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Posts : 104
Blood Potency : 2554
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Join date : 2011-10-07
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PostSubject: House Rules   Wed Oct 12, 2011 2:23 am

The word document version of this (it is MUCH easier to read) is up on google docs: https://docs.google.com/leaf?id=0B8RidAqpouxgNjEyNjk1ODUtNTJiMi00MjI4LWEyNTktODVlYWJkOWU4Y2Q5&hl=en_US

House rules in effect:
* = Vampires unaffected
Automatic Damage*: The damage modifier on a gun does not add dice to the roll to hit. Rather, the damage is applied automatically provided that the Dexterity + Firearms roll is successful. For instance, if a character with Dexterity 2 and Firearms 1 uses a light pistol (damage 2L), the player rolls three dice. If the player rolls one success, the target takes three points of lethal damage. If the character had been using a shotgun (4L damage plus 9 again), the player would still have rolled three dice, but with one success would have inflicted five points of lethal damage (the gun’s damage rating + number of successes rolled). This rule can easily be applied to hand weapons as well, if the Storyteller wishes. Rationale: Guns are deadly, even in the hands of someone untrained in their use. This hack makes it less likely that an untrained person will hit a target, but if they do, they will certainly injure him.
Armor: Armor applies its rating as soak for the damage dealt to the character. If someone if wearing armor of rating 2/3, an attacker would have to score more than 3 successes on an attack in order to pierce the armor. Armor has a Structure equal to its total armor rating (bashing + lethal) + its size (1 for helmets or gloves, 2 to 3 for vests, 4 for almost full body, and 5 for full body).
Armor Damage Formula: (# of times armor was applied to bashing, non-piercing, attacks – bashing armor rating)/2 + (# of times armor was applied to lethal and/or piercing attacks – lethal armor rating) + (# of those attacks that were exceptional successes) = Damage the armor takes at the end of the fight.
Bleeding Out*: Any wound that causes at least two points of lethal or aggravated damage, and is inflicted by a firearm, blade, claw or any other source that causes deep tissue damage, begins to bleed profusely. The victim suffers one point of bashing damage each turn the wound is left untended. Bleeding victims can be stabilized with a successful Intelligence + Medicine roll, with a –1 dice penalty for each point of lethal damage caused by the initial wound. Rationale: A gunshot might not kill a person, but the resultant blood loss very easily can.
Bone Breakage: Whenever a character rolls an exceptional success on an attack made with a blunt weapon or an unarmed attack, the player chooses one of the target’s bones from the list below and shatters it. The effects of the broken bone persist for the rest of the story or until the bashing damage correlated to the broken bone is healed by a supernatural effect (i.e. spending vitae/feeding to heal) Rationale: Hey, bones chip, fracture, and shatter from a bad hit.
Bone: Effect
Arm: -1 penalty to attacks or skills that require the use of that arm.
Leg: -1 penalty to Speed and any Athletics rolls related to running, jumping, or swimming.
Rib: -1 penalty to Stamina rolls related to running, holding breath, and similar exertions.
Skull: Target is stunned for one turn and suffers a -1 penalty to Mental Attribute or Skill rolls.
Dangerous Explosives: Characters standing within the Blast Area suffer half again (round down) the flat Damage of the explosive, plus damage rolled. So, a character standing at point of origin for an explosive with Damage 4 suffers six automatic points of damage plus any successes rolled on four dice. Characters outside the Blast Area of the explosion still suffer the possibility of being hit by flying shrapnel and debris. Roll the Damage rating of the explosive against any character outside the primary radius of the explosion but still within half the Blast Area in yards (round down). An explosion with Blast Area and Damage of 4 rolls inflicts four dice of damage against characters within a 5–6 yard radius of the explosion. Rationale: Explosives kill and maim with fearsome ease. Characters shouldn’t be blasé about handling them
Increased Wound Penalties*: This hack changes the way that wounds affect characters. With four open boxes, the character suffers a –1 to all actions. With three, the character loses the ability to spend Willpower for heroic effort, but can still spend Willpower to increase Defense or Resistance traits (see p. 133 of the World of Darkness Rulebook). At two open boxes, the character suffers a –2 to all actions. At one open boxes, the character loses the 10 again benefit (if a weapon would grant the character 9 again, this still applies; a man armed with a shotgun is still dangerous, even if he’s injured!). Finally, no open boxes, the character suffers a –3 penalty to all actions. Rationale: It’s difficult to act through pain, and even more difficult to summon extraordinary will when injured. This hack makes wounds more serious.
Dead Flesh: Vampires do not suffer wound penalties except from injuries caused by fire or sunlight. Also, everything that would normally inflict Lethal damage (swords, claws, etc. it’s important to note that this does not include lethal damage caused by magic) to a vampire only inflicts Bashing damage. However, when a vampire is struck by an item that would have normally inflicted lethal damage, he takes an extra point of bashing damage. Sunlight and fire deal damage normally. Rationale: Only the banes of vampiric existence cause the Kindred fear and pain
Gluttony: A vampire can consume a number of Vitae from a living source (not another vampire) per turn equal to his Stamina rating (and this number increases if the vampire uses Vitae to temporarily boost Stamina). Rationale: Vampires should be able to kill mortals quickly by draining their blood, and this hack makes this possible.
Revivifying Feeding: When a vampire feeds, it automatically heals two points of bashing damage per point of Vitae consumed, or one point of lethal damage for every two points of Vitae consumed. The vampire chooses which injuries to heal, and any leftover healing is lost. Aggravated wounds cannot be healed by feeding; they require time and Vitae as described in Vampire: The Requiem. If you want to make vampires extremely hard to kill, this hack is in addition to the vampire’s ability to spend Vitae to heal wounds; otherwise, feeding might be the only way for vampires to heal bashing and lethal damage, or spending Vitae to heal might cost double for bashing and lethal damage (one Vitae per bashing wound, two per lethal wound). Rationale: Vampire fiction often portrays the act of feeding itself rather than the spending of some abstract power of the blood as the undead’s means of rejuvenation.
Horrific Bite: As described in Vampire: The Requiem, a vampire’s bite normally confers a feeling of ecstasy and euphoria in its victim. This effect does not work in combat, however, and instead a vampire’s bite in battle is a terrifying experience of agony and madness. In addition to the pain of the bite, the victim’s mind is flooded with images of animal savagery and brute, bloody violence. The horror of the experience gives the victim a surge of adrenaline in his efforts to escape, which grants a +2 bonus on attempts to break the vampire’s grapple, but for every turn the vampire maintains the bite, the victim suffers a cumulative –1 penalty (maximum –5) to all other actions. Even after the bite ends, the penalty persists until the victim’s player succeeds at a Resolve + Composure roll. This roll is a reflexive action that may be attempted once per turn. Rationale: The idea of the vampire’s bite being an erotic, sensual act is a fairly recent one. Traditional folkloric vampires’ bites were usually described as a savage mauling.
Vicious Bite: Vampires gain a modifier on rolls to grapple targets and attack using their teeth after grappling a target equal to half their strength rounded up (min 1) Rationale: This rule encourages vampires to use their teeth in battle
Invite Only: Vampires cannot enter a residence owned by somebody (i.e. if asked where they lived, they would indicate the place you’re trying to enter) unless invited by the owner or someone who lives there. Anyone who lives there can revoke the invitation at any time and the vampire must immediately leave. He has no choice in the matter, his body instantly flees the building as fast as he is able to. The havens of vampires may be entered freely.
Vampire Dark Gift Changes
Blood Potency (Blood Pool / Vitae per round)
- BP 1: 12/1
- BP 2: 14/2
- BP 3: 16/3
- BP 4: 18/4
- BP 5: 20/5
- BP 6: 25/6
- BP 7: 30/7
- BP 8+: Plot Device

Attribute/Skill maximum remains the same: up to 5 dots between BP 1 and 5, 6 dots for BP 6, and 7 for BP 7. Obviously, Disciplines can make attributes go past that point.

Blood Buff
Each Blood Point spent adds 2 dice to all physical action. It is limited by the amount of Vitae a character can spend in one turn. The effect fades at a rate of -2 per turn. He can recharge the bonus in subsequent turns to a maximum of the max allowed by the vitae he can spend per turn.
For example: A character with Blood Potency 4 can spend 3 Vitae in one turn, and add 6 dice to all physical actions in the first turn, 4 in the second turn, 2 in the third turn, etc. If in the third turn he decided to spend more blood he could spend two vitae to raise the bonus to six but no higher. If he spent more Vitae on the 2nd turn it would go up to six only.
Health
Every vampire gains a permanent +1 health according to the Vitae he/she can spend per turn. That is, a Blood Potency 1 vampire gains +1 permanent health and Blood Potency 7 vampire gains +4 permanent health. In case an Elder reached Blood Potency 7 and then slept for centuries, he keeps his increased Health when he wakes up as if he still had a Blood Potency of 7.
Resilience
Each dot in Resilience adds +1 armor rating against physical damage and downgrades 1 pojnt of Aggravated damage to Lethal. Costs: 1 Vitae Point. Reflexive action. Lasts for a scene. No longer increases Health and Stamina.
Vigor
Costs 1 Blood Point. Reflexive, lasts for a scene. Same as normal, except every level of vigor now gives two dots of strength. Also see the resonant discipline effects below
Celerity:
Costs on Vitae. Lasts a scene. Reflexive action. At five dots, it also grants an extra action every turn. All other effects are normal.
Vampiric Innate Merits:
(Get one free merit for every BP dot you have.)
These represent innate vampiric traits that manifest as the blood strengthens
Merit: "Frightening Voice": The Kindred is capable of lowering their voice, stretching it to an inhuman tone, connecting it to the essence of undeath all kindred represent. When speaking with such a voice, the Kindred receives a +2 bonus to Intimidate Rolls.
Drawback: The voice being used is clearly inhuman, and while some Mortals may write it off as the Kindred using some voice masking device, it may be a clue to more curious Mortals of an inhuman nature.

Merit: "Eyes of the Damned": The kindred can spend a point of Vitae, to infuse their eye sight with the mystic power of vitae, and enable them to see in the infrared spectrum for the rest of the scene
Drawback: The Kindred's eyes glow an unnatural red color, making stealth harder, and marking them as clearly something not human.

Merit: "Wall Scaling": The kindred can spend a point of Vitae, perverting the local laws of physics with their damned nature for a scene, allowing them to scale any surface or ceiling at their Speed.

New Crúac Ritual
Apollonian Sight
(Level One Crúac Ritual)
The vampire enacts this ritual by entreating Apollo for a blessing of insight, bleeding her own Vitae into a specially prepared bowl and then spilling the entrails of a sacrifice (usually a small animal) into that same bowl. The shape and character of the entrails, and the way the shed Vitae coats them, impart information about the current situation of the subject of the ritual — the vampire may perform in on behalf of another. The number of successes on the activation roll determines the clarity and usefulness of the vision imparted. On an exceptional success, the entrails seem to come alive in the bowl, speaking directly to the vampire or forming a complicated shape symbolizing important facts that affect the subject. This prophetic image grants a +2 bonus on any dice pool to investigate or research information related to the subject of the ritual.
Roll: Intelligence + Occult + Crúac
Cost: 1 Vitae + 1 animal sacrifice (see above)

Resonant Discipline Effects
Auspex
Harding doesn’t hear the branch snap—it’s nothing so simple. It’s the way his ear notices how the sounds coming from behind him are suddenly dampened. It’s the way his arm hairs stand at attention from a faint misdirection of air. It’s in the way his very skin feels the footsteps resonating on asphalt. He’s about to be jumped, and he knows it.
Auspex provides the vampire with an ability to detect surprises more easily. Any Wits + Composure roll made to detect an ambush features a bonus equal to the vampire’s dots in Auspex.

Animalism
The Beast within is in every part of him—crawling through his veins, chewing on his last nerves, tugging on every tendon to make them taut. Cal can’t stop it, so instead, he just goes with it. Every part of him is aware, the way a cat is aware, the way an owl is aware. It gives him an edge. Just enough to know what’s coming for him.
Those with any dots in Animalism can automatically choose the higher of Wits or Dexterity for purposes of determining Defense. That’s a benefit that animals possess, and it’s now a benefit that the vampire possesses.

Celerity
India’s body is a bow—pulled tight, ready to release. The claws come in, but she’s not there; they cut only air, air filled with India’s echoing laughter.
Those with dots in Celerity may choose to use their Celerity score as normal Defense instead of Wits or Dexterity. This is in addition to Celerity’s normal effects; when spending Vitae to activate Celerity, it allows the vampire to further subtract dice from attacks and potentially dodge incoming bullets, to boot.

Dominate
Lochlan thinks of himself as a politician, not a fighter. His weapons are words. His threat is what he’ll do to your haven, your domain, your childer. With but a glance, you’ll give him everything. You’ll cut yourself. You’ll laugh as you do it. But even this is an advantage in combat. His power is undeniable, and some part of you always wants to wait and see what he’ll do…
Add your character’s dots in Dominate to your Initiative score. She is a dominant force, and the Discipline’s radiant effect helps to confirm that, even in combat.

Majesty
“Let’s not do this,” Jack says, holding up his hands. “We can, I am sure, discuss this like men. Fair men. Yes? Sit with me. Consider my words. Calm your teeth.”
A vampire with this Discipline may choose to stop combat for a number of turns equal to dots possessed in Majesty. It requires no expenditure of Vitae and no roll. It can only be used once per scene.

Nightmare
This is what Mydra thinks: “I am gnashing teeth. I am worms under skin. I am long claws in your eyes, and crawling snake in your heart. You are food, and I am hungry.” It echoes from her eyes, her mouth, her pores. She is monster. All understand this.
Any caught in combat with a vampire possessing this Discipline find their Initiative scores hampered by a number equal to the dots the vampire possesses in Nightmare. If both vampires possess the Discipline, both suffer the loss to Initiative equal to the other’s score. If more than one vampire possesses it (and some do not), the highest Nightmare score is subtracted; the effect isn’t cumulative.

Obfuscate
She stands directly behind her prey, her nose almost touching the nape of his neck. He doesn’t notice. He’s looking at his bus pass, scrutinizing it; she doesn’t know why, and frankly, she doesn’t care. She reaches around the front of him, her hands ready to rip his chin back so her teeth can take a bite of that sweet apple. He doesn’t notice. They never do.
The vampire may add her dots in Obfuscate to any dice pools used when making a surprise attack (see “Surprise,” pp. 151-152, World of Darkness Rulebook).

Protean
Reyes knows the first order of business is always the thirst: he is thirsty, and so he must drink. And the first order of business demands the first tool in the toolbox: his fangs, which help to quench his thirst. They rend and tear. His tongue licks at a canine. He laughs.
The vampire may make a bite attack without first grappling; in addition, the bite’s damage is lethal. A successful bite indicates that the vampire may begin to consume blood where appropriate.

(Resilience has no extra effects)

Vigor
His fists piston left and right, missing his target—the bitch keeps jumping around like a fucking monkey, and it’s pissing him off. He’s not the best fighter, but when he hits, he hits. And, suddenly, he hits. His fist connects with her chin, and he feels her jawbone crack in half. Ding. Winner winner, chicken dinner.
Halve the vampire’s dots in Vigor (round up). These dots now equal automatic damage done to any victim successfully hit by the character’s close combat attack (using Strength + Brawl or Strength + Weaponry). This doesn’t help the vampire hit the target—he doesn’t gain any bonuses to attack. But if he successfully hits, then the number becomes automatic damage. If Vince’s has three dots in Vigor, then any time he successfully hits with a close combat attack, he does an automatic two points of damage (type of damage determined by the type of attack).

New Clan: Malkavian
The Malkavians are known as Lunatics because of their innate insanity and their ability to hear voices of “insight” and subject others to their insanity through their Discipline Dementation. The world appears much different to the Malkavians than it does to “sane” clans, though the extent of a Malkavian’s madness depends on the individual. Many Malkavians claim they can access some sort of “hive mind” they call the “Malkavian Madness Network”. Whether or not they can or this is just a manifestation of the clans innate insanity is debatable and there is evidence for both sides of the debate.
Clan Disciplines: Dementation, Dominate, Obfuscate
Nickname: The Lunatics
Clan Weakness: All Malkavians suffer from at least one core derangement – a disorder that haunts them for eternity. This is a severe derangement that cannot be cured, reduced in severity, or “bought off” regardless of how high the character’s Humanity soars. At character creation, choose one severe derangement for your charater to suffer from. Malkavians of Blood Potency 6 or higher suffer an additional, minor derangement that cannot be escaped except through a thinning of the blood. A Malkavian’s severe derangement does not always plague the character to full effect. The Storyteller is free to declare a Malkavian’s derangement to be affecting the character at its mild or severe magnitude on a scene-by-scene basis.
The impact of a character’s derangement may be worsened by dramatic failures or exceptional successes, by running out of Willpower points, by losing a fight or failing to overcome frenzy, or by simple emotional swings.
The impact of a character’s derangement may be relieved by exceptional successes, gaining Willpower points (from any source), achieving some minor or important goal, succeeding on a degeneration roll, gaining Vitae, or again, through simple emotional swings.
Also, A Malkavian who manages to overcome his core derangement for a scene is also barred from using Dementation in that scene. Any effect that neutralizes a Malkavian’s core derangement also cancels his ability to use Dementation. With the cracks in his psyche closed, the power of Dementation cannot get out.
Favored Attributes: Wits or Composure
Reputation: The Lunatics are known far and wide for their unpredictable and insane nature as well as their bizarrely perceptive insights into the world. They are often used as advisors but are looked down upon by the other clans

Dementation
Dementia grants Malkavians a vision of the world that even the sane can appreciate – when that vision can be pried from the trap of their insane minds.
Dementation is much the same. With it, the Demented can see the world in new ways, and share that vision with others. Alas, the Malkavian perception of the world is erratic, uncomfortable, maddening and frightening. Not all who get flashes of images through Malkavian eyes ask for the experience, and many who do go on to regret it.
Many more Malkavians learn powers of Dementation than realize it themselves, but few Malkavians manage to master Dementation. Fewer still share their secrets with others of their sorry ilk.
Greater mastery over Dementation does not equate to any greater mastery over the self. Quite the opposite. Dementation's power provokes madness, foments chaos and affords glimpses of the overwhelming, overpowering secrets of the cosmos's dark machinery –– or makes the Demented think it does.
Dementation benefits the demented, not the sane. A Malkavian with a mastery of this Discipline can be a boon to other Kindred, but no one should trust an insane vampire when he offers to "show you what I see."
• The Fear
With this power, a Malkavian can pull fears to the surface of one's mind, or plunge them like an icy needle of adrenaline into a victim's heart. Mortal spirits can be frozen, minds clouded with despair, and egos set on fire. The parts of Kindred that used to live are just as vulnerable, and this power can also spook the Beast with a fright approximating the Red Fear.
Lots of Malkavians think their mystic blood can only be used to project their own fears and disorders onto others, but savvy Malkavians know that every Kindred heart remembers fear, even if it has not met it for years. Every Kindred heart knows madness, even if it lies to itself and calls it a stranger. With this power, fears and madness that once belonged to the vampire simply return to their old home.
This power, more than any other, seems to be invoked by Malkavians without their conscious intent. To be sure, Malkavians can use this power maliciously, by their own design. But it can also be activated by a Malkavian’s own fears and madness. The Malkavian’s own terror – rational or not – can radiate out into the minds of other poor souls nearby.
Cost: – (or 1 Willpower)
Dice Pool: Presence + Empathy + Dementation – the target’s
Composure
Action: Instant. Note that, while it requires only an instant action to activate this power, additional instant actions are necessary to maintain it, as well. Roll the power’s dice pool when The Fear is activated. If the roll is a success, the power is activated and, depending on the effect the Malkavian invokes, may be maintained in subsequent turns, to keep the pressure of fear on the target, without needing to roll. A Malkavian can attempt to use this power a number of times in one scene equal to his dots in Presence.
Roll Results
Dramatic Failure: The Malkavian cannot ignore his own fears, and must roll Resolve + Composure to resist frenzy, using his own Blood Potency as the target number of successes for the action.
Failure: The Malkavian fails to project his own fears far enough to effect the target, or fails to reach down deep enough to touch the target’s derangements. One use of this power for the scene is wasted.
Success: By scoring one or more successes, the character is able to activate one of two effects:
The first effect creates a sensation of irrational fear in the target’s Beast, as if it were faced with fire or the ferocity of another hostile Beast. The target must roll Resolve + Composure to resist frenzy, versus a target number equal to the successes on the user’s activation roll. As long as the user maintains this power with an instant action each turn, the pressure of The Fear persists. The target must continue to roll until the target number of successes is achieved or the Malkavian stops maintaining the power, whichever comes first. Otherwise, the target succumbs to the Rötschreck. This power, obviously, has no effect on mortals.
The second possible effect of The Fear is more insidious, and may be used only on a single target. The Malkavian can “activate” the target’s derangements, if any, causing him to feel as if the typical stimulus for his shortcomings has been met. A character suffering from Suspicion feels as if he has just been the victim of someone else’s intentional enmity, for example, while a character suffering from Anxiety is suddenly convinced that otherwise minor decisions have irrationally substantial consequences.
Nothing about this power makes it immediately obvious to the target where these feelings are coming from. Depending on the Malkavian’s body language or actions, it may be obvious. At the Storyteller’s discretion, a character may be entitled to a Wits + Empathy (or Composure) roll to identify the user’s intent. Otherwise, the target presumes something else to be the source of his stress, depending on the nature of his fear or derangement. The suspicious victim might assume the worst from an innocuous statement, while an anxious victim might simply be overwhelmed with pessimistic fears.
Exceptional Success: No special effect. Additional successes are their own reward.
Special: A character versed in this power, and who is suffering the immediate effects of his own derangements or is subject to a roll to resist Rötschreck, may spend a Willpower point to activate this power even if he would normally be incapacitated by fear, paralysis, or some other malignant effect. Even a torpid Malkavian can use this power, but only against targets in direct physical contact with his corpse.
•• Mad Insight
As a Malkavian progresses in his abilities with Dementation, the power of his blood tears down his preconceptions, his assumptions, his expectations and his trust that the world is what it appears to be. The Malkavian's perceptions are heightened and freed, his mind becomes receptive to inputs both sensory and extrasensory, and he finds the Blood channeling barely comprehensible signals in the way that dental fillings pick up freak transmissions.
The benefit of this penetrating madness is the ability to sense and act without shame or doubt. The consequence of this wicked power is that no small part of the telemetry the Malkavian receives is hallucinatory bullshit – static and nonsense generated by his cursed Blood and psychic interference from the same place that torpid nightmares come from. To make sense of his visions, a Malkavian must pick carefully through the sensations he experiences – the sights, the smells, the sounds – for those repeating details that, over time, he canlearn to depend on.
But to do that, he must also come to admit that his own mind and his own senses cannot truly be trusted.
Kindred legends claim that this power taps into some vast communal consciousness of the Malkavians – a consciousness as demented as the worst of them. Dementation savants claim that Malkavian blood is constantly giving off signals which interact with other Malkavian blood and are, together, modulated by the thrumming frequencies of the universe. This power makes the Malkavian a receiver for those frequencies. By making sense of the telemetry, a Malkavian can gain insight into the rhythms of the material world, and beyond.
Cost: 1 Vitae
Dice Pool: Wits + Occult + Dementation
Action: Instant
Roll Results
Dramatic Failure: The Malkavian is besieged by a rush of overwhelming hallucinations made up of his nastiest, most debauched and immoral thoughts combined with warped perceptions of the world around him. He can do little more than scream or weep until he spends a Willpower point to push the vision away.
Failure: The Malkavian receives imagery with no genuine insight, only insane (and probably paranoid) delusions, whether he realizes it or not. At the Storyteller’s discretion, the player may make an instant Intelligence + Composure roll when using the “visionary” effect, below, to parse the vision and conclude that there’s nothing in it that can be trusted. It’s quite possible the player will be unable to tell the difference between a failed roll and a successful roll, if the dice pool to invoke this power is rolled in secret by the Storyteller. When invoking the “insight” effect, the power simply fails.
Success: The Malkavian experiences a vision punctuated by flashes of genuine insight. Again, two primary effects are possible as a result of this:
The first effect grants the Malkavian an intuitive and fleeting burst of understanding. It is not knowledge per se, but more of a momentary knack. With this use of the power, called the insight effect, the Malkavian may invoke one of the following bonuses:
• +3 bonus to any untrained Mental Skill
• +1 bonus to any untrained Physical or Social Skill
• +2 bonus to Initiative
• Use of the Danger Sense Merit for one scene
• +2 bonus to one perception roll

The second optional effect of this power grants the Malkavian a supernatural vision containing valuable information about his surroundings or even the future. This “visionary” effect is, essentially, a request on the player’s behalf for information or inspiration necessary to further the story or help bail out the troupe’s characters. The exact nature of this vision is up to the Storyteller, but virtually any kind of supernatural perception is fair game.
The more World of Darkness games you own, the more options you have to draw from for supernatural insight. Here are a few suggestions:
• Grant the character momentary use of one of these Auspex powers: Heightened Senses, Aura Perception, or Spirit’s Touch.
• Grant the character momentary use of the Animalism power Feral Whispers.
• Grant the character the ability to see (and maybe even communicate with) ghosts or spirits in the material realm for one scene.
• Grant the character the ability to look into the Shadow Realm for a few moments.
• Grant the character the equivalent of one Mage Sight spell (from Mage: The Awakening) for one scene.
• Grant the character the equivalent to see past the illusions of Changelings for one scene.
Storytellers, keep in mind that the balancing factor behind this second effect is your own good judgment. You, not the player or her character, decide what kind of vision is experienced and what information it conveys. If there really is no special information for the character to glean in the current scene, you’re entitled to declare that the Malkavian automatically fails to tap into any alternative consciousness this time, but manages to save the Vitae it would’ve cost him.
Exceptional Success: An exceptional success when invoking the first effect grants the Malkavian two bonuses from the list above. An exceptional success when invoking the second effect grants no special bonus.
Suggested Modifiers
Modifier Situation
–1 to –5 The first time visionary effect is employed, the Malkavian suffers a –5 penalty. This penalty decreases by one point each time the power is invoked, until the penalty is finally negated.
–1 to –5 The visionary effect is invoked in a crowded, noisy, distracting space full of stimuli that will confuse and crowd the vision.
–1 to –5 The visionary effect is invoked while the user is under the effects of a mind-altering Discipline (like Majesty or Nightmare), werewolf Gift, mage spell or a similar power.
••• Gaslighting
When a Malkavian has mastered this ability, she is able to plague a victim with a lingering madness that withers one's poise and self-control. A short while after being exposed to this power, victims start to wonder if they're going crazy. Later, they become certain that they are.
With Gaslighting, a Malkavian twists the victim's own mind into questioning itself, doubting its own perceptions and knowledge, and rotting its own stability through anxiety. It starts with something as subtle as being unable to find one's keys, and progresses through the kind of creeping doubt that makes one wonder things like, "Didn't this room used to be red? I'm sure it was red," and, "I didn't leave that out – who's been in here?" Eventually, the victim may not be sure if he is being haunted, going crazy, or just being fucked with, but he will have no doubt that something is very wrong.
Cost: 1 or more Vitae
Dice Pool: Presence + Intimidation + Dementation
Action: Extended. The target number of successes is equal to the target’s Willpower dots. Each roll represents ten minutes of watching the target, studying him, and projecting the user’s malevolent will.
Roll Results
Dramatic Failure: The Malkavian cannot be sure if she is suffering the effects of her own power, or someone else’s. She suffers a –2 penalty to Composure for the rest of the night, and cannot use this power again for the remainder of the scene.
Failure: The target escapes the Malkavian’s attention before she is able to overcome his Willpower. Her time is wasted, but she loses no Vitae.
Success: Once the Malkavian has accrued a number of successes equal to or greater than the target’s Willpower, she spends one Vitae to begin his suffering. Within a few minutes, the target’s derangement (if any) is triggered by his own imagination – he thinks someone on the subway is being intentionally rude to him, or he imagines his superior is angry at him, for example. If the target has no derangement, he does when he next wakes up.
Beginning when the victim next wakes, he begins a reflexive extended action to overcome the effects of Gaslighting. Roll Intelligence or Wits (as decided by the Malkavian when the power is invoked) + Resolve versus a target number of successes equal to the user’s Manipulation + Intimidation. The user can raise this target number by +2 for each additional Vitae she spends on the turn when the power is activated, up to a maximum target number of 20.
The victim is not aware of this struggle going on in his own psyche – his efforts to regain his stability are happening in the back of his mind, outside his conscious control. (Yet the victim’s player may be aware of it, and can spend Willpower on the character’s behalf.)
The length of time represented by each roll depends on the penalty accepted by the Malkavian when this power was invoked (see below).
Every roll the character makes to attempt to overcome the effects of Gaslighting, whether it is a success or failure, reduces his Composure by one dot. If Composure is exhausted, subsequent rolls reduce Resolve by one dot per roll. If Resolve is exhausted, no further damage is accrued. This Attribute damage is healed as if it were lethal damage, with one point recovered every two days (see the World of Darkness Rulebook, p. 167).
Until the victim completes the extended action to overcome this power, he continues to suffer the effects of his derangements. A victim can be subject to only one instance of this powerat a time. Should a victim be targeted by several Malkavians, the most powerful instance of Gaslighting is effective. This power affects mortals, ghouls and Kindred alike.
Exceptional Success: If the user achieves five successes over and above the target’s Willpower dots, the victim suffers the effects of an additional mild derangement of the Malkavian player’s choosing, or the effects of a more severe case of an existing derangement.
Suggested Modifiers
Modifier Situation
— Each roll of the victim’s extended action represents two days.
–2 Each roll of the victim’s extended action represents one day.
–4 Each roll of the victim’s extended action represents twelve hours.
–2 Power is turned on a target with no derangements.
–2 Power is turned on a target of Humanity 7 or higher.
+1 Power is turned on a target who has failed a degeneration roll in the past 72 hours.
+2 Power is turned on a target of Humanity 1 or 2.
+2 Power is turned on a target with whom the user has a blood tie.
•••• Fractured Mind
It's the fractured mind that opens up to the powers of Dementation. When a Malkavian achieves this level of control over the Discipline, he is able not only to open his own mind wider to the insights and freedoms that come with madness, but he is also able to find the cracks in others' minds, and exploit them.
This power makes minds "slippery," in the parlance of the Demented. For the Malkavian, this makes his mind nimble and quick, difficult to get a handle on and manipulate. For the Malkavian's enemy, this makes his own mind difficult to keep a handle on and hard to control. Where the Malkavian’s mind expands along its seams to gain flexibility and let hostile thoughts and mystical attacks pass harmlessly through, the sane mind comes apart in pieces, leaving the victim scrambling to gather them up.
Cost: 1 Willpower
Dice Pool: Manipulation + Empathy + Dementation – the target’s Resolve or Composure (whichever is higher), when turned on a foe.
Action: Instant
Roll Results
Dramatic Failure: Whether the Malkavian was targeting himself or another, the effect is the same: Dementaion turns in on itself and breaks down the part of the Malkavian’s mind that controls this Discipline. The Malkavian suffers a –2 penalty to Composure for the remainder of the scene, this power cannot be used for the rest of the night, and the Willpower point spent to activate it is lost.
Failure: The Malkavian fails to muster the power necessary to pry the target’s mind open. The Willpower point spent to activate this power is lost.
Success: Success enables the Malkavian to hurt an enemy or help himself. The user imposes a penalty on the target or grants a bonus to himself equal to the successes on the activation roll, to a maximum of +5, for the duration of the power (see below).
This power can be used to penalize a victim’s Intelligence, Wits, Dexterity or Manipulation.
Alternately, this power can be used to augment the user’s Wits, Resolve or Composure, or to grant a bonus to contest or reduce another vampire’s attempt to use Auspex, Dominate, Majesty or Nightmare powers on the user. At the Storyteller’s discretion, this power may expand to include enhanced resistance to other Disciplines as well.
A Malkavian can have only one instance of this power in effect at one time. That is, he can either penalize another character or grant a bonus to himself. Likewise, a victim can only be subject to one Fractured Mind effect at a time; the most powerful activation roll trumps all others. Thus, a Malkavian may be able to override a penalty imposed on him by the Dementation of another Afflicted vampire by gaining more successes on his activation roll to grant himself a bonus.
This power affects Kindred, kine and ghouls equally.
Exceptional Success: No special effect. More successes simply increase the effectiveness of the power, making it more likely to overcome other effects.
Suggested Modifiers
Modifier Situation
— Power is turned on a target within a number of yards equal to twice the user’s Dementation dots.
–2 Power is turned on a target within a number of yards equal to four times the user’s Dementation dots.
–4 Power is turned on a target further away in yards than four times the user’s Dementation dots, but still visible with the naked eye. (Note that supernaturally augmented senses do extend the user’s direct vision.)
— Power is invoked for a duration of turns equal to the user’s Presence dots.
–2 Power is invoked for a duration equal to
–5 Power is invoked for a duration equal to the rest of the night.


••••• Dementia Praecox
At its pinnacle power, Dementation finally fulfills its namesake. This power (literally, "premature dementia") imposes delusions on the Malkavian's victims, inserting a misconception, hallucination or outright lie into a target's mind and snapping it off. Victims of this power are left believing things – about themselves, about their loved ones, about the world at large – that simply are not true.
Though the length of the delusions imposed by this power is not long when compared to the years of dementia suffered by the aged living, a few nights of demented behavior can be enough to ruin careers, break up marriages, and bring down powerful figures.
Victims of Dementia Praecox have broken into strangers' houses thinking they were simply locked out of their own homes. They have been found naked in the park, homeless on the street, and covered in blood behind the wheel. They've been found miles away from home, in bed with hookers and high on crack. They've killed spouses they thought were unfaithful. They've gotten themselves killed thinking themselves capable of impossible feats.
A few nights spent in the crucible of madness that makes of a Malkavian's eternity is more than some minds can handle.
Cost: 1 Willpower
Dice Pool: Presence + Empathy + Dementation versus the target’s Resolve + Presence
Action: Extended and contested. The rolls to activate this power and the rolls to resist it are instant actions. Each roll represents one turn of psychic conflict. The user’s target number of successes is equal to the subject’s Willpower. The subject’s target number of successes is equal to the user’s Composure + Dementation.
Note that the user cannot spend Willpower to enhance her dice pool on the initial roll of her extended action, as she must already spend a point that turn to activate this power. She may spend Willpower on subsequent turns as usual.
The subject can spend Willpower to increase his dice pool on each roll (and probably should). In addition, he may spend a single point of Willpower during the extended contest to raise the user’s necessary target number by two successes. This does not entitle the subject to spend more than one Willpower point per turn.
This extended contest is resolved immediately, on the current Initiative count, when the user or the subject achieves the necessary number of successes to win the contest.
Roll Results
Dramatic Failure: In the unlikely event of a dramatic failure, the user is rendered catatonic and helpless for the remainder of the scene. The power fails and any Willpower points spent
on the contest are wasted.
Failure: The Malkavian fails to break down her target’s psyche with her maddening onslaught. The power fails and any Willpower points spent on the contest are wasted.
Success: If the user successfully overcomes the target’s Willpower, she can impose a belief on the target’s vulnerable psyche. The target absorbs this idea into his personality and worldview, believing it to be true and behaving thereafter as if it were. This imposed delusion might be as minor as the insidious suggestion, “You lost your wallet,” delivered by a thieving Malkavian. On the other hand, the delusion can be life-changing, as major as telling a mortal, “You are a vampire.” This can be a difficult power to adjudicate in play. Just what are the limits of the delusion one character can impose on another? The necessary answer is: It depends. Is the victim of this power a player’s character or a Storyteller character? How vital is that character to the chronicle? How strong-willed has that character been shown to be in the past? How likely is the character, given his normal temperament, to go wild if he suddenly believes he is unmarried… or a serial killer? Perhaps most importantly, how willing is the player of the character (even if it’s the Storyteller) to follow this dramatic turn wherever it leads?
The unpredictability of this power is one of its virtues, in the eyes of many Malkavians. Although it can be used to ruin someone’s life, it is also an intriguing test of character. Would you turn yourself in if you believed you had killed someone? Or would you kill again?
To facilitate the use of this power in play, here are some mechanical effects for you to fall back on, whether you’re a player or the Storyteller. Any one of these effects is possible with Dementia Praecox:
• The victim develops a new, permanent derangement at the lowest eligible “slot” on the Morality track. For example, the player of a vampire with Humanity 3 writes the new derangement on the line next to Humanity 4 – the lowest missing dot – while a mortal of Humanity 7 would be immune to this effect, as his lowest missing dot (Humanity Cool can’t be saddled with a derangement. (The Kindred derangement, Delusional Obsession, is a good choice for this effect.)
• A Kindred victim may be compelled to waste Vitae, believing himself to be injured and in need of healing.
• A character may be compelled to waste Willpower points on unimportant actions, thinking that the fate of his family depends on repairing this car right now.
• A victim is made to believe he is repulsive, simple or hedonistic. Model the effect by denying the character any 8-again, 9-again, or 10-again re-rolls and penalizing him one success for every die that comes up “1” when using a particular Attribute or two.
• Neutralize a character’s Virtue, potentially leading him to indulge his Vices on an uncharacteristic sin binge. (It’s likely that a victim of this power is low on Willpower points, after all.) Not only is the character not able to regain Willpower through his Virtue, he behaves as if no Virtue particularly matters to him.
• A victim may be made to forget she has any experience with a particular Skill or Merit. A doctor can be made to repress all her medical knowledge. A Carthian can be made to forget his allegiance to the covenant. A driver can be made to not remember how to operate a car.
• A victim can be made to believe she has knowledge and experience in a field with which she is actually unfamiliar. In game terms, she believes she has ample dots in some Skill or Merit wherein she actually has few or none. A neonate is made to think he is actually the Prince. A banker is made to believe she is actually a doctor. An enemy’s child is made to believe she can get away with murder.
This list is not exhaustive, and not all uses of this power need to focus on effects that reference game mechanics, but specific, identifiable traits and abilities help everyone conceptualize just what is at stake for the victim of Dementia Praecox.
The effects of this power last for 24 hours, unless extended by the user at the beginning of the contest (see “Suggested Modifiers,” below). A particular target can be subject to only one instance of this power at a time. Additional attempts to use this power on a target already under the influence of it automatically fail – but any Malkavian able to wield this power is also able to intuitively sense when someone is under its influence.
This intuition doesn’t reveal the particulars of the subject’s delusions, only that she is currently under the spell of some Malkavian’s Dementia Praecox.
When the effects of the power pass, some subjects immediately snap out of their delusions. They often “come to” addled, sometimes terrified, and usually feeling drugged or hung-over. Other subjects may continue passively believing their delusion until it is called to the front of their minds (“Wait a minute, this isn’t my car…”). Only the most modest delusions set victims down, back into their own psyches, so gently.
Exceptional Success: An exceptional success grants no special effects.
Suggested Modifiers
Modifier Situation
–1 to –5 Each additional 24-hour period added to the effect’s duration incurs an additional –1 penalty.
–2 Power is turned on a subject of Morality 7 or higher.
+2 The user limits the dementia’s duration to a single night.
+1 Power is turned on a subject of lower Blood Potency.
+2 Power is turned on a subject of half, or less than half, the user’s Blood Potency.


Vampire Feeding
To give routine feeding a little thrill, I have modified (or interpreted?) the feeding roll rules in the following way:

1. The roll only decides whether you find any vessel at all within 1 hour with your method.
2. I always roll 1d10 randomly to decide how much blood loss the vessel can take, adding the successes from the feeding roll (this accounts for vessels being ill in a minor way or having bashing damage from other sources that isn't automatically noticeable).
3. I then ask the player how much they want to take. If that takes the vessel down to 4 "health" or so, I tell the player the victim looks woozy. Most player start to take precautions against mishaps at that point, even if they're just dumping the vessel in a taxi so they can go home safe and don't collapse in the next alley. If "health" goes down to 3, I have the vessel collapse or near collapse on the vampire, which mostly drives players into a (in the meantime well-rehearsed) procedure to make sure the victim survives (e.g. making sure they're found soon by sympathetic strangers, or seeing to it that a doctor is alerted).

Example:
A player wants their vampire to feed by lurking in an alley, so I ask for a Wits+Streetwise roll (Wits to notice when the coast is clear, Streetwise to pick an alley that's likely to yield vessels - sometimes I ask for Wits+Stealth instead, but I don't restrict myself to set rolls there). The player gets one success. I roll 1d10 and get a 2 (the vessel is already substantially weakened by something), adding 1 for the player's feeding roll, but I don't tell the player. Then the player says they want to take 2 vitae. This puts the vessel down to 1 health (2 for the d10 roll, 1 for the feeding roll success, minus 2 for the vitae taken), so the vessel passes out. If that would have reduced the vessel to 0 "health," it would die without medical attention.

I generally do not allow bonuses for Disciplines when feeding via rolling dice, but Disciplines allow different approaches (e.g. an Obfuscated Nosferatu in my campaign often follows victims home and lurks invisibly in their houses until they go to sleep or otherwise relax, and then pounces - a Wits+Empathy roll makes sure the Nosferatu correctly identifies people who might be on their way home, but there's never any actual Obfuscate roll). Disciplines do come into play when feedings are played out (I generally do that when there's no time, story-wise, to hunt, or when the pool of victims is extremely limited, e.g. when the players are on the road and have to find victims at a road stop diner).

In this way, feeding isn't always about the danger of killing, but mainly about guilt, and about trying to live with substantially harming people. Of course, I do enforce feeding frenzy rules, and players have become VERY cautious when hungry or starved, which is as it should be IMHO.

Haven Clarification
There are a couple of benefits to buying up a Haven, as opposed to just Resources.

First, and foremost... Dots on a sheet have almost a... sacrosanct status. You don't destroy them on a whim. Homes bought via Resources? STs reserve the right to destroy them on a whim.

Second, dots in the merit can mean more than "owning building." In Vampire, Size is often the area you've proofed against sunlight and vampire intrusion. Security includes how well hidden it is, as well as preventing easy B&E against other vampires. Location... well, that's the equivalent of Hallow or Loci.

There's also the "respect" factor that goes into a haven, ala the rules in Damnation City. Havens are often considered to be another vampire's territory; vampire law respects that, and respects your word as law within your own haven. The number of dots you invest in Haven in the respect others pay to the Haven's rules.

And ideas
1 a penthouse apartment in a secured high-rise with keyed elevator access. Pimped-out alarm system with motion detectors and closed circuit cameras, layered curtains of beads and bells in the entry hallway (just try for a silent entry, you Obfuscated jerk!), speakers throughout attached to a central system (with two near the door to foil Heightened Senses from outside). Enormous windows in the common room with a great view. Well-appointed guest quarters for the ghouls, bathroom done in marble, electric range (gas leaks are bad).
An old vampire of mine was exceptionally rich. He lived in the penthouse apartment of a very swanky and privately secured building. His floor was also contracted out to a separate private security firm. In a massive building code violation, which he paid off, he made sure that the building had precisely 1 means of access to the top 3 floors of the building, all prior to the penthouse, and that was an elevator system.

2 Partial submerged at the bottom on the shaft, "out of style", and filled with fish. His actual 'coffin' was a large steel box in a secret room of his penthouse that was linked to the elevator system. During daylight hours (as indexed by a series of light sensitive monitors around the building), any and all use of the lift (even to the lesser floors), would trigger his box to be lowered into the submerged basement of the lift shaft.

Putting a solid couple of hundred foot drop, a large body of water, and a steel box, between him and any would be killers. Men with guns all over the place helped to.



D&D Conversions
Quoted text (Book of Vile Darkness pg 32):
DARK CHANT
A few undead learn the secret of the dark chant from forbidden scrolls and forgotten books. The dark chant is not a spell, but a number of particularly foul necromantic words and phrases strung together into a litany of evil power. If at least two undead creatures intone the dark chant together, all undead within 100 feet (including the chanters) gain +1 turn resistance for every 2 HD possessed by the chanters on average. For example, if a 7-HD vampire and an 11-HD lich perform the dark chant together, the turn resistance bonus is +4 (7 HD and 11 HD averages out to 9 HD, which yields 4 after it’s divided by 2 and rounded down).
Furthermore, if incorporeal undead perform the dark chant together, the words and phrases take on extra dimensional energy, adding +1 turn resistance to the final result. So if two 7-HD spectres intone the dark chant, the turn resistance bonus is +4 (7 2 = 3; 3 + 1 = 4). Undead with no Intelligence scores cannot use the dark chant. Intoning the dark chant is a supernatural ability. Some surmise that the dark chant has power because it is actually uses some words from the Dark Speech (see below), although the words and phrases may be bastardized, barely understood, and mispronounced.

WoD port:
Dark Chant Merit:
Prerequisite: You must be a creature of evil (i.e. a vampire, a human with morality < 5, etc) evil creatures may simply draw upon their evil deeds and learn this dark chant
Effect: if two creatures of evil intone the dark chant together then all evil creatures within 10 feet gain +1 defense per turn that the dark chant is sung. This bonus begins to decay after 1 turn at a rate of -1 per turn.

DARK SPEECH [VILE]
The character learns a smattering of the language of truly dark power.
Prerequisite: Base Will save bonus +5, Int 15, Cha 15.
Benefit: The character can use the Dark Speech to bring loathing and fear to others, to help cast evil spells and create evil magic items, and to weaken physical objects (see Dark Speech in Chapter 2).
Normal: Attempting to utter a word of the Dark Speech always ends in immediate death for a speaker who is not trained in its dark power. Fortunately, it is impossible to make someone use the Dark Speech if he or she is unwilling, because the language’s pronunciation is so exacting.
Special: The character gains a +4 circumstance bonus on saving throws made when someone uses the Dark Speech against him or her.

WoD Port:
Language (Dark Speech):
Prerequisite: Dark Chant and a teacher
These effects are treated like disciplines are and must be bought in order
Effects:
1 dot: Dread: speak a sentence which causes all non-evil listeners to flee the presence of he who spoke the words of dark power. This compulsion ends once those affected by the dark speech. Speaking the words of dread a second time within the same scene will result in the speaker instantly becoming blind. This blindness lasts 24 hours.
2 dots: Power: speak a sentence infusing 1 roll of the speaker’s with dark power granting 2 bonus dice. If the bonus is not applied before the end of the current scene then it is lost. Speaking the words of power a second time in the same scene results in 6 points of lethal damage to be dealt to the speaker the second the last syllable is uttered
3 dots: Corruption: speak a sentence of dark corruption causing a target inanimate object to wither away, destroying it. Speaking the words of corruption a second time in a scene results in the speaker vanishing into the gnawing Abyss. No one survives the Abyss. Nor are they ever seen again.


Covenant Change
The Circle of the Crone is renamed The Circle and is collection of cults of the old gods of the past. The original theology of the Circle of the Crone is simply one of the cults that make up The Circle. The Circle in Newcastle consists of three cults: one worships the old Nordic gods, one worships the Roman gods, and one worships the Egyptian gods. Each cult has their own temple which they use for their respective rituals and worship sessions. In the center of town they have a large pantheon which the covenant uses for meetings as a singular entity. Before each of these meetings, the head of each component cult performs a ritual to obtain the blessings of their particular gods.

Werewolf House Rules
Form Modifiers Changes
• Urhan (wolf): Bite +2L. (Same as vanilla)
• Urshul (dire wolf): Bite +2L, claws +1L.
• Gauru (wolf-man): Bite +3L, claws +2L.
• Dalu (near-human): Claws +1L, Bite +0L (only after a sucessful grapple).

Death Rage Duration
• If a werewolf's Gauru time is up, he has two options: either transforming into Dalu or Urshul reflexively or staying in Gauru.
• In each extra Gauru turn, the werewolf has to roll for Death Rage, with a consecutive -1 modifier. This, combined with the -2 modifier for Death Rage rolls in Gauru, means that the werewolf rolls Resolve + Composure - 3 in his first extra turn, -4 in the second, etc.
• The werewolf is allowed to spend willpower on these rolls. After having passed the Death Rage roll, he can also decide to shapechange.

Death Rage Effects
• Death rage now grants +1 to all attack rolls

Auspices


Rahu: Luna blesses her warriors and generals. The ability Warrior's Eye now allows that for every two successes one achieves on the wits + PU roll the werewolf will gain an advantage point over her opponent that is to be used in the next combat against them. The advantage points have two options: to be used to slip through the weaknesses spotted in their gaurd, or to use what you now know in an attempt to make your strikes much more deadly. Once an 'advantage point' is used, it is gone.

Mechanics: For every 2 successes on the Warrior's Eye roll, the player recieves an advantage point that he can use to lower the enemy's defense, or to strengthen his own attack. You can use all available advantage points in one go, or space them throughout the battle. They can only be used against the opponent in the combat scene directly after the gift is used. Otherwise, the advantage fades.

Cahalith: The People might be Forsaken, but Luna channels her passion and inspiration through her seer-children. The Cahalith has access to The Mother's Words. This passive ability allows the Cahalith to channel her willpower through her words. Once per session, the Cahalith can spend her willpower points in exchange for automatic successes on any roll involving empathy, expression, or persuasion.

Elodath: Luna understands the delicate balance her judges must maintain and extends their envoy abilities back across the gauntlet to their other half. The +2 bonuses that Spirit Envoy conveys in interactions with spirits now also affect interactions with humans and wolf-blooded. This blessing does not extend to other supernaturals.

Ithauer: Luna knows the neverending quests of the mystics and grants her children a small trickle of the secrets she knows. Every story, the Ithauer is allowed to access a dicepool equal to her Primal Urge in any roll that requires Investigation, Occult, or Wisdom. The bonuses can be used all at once, or spaced over the story.

Irraka Even when Luna hides herself from her children, she is not truly gone. The Irraka can no longer truly be ambused by a spirit, even ones in twilight; for their Mother watches from the shadows. Whenever a spirit is within a yard-radius equal to the character's primal urge, the Storyteller makes a reflexive wits + occult roll. If it succeeds, the character instinctively knows that a spirit is nearby.

*All of these extra abilites cannot be used under a Harmony of 5. Luna takes her extended blessings away from her unruly children. If the character restores their harmony to 5 or higher, the blessings are returned. This forgiveness can only happen once.

Moon Phases

The Full Moon. The Warrior Moon

Boon: The light of the full moon fills the werewolf with the power of the warrior. For every two dots of Primal Urge, the werewolf gains another turn in Gauru as the rage of their mother boils within their blood.

Bane: The rage that simmers through the Uratha also slips through the blood of mortals. There is good reason that ERs prepare extra-hard for the nights of the full moon. Humankind has come to expect craziness during this phase and as such, Lunacy is treated as if the beholder has +1 willpower.

The Gibbous Moon. The Oracle Moon

Boon: Luna is the lover, the singer, the queen of dementia during this phase, and this passes down to her children. Every night, the player can choose to grant a +1 bonus to athletics or expression to symbolize the bard's moon. Those who choose athletics move that much more gracefully, and turn their fights into choreographed dances. Those who choose expression howl that much more strongly, sing that much more sweetly, and seduce that much more easily.

Bane: There is a reason why Luna is called "Queen of Dementia" when she wears this mask. Visions can overwhelm even the strongest of shamans, and for werewolves not used to a constant barrage of shadow-plays and smokey-illusions, their mother's madness affects their own perceptions of the world. -1 to all perception rolls while in sight of the moon.

The Half Moon. The Judge's Moon

Boon: Luna is a mother, and as all mothers, she wishes to ease her childrens aches. She sees their seperation from their spirit birthrite and allows them the taste of what it was like before the Fall. During this phase, all rolls to enter the gauntlet can be considered as an exceptional success.

Bane: Like any stern mother, she holds her children to high standards. Any roll concerning harmony degeneration gives the character a minor derangment until the next sunrise, regardless of if the roll was successful or not. This fades with the sunrise, however, if the roll does end up with the character actually gaining a derangment, that does not fade with the sunrise.

The Crescent Moon. The Witches Moon

Boon: When Luna dons the mask of the mystic, her ever-watchful gaze uncovers even the most hidden of secrets. All Uratha recieve the Unseen Sense merit during this phase.

Bane: None as of this writing. I couldn't think of one that kept the flavor of the phase without overriding one of the other bans.

The New Moon, the Silent Moon

Boon: When Luna hides, so too can her children. Subterfuge and stealth each recieve +1, and the werewolf has an extra +1 bonus if she is about to strike someone who is unaware.

Bane: Any non-Uratha outside an Uratha's pack must make a memory roll, per WoD with a +3 bonus, upon meeting him to recall the Uratha and put the face to a name. If the roll fails then the person doesn’t remember the Uratha and acts as if they have never met. Penalties and bonuses might apply depending on how well the person knows the werewolf
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