command the power of wickedness to compel disease agents to action. To those who follow this path, the inevitable unraveling brought about by time appears entirely normal and expected. A student of the Descent of Entropy gains a +2 bonus to diagnose an ailment, reconstruct an event from evidence, or repair an object that has fallen apart. These bonuses increase to +4 at Advanced and +6 with Elder Descent of Entropy.

Basic Disciplines
  • Abyss of the Body The character carries hideous diseases that can be foisted upon others with a touch, a bite, or a kiss. A character with Abyss of the Body is not themselves affected by disease, and they can carry all manners of normal plagues and pass them normally. In addition, each character who has Abyss of the Body can voluntarily transmit a purely magical disease. The disease they have at their disposal to use voluntarily is chosen when the discipline is learned. A character inflicted by additional magical diseases is still immune, but has no control of its transmission. Abyss of the Body can be learned multiple times to control multiple diseases. When spreading a disease voluntarily the character achieves physical contact and uses Strength + Survival or Charisma + Medicine against the victim's Strength.
    Disease Delay Effects
    Chud Minutes Victim dissolves into white goo.
    Cooties Seconds Victim driven mad with lust.
    Doom Flies Days Victim eaten up by maggots, explodes into swarm of flies.
    Rage Virus Seconds Victim transforms into Soulless.
    Thing Infection Days Victim fills up with roots, Triffid bursts out of their husk.
    Z-Virus Until Death When Victim dies, it rises as a Shambler.

  • Light of Ennui The character becomes a beacon of apathy and despair, foiling attempts by those caught in the metaphorical glow to care. The character makes a Charisma + Artisan or Charisma + Empathy test against the Willpowers of everyone within close range. Everyone affected is unable to muster an emotional response to much of anything. Frenzy doesn't happen, and all appeals to emotion and even magically created emotions fail unless the speaking character can muster more hits than the Light of Ennui. Lighting or dousing the Light of Ennui is a free action. The Light of Ennui sheds literal light in the Dark Reflection, and is enough to see by.
Advanced Disciplines
  • Aura of Decay When the Aura of Decay is activated, things fall apart into grime and dust. This can be directed somewhat, but generally anything within a few meters of the Character will degrade as if left unattended for days and weeks in mere moments. Objects that are literally on the person of someone will not be devastated by decay unless the character focuses in on them and marks them for destruction. The character can focus in and make a Strength + Artisan or Charisma + Medicine test against a target's Intuition to corrode a specific person's equipment as a Complex action. Activating or deactivating the Aura of Decay is a Simple Action. Normally it is far too slow to affect a fast moving object, but by spending a Power Point, the speed of corrosion can be enhanced to the point where it will tear items out of the air before the reach the character. Disposing of an incoming thrown piece of wood is easy (threshold 1), stopping bullets is hard (threshold 3), and corroding one's self a path through being otherwise run over by a truck is crazy extreme (threshold 5).
  • Contradiction The character can tempt a victim into doing something they would never do, something wildly against their nature. The character can make an opposed Charisma + Artisan or Charisma + Bureaucracy test against the victim's Willpower. This takes conversational time, and is absolutely powerless to convince someone to do something that they are merely moderately opposed to.
Elder Disciplines
  • Howl of the Abyss A scream of unutterable anguish permeates the Material World and the Dark Reflection for a round. The fires of Limbo belch into the material world. Smoke and ash blows through cracks in the world. And Mirror Goblins spew forth in a brutal wave. The character spends a power point and makes a Charisma + Artisan or Charisma + Bureaucracy test and a number of Mirror Goblins show up equal to the square of the number of hits. Any other creatures within a few meters of the character's location in either the Shallow or Deep Limbo may attempt to escape to the Material World as well.
  • Wind of Pestilence Black winds carry ghastly plagues that doom everyone they touch. Everything the shadowy air caresses is exposed to a magical ailment of the character's choice. The winds come out as either a cone that extends for a hundred meters per point of Potency or as a circular maelstrom that is twenty meters in radius per point of Potency at the character's option. The character spends a power point and Complex Action to make either a Strength + Artisan or Charisma + Medicine test. Potential victims may resist with their Strength, and the character can nominate one target per hit to be avoided by the gale.
Names of the Blasphemies
It is hubris of the first order to name that which is not known.

There are words that should not be spoken. Mostly, these are the names of ancient unspeakable evils. And the reason these evils are unspeakable is because they will hear you if you speak about them. Upon learning each ability from this discipline, the character is able to choose for themselves a True Name. Abilities that function based upon the character's name only respond to that name, no matter what they refer to themselves as. With Advanced, the character knows the name of anyone they see an accurate picture of, and with Elder they know the name of anyone they see (regardless of disguises).

Basic Disciplines
  • Learn the Heart's Pain By concentrating for a Simple Action, the character can know the limits of a person's psyche. The character makes a Charisma + Empathy or Intuition + Larceny test, gaining knowledge of the subject as follows:
    Hits Knowledge Gained
    1 The target's Master Passion, if any (humans usually have no Master Passion)
    2 The target's Driving Passion
    3 General details of the target (such as career and name)
    4 Specific details of the target's hopes and dreams
    5 Intimate details of the target's life that the target barely even cares about.

    Using this power is covert.
  • Poison Heart The character fills the target's heart with a litany of lies. By spending a Complex action, the character makes an opposed Charisma + Empathy or Intuition + Larceny test against the target's Willpower and if successful causes the target to feel intense feelings of betrayal and disappointment. If the character knows the target's Master Passion, they can incite a Frenzy. If the character knows the target's Driving Passion, they can make them bitterly sullen and full of the feelings of failure (suffering a morale penalty to skill tests until the end of the scene). And if the names of any of the target's friends and loved ones are known, the target can be made to distrust them. Strength of any frenzies, depressions, or misgivings are the number of net hits. This ability is covert.
Advanced Disciplines
  • Bind the Name By knowing a creature's name, the character can bind them in Limbo, making it even more improbable that they could escape. This binding costs a Power point and takes a Complex action, but can work at any distance. The character makes an Intuition + Empathy or Charisma + Bureaucracy test and the threshold to escape the Dark Reflection is increased for the target by the number of hits. Only the most powerful Name Bindings applies to a target if more than one are applied.
  • Banishment The character hurls a victim they can see into the Dark Reflection. The character spends a Complex Action and a power point, and makes an opposed Intuition + Larceny or Charisma + Bureaucracy test against the target's Intuition to send them into the Dark Reflection. If three net hits are made, the target can be sent into the Deep Limbo. If the character has Elder Names of the Blasphemies, this ability can be used on several targets at once, targeting up to one creature per point of Charisma.
Elder Disciplines
  • The Truest Name Any time any creature speaks the character's name anywhere in the world, the character hears it and the next snippet of conversation the creature utters (usually amounting to a twitter feed, more or less). If the name is spoken three times in succession, the nearest mirror in the material world to the speaking creature becomes a portal to the nearest mirror in the dark reflection to the character. The character can make a Intuition + Stealth or Charisma + Bureaucracy test to reduce the threshold to cross that portal by the number of hits. This ability is covert and continuous.
  • Unleash the Dark Soul The character summons a Demon. It is a professional grade task to summon one of the Sidhe (threshold 2), it is totally extreme to summon an Akuma (threshold 4), and it is flat super human to summon one of the Ifrit (threshold 6). If the character knows the name of a specific entity, they may attempt to summon that one in particular to the material world, and the threshold is reduced by 1. If a proposed target's escape threshold is higher than the summoning threshold, use that threshold instead of the base (although still reduce it by 1 for a known name). Unleash the Dark Soul uses Intuition + Empathy or Charisma + Bureaucracy. It takes an hour, and can also be used to spring any specific creature whose name is known from the shallow or deep Dark Reflection.
Progress of Glass
We do not always see where we go. But we always go.

The Progress of Glass is a path of Infernal sorcery that deeply investigates the connections between existence and the Dark Reflection. Followers of the Progress of Glass are able to handle different perspectives very easily – some would say that they have already driven themselves mad. In any case, spending so long gazing into mirrors has left them able to write in mirror writing or use reflections for targeting without penalty. Also they end up being very good at driving. A user of the Progress of Glass gains a +2 bonus on Driving tests, a bonus that increases to +4 with Advanced and +6 with Elder Progress of Glass.

Basic Disciplines
  • Distant Reflection The character can peer into a reflective surface and see what is reflected off of another reflective surface elsewhere. The character must be within 100 meters per point of Potency of both surfaces, and must have a pretty good idea of where both surfaces are (and yeah, they have to be able to see at least one of them). Using Distant Reflection requires a Logic + Operations check or an Intuition + Perception check. The expected time to get the vision is an hour, but net hits reduce the timeframe.
  • Deny the Gauntlet The character can remove the difficulties in moving across gateways into and out of the Dark Reflection. The character spends a Simple Action and makes a Logic + Operations or Intuition + Stealth test and the gauntlet is removed for a specific gateway for a Round. Net hits increase the timeframe. The gauntlet is not hampered for purposes of keeping creatures held in Limbo by Name Bindings.
Advanced Disciplines
  • Mirror Pocket The character can create and subsequently access a virtual space within reflective surfaces. Things can be stored in and retrieved from the mirror pocket with relatively little fuss. This looks like a cartoon activity: the character's had passes into the surface causing it to ripple slightly and then some object is left within or drawn out – in either case demonstrably having more volume than the mirror possibly could. Creating a pocket costs a power point, but putting things in or taking things out is free. The character makes a Logic + Operations or Intuition + Stealth check and the mirror pocket has a depth of 20 cm per hit. If the character has Elder Progress of Glass, the depth is 50 cm per hit.
  • Rain of Glass Shards of blackened, jagged glass rain down and tear the flesh from the bones of everyone in the area. A Rain of Glass can be sent out as a cone up to 30 meters in length per Potency, or fly out in all directions to cover a cylinder centered on the character with a radius of 10 meters per Potency. Using this ability costs a power point and takes a Complex Action. It does a base damage of 3, and is activated with either an Agility + Combat or Logic + Operations check and resisted like a normal explosion.
Elder Disciplines
  • Doppelgänger A reflection is given life and given the task of supplanting the original person. The character makes a Logic + Expression or Intuition + Perception check, spends a Complex Action and a Power Point and then the Doppelgänger takes form by spending a Complex Action crawling out of the mirrored surface upon which the reflection was cast. It then sets about attempting to murder the original and then take over their life. The Doppelgänger is wicked and generally under the command of the character's. When a victim has a Doppelgänger created of them, neither they nor the duplicate cast a reflection until one of them is dead. The double has the base attributes of the target, and the degree of mimicry is set by the number of hits:
    hits Effects
    1 Extra, no supernatural powers, memories, or even coherent speech.
    2 Can speak like the victim.
    3 Has an Edge stat if the victim does.
    4 Has the memories of the target.
    5 Is a starting supernatural of the type of the victim if the victim is supernatural.
    6 Has a Potency of the victim or the character (whichever is less), has disciplines that the target has.

  • The Smoking Mirror The character controls the vertical and the horizontal. The character spends a Complex Action and a power point and then they can determine what is seen and heard for the rest of the scene. The area covered is limited to Line of Sight, and extends out to 30 meters per point of Potency. The character makes a Stealth + Intuition or Logic + Operations check and observers can only see through the illusion if they get an equal number of hits on an Intuition + Perception test.
Song of Swarms
I'd like to help, but I'm covered in bees.

Insects are kind of creepy at the best of times, but in the World of Darkness they actually are a source of wickedness and danger. The Song of the Swarm has a great deal of internal synergy, with many of the abilities within it making other abilities more useful. Being able to send insects where you want them is more useful if you can see what the insects see, and so on and so forth. Having Song of the Swarm allows you to treat crustaceans as if they were smart animals like parrots or dogs for the purposes of Animal Ken. Insect bites to creatures inside insect swarms are usually not much to report on, causing just Damage 1 strikes although these strikes do not require a to-hit roll and are not dodged. Anything special that happens with the character's unarmed attacks apply with their insects (especially of note is the Lure of Destruction and the Descent of Entropy).

Basic Disciplines
  • Body Colony The character's body has bugs growing inside it. In addition to being really gross, they can also fly out of the character's body and crawl back in without causing any lasting damage. The bugs growing in the character's body do pretty much what the character wills them to do, so they can follow much more complex routes than a normal bug of their type. The bugs from a character can swarm one person at a time or carry very small objects.
  • Small Witness The character can see through the eyes of insects in their vicinity. The character can see through the eyes of a bug that is within a meter of their body, and can continue to see through its eyes even if the character or the bug moves way, so long as they remain within a kilometer per Potency. A character can maintain a number of small witnesses equal to their Intuition score simultaneously and suffers no penalties from distraction. The character can make their own Perception tests through the senses of the bugs.
Advanced Disciplines
  • Magnify the Swarm When there are insects in the area, the character can draw upon the magic of Limbo to cause a great number of comparable insects to wriggle into reality. The character spends a Complex Action and a power point, then makes a Charisma + Animal Ken or Willpower + Survival test and every hit allows them to pretty much swarm everything and everyone in a 10m cube. If the character has Elder Song of Swarms, the area may be increased to a 100m cube per hit.
  • Swarm Body The character's body breaks into a cloud of insects of roughly the same mass as the character. This is a Protean discipline. The deaths of individual bugs do not meaningfully affect the character, but the deaths of very large numbers may seriously hurt them. When they reform, every 10% of the original swarm unable to make it translate to a lethal wound.
Elder Disciplines
  • Gold and Honey The insects of the character's can and do build things on their behalf. Bugs perform strange alchemy, devouring things and transforming the material itself into virtually anything that is desired. The character can make a Charisma + Animal Ken or Logic + Artisan test to make things of astonishing complexity. Gold and Honey is a reflexive action, and the swarm works at th speed of a group of competent contractors.
  • Riot The swarms of humanity are as quick to anger as those of ants or bees. The character can incite violence and destruction on the part of normal people, erupting entire neighborhoods into senseless or even slightly directed anger and devastation. A riot generally requires about an hour to cook off, but the character can make a Willpower + Intimidate or Charisma + Sabotage check to reduce the timeframe. The waves of bitterness and anger extend out to up to 200 meters per point of Potency, and are no less effective in highly populated areas. Indeed, a “riot” in a dense city is generally far more effective because there are so many more humans doing the rioting.
Walk of Flame
People running around. Skin on fire. It's beautiful.

Fire is likely the dividing line between man and beast. And yet while it is undeniable that fire provides light and warmth, protection from the monsters of the darkness and the forging of bricks and steel – that's mostly a facet of technology. Magical fire is a terrifying thing that rages at the limits of control and burns things down to ash. Firestarters in the World of Darkness are of course based largely on Carrie, and it is unsurprising therefore that fire magic spends a lot more time spreading panic and a lot less time smelting iron than controlled industrial fires do. The Walk of Flame draws strength from the Dark Reflection. A character with Walk of Flame gains a +2 bonus on Sabotage tests. This bonus increases to +4 with Advanced Walk of Flame, and +6 with Elder.

Basic Disciplines
  • Fire Walking The character hardens themselves against the flames and no longer burns. This does not protect them from shrapnel propelled by an explosion, but does protect them from any wounds caused by heat itself. Use of this power is entirely reflexive. Fire Walking is counterable and detectable only when the character is actually being protected from fire damage.
  • Hand of Flame The character can conjure up flame in their hand, varying it in intensity from a lighter flame raising from an extended finger to a 30 cm inferno in their palm. The fire does not burn the hand it sprouts out of (the waves of heat move away), but the user is otherwise not protected from the fire or fires they start. Calling, changing the intensity, or extinguishing of the flame is a Simple action that costs nothing. The fire can inflict as much as the character's Logic attribute in fire damage.
Advanced Disciplines
  • Fire Starter The character concentrates momentarily and something bursts into flame. Alternately, the character may have a bolt or ball of flame fly from some part of their body to explode at the target. Either way, the flames inflict the character's Logic attribute in damage, and are resolved as a ranged attack targeted with Agility + Combat or Logic + Research. Using this is a Simple Action.
  • Flames of Panic By spending a power point, the character sends waves of terror into crowds of people. This magic affects every creature except themselves the character can literally see (which means that they can shape its effects by voluntarily closing one eye, for example). The character rolls Logic + Intimidation or Agility + Survival, and each affected creature makes a Willpower Resistance Test. Targets are panicked and stampede around irrationally for one round for each net hit of the caster.
Elder Disciplines
  • Hell Storm By spending a power point and a Complex Action, the character can fill an area with hellish fire. The flames inflict a base damage equal to the character's Logic attribute, and are resolved as ranged attacks targeted with Logic + Research or Agility + Combat. However, the hellstorm cannot be dodged by targets who are more than a meter from the edge of the effect (multiply this maximum distance accordingly for creatures that move especially fast). The area can be tremendously large, affecting any area that can be seen up to a hundred meters per point of Potency.
  • Scorch the Gateway By spending a power point and a Complex Action, the character can enhance a fire magically such that it leaves a gateway from the mortal world to the Dark Reflection (and back) in its wake. By concentrating on the fire the character can attune the resultant portal to one specific creature for each Complex Action spent concentrating (until the character runs out of names or the fire burns out and the way manifests). The character may then make a Logic + Research + Potency or Willpower + Intimidate + Potency roll, and all attuned creatures get a bonus die to escape through the gate for each hit.
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Avoraciopoctules
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Post by Avoraciopoctules »

The Infernal Sorceries are nice, but all I can think of right now is how to best stat bosses from Metal Gear Solid 3.

Aura of Decay feels a lot easier to intuitively understand now, but I'm not sure how much of that comes from previous discussion.
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