Tuesday, October 28, 2014

New Combo Power



Prescient Perception
Praestantia 3 and Auspex 2
Cost: 20
With this power, the user is able to continuously see milliseconds into the future, giving them the ability to operate without the need for sight or hearing. When using this ability, the user may use their dots in Praestantia instead of their Perception stat. Using Praestantia in this way, the character may not use Praestantia for the bonus dice it normally grants. If the user is blind or deaf and uses this power they are at +2 to all social roll difficulties due to the character reacting to statements that have yet to be said.

More New Disciplines



Mimir
Cost: 1 Vitae per round
Dice Pool: Each dot of Mimir subtracts one die from all incoming attacks directed at the character, so long as the character is aware of them. Against damage that does not stem from a direct attack (such as a car crash), the vampire enjoys the benefits of armor equal to his dots in Mimir. This Discipline does not protect against the legendary weaknesses of Kindred -- fire or sunlight.
Action: Reflexive

Praestantia
Cost: 1 Vitae per scene
Dice Pool: Praestantia is unlike many other Disciplines in that it is not actively rolled. Rather, it provides a group of benefits, many of which affect other rolls.
When a character has Praestantia active, her dots in Praestantia are added to any Dexterity-based rolls made with the following Skills: Archery, Athletics, Brawl, Dodge, Firearms, Melee, and Stealth. Note that Strength-based rolls with those skills are not enhanced.
Secondly, a character using Praestantia can choose to abort any failed action involving the Praestantia Skills, even if the dice pool was based on Strength. This means that, after rolling, the player can choose to do nothing that turn, rather than deal with the consequences of a failed (or dramatically failed) roll.
Praestantia cannot be invoked more than once per scene. That is, you may not spend a second vitae to double the benefits of Praestantia.
Action: Reflexive

Both disciplines count as being rare for the purposes of creation of EH/Natural Vampires.

Sunday, October 26, 2014

Chalice of Caine


This chalice was found in the sarcophagus of the Niktuku.

Chalice of Caine
This chalice is rumored to be the cup Caine used when embracing his two childer. A small amount of Caine's blood soaked into the metal, imbuing it with abilities that can benefit both mortals and vampires alike.

The chalice is capable of changing a mortal into a kindred, if them consume blood from it. The blood may be theirs, or from some other human. The clan the mortal becomes is random, however, they do not receive that clan's weakness.

The chalice is also capable of empowering the blood of a vampire either temporarily or permanently. The vampire may attempt to empower their blood permanently safely once, every attempt afterword increases the chances of becoming disabled or destroyed.

System: When a mortal wishes to become a vampire, the player rolls 10 dice then subtracts the number of successes from 13 to determine their generation; a botch results in the character becoming 14th generation. When a vampire wishes to increase the power of their blood temporarily the player expends 1 blood and rolls 10 dice, subtracting the number of successes from their generation to a maximum 5th generation; a botch means nothing happens and they may not use the chalice for one full night. To decrease their generation permanently a player expends 1 blood, then rolls 10 dice and subtracts the number of successes from 13. If the resulting number is less than their current generation, the vampire may decrease their generation to resulting number. For the second try and every try after the vampire permanently decreases their blood pool by 2 if the result of the roll is more than their current generation. A botch means that the vampire may not use the chalice ever again to permanently decrease their generation.

New Discipline

Humanitas

* Viage of Life
Effect: This power requires no expenditure of blood or willpower. The power allows the vampire to appear as life like as any other human being. The vampire may turn the power on and off at will.

** Warmth of the Living
Effect: This power requires the expenditure of 1 blood point. Until the vampire sleeps, the vampire produces body heat equivalent to a normal human being. The vampire may end this ability at any time, though they must spend another blood to activate it again. This power is very useful for traveling in freezing weather, since normally a vampire would freeze solid in such weather.

*** Sustenance of Mortals
Effect: Once per day the vampire may consume food and receive actual sustenance from it. The vampire must consume a number of pounds of food equal to their blood potency. If the vampire is of the generational type they must eat a number of pounds equal to 13 minus their generation, with a minimum of 1 pound. The food may be cooked or raw, neither form provides an advantage or disadvantage. After consuming the meal the vampire's body produces 1 blood. The blood created from this food functions exactly as blood taken from a mortal. Any food consumed beyond the requirement has no further effect.

**** Pleasures of the Flesh
Effect: The vampire is capable of enjoying sensations that they once enjoyed in life. Smells, textures, and other sensation the mortal form can experience so now the vampire can as well. This power also allows the vampire to experience new sensations, rather than replays of previous experiences. This ability allows the vampire to once again experience and enjoy sex. All of the vampire's fluids remain blood based as before. This power gives a vampire a connection to mortals allowing them a deeper insight into their behaviors. All social rolls made when interacting with mortals are at a -2 difficulty.

***** Return of the Natural Humors
Effect: The vampire's body produces all the fluids that a mortal body may produce. If the vampire wishes they may produce excrement, at the cost of 1 blood point. The most useful aspect of this power is the capability of being able to breed like a human once again. A male need only expend one blood point to create fertile semen. Fertility for a female is much more involved, at the time of the coupling they must spend a single blood point. The female must then expend 1 blood point per day of the pregnancy on top of the normal blood needed to function throughout the day. The pregnancy lasts for 9 months allowing for the natural birth of the child. The vampire may end the pregnancy at any point. A child produced from a coupling with a mortal produces a dhampir, a child produced from a coupling with another vampire produces a Pure Blood vampire.

***** * Mortal Temperament
Effect: The vampire no longer possess the fears and other emotional difficulties intrinsic to their vampiric condition. The vampire is no longer subject to frenzying of any kind including from being hungry. The vampire no longer fears the sunlight and fire, and can operate during the daytime normally. The vampire is still physically vulnerable to sunlight and fire. With this ability the vampire takes on one of the frailties of mortal beings, the need for sleep. A vampire now requires at least 6 hours of sleep per day, those that forgo sleep receive a cumulative +1 difficulty to all rolls for each day they do not sleep.

***** ** Skin of Man
Effect: The vampire is capable of withstanding the harsh light of the sun, though while being exposed to sunlight they are limited to the actions they may take. While exposed to sunlight the vampire may not use disciplines or expend blood, lest they take damage. For every discipline or point of blood the vampire uses while exposed to sunlight, they take 1 level of unsoakable damage. While in direct sunlight the damage taken is aggravated, while in indirect sunlight the damage taken is lethal. This limitation does not extend to blood used for this discipline as well as this discipline.

External Hemovore Rules

Blood Potency Attribute / Skill /
Discipline Maximum
Max Vitae /
Max Vitae per Turn
Vampires can feed from...
1 5 10 / 1 Animals +
2 5 11 / 1 Animals +
3 5 12 / 1 Humans
4 5 13 / 2 Humans
5 5 14 / 2 Humans
6 6 15 / 3 Humans
7 7 20 / 5 Vampires
8 8 30 / 7 Vampires
9 9 50 / 10 Vampires
10 10 100 / 15 Vampires

When creating a new vampire, a character picks out 3 disciplines to be their Natural Disciplines (A.K.A In Clan). There are three categories of Disciplines from which a character may choose: Common, Uncommon, and Rare. Powers chosen from the Common category come at no cost to the vampire, meaning they only possess the general weaknesses of a vampire. Powers chosen from the Uncommon and Rare come at a cost to the vampire, imparting special weaknesses to the individual; these weaknesses are referred to by vampires as 'Humilities'. Every Uncommon discipline requires the vampire to take a 1 point flaw, with Rares requiring a 2 point flaw. A character may choose any combination of points (ex: someone taking a rare discipline may take a 2 point flaw or two 1 point flaws). A character may take an extra Natural Discipline at the cost of 1 extra point per flaw: Common cost 1 point, Uncommon 2 points, and Rare 3 points or any combination there of. The vampire does not receive the points from these flaws. These flaws are the standard flaws taken from the vampire source material.

Common:
Physical -
Celerity, Fortitude, Pernicis*, Potence
Non-Physical -
Animalism, Auspex, Dominate, and Presence

Uncommon:
Physical -
Purpose*, Salto*, Vamping Out*
Non-Physical -
Chimestry, Dementation, Flight, Melpominee, Mortis, Mythercia, Obeah, Obtenebration, Protean, Quietus, Thanatosis, Thaumaturgy, Valeren

Rare:
Physical -
Tachyus*, Vitality*
Non-Physical -
Caroscapha*, Fascination*, Gangrel Runic Sorcery (Referred to as just Runic Sorcery)*, Illumination*, Memoria*, Necromancy, Psyberpathy*, Tranquillus*, Umbracuro*, Vicissitude, Visceratika.

Any discipline marked with a * can be found on this site at the bottom of the page under New Disciplines: http://www.kismetrose.com/vtm/VampireDisciplines.html

Any discipline not marked with a * can be found on this site:
http://reference.l2fury.com/index.php/Disciplines

Increasing Blood Potency costs Current Lvl x 8

Sunday, October 19, 2014

Sek-Rei Arms

In the intervening years between the time the group entered and left the dead world, Rei worked to expand Sekirei's arms production industry. With the outbreak of the Night War and the disappearance of Sekirei, Rei had to scale down the scope of her operation. Sek-Rei arms supplies the armed forces of numerous nearby city-states. Rei has used the profits from her company to fortify the city and strengthen it's economic position in the area through sponsoring various merchant caravans. 


Sek-Rei Arms SIR – 1 (Standard Issue Rifle)
Damage: 7
Range: 100
Rate: 1/3
Clip: 30 + 1
Conceal: N

Sek-Rei Arms SICA – 1 (Standard Issue Combat Armor)
Bashing: 2
Lethal: 2
Aggravated: 1
Dex Penalty:

Strigoi


The Strigoi are the second most common sight on the night-time battlefields, the most common being the rank and file shovel-heads. Through the lines of information the group has gathered, some insights have been gained about these monsters.
They do not fit into a particular clan, Assamites and other blood-sorcerers state that their blood is a mix of so many clans as to be unidentifiable. Though it is obvious that whatever they are, they lack any shred of humanity they have once had. They operate on a completely bestial set of ethics and morals, breaking all people in the world into three categories: people they eat, people they fear but can kill, and people they fear that are capable of killing them. Their societal structure is broken into pods controlled by an alpha creature. Pods usually contain between three and seven members. The alpha is blood bound to a vampire referred to as Strigoi Master. The master appears to have some form of telepathic communication with the alpha of the group, and seems to be able to command them with absolute control. There have been numerous instances of the master ordering his Strigoi into a situation that is obviously suicidal. The Strigoi in turn entered into the situation without hesitation.
Physically, Strigoi are incredibly strong, swift, and resilient far beyond that of an average vampire. While they are vulnerable to UV light, they show a stronger resilience to it than other members of the seven. Their bodies are covered with bone plates, making them exceptionally resistant to cutting and piercing damage. They possess three digits on their hands and feet, ending in thick claws that they use to efficiently dispatch their prey. Unfortunately, they require nearly five times the amount a normal vampire needs to wake themselves. Usually they are kept in a form of torpor until they are needed, due to their incredible appetite. Their creation and upkeep is very resource intensive, meaning that they tend to be used in smaller numbers.
The tactics used with the Strigoi usually involve numerous waves of shovel-heads to soften a target's defenses, then the Strigoi being used to finish the slaughter. When they are used against Garou, they are used at the front of the line with silver caps on their claws.

Sunday, October 12, 2014

Time keeps on slipping into the future...



Through some sort of 'gut feeling' or power, you all feel time slipping away. Though it appears to flow normally for you, it feels as if it is barreling forward in the world you are from. Any time dependent powers or abilities work normally for you, though if they depend on the outside world they expire quickly.

Lost time is never found again.
- Benjamin Franklin

The Journal of H.H. Holmes






July 20th, 1886
I came into possession of numerous pieces of 'art' after the untimely death of Ellena Timsley. Poor miss Timsley seems to have choked on a piece of chicken during supper, it saved me from the necessity of doing away with her myself. Soon I will be able to leave this abattoir that passes for a city, the proceeds from the art should facilitate my journey west. One piece of art I find particularly fascinating, though the craftsmanship is rather crude.

July 24th, 1886
The statue speaks to me in my dreams, I am nary able to attain more than an hour of rest before it invades. I feel that I am nearing my wits end, for I know it sits in Morpheus' realm laying in wait for my return. Its whispering is incomprehensible, though I feel the intention behind the speech is propositioning in some way.

July 27th, 1886
I understand now, and though it is beyond my own ken, I believe. The statue has told me that it wishes to empower me, to give me the respect and attention I deserve. All I must do is continue my experimentation on the lesser folk in the city, focusing on the fairer sex.

August 3rd, 1886
The statue has directed me in the creation of an item referred to as a phylactery. Using this 'phylactery' I may trap the spirits of my work to empower myself. After the creation of enough of these items, the statue states that I may move on to the next portion of the plan.

August 18th, 1886
I have created enough of these phylacteries for our purposes. I have been able to secure the trust of sad woman who has the gall to refer to herself as a doctor. I was able to secure a lien against all of the fixtures her store, to pay to purchase it, the bank needed little in the way of proof that I owned the store.

Found Amoungst the Rubble


Assassin's Gun
Damage: 8L
Range: 35
Rate: 2
Ammo: 6
Notes: The report of the gun is far louder than it should be, and no means (magical or otherwise) may deaden the sound. The target may not dodge or avoid the shot, and all soak rolls receive +1 difficulty. Line of sight is still required for an attack to be made. 


Aegis Shield
Anyone wielding this shield receives a +10 on all soak rolls against all types of damage even if the source of the damage comes from behind the cover of the shield. The user may attempt to parry with the shield, receiving a +3 bonus to the roll.
 

Sunday, September 28, 2014

Further Information



Information on the “Spatial and Topographical Anomalies” see in the field.

...thus we come to the conclusion that the observed anomalies most likely came from multiple sources. Due to the “Circus” phenomenon we believed that either the events that occurred in the “Circus” or the mere presence of the “Circus” cause reality in that area to thin. The spatial fracturing around the object referred to as the “hornet's nest”, would indicate that the “nest” had somehow pierced the S-Brane of that locality. Finally, given that our universe is so large, either there had to be an active force looking for “soft-spots”, a constant expansion pressure from that other Brane, or a mere accident of ideal circumstances. I, and my colleagues, believe that what occurred in your field was what might be called a “perfect-storm”. Multiple factors, that at least were marginally unrelated, combined to create the phenomena you observed. If you wish for further assistance in this matter, we would have to send out an observation team with measuring equipment in order to give you a more accurate interpretation of past events.

Sincerely,
Patricia Sinnat
Head Researcher – Spatial Mechanics Studies
UWCS Institute of Science

Beware children for I tell you true. Grandmother lurks in all the dark places of the world. She is the infinite maw, and is looking for anything to eat that might go unnoticed. Keep an eye on yourself, know who you are at all times. For if you forget yourself, even for a moment, Grandmother will see you and then the world itself will forget you had ever existed. She finds and eats everything forgotten or lost, and what is not forgotten or lost, she will make it so. Whole kingdoms have been eaten because someone forgot to put them on a map for the world to remember.
- Traditional Unseelie Fae bedtime warning to children.

The world we live in is really just a physical extension of the mass-consciousness. There are meanings beneath all objects that we may interpret on a personal level, but there are also meanings that the world interprets for itself through the mass-consciousness. This is especially true in instances of spontaneous object generation, when the universe is forced to give physicality to an object or concept. The mass-consciousness is responsible for the creation and designations of spontaneous objects. So, while the universe gives the object or concept matter to exist in, the mass-conscious gives it meaning and form. In the case of the “Hornet's Nest”, there can be much meaning derived from its form and presence. The form of the “Hornet's Nest” indicates a lingering threat, and a possibility of violence or area theft. We recommend that you keep a close eye on the object.
- Communication sent by Corwin Falstol, a prominent Dreamspeaker Sorcerer.

The Hornet is a sub-sub-form of the Weaver. The Weaver is triune being who can be broke into threes almost infinitely. The Hornet is a sub-form of the Patriarch, the one who brings order through action and belief. The Hornet specifically is the form that is responsible for forcing out all beings that are not like itself. If the Weaver has manifested in the form of the Hornet, beware. The Hornet means that the Weaver is determined to completely control an area and force out all others that are nearby. The Hornet is opposed to the Bumblebee that seeks to enter an area as assistance to itself and others. If you wish to fight the Weaver with the Weaver, call on the Bumblebee. If you wish to call on the Wyld, I suggest seeking the assistance of the Buzzard. The Buzzard and the Hornet have an ancient enmity between them.
- Jarred Speaks with Water, Children of Gaea Elder

Moreover, the LORD your God will send the hornet against them, until those who are left and hide themselves from you perish
-Deuteronomy 7:20

Sunday, September 21, 2014

Return of Veddartha


Reports from the south persist that Veddartha, child of Ventru himself, has returned from beyond the great veil. He travels with a 'retinue' of over 700 kindred as well as 10,000 warriors he refers to as his Lacunas.

According to reports from Enoch, Veddartha has taken residence in the city of Carthage, having successfully creating a personality cult among the caitiff and neonates. His popularity and the power of his retinue has virtually pushed out the major elders of the area. Veddartha states that he is acting as a vanguard for the other children of Caine who were embraced, and have come from, 'outside'. While information has been limited from escaping Carthage, there are rumors of some sort of 'sacrament' being administered by Veddartha. Current sources are unsure what this 'sacrament' is, but it seems to cement loyalty between Veddartha and the participant.

The Lacunas appear to be highly resilient semi-intelligent zombies that are somehow bonded to Veddartha. Lacunas are capable of basic thought and improvisation when situations change; however, they appear to need guidance if a situation changes drastically beyond their orders.

The Strange Field


The field to the north of town, the one the circus once stood upon, has been the site of numerous strange occurrences. People who have traveled through the field have claimed that time doesn't work correctly in it. Those that traveled through the field state that it felt as if days had passed trying to cross it, or mere moments that should have taken a hour. Others claim that objects taken through the field become indefinably 'different', through the object has not outwardly changed.

As of yesterday two children have disappeared in the field, having been beside their parents or friends only moments before. The sheriff has cordoned the area off until the situation has been resolved. 

 Such silence has an actual sound, the sound of disappearance.
- Suzanne  Finnamore

Five Years Later



Prosperity and a time of ease came over the town after the departure of the Midnight Circus one cool September night. Under the guidance of the Baron and his advisers, the town was able to expand its economy. The secondary docks began to be used again, while the marketplaces expanded to make room for more traveling merchants stopping in the city.

Child slavery has been completely eliminated from the economy of the city. The expansion of the House of the Setting Sun has created a thriving gambling industry, as well as expansion of narcotics production. House Dumas has changed their business model to cater to highly involved sexual experiences that last longer than the one-night-stand.

To the west, the town of Castelon had been rendered a crater soon after the departure of the circus. The next night a gigantic cement wall topped with razor wire surrounded the crater. The garou and other were-folk state that a strengthening taint lurks behind the wall, but does not spill beyond it. Only two have attempted to explore the area beyond the wall, neither returned. It has been ruled off-limits by the chief of the tribe in the north.

But things always have a way of becoming more difficult...

Pushing thru the market square
So many mothers sighing
News had just come over,
We had five years left to cry in
- David Bowie "Five Years"

Sunday, September 14, 2014

Time Marches On



Time Roll
After the conclusion of the Midnight Circus story, there will be a 5 year time roll. I will award 5 maturation points to all players to improve their characters, I will also award bonus maturation or automatic background increases to those who provide me with a written out account of what they do over the time roll. We will be following the background increasing rules outlined previously in the blog. This is also a period where if you would like to start a new character, you may and will be given all your previous character's xp and maturation points as well as the upcoming maturation points. If anyone has any questions, please let me know.

The Moving Finger writes; and, having writ,
Moves on: nor all your Piety nor Wit
Shall lure it back to cancel half a Line,
Nor all your Tears wash out a Word of it
- Omar Khayyam

Book Magic


Bibliomancy
Bibliomancy is the art of using books and scrolls to create magical effects. The power allows the user to unlock key passages within various works to unleash the powers within. There are currently six known works listed in the Liber De Vera found in 's tent. The books are split into three categories: The Divine Triad, Books of the Father and Mother, Tome of the Outcast. Each book is said to contain an incredible power within, and those that possess the book can easily master the world around them. Each tome is incredibly rare, only having a certain number of copies in existence. When a new copy is made of a tome, the copied version destroys itself, ensuring that only the prescribed number remains in existence. The Divine Triad only allows 3 copies of each book, the Books of the Father and Mother only allow 2, and the Tome of the outcast only adds 1.

GM Note: Those that take dots in this power will not immediately get a hold of a tome, but will be given the chance to search one out. Each book contains an incredible power, and will require much sacrifice to get a hold of. The search for a tome will be considered a story unto itself with a hard struggle, and a rich reward.

Sunday, August 31, 2014

Ladies and Gentleman, Boys and Girls, Children of All Ages...




With the dark sphere floating off into the west, leaving a trail of corporate trash, the city stares off into the twilight after it. As the shadows grow with the coming of night, then finally becoming absolute, a new sound can be caught on the northern wind. Saccharine sweet, the sound calls to lost eras of fun, summoning the heart of the child out of everyone who hears it. Soon the sound is clear to everyone in the streets, a reedy song coming from a long forgotten instrument.

With the music comes the aroma of cotton candy, fried foods, and the gamey smell of penned animals. Then the night is pierced with lights going on one by one in the darkness to the north, followed by cheers and laughs of unknown crowds.

Standing at the northern gate, a man and woman dressed in impeccable tuxedos and top hats wave and call to all within sight. “Come one come all to Gentleman Dark's Circus of Wonders and Mystery! For one night only, all games, attractions, and rides are absolutely free! No charge tonight for the wonderful people of your fair city!” they cry, their combined voices resonating through the town.

Soon the guards leave the gates to approach the criers, asking them to stop and come to the palace. With low bows and wide, white smiles, they step back into the embrace of total darkness. A moment later all that is left are voices, shouting the praises of their circus one last time, and the Cheshire mirage of smiles. Soon, these too are gone.

The bigger the humbug, the better people will like it. We have something for everybody.
- P.T. Barnum

Sunday, August 24, 2014

New Path / Discipline


Way of Yin
This far eastern art/discipline allows the user to purposely unbalance their Yin/Yang Chi to push their Yin (dark natural energy) into complete supremacy. By this unbalance they take on more 'demonic' traits to their physical form. These traits are truly demonic, since they come from a natural chi imbalance rather than an influence from the Pit. Beings that have this imbalance perpetually are referred to as Oni or Akuma, and tend to have a darker outlook on the world.

It takes 3 points of Vitae for vampires; for mages it costs 2 Willpower. In either case it requires 3 turns to transform into the Oni form, or for an extra Vitae/Willpower the character may change immediately. The change lasts for one scene. While the character is in Oni form, the character's Charisma and Appearance drop to zero, but the vampire/mage gains cumulative Physical Attribute bonuses, per the listings below:

●○○○○ +1 Strength, Dexterity, Stamina
●●○○○ +1 Strength
●●●○○ +1 Stamina
●●●●○ +1 Strength
●●●●● +1 Dexterity

Additionally, for each dot in the Discipline/Path, the character gains one of the features listed below. As the character advances in the Discipline, she may continue to "build" her Oni form. Once a feature is selected, it is permanent; the character always assumes the same demon form.

The specifics of a vampire's/mage's Oni form are left to the player's fertile imagination.

Claws: The character grows claws inflicting Str + 2 aggravated damage.

Oni Armor: The demon armor may appear as scales, ornate samurai armor, or anything else, and it gives +1 to soak (may be taken multiple times). Oni armor soaks aggravated damage.

Oni Weapon: A mystical weapon appears in the character's hand. Such a weapon blazes with energy, emits frightful moans, is covered in leering faces, etc. This weapon may be any handheld weapon (no missiles or firearms). Damage is per the weapon type and is aggravated.

Extra Arms: Two extra arms sprout from the character's torso. The character gains two extra dice when grappling or to simulate multiple attacks.

Foulness: The character's demon form is exceedingly unclean: perhaps encrusted in dried blood and pieces of flesh, perhaps surrounded in a mephitic cloud, etc. Any opponents within five feet of the character suffer a one-die penalty to all Dice Pools, unless they are also in Oni form.

Horror: The change afflict humans with effects similar to the Delirium. This effect is constant, though if picked twice, it may be turned on and off at will. Troupes without Werewolf: The Apocalypse may assume that humans failing a Willpower roll flee in fear.

The Host: Fanged, demonic faces sprout from the character's back, torso and limbs. These faces can inflict automatic bite damage (Str + 1 aggravated) on grappled opponents.

Huge Size: The character gains three Bruised Health Levels. He is between nine and 12 feet tall.

Maw: The character's mouth distends and sprouts terrible teeth, perhaps even tusks. The character's bite inflicts Str + 3 aggravated damage.

Spikes: The character's body is covered with spikes (or perhaps nails, razors, barbs, etc.). The character's body-slams inflict aggravated damage, and an attacker botching a Brawl or Martial Arts roll against the character suffers aggravated damage equal to the attacker's own Strength score.

Tail: The character grows a tail. This tail is prehensile and can wield weapons; it can also bash opponents (for Strength damage, normal) or perform appropriate martial maneuvers (such as Legsweep), provided the character knows the maneuvers.

For an extra dot, the character may grow a scorpion-stinger capable of injecting poison. This poison is capable of affecting mortals and all supernaturals. The sting itself inflicts Str + 1 aggravated damage. To inject poison, the character spends Vitae/Willpower/Mana, and for each point spent, the victim takes one die of aggravated damage unless he makes a successful Stamina (difficulty 8; each success negates one die of poison damage).

Third Eye: The character sprouts a third eye in the middle of her forehead. The character gains +1 to all Perception rolls.

Wings: Bat-like pinions stretch from the character's back. The character can fly — clumsily — at a speed of 25 miles per hour.


Saturday, August 23, 2014

And Behold the Island

It appeared as an insignificant speck on the horizon, nothing more than a minor curiosity for the workers and sailors on the dock. Soon the speck began to resolve itself as something more than a minor distraction as whatever it was ate of the distance between 'here' and 'there'. What resolved into clarity first was a tune floating on the breeze, instantly enchanting yet completely forgettable. Listeners could tell you they enjoyed it, yet were unable to describe a single aspect of what they heard.

After an hour it became apparent that the speck was an island, wreathed in a mist that gave off a 'pleasant' scent that was immediately recognizable as artificial. Soon the entire town was bathed in the island's perfume, everything from garbage to other perfumes taking on it's unique scent. The island appeared to be a black sphere with intermittent holograms sputtering in it's orbit. Strange names and logos rotated around it's equator, advertising: Tellus Enterprises, Enron Energies, Omni Entertainment, Pentex, and many other strange names. Atop the sphere were numerous black towers, resembling the great cities of before the fall; the size of the small city atop the ball being roughly the size and Aunois.

The sphere placidly floated closer and closer to the city, until it was directly over its center. The sphere keeping an altitude of a couple thousand feet then came to a complete stop before dropping from its southern pole a glimmering object. The object fell to earth quickly, reaching its terminal velocity before creating a depression right before the gates of the palace.

The glimmering object was a silver angel, dressed in a business suit with a television replacing its head. Attached to the back of the angel statue was a black chain made of perfectly square links leading back to the island high above. The screen of the television flickered, showing a picture of a man wearing feathers atop his head, then a color picture of a man dress much like the angel aside from the silver.

“Hello folks, I'm Peter Culliford, but you can call me Uncle Pete. I'm here today to present you with a new way of life, an EASY way of life. All of the companies in our little family are here to give you a way to get EVERYTHING you want, without the hassle you are used to. Pretty soon representatives from our family will be descending to show you how to stop working and start living. Just stay tuned friends, there are great changes ahead for your future.” The man on the television said, his tone practiced, his smile soulless. With his statement complete, the man just stood on the screen smiling, one might think that it was just a still picture save for the occasional shift of the figure.

Soon a rain of fliers came floating from the sky, advertising all the knickknacks and trinkets to make the citizens happy. Soon a stainless steel elevator, without supports of any kind, floated down as well letting loose four businessmen with televisions for heads. The masses of the city cheered while the wise fretted along the periphery at the sight of the newcomers.

And lo! They shall come forth with smiles and circuses, offering ease and pleasure. With every kindness, a theft. With every luxury, a new silence in the forest. - The Book of Seth


Equipment for Trade

UWCS Battle Rifle
This is the standard issue battle rifle of the Union of Western City States. The system uses Gauss-style projectile acceleration using a 5-stage magnetic coil system. The rifle also include recoil reduction and internal stabilization, allowing for increased accuracy when firing 3 round and full auto bursts.

Damage: 8
Range: 300
Rate: 1/3/10*
Clip: 50 + 1
Conceal: N
No. Available: 1
Cost: Must barter with Bellona.
*When firing full auto the rifle only uses up 10 rounds rather than the full clip. The difficulty for firing a 3 round burst is reduced to +0 from the initial difficulty of +1. When firing full auto the difficulty is +1 rather than the standard +2. All accuracy bonuses apply as per normal rules. 

UWCS Class 2 Armor
The UWCS has perfected the application of Reactive Armor to infantry dress. This breast-plate styled armor reacts to attacks by actively dissipating the energy of attacks made against the user. The system allows for consistent protection and injury reduction as apposed to passive armor such as flak vests and riot gear.

Armor Rating: B 2/ L 2/ A 1*
Penalty: 0
Conceal: Jacket
No. Available: 1
Cost: Must barter with Bellona.

*These values are absolute, meaning that they always provide a number of successes equal to their protection rating no matter the difficulty. The armor only gives half protection against Aggravated damage due to the supernatural aspect of it.
 

Tuesday, August 5, 2014

On Enemies


In my world I have changed some of the standard abilities and weaknesses of some of the classic opponents found in WOD. While I am not going to give everything away about these opponents, I will give some generalities to help with player understanding.

Hunters
Hunters possess a myriad of powers giving them the edge they need to destroy the denizens of the dark. There are four abilities that nearly all hunters possess in some combination. These four abilities mimic the vampiric powers of Potence, Celerity, Pernicis, and Fortitude. Three of these four powers take a great toll on the body of the hunter, pushing it to and beyond its breaking point. They are able to use these powers for a number of rounds equal to their Stamina, after that they take one point of unsoakable bashing damage per power in use. Fortitude allows the hunter to soak Aggravated damage, however, they are only able to use their Fortitude dice to soak such damage. They may soak Lethal damage at difficulty 8 for their Stamina dice, and difficulty 6 for their Fortitude dice.

Abominations
Abominations are some of the most frightening creatures in the World of Darkness. They possess all of the powers of vampires and werewolves, and far fewer of their weaknesses. The most frightening ability of Abominations is their ability to walk in the daylight without ill effect. Fire no longer causes fear within their vampiric heart, and while silver causes aggravated damage the abomination can soak it. Damage from silver is soaked at difficulty 8 rather than the normal 6 for other forms of damage. While in daylight their vampiric powers are hindered, but not completely absent.

Demons
Demons are incredibly powerful beings, far beyond any supernatural being within the World of Darkness. Thankfully their power is greatly diminished when they choose to possess or cohabitate a mortal body. While outside a mortal body they are capable of near-prescience and nigh-omniscience, and are capable of informing those mortals working with them. Though once in a mortal form these powers disappear, and a replaced with powers that can pose just as much of a danger to other supernaturals. Demons are master liars, and will use this ability to make themselves appear far more clever than they actually are.

Wraiths
Wraiths pose little danger to other supernaturals in the physical sense, though they can be detrimental psychologically to their targets. Wraiths prefer to where away the sanity of their victims, pushing them to erratic or suicidal behaviors. In very rare cases, Wraiths are able to move physical objects and use them to hurt their victims or push them further towards insanity.

Unhallowed
These undead monstrosities are thankfully rare, but when they are active Unhallowed are the most dangerous beings in the world. They appear to immune to all forms of Lethal and Bashing damage, and are capable of regenerating Aggravated damage. The best one can hope for is to incapacitate one, and seal it away. Mercifully these beings are easy to spot, their bodies formed from the bones of their mortal forms and layers of parchment like tissue. If one appears, run, if you can't run do everything you are capable of to damage the thing, then run.

Monday, August 4, 2014

The Abandoned Town of Castalon


This town is completely deserted, every inhabitant gone. The gates, walls, and buildings bear severe damage from claws and blunt force. At the heart of town, in the abandoned keep, is a deep pit filled with the desecrated bodies of the inhabitants. Around the pit are unsettling runes and markings, as well as whisper-like sounds with no apparent source.

Sunday, August 3, 2014

Thaumatech Armor

Thaumatech Light Armor
This light armor integrates materials generated through magical means, as well as Thaumatech systems that provide the wearer with certain abilities. The materials used to create the suit provide a level of protection against all forms of damage, including the Aggravated type. The systems integrated into the suit also provide the wearer with various benefits namely: the reduction of armor penalties to dexterity, increased physical capabilities, and an emergency shielding system. The armor will instantly resize itself to fit the wearer's physique up to a point.The armor is incapable of resizing itself to fit someone as large as a Garou in Crinos form.

Whenever the user dons the armor, they may spend 1 point of Willpower to remove the armor penalties for wearing the armor for as long as they wear the suit. If the user takes off the suit, they must spend the point of Willpower again to once again remove the penalties. If the user spends another point of Willpower, for the remainder of the scene they may increase all rolls using Dexterity or Strength by one success as if they had an extra point of Pernicis and Potence. Finally, the suit integrates an emergency shielding unit that protects the wearer from damage received from a single blow. The shielding works by providing extra protection to the user at the moment of impact from a blow. (System: After an attack roll is made but before damage is rolled the user may spend any number of Willpower points to give themselves a 1 die bonus per point to soak rolls made against the attack. No matter the type of damage the difficulty for these rolls is always 6. Naturally, the system is limited by the number of points of Willpower a person has. These points of Willpower spent do not count against the normal 1 point limit set by the rules.)

Rating:
Bashing: 2
Lethal: 3
Aggravated: 2
Penalty: 0 w/ Willpower or -1 Dex
Special: +1 Strength Success and +1 Dexterity Success w/ Willpower.
Concealed: May be concealed under loose clothing.
Cost: ••••

Saturday, August 2, 2014

Buying Stuff

Buying Stuff
The cost of things are listed in dots, since the Storyteller System really doesn't pay all that much attention to money. If you have more dots of resources, you may easily purchase the item in question without any fuss of hassle. If you have the same number of dots as the price of the item, you temporarily reduce your number of resource dots by 1 for a month since this would count as a large expense. You may purchase an item that is 1 more than your dots of resources, but this constitutes and incredible expense resulting in you temporarily reducing your dots of resources by 1 for 6 months, 2 for 3 months, or 3 for 2 months. 

Note: Anything bought before this post is not subject to this rule. 

Thaumatech in the Market

Thaumatech
Thaumatech is an age old technology allowing the near seamless integration of magic and technology that didn't diminish either. While the history of it's creation is fuzzy at best, it is generally accepted that it was created by Clan Tremere or the Lilim to give magical abilities to their mundane servants. The art was widely used by the world until the the exodus of the Primogens two-thousand years ago. As the centuries passed, these items became more and more rare, until the most trivial of items became a near priceless artifact. However, within the last century items have been finding their way into markets across the world, making them an almost everyday sight. It is unknown who or what is manufacturing these items again, since the creator has taken pains to cover their track. In any case these items are now within the financial reach of the merchant class of peoples, allowing many people in the world a level of ability they previously lacked.

The items function by the user focusing their will on the objects' intended function (spending a point of temporary Willpower), which the item then converts into energy to power itself. Listed below are the most common items found in the markets of the world


Scrying Visor

These common artifacts are arcs of translucent crystal that are worn like a pair of goggles. By spending 1 Willpower, the user can activate Mage sight for one scene. This ability to see patterns of magic allows the wearer to pierce total darkness, fog, smoke, and precipitation. The wearer can also see immaterial beings and instantly notices any magic-powered objects. While active, this device also provides the wearer with a +2 bonus to all Awareness rolls. These objects are treated as having Auspex 2 for the purposes of seeing Obfuscated individuals.
Cost: ••

Perfected Boots

This artifact has been made since the early days of the Reign of Primogens, but most modern examples were manufactured in Enoch. Once the wearer spends 1 point of Willpower, these boots become the most comfortable footwear she has ever worn. This artifact keeps the wearer’s feet cool and dry in all conditions, and she will never develop blisters while wearing them. In addition to comfort, these boots also allow the wearer to both run and march considerably faster than normal. In combat, the wearer adds 3 yards per round to all move actions and 6 yards per round to run actions. When walking long distances, the wearer can march at a speed of 10 miles per hour and can cover up to 100 miles in a day, allowing the wearer to overtake carriages and to easily keep up with all but the fastest mounted characters. In addition, the wearer adds 2 to her Strength when calculating jumping distances. This bonus adds directly to the wearer’s Strength if the jumping distance is multiplied because of magic or additional artifacts. The effects of these boots last until the wearer removes them, then another point of will must be spent to recalibrate them back to the wearer. If the wearer decides not to calibrate them, the boots only provide 1 yard per round in all move cations and 2 yards per round to run actions.
Cost: ••


Winged Messenger

These intricately crafted pieces of jewelry were typically fashioned from precious metals and coated with a light sprinkling of gem dust. They are most commonly found in the shape of iridescent dragonflies or golden bumblebees, although many mages had theirs forged in accordance with their unique design preferences. The affluent commonly wore these baubles as brooches, bracelets, hair pins, or belt buckles though they could just as easily be integrated into the pommel of a dagger or into the jeweled horn of a saddle. When the bauble’s wearer needed a message delivered to someone nearby (the messenger’s range is no farther than a mile radius from the wearer) he would channel 1 Willpower into the device to animate it, and the tiny automaton would fly off to find the recipient. Upon finding the recipient, the winged messenger bauble would then either speak the wearer’s message or release any documents it held clasped in its legs. If a reply were requested, the messenger would say so and wing its way back to its owner with the response. These devices, while clever in their own right, are not very capable at finding people who wish to remain hidden. The device will not be able to find those who are actively hiding themselves from the owner of the device.
Cost: ••

Will Sword

These swords were commonly carried by Lilim and Tremere as they entered battle. The hilt allows the user to focus their will into a blade of condensed light. The color of the blades tend to match the auras of the individual wielding it, making it obvious as to their mental state. Color indicates the emotional state while the overall shape indicates their mental state; a highly ordered person might have a perfectly straight and constant blade, while a mentally unstable wielder's blade might waver and shift like flames. The size of the blade also indicates the user's strength of will. A particularly weak willed individual might only produce a roughly dagger sized blade, while a very strong willed person could produce a blade the size of a great-sword.

To activate the sword the user spends 1 point of Willpower, then for the remainder of the scene the blade remains extended. The blade does a number of dice of lethal damage equal to the wielders Willpower. A character may spend another point of Willpower each round to make the damage done by the weapon into Aggravated damage for that round. (Yes, yes we all know what these things are. I think they're cool. A wizard did it.)
Damage: Willpower    Conceal: Pocket (When not in use)   Min Str: 1   Hands: 1
Cost: •••