Sunday, July 27, 2014

Raising Backgrounds

Starting after this most recent time-roll I will instituting these new rules for raising backgrounds.

Maturation may not be spent to raise backgrounds, instead a character may raise a Background for every 5 years of time-roll. To raise a Background, roll the current rating of the Background at the difficulty listed for that Background.It takes 1 success to raise the rating by 1. For two additional successes, the rating can be increased by another dot. Should the player wish, he can ask to use any additional successes to improve a Background related to the one being raised instead. This also applies if the Background is currently capped (Mentor 5, for example). On a failure, the character fails to raise the desired Background. On a botch the Background loses 1 from its rating.

Characters are Inactive if they are in Torpor. They cannot raise Backgrounds.
Active characters can raise Backgrounds without penalty.

Allies - difficulty 7 to raise.
Contacts - difficulty 6 to raise.
Domain - difficulty 7 to raise.
Herd - difficulty 6 to raise.
Influence - difficulty 8 to raise.
Library - difficulty 8 to raise.
Mentor - difficulty 7 to raise.
Resources - difficulty 8 to raise.
Retainers - difficulty 6 to raise.
Status - difficulty 8 to raise.

Last Pictures on the Roll

A body was found on the outskirts of the forest to the north. It's head and limbs were torn from his body. According to the guard that found him, his name was 'Falric Temps' and he was last seen heading into the woods to hunt for animal pelts. Carved into his torso, 'OUR WOODS STAY OUT'. His belongings were torn, bloodied, and piled beneath the tree he was nailed to. Among his belongings was a camera, almost all of the negatives were ruined save for these:


Posters Found Around Town


Saturday, July 26, 2014

New Sorcerer Paths

The Focused Mind
Practitioners of the Focused Mind greatly enhance their mental alacrity and readiness, allowing better comprehension of problems and situations, Sorcerers, already discipline of mind, become frightfully powerful in the realm of the cerebral when mastering this path.

Unlike most magic powers, this path do not require an action to invoke, although they still require the normal Willpower activation roll. Each of these powers is usable only once per turn.

* Readiness
Using Readiness makes the caster able to gain a quicker understanding on a predicament. Enhanced lucidity enlightens the caster, allowing better reactions to changing situations and increased cleverness.

System: This power is only usable on the sorcerer himself. Every success on the activation roll adds one die to a special dice pool for any Wits-related rolls or actions that the magus performs during this turn. Alternatively, each die removed from the dice pool adds one to the caster’s initiative rating.

** Centering
By invoking this power, the sorcerer causes a sudden, intense calmness in the subject by whispering soothing words to her. While under this serenity, the target is able to better focus on tasks at hand, ignoring distractions and annoyances, including grave bodily harm.

Magi in fear of frenzy often use this power on themselves to achieve a state of tranquility, as emotions are stifled.

System: This power is usable on any subject within earshot of the thaumaturge and last for one turn per success on the activation roll. During this period the target is unaffected by any effect that reduces his dice pools. This includes wound penalties and situation modifiers. Modifications to difficulty numbers still apply during this time, however.

In addition, due to the unnatural serenity that this power bestows, the target receives two additional dice in all attempts to avoid or break frenzy. Lupines may even be calmed from their murderous rampage if five or more successes are scored on the activation roll.

*** One-Tracked Mind

By extending his powers to other individuals, the thaumaturge is able to fixate the subject on one action. This single-mindedness of the target is such that they ignore everything else that occurs around them. Guards are easily distracted with this power, as their attention becomes fixated elsewhere, and research becomes dedicated, focused task. Use of this power is sometimes colloquially referred to as “railroading someone.”

System: This power may affect anyone who can hear the sorcerer. Successful invocation makes the target unable to split any dice polls for extra actions and unable to change tactics after actions have been declared. As a side benefit, reduce the difficulty of these actions by one. Additional actions that the victim takes (from Celerity, for example) during the duration of this power must follow their initial action, as they concentrate wholly upon this one idea. The duration of One-Tracked mind is one scene if used outside of combat; otherwise it is reduced to one turn per success on the activation roll.

**** Dual Thought

With this power, the sorcerer is able to divide his attentions to two completely separate tasks without problems. As One-Tracked Mind forces the subject’s attention into a single objective, Dual Thought expands the sorcerer’s concentration to the point that focus upon two goals is possible.

System: Successful use of Dual Thought allows the caster to take an extra action during his turn. This is restricted to mental actions, be it the use of another sorcerer path, or the contemplation of some problem. If the character is using both actions to solve a problem, he has two separate dice pools to draw from. These two actions happen at the same times, as determined by the initiative rating of the character.

***** Perfect Clarity

Perfect Clarity brings about a Zen like moment of unimpeded insight for the sorcerer. Pure focus is achieved, thought and action become one, and the complete serenity of mind descends upon the sorcerer. This lucidity protects the caster from influences both internal and external.

System: This power lasts for the duration of one scene. For this period the thaumaturge has the difficulties of all actions reduced by two. The caster is immune to emotional manipulation, even by supernatural means. Finally, any means to control or influence the caster suffer a +2 difficulty, including the powers of Presence and Dominate.


The Green Path
The Green Path deals with the manipulation of plant matter of all sorts. Anything more complex than an algae bloom can theoretically be controlled through the appropriate application of this path. Ferns, roses, dandelions and even ancient redwoods are all equally valid targets for this path's powers, and living and dead plant matter are equally affected. While not as immediately impressive as some other more widely practiced paths, the Green Path (sometimes disparagingly referred to as "Botanical Mastery") is as subtle and powerful as the natural world, which it affects.

The origins of the Green Path are thought to lie with the Order of the Naturists, a druidic sect of the Lilim. Most practitioners of the path are members of the order, and those who are not were more than likely mentored by one.

* Herbal Wisdom
With but a touch, a caster can commune with the spirit of a plant. Conversations held in this manner are often cryptic but rewarding - the wisdom and experience of the spirits of some trees surpasses that of the oracles of legend. Crabgrass, on the other hand, rarely has much insight to offer, but might reveal the face of the last person who trod upon it.

System: The number of successes rolled determines the amount of information that can be gained from the contact. Depending on the precise information that the sorcerer seeks.

* Fleeting cryptic impressions.
** One or two clear images.
*** A concise answer to a simple query.
**** A detailed response to one or more complex questions.
***** The sum total of the plant-spirit's knowledge on a given subject.

** Speed the Season's Passing
This power allows a sorcerer to accelerate a plant's growth, causing roses to bloom in a matter of minutes or trees to shoot up from saplings overnight. Alternately, she can speed a plant's death and decay, withering grass and crumbling wooden stakes with but a touch.

System: The character touches the target plant. The player rolls normally, and the number of successes determines the amount of growth or decay. One success gives the plant a brief growth spurt or simulates the effects of harsh weather, while three noticeably enlarge or wither it. With five successes, a full-grown plant springs from a seed or crumbles to dust in a few minutes and a tree sprouts fruit or begins decaying almost instantaneously. If this power is used in combat, three successes are needed to render a wooden weapon completely useless. Two successes suffice to weaken it, while five cause it to disintegrate in the wielder's hand.

*** Dance of the Vines
The caster can animate a mass of vegetation up to his own size, using it for utilitarian or combat purposes with equal ease. Leaves can walk along a desktop, ivy can act as a scribe, and jungle creepers can strangle opponents. Intruders should beware of sorcerer workshops that harbor potted rowan saplings.

System: Any total amount of vegetation with a mass less than or equal to the character's own may be animated through this power. The plants stay active for one turn per success scored on the roll, and are under the complete control of the character. If used for combat purposes, the plants have Strength and Dexterity ratings equal to half the character's current Willpower (rounded down) and Brawl ratings one lower than that of the character.

Dance of Vines cannot make plants uproot themselves and go stomping about. Even the most energetic vegetation is incapable of pulling out of the soil and walking under the effect of this power. However, 150 pounds of kudzu can cover a considerable area all by itself…

**** Verdant Haven
This power weaves a temporary shelter out of a sufficient amount of plant matter. In addition to providing physical protection from the elements (and even sunlight), the Verdant Haven also establishes a mystical barrier which is nigh-impassable to anyone the caster wishes to exclude. A Verdant Haven appears as a six-foot-tall hemisphere of interlocked branches, leaves and vines with no discernible opening, and even to the casual observer it appears to be an unnatural construction. Verdant Havens are rumored to have supernatural healing properties, but no caster have reported experiencing such benefits from a stay in one.

System: A character must be standing in a heavily vegetated area to use this power. The Verdant Haven springs up around the character over the course of three turns. Once the haven is established, anyone wishing to enter the haven without the caster's permission must achieve more than the caster's original number of successes on a single roll of Wits + Survival (difficulty equal to the caster's Willpower). The haven lasts until the next sunset, or until the caster dispels or leaves it. If the caster scored four or more successes, the haven is impenetrable to sunlight unless physically breached.

***** Awaken the Forest Giants
Entire trees can be animated by a master of the Green Path. Ancient oaks can be temporarily given the gift of movement, pulling their roots from the soil and shaking the ground with their steps. While not as versatile as elementals or other summoned spirits, trees brought to ponderous life via this power display awesome strength and resilience.

System: The character touches the tree to be animated. The player spends a blood point and rolls normally. The tree stays animated for one turn per success rolled; once this time expires, the tree puts its roots down wherever it stands and cannot be animated again until the next night. While animated, the tree follows the character's verbal commands to the best of its ability. An animated tree has Strength and Stamina equal to the caster's willpower rating, Dexterity 2 and a Brawl rating equal to the casters own. It is immune to bashing damage, and all nonaggravated lethal damage dice pools are halved due to its size.

Once the animating energy leaves a tree, it puts down roots immediately, regardless of what it is currently standing on. A tree re-establishing itself in the soil can punch through concrete and asphalt to find nourishing dirt and water underneath, meaning that it is entirely possible for a particularly sluggish sycamore to set up shop in the middle of a road without any warning.


Movement of the Mind
This path gives the caster the ability to move objects telekinetically through the mystic power of the sorcerer. At higher levels, even flight is possible. Objects under the character's control may be manipulated as if she held them - they may be lifted, spun, juggled or even "thrown," though creating enough force to inflict actual damage requires mastery of the fourth level or greater. Some sorcerer skilled in this path even use it to guard their havens, animating swords, axes and firearms to ward off intruders.

This path may frighten and disconcert onlookers. Many people are quite put off when the pages of a book turn by themselves!

System: The number of successes indicates the duration of the caster's control over the object (or subject). Each success allows one turn of manipulation, though the sorcerer may attempt to maintain control after this time by making a new roll (she need not spend additional Willpower maintain control). If the roll is successful, control is maintained. If a caster loses or relaxes control over an object and later manipulates it again, her player must spend another Willpower point, as a new attempt is being made.

If this power is used to manipulate a living being, the subject may attempt to resist. In this case, the thaumaturge and the subject make opposed Willpower rolls each turn the control is exercised.

Individual power levels are not provided for this path - consult the chart below to see how much weight a sorcerer may control. Once a sorcerer reaches Level Three, she may levitate herself and "fly" at approximately running speed, no matter how much she weighs, though the weight restrictions apply if she manipulates other objects or subjects. Once a caster achieves Level Four, she may "throw" objects at a Strength equal to her level of mastery.

* One pound
** 20 pounds
*** 200 pounds
**** 500 pounds
***** 1000 pounds

New Vampire Discipline




Anthropophagia

(* to *****)

A vampire with this discipline can eat another vampire and absorb their Powers. To use Anthropophagy, she must kill the monster and eat at least a number of pounds of flesh equal to the dots she seeks to acquire. This devouring occurs in a single setting. If the vampire does not successfully kill the victim, feasting on a pound of flesh causes the victim one lethal level of damage.

A group of vampires with Anthropophagy can share a single corpse, but must split the desired discipline dots between each other, the character with the highest Anthropophagy dots gets first pick. The monster must have enough flesh to feed the entire group; as a rule, a vampire has about four pounds of edible flesh available per dot of stamina. This amount may be reduced in the procurement, every health level of lethal damage on the vampire counts for one pound that’s effectively rendered inedible.

System: Once she’s devoured the victim, the vampire may spend a point of Willpower. If she does, she gains a dot in any one discipline which the victim has, up to a limit of her Anthropophagy dots. She can have a number of dots equal to her Anthropophagy in other disciplines, divided however she chooses, among any other combination of disciplines. She can abandon any of these disciplines at any point in time, reflexively. To fuel them, she uses two extra blood points over the normal cost. If there is no cost, then the vampire must pay the two blood point cost.

Friday, July 25, 2014

Lethal Market Wares!



Rail Pistol
Damage: 7
Difficulty: 6
Rate: 2
Capacity: 6
Range: 20
Cost: ***

Laser Hunting Rifle
Damage: 7
Difficulty: 5
Rate: 2
Capacity: 20
Range: 200
Cost: ***

Pulse Pistol
Damage: 6 B
Difficulty: 6
Rate: 2
Capacity: 6
Range: 30
Cost: ***



Exotic Particle (EP) Pistol
Damage: 3
Difficulty: 3
Rate: 1
Capacity: 10
Range: 20
Cost: ***

 


Vibroblade Upgrade
Damage: +2
Difficulty: Same
Cost: **
Notes: On a botch, the blade damages the wielder rather than dropping the weapon.

Religions of Aunios

Major Religions of the World

With the physical proof of biblical figures walking around it comes as no surprise that Abrahamic Religions became the sole forms of religion in the world. While these faiths became uncontested, permutations of these faiths and forgotten ones have arisen to become the most prominent in the world today.

Presented here are the three faiths present in Aunios:

Aeon of the Meta-Eschaton
A combination of deep mysticism and Christianity, this view of Christianity came about due to the revelations of Lilith as well as the broken state of the world. The Aeon of the Meta-Eschaton (AME) holds that the events of Revelation occurred sometime in the distant past, resulting in the current state of the world. Through the events of Revelation, the presence of God as well as hist angelic servants have become more tangible in the world. By using the True Names of God as well as angelic beings one can create miraculous effects through their intercession. However, the presence of evil in the world has also been strengthened, allowing satanists and infernalists to draw upon the power of demonic beings through the use of their True Names. The church focuses on instructing parishioners on the proper use of True Names, as well as spreading the word and power of Divine Names. The Meta-Eschaton Inquisition focuses on hunting individuals who use infernal mystic rites as well as those who practice 'selfish' magic, such as Lilim. The church is ruled over by a council of archons who fulfill the wishes of a supernatural force/being called the Visionary. According to doctrine the Visionary is an angel of God responsible for the guidance and education of humanity.

Church of the Bodhijinas (Bo-Dee-Gee-Nas)
A combination of the teachings of Buddhism and Christian meditative practices. Bodhijinas translates to “enlightened victory” in Sanskrit. The basic teachings of the church is that Christ was a Pratyekabuddha, someone who was naturally Enlightened without the need for a teacher. Through his teachings and final sacrifice he broke the Samsaric wheel of rebirth, allowing for Final Choice. They define Final Choice as the decision of an atman (soul) as to whether they wish to transition to one of two realms, Sadevaka (with God) or Paridevat (away from God). According to doctrine, the purpose of life is for a atman to decide how they wish to enter into Nirvana, other known as the final state. The church promotes a life that is centered on reaching Sadevaka, since the Buddha Jesus preached that it is the purpose of humanity to seek out God. While the church states that human language is incapable of describing the two states of Nirvana, it does say that Paridevat would be completely alien to the atman. This alien nature occurs due to the atman's experience with the world. The world being created by God bares in part a resemblance to God's divinity, since Paridevat is a place without God its very structure is completely different compared to the atman's previous existences. Those who are not yet prepared to make the Final Choice continue their cycle of reincarnation until their atman is ready to choose one of the final states of Nirvana. The church teaches that God's divinity is most closely imprinted on living things, especially human beings. Thus to help the atman make its final choice, hopefully for Sadevaka, one must come to value and help other people. While the church has a live and let live stance towards all, it does focus it's inquisition on the undead. The church holds that the undead, vampires especially, should not interfere and harm the lives of the living since they have chosen to remove themselves from the Final Choice. Those vampires that harm the living find themselves hunted relentlessly by the Church of the Bodhijinas. The priests of the church are called Bodhipitr (enlightened father) and priestesses are called Bodhimatr (enlightened mother). The church is ruled by council elected once every 20 years by the Bodhipitrs and Bodhimatrs of all the temples throughout the world.

The Orthodox Church
The Orthodox Church largely resembles the Orthodox and Catholic churches of modern day. The Orthodox church does not have a single world leader, rather each major city/area has a metropolitan the interprets the Doctrine of Faith. The Doctrine of Faith is a set of documents outlining the major and minor beliefs of the church, the Doctrine of Faith is revised once every 40 years by a council of metropolitans. The church uses both scripture as well as the work of past philosophers as a guide for metropolitans to guide the church. The church generally distrusts supernaturals, its inquisition not specializing in dealing with any specific type.

Your New Home Aunios

Corruption *****; Crime ****; Economy ****; Law *; Society *; Disease Rate ***
Government Constitutional Monarchy
Population 45,000
Maximum Vampire Population: 90 / 401
Notable NPCs
Sheriff Guard Jiranda Hollis
Master Fallor Pollux
Bodhimatr Felicia Gyatso
Metropolitan Callixtus Bardo
Lord Mayor Alton Ralderac
Rules:
Corruption: Number of dice rolled when determining resistance to change in the city as well as degradation of player improvements in the city. Rolled each season.
Crime: Dice rolled for likelihood of players or NPC's becoming targets of crime on the streets. Rolled each day spent active in the city.
Economy: Dice rolled to assist in city improvements
Law: Dice rolled for likelihood of the law being around at inopportune times. Rolled during player activity.
Society: Dice rolled each season for the city to improve itself, also used to resist corruption attempts. Rolled each season.
Disease Rate: Number of dice rolled to see if character comes into contact with a disease. Rolled each month.
The basic difficulty for all the rolls is 6, though certain player actions can increase or decrease the difficulty.
Population: The population is based on the population of the city as well as the immediate surrounding arera.
Maximum Vampire Population: The two numbers indicate the maximum vampire population based upon two styles of society. The first number indicates a masquerade style, where vampires keep their presence hidden. The second number indicates open knowledge of the vampire population. The second option also means that vampires would have to limit their feeding to only 2 blood points a night, the first option allows for unrestricted feeding.

1. The Palace -
The palace was originally inhabited by Sir Orfeo before leaving close to 80 years ago. Sir Orfeo, like many other cities in the old kingdom of the fae, ruled over the city for generations. The rule of fae in most cities tends to be distant, allowing the people to largely control their own day to day lives. Before leaving Sir Orfeo bound a luck spirit to the palace to care for it. The spirit cared for the palace by cursing those who purposely damaged it with bad luck in proportion to the damage they did, conversely the palace gifted good luck to people who helped with its upkeep in proportion to the amount of work they did. The spirit was bound to the palace until another fae came to take rightful residence within it. All those who attempted to reside in the palace met with grisly accidents, making it a place many visit but none dared stay.

2. City Market -
The city markets are places one can find items from across the world. With the uneven spread of technology through the world, one can find rail guns next to axles for wagons. All manner of items can be found in the city, and with the current laws in place nothing is illegal as long as one can afford it.

3. Thaumatech Station -
Thaumatech is a nearly lost art of combining magic and technology in such a way that it does not harm or diminish the magic. This art was pioneered by the vampiric community, most notably clan Tremere. Though thaumatech stations are pieces of a forgotten art, it is rumored that clan Tremere still knows how to produce such technology. It is said that the clan guards such knowledge as a way of maintaining their own power. In these facilities magic and enchantment is used to provide utilities as well as the construction of goods in small automated factories. Currently the Thaumatech Station barely provides enough clean water and electricity, making brown outs a common place occurrence. The station is set outside the city walls in case of a catastrophic malfunction that could lead to unpredictable consequences.

4. The Harbor -
The harbors of the city provide 90 percent of non-food products to the surrounding area. It is generally not advisable to visit the harbor during the day and outright dangerous to visit after sundown.

5. The Library and College -
The Library and College are the primary institutes of learning for hundreds miles, and is renown for its education of Doctors and Navigators. The library has one of the largest collections of arcane literature outside of the libraries of Avalon. It is rumored that there are numerous secret rooms filled with rare and valuable tomes.

6. Court -
The judicial system of Aunios is based on a single judge deciding cases between parties randomly assigned representatives provided by the court. The court is funded by taxes levied by the city, as part of public services. The judges and representatives are appointed by the lord mayor, the jobs being highly sought after due to the bribery involved.

7. Town Barracks -
This is the headquarters of the town guard, and while it has rooms for the guards to live in, most live in private quarters in town. The town guard is funded by taxes levied by the city, though part of a guard's 'salary' is earned through various protection rackets. Sheriff Jiranda Hollis is a semi-corrupt individual who is willing to overlook many crimes, including protection rackets, for the right price. However, being the daughter of a former slave, she takes a hard stance against the trafficking and selling of slaves. Her actions have put her at odds with Pao Maso and Rinlo Maso who have been rumored to have slave auctions in House Dumas, auctioning off children and adults for use in the sex industry. Their connections with Metropolitan Bardo and appointed judges have made stopping their auctions nearly impossible.

8. Holy Sites -

A. Cathedral of the Visionary: The cathedral belongs to the Aeon of the Meta-Eschaton, and has been sanctified in the name of the Visionary. The cathedral is presided over by Master Fallor Pollux, who is considered by most to be an expert in both Divine Name magic as well as other forms. While the inquisitors under the command of Pollux are highly skilled, their advanced age makes their effectiveness limited. Master Pollux does not openly accept bribes, though he does promote individuals to his congregation if the correct gifts are given. Though his good will can be gained through gifts, he takes his position as the protector of the city very seriously, and has never accepted a bribe to call off his inquisitors.

B. Basilica of Saint Cyril: The basilica belongs to the Orthodox Church, and has been sanctified in the name of Saint Cyril. Saint Cyril lived roughly 2300 years ago, and was the theologian to Oberon and Titania. Through his work he founded the Orthodox Church of the Fae, though most Fae who worship in their churches seem to do it as a perverse form of entertainment. Saint Cyril disappeared after venturing into the Hedge to establish a church among the Seelie Fae. The basilica is presided over by Metropolitan Callixtus Bardo, who is considered to be one of the most corrupt leaders in the city. Outwardly he appears to be a very pious man, stating that the numerous renovations to the basilica and the metropolitan's estate are for the greater glory of God. Privately, he uses his clout to traffic highly addictive substances as well as pirated goods. His inquisitors are nothing more than a squad of enforcers he uses to seize materials and money in the name of fighting the 'evil hordes of supernaturals'. While some members of the town guard have attempted to expose his crimes, no one has yet to find proof, or live long enough to show the proof to the authorities.

C. High-Temple of Arhat Godric: The high-temple belongs to the Church of the Bodhijinas, and has been sanctified in the name of Arhat Godric. Arhat (Saint) Godric lived roughly 3000 years ago, and had ended the tradition of mandatory ghouling of factory workers in clan owned factories of the vampiric kingdom. Though it is still unknown how he gained access to Caine's private estate, he was able to approach Caine and voice his grievances. While many kindred have died for even speaking out of turn in front of Caine for speaking out of turn, he managed to pique Caine's interest. After spending an entire night speaking with Caine, the Lord of Vampires decreed that no man may be forced into accepting the blood of a vampire. Godric was martyred when he was immolated by a Tremere magus named Alrica, whose business venture suffered due to the ruling made by Caine. For her crime Caine cursed her to continuously see the world around her while unconscious, he then had her staked and sealed in a stone pillar. The pillar sits outside the Court of Baphomet as a warning to those who would deny the law of Caine. The temple is presided over by Bodhimatr Felicia Gyatso, who is known for her piety and lack of attachment to material goods. Her current residence is a simple tent behind the temple in its meditation garden, where she can be found when not fulfilling her duties. She has created many programs to assist the poor of the city, providing food and shelter to families in exchange for help in the maintenance of the temple. Rumor has it she has even gone so far as to debase herself before many of the most powerful men in the city by allowing them to use her sexually in exchange for large sums of money which she uses to further fund her charities. Her beauty has helped her win over many powerful individuals to support the needs of the temple. She uses the inquisitors under her command sparingly, but when she does command them to find a threat they continue their search without thought to time, cost, or their lives.

9. Theater -
The theater is one of the few forms of entertainment available to the general rabble of the city. Theaters are home to both plays and films. Films and play scripts are a highly sought after commodity for trade between cities. Outside of the theaters, local and long-range radio programs are the only other form of entertainment to the common people.

10. Brothel -

A. Ivory Lady: The Ivory Lady is the brothel that most commoners and sailors use to 'blow off steam'. The brothel also serves as a tavern and a dance hall. The Ivory Lady is run by an ex-hunter named Nell Gwyn who lost her arm while battling a werewolf who was preying on the inhabitants of a village. Unfortunately few opportunities are open for a maimed woman, so she took to prostitution to feed herself. Through years of 'working' as well as beating and killing pimps, she made a name for herself as a madame who ensures the safety of the women and men she employs. It is a well known fact that she has bribed the town guard to allow her to mete out her own justice on those who would injure her employees; first offense is the removal of the perpetrator’s nose.

B. House Dumas: House Dumas does not employ prostitutes, rather they provide the affluent of the city with courtesans to while away the hours. The ladies and gentlemen of House Dumas are highly educated and skilled at playing at least two musical instruments. The time of the courtesans of House Dumas comes at a high price, making it a gathering spot for only the most affluent of the city. House Dumas is owned and run by Pao Maso, a prominent figure in the city's theater industry. Pao is a recluse and handles his business through his son Rinlo, who handles his father's interests with an iron hand. There have been many courtesans who sought to blackmail their clients, only to be found days later floating in the harbor.

11. Lord Mayor's Manor -
The manor is the traditional home of the Lord Mayor who is elected by those who have purchased voting rights. The price of the voting right is such that only the affluent of the city can afford the privilege. The office of Lord Mayor has only been held by the monied of the city, and thus has only served the needs and wants of the rich. To ensure the happiness of the poor and less affluent, the Lord Mayor commonly holds various holidays involving parades and the giving away of cheap food. Lord Mayor Alton Ralderac is no different from his predecessors, being generally aloof to the plight of the common man. He also possesses a sadistic streak in his dealings with the poor. He has instituted a weekly feast in the name of Saint Antonius, the Orthodox patron saint of the starving poor. The feast involves a presentation of a large and crude wooden statue of Saint Antonius outside the gates of the manor to the gathered poor. The statue is festooned with hot cuts of meat from the bottom to the top of the statue. The meat is attached to the statue with barbs and hooks, as well as barbs being interspersed between the cuts of meat. The larger and more prime cuts of meat are more towards the top, requiring the poor to climb the statue, which almost always results in at least one or two becoming skewered on their way up or down. The Lord Mayor is rumored to take great enjoyment around watching the poor climb over one another in the scrabble to get to the meat. The servants of the Lord Mayor take special care to put only enough meat on the statue to allow for only half of the people in the crowd to have food. Bodhimatr Felicia Gyatso has been banned from the 'feast' since the last time she was there she organized the poor so that the food was divided up evenly among everyone and so that no one was injured on the skewers of the statue. Since the return of the Fae lord, the office of the Lord Mayor has been returned to its previous position of presenting potential tax and criminal laws for the Fae lord's approval.

Tuesday, July 15, 2014

The Censure of Clan Assamite and Tzimisce

Nearly half of the Toreador city was destroyed due to the violence that was precipitated by Clan Tzimisce and Clan Assamite. Without their actions, the city would not have come to such harm, resulting in the loss of countless pieces of art and architecture dating back to the time of the primogens.

By my will I now punish Clan Assamite and Clan Tzimisce by removing one quarter of their cities and gifting them to Clan Toreador so that they may begin to rebuilt their lost art and architecture. Any resistance to my will shall be met with final death. So by my will, so shall it be.

- Baphomet

Sign of Baphomet

On Baphomet

Not much is known about the creature that was left in control over the city of Enoch. Before leaving the city the primogens brought or summoned a being to keep order in the city in their absence. Whatever Baphomet is, its power is beyond measure, having complete control over the space and matter in the multidimensional space of Enoch city. Descriptions of Baphomet vary from appearance to appearance but some of the most common descriptions include: a roiling mass of energy, a gigantic wolf, an androgynous giant made of marble, and a pillar of black shadows. Those that have tried to approach it have alternately been turned to pillars of salt or swirling motes of ash. No matter what Baphomet is, it appears to be intelligent and capable of communicating its will through posters of decree that appear in Enoch without any apparent outside agency. It is capable of manipulating the dimensional spaces within Enoch, granting at will more or less space to various factions. While its rules are simple, they are absolute: any major destruction of Enoch will be met with swift reprisal.   

Monday, July 14, 2014

Multiple Actions House Rule

I've found that the multiple actions rule is a bit cumbersome.  I found a house rule that makes a bit of sense at least for me.

If someone wants to make multiple actions, they take a penalty to all dice pools equal the total number of actions being taken. (E.g Stu the Nosferatu wants to take three actions this round without the use of Celerity. Stu would take a 3 dice penalty to all rolls taken that round. If Stu had Celerity, his dice pool would refresh at the beginning of his first Celerity action.) As per the rules a character may NOT split any of their Celerity actions, only their first.

Sunday, July 13, 2014

House Rules for Various Stuff

Raising Backgrounds:
A background may only be raised through in-story actions or with Maturation Points during downtime. 

Raising a Skill Above 5:
It takes a number of years of research equal to the number the skill being raised to minus its governing stat. (E.G. If Stu the Nosferatu wants to raise his Alertness from a 5 to a 6 and he has a Perception of 3, it will take him 3 years of experience and research).

Gaining or Losing Merits/Flaws:
It takes a number of months equal to the number of points in the Merit/Flaw before they may gain/lose it. The Merit/Flaw costs a number of experience equal to 3x the listed cost, or one for one with Maturation Points.

Raising Stats:
It takes a number of months of training equal to the current rating of the stat, before it may be raised.

As a heads up there will be a number of years of downtime after we finish the first story arc. There will be years of downtime after every story arc, and we will be using the Maturation Point system of Vampire Dark Ages.

Vampire Disciplines House Rules

I've been looking up house rules in the source books and websites and have come up with a few house rules.

1) All vampires and dhampirs may take Potence, Celerity, and Fortitude without having to consume the blood of a vampire that has these disciplines as in-clan. The cost remains the same.

2) For someone to learn an out of clan discipline, besides the three physicals, the student must consume at least 1 blood point of the teacher. The teacher must also possess at least 1 dot more than the level the student is trying to learn. (E.g. If Stu the Nosferatu wants to learn Protean 1, his teacher must have at least Protean 2). After consuming the first point of blood, the vampire does not need to consume any more to learn the first 5 levels of the discipline. After the fifth dot the vampire must consume the blood of the teacher each time they wish to learn a new level. After learning the second dot from the teacher, the student does not need the assistance of the teacher until they wish to learn the sixth dot and above.

3) Celerity activates the same round as the blood expenditure to activate it. We are using the Masquerade Celerity cost of 1 bp no matter the level.

4) The time it takes for a kindred to learn discipline dots 6 and above, the kindred must spend a number of years to research it equal to their Willpower minus the dots of the discipline trying to be learned.

Fae Contracts

Contracts of Light

Will o’ the Wisp (•)
The character conjures forth a slip of a wisp that can help lead him to a destination or object.

Cost: 1 Glamour
Dice Pool: Survival + Wyrd
Action: Reflexive
Catch: The changeling possesses a piece of the target place or object.
Roll Results
Dramatic Failure: The light instead explodes in the character’s mind, causing headaches and dizziness. The character suffers -1 to all rolls until she can get eight hours of uninterrupted sleep.
Failure: The ball of light manifests, but dances about, unable to settle on any one path.
Success: For the next hour, the wisp leads the character in the most efficient and unerring path to his intended destination or object. At the end of the hour, the character may reactivate the clause, but each subsequent activation incurs a cumulative -1 penalty. Resting an hour removes one die worth of penalty. This clause cannot locate an object or location that the character has never before encountered, unless the character possesses a piece of the object or location in question.
Exceptional Success: The activation lasts for two hours rather than one.

Rise of the Supplicant’s Moon (••)
The character conjures a miniature moon to orbit around her head, providing light.

Cost: 1 or 2 Glamour
Dice Pool: Occult + Wyrd
Action: Instant
Catch: It is a night of the new moon.
Roll Results
Dramatic Failure: Light flares from the character’s eyes, blinding her for five minutes.
Failure: No light comes forth.
Success: A miniature moon appears, shining with a pure, silvery white light that illuminates an area equal to 200 yards radius around the character. It does not hinder vision, but will most assuredly hinder any stealth attempts the character might make. The light remains for the remainder of the scene, although the player has the option to spend two points of glamour to ensure the light lasts for a full hour.
Exceptional Success: As with a success, although the character may command the moon to change its phase at will, thereby controlling the amount of light shed by it and granting the possibility of stealth.
Suggested Modifiers
-1 ~ The clause is invoked during daylight hours.

Shifting Glory of the Aurora (•••)
The character calls upon the beauty of the Northern Lights to enhance his appearance.

Cost: 3 Glamour
Dice Pool: Charisma + Wyrd
Action: Instant
Catch: The character stands underneath a display of the Northern or Southern Lights.
Roll Results
Dramatic Failure: The lights steal the character’s beauty for themselves, granting her -2 to all rolls which would normally benefit from the Striking Looks bonus.
Failure: The lights ignore the character.
Success: The character calls forth the shimmering beauty of the Aurora and drapes it about her like a cloak. The effects of this clause last for one scene. The character gains the equivalent of the four dot version of the Striking Looks merit. This bonus stacks with any others, even the Striking Looks merit itself. While this clause is in effect, the swirling colors have a mesmerizing effect on any individual who meets the character’s eyes, so long as the character is not holding a weapon or acting in a threatening manner. Supernatural characters may resist the mesmeric effect with a successful Resolve + Composure roll. The mesmeric effect ends instantly if the character picks up a weapon or threatens anyone. Cameras and other recording devices will not record anything out of the ordinary, and any mortal will only remember a particularly lovely individual after this clause has expired.
Exceptional Success: The effect lasts until the sun next rises or sets, whichever comes first.
Suggested Modifiers
+1 to +2 ~ The character is wearing especially fine or expensive clothing.
-1 to -2 ~ The character is dressed in rags or is filthy.

Light of Revelation (••••)
A single candle dispels darkness. Channeling the powers of light as a revelatory concept, this clause reveals that which is hidden in darkness and illusion.

Cost: 3 Glamour
Dice Pool: Occult + Wyrd
Action: Instant
Catch: The character is using the clause within five minutes of Noon.
Roll Results
Dramatic Failure: The light of revelation burns the character’s eyes. She suffers a -2 penalty to all rolls involving vision for the remainder of the scene.
Failure: Nothing happens.
Success: The character’s eyes blaze with shining white light. Within a radius of 100 feet, all rolls to hide or disguise oneself are reduced to a chance die and previously hidden or disguised characters must roll a chance die or lose their obfuscations. Supernatural means of occultation require a roll of Stealth + Wyrd – 5 or said powers are lost. Even the Mask flickers and weakens, allowing mortals to see through that disguise with a successful perception roll. The effects of this clause persist for one turn per success rolled, after which those who desire to do so may attempt to conceal themselves once more.
Exceptional Success: The duration extends to two turns per success and the character may dismiss the clause early, if so desired.

Sword of the Sun (•••••)
Channeling the Might of Sol, the character blasts forth a searing blast of light from his eyes.

Cost: 3 Glamour, optional 1 Willpower
Dice Pool: Dexterity + Wyrd
Action: Instant
Catch: The subject of this clause is wearing or touching elemental gold.
Roll Results
Dramatic Failure: The beam of light misfires and strikes the target that results in the most dramatic discord.
Failure: The light fails to manifest.
Success: A sunbeam laden with glamour blasts forth from the changeling’s outstretched hand to strike at the subject. This clause inflicts one point of lethal damage per success. The changeling has the option of spending a point of willpower to upgrade the lethal damage to aggravated. This light counts as pure sunlight, in terms of its properties (and potential damage to vampires and the like). The ranges on this attack are 10/30/50 and inflict penalties as normal.
Exceptional Success: No benefit beyond that granted by rolling 5+ successes.

Contracts of Movements Unseen and Secrets Unheard

Secrets Unspoken (•)
Everyone has something they are ashamed of, something that they try not to see, try not to hear, as it moves about their mind. This clause enables the character to discern the secret (and not-so-secret) shames of a subject.
Cost: 1 Glamour
Dice Pool: Wits + Wyrd
Action: Instant
Catch: The subject has confided one of her secret shames to the character.
Roll Results
Dramatic Failure: The character receives false information, becoming convinced the subject is ashamed of something she is in fact not.
Failure: The character cannot see beneath the surface of the subject’s eyes.
Success: The character learns one of the sources of the subject’s shame. See suggested modifiers for the depths this contract can plumb.
Exceptional Success: The character gains access to two hidden shames at the targeted level.
Suggested Modifiers
+1 ~ The subject’s Vice is Pride.
+1 ~ The character has a pledge with the subject.
+0 ~ The character discerns an source of shame currently at the forefront of the subject’s mind.
-1 ~ The source of shame is not currently on the subject’s mind.
-1 ~ The character seeks a specific kind of shame (sexual, monetary, heirloom, etc).
-2 ~ The character discovers an shame that the subject generally keeps hidden.
-3 ~ The character discovers an shame that the subject attempts to deny, even to herself.

The Shadow’s Gift (••)
Movements unseen and voices unheard, a perfect cloak for those who wish to go about their business undisturbed. This clause is a great boon to those who seek such subtleties.
Cost: 2 Glamour
Dice Pool: Charisma + Wyrd
Action: Instant
Catch: The night is a moonless one.
Roll Results
Dramatic Failure: The darker parts of the character’s nature shine through, taking the form of betraying whispers and glimmers of deathly phosphorescence. He receives a -2 penalty to all Subterfuge or Larceny rolls.
Failure: What you see is what you get. The character must rely on his innate skill alone if he wishes to impress.
Success: The character gains a number of bonus dice equal to his Wyrd to all Subterfuge and Larceny rolls for the next scene.
Exceptional Success: The character adds a number of automatic successes equal to his Wyrd to his next Subterfuge or Larceny roll, as well as adding the usual bonus dice for the remainder of the scene.
Suggested Modifiers
+1 to +2 ~ The changeling is decked in especially unassuming or dark clothing.
-1 to -2 ~ Loud dress or vibrantly colored clothing.

Stolen Whispers (•••)
The character steals all the whispers of sound in a radius around her, ensuring nigh-absolute silence.
Cost: 3 Glamour
Dice Pool: Stealth + Wyrd
Action: Instant
Catch: The character bites her tongue, inflicting at least one point of lethal damage.
Roll Results
Dramatic Failure: The effects of this clause instead amplify sound, levying a -2 penalty to all rolls involving Stealth for the remainder of the scene.
Failure: Nearby noise levels are unaffected.
Success: The character steals the whispers of sound around her. This clause affects a radius equal to the character’s Wyrd in yards. For every success on this roll, all penalties (that are related to sound) that would apply to Stealth rolls are reduced by one. In addition, anyone within the radius of effect must roll Stamina + Expression and gain successes in excess of those rolled on this clause’s activation or be unable to make themselves heard. The effects of this clause persist for one scene.
Exceptional Success: The duration of the clause is extended to the next rising or setting of the sun. During this time, the character may summon and dismiss the effect at will.
Suggested Modifiers

Bind the Sight (••••)
The character drawl the caul of night across the subject’s eyes, temporarily blinding her..
Cost: 1 Glamour
Dice Pool: Intelligence + Wyrd vs Wits + Wyrd
Action: Instant
Catch: The character plunges a room into darkness at the same moment as invoking this clause.
Roll Results
Dramatic Failure: The power recoils and blinds the character for a number of turns equal to her Wyrd.
Failure: Nothing happens.
Success: The subject’s vision fades to darkness. The blindness lasts for the remainder of the scene.
Exceptional Success: The character also has the option to end the effect at any point before the duration is up.
Suggested Modifiers
+1 ~ The target requires corrective lenses of any sort.
-1 ~ The character can see the subject, but not her face.

For Utter Shame… (•••••)
The character draws up every dreg of shame the subject possesses, temporarily rendering her catatonic with shame, paralyzed by guilt and completely unable to act..
Cost: 3 Glamour + 1 Willpower
Dice Pool: Manipulation + Wyrd vs Wits + Wyrd.
Action: Instant and Contested, resistance is reflexive.
Catch: The subject has tasted one of the changeling’s tears.
Roll Results
Dramatic Failure: The character dredges up her own secret shames in the process and is momentarily overcome, losing her Defense for the next turn.
Failure: The character fails to dredge up the subject’s shame.
Success: The subject is overwhelmed by shame. She can do nothing but curl up and feel terrible for a number of turns equal to the successes rolled. She retains her defense, but may take no action of any kind.
Exceptional Success: The subject is so overwhelmed that she also loses her Defense for the duration.
Suggested Modifiers
+2 ~ The subject is already wracked with guilt and shame.
-1 ~ The subject is currently experiencing a strong emotion unrelated to shame.

Contracts of Chirurgery

Diagnose (•)
Before one can attempt to heal a wound or cure a disease, one must first know what one is faced with.

Cost: 1 Glamour
Dice Pool: Wits + Wyrd
Action: Instant.
Catch: The changeling is dressed as a medical professional and behaves as such a person.
Roll Results
Dramatic Failure: The character makes a mis-diagnosis, potentially endangering the life of her patient.
Failure: The clause fails and the character gains no information about the bodily health and wellbeing of the patient.
Success: With success on this roll, the character can instantly identify any and all wounds or maladies suffered by the patient. Details of hidden complications or other such details become instantly clear. This ability lasts for the next full scene. Each success on this roll adds one die to any Medicine rolls made in an attempt to heal the character.
Exceptional Success: The character is also able to get a general sense of what event caused the malady in question.
Suggested Modifiers
+1 ~ The changeling uses a good bedside manner with the patient.
-2 ~ The character is observing the patient through a window or video link.

Anesthesia (••)
The character attempts to place the target into a deep sleep filled with pleasant dreams. The effects of this clause are such that the target will feel no pain and cannot be roused by normal means. This clause can be used on an unwilling target, however, in such a case it is more difficult to ensure unbreakable slumber.

Cost: 1 Glamour (+1 Willpower for a Supernatural target)
Dice Pool: Empathy + Wyrd
Action: Instant
Catch: The subject is in a hospital room or other place of healing.
Roll Results
Dramatic Failure: The character finds her own eyes drooping. She is fatigued for the remainder of the scene.
Failure: Sleep remains out of grasp.
Success: The character must touch the subject. That touch brings a deep and peaceful sleep. If used outside of combat on a willing subject, it lasts for the remainder of the scene. If used on an unwilling subject outside of combat, the sleep lasts for one turn per success. If used on an unwilling subject in combat, the duration is one turn per success. Unwilling subjects may be awakened as from a normal sleep.
Exceptional Success: The subject’s sleep is a healing one as well. All fatigue penalties are removed and all bashing damage is healed.
Suggested Modifiers
+2 ~ The character administers a sleeping aid to the subject as part of enacting this clause.
+1 ~ White noise or peaceful music plays in the background.
+1 ~ The character uses this clause during dusk (a natural time of somnolence).
-1 ~ Loud noises can be heard in the background.
-1 ~ The character attempts to use this contract within five minutes of Noon.

The Hands of a Surgeon (•••)
Medicine requires many specialized tools. In battlefield or primitive conditions, these tools are often hard to come by. Not so for the changeling with knowledge of this clause. The powers of healing imbue her hands with the tools necessary to do the job.

Cost: 2 Glamour
Dice Pool: Dexterity + Wyrd
Action: Instant
Catch: The character has just accidentally broken a nail.
Roll Results
Dramatic Failure: The powers invoked twist the hands of the character, resulting in a -2 penalty to all rolls involving Dexterity for the remainder of the scene.
Failure: The character’s hands remain unchanged.
Success: Chirurgery imbues the characters hands with the tools necessary to do the job. A nail might lengthen and hone itself to razor sharpness, becoming a very effective scalpel. Alternately, a fragment of nail might splinter off, forming a smooth and effective needle, trailing sinew from the character’s own body. As it is an aspect of Healing which provides these changes, no damage is incurred by the character. The 8-again quality is applied to all Medicine Rolls. The effects of this contract last for the remainder of the scene.
Exceptional Success: During the remainder of the scene, the character may apply the Rote quality to a number of Medicine rolls equal to his Wyrd.
Suggested Modifiers
+1 ~ The character is in battlefield conditions.
-1 ~ The character is in a hospital or other place of healing with tools near to hand.

Faith Healing (••••)
Sometimes, Medicine requires a leap of Faith. With this power, the character can call upon the powers of healing and bestow the benefit with a mere touch.

Cost: 1 Glamour + 1 Willpower
Dice Pool: Medicine + Wyrd
Action: Instant
Catch: The character uses this clause to heal a blood relative who has been reduced to wound penalties.
Roll Results
Dramatic Failure: The subject is healed, at the cost of the character taking her injuries for himself. All damage is transferred.
Failure: Wounds refuse to knit, and bones refuse to mend.
Success: Flesh and bone shift and realign themselves to the proper orientation and begin to knit back together. For every success on the activation roll, the character may remove one point of lethal or bashing damage from the character. Aggravated wounds may be downgraded to lethal at the cost of one additional point of glamour per downgraded wound. The character may mix and match the various levels of healing as suits her. The character may use this clause upon herself.
Exceptional Success: The character may remove aggravated wounds entirely, as opposed to downgrading them. The glamour cost still applies.

Stay the Hand of Death (•••••)
For a brief period of time, the character can stay the hand of Death itself, rendering a target comatose, but immune to any and all damage. Disease will fail to advance, wounds cease to bleed, etc. It is as if time is suspended for the subject. However, time is only suspended. When the duration of this clause is up, all damage that had accrued begins to take effect on the character once more.

Cost: 3 Glamour + 1 Willpower
Dice Pool: Charisma + Wyrd
Action: Instant
Catch: The character is acting to save the life of an individual who has done her a service within the past week.
Roll Results
Dramatic Failure: The damage races, moving more quickly to affect the subject. Disease and poison rage out of control, wounds vomit forth blood, etc.
Failure: The maladies affecting the subject will not be stayed.
Success: The subject slips into a deep coma for one day per point of the caster’s Wyrd. During this time, she may not be further harmed. Damage still accrues, if applicable, and is applied to the character once the effects of this clause end. The caster may continue the effects of this clause indefinitely by paying the invocation cost to re-invoke the power on the last day of the clause’s duration. No roll is required to continue the effects of this clause. This clause is most commonly used to hold loved ones in stasis in the hopes of finding a cure soon, or to keep a subject alive until they can be transferred to a medical facility for intensive care.
Exceptional Success: The duration increases to two days per point of Wyrd.
Suggested Modifiers
+1 ~ The character has three or more dots in Medicine.  
 

Background With Map

The Wall

The world is surrounded by an impassible wall with a diameter of roughly 2000 leagues (6900 miles), the wall constructed of some sort of opaque energy. The history of the wall is nebulous at best, without exigent documentation of its creation.

According to tradition, the wall was constructed by the four primogens of the major supernatural types: Vampires, Werefolk, Fae, and Witches. The reason for the construction is as nebulous as the history, ranging from the displeasure of God to need for protection from a ruined world. The most common accepted history is:

The lesser children of Adam and Eve had found the hidden secrets of the world, divining them from the atom and the quark. In their search for the power to return the garden they were exiled from, they had ruined the world they were given, leaving their lands wasted and radioactive. In their mercy Caine, Lilith, Seth, and Titania made a wall around the last of the untouched lands. With the wall constructed the four primogens made their children lords and ladies over the mundane children of Adam.

While this history is not definitive in any sense, it's acceptance among the common folk has made it practically a universal fact.

The Lands

Once the wall was constructed, the four primogens split the land equally, making the city of Enoch the center of the four kingdoms. Enoch became the seat of powers for the kingdoms where the primogens ruled from their own cities in the multi-dimensionality of Enoch. In Enoch the powers ruled for two millennium, keeping the peace among their children and the children of Adam.

After the second millennium three of the four powers left the lands for the world beyond the wall, taking with them the majority of their children. Lilith, Caine, and Seth left the world largely bereft of their children, undermining the worldly power of those left behind.

The Broken Kingdoms

Without the support of the their primogens and their populations greatly diminished, their kingdoms crumbled into independent regions and then finally squabbling city states. In the breaking of their authority, the supernaturals lost their control over the mundane majority of the world. Without the support of their primogens and their numbers the supernaturals became hunted and shunned, no longer the lords of the lands.

The Place of Supernaturals

It has been two millennium since the disappearance of the three primogens, and the supernaturals have once again slunk back into the shadows to rule or be ruled by the children of Adam. While there are no set prohibitions about openly displaying one's supernatural abilities, many seek to hide them for the sake of safety. The children of Adam are weak, but their far superior numbers make them dangerous to the supernaturals of the world. There are still refuges in the world where supernaturals may openly walk among men, Enoch being one such place, but the majority of the settlements of man are dangerous for those who lack subtly.

The State of Science and Technology

The level of understanding of the mundane world reached its apex at the time just before the three primogens left. Magic had also been explored to a degree that even the mundane populations were capable of manipulating it in the most basic of ways. With the fracturing of the four kingdoms, the world was put into a new dark age. Many of the mundanes rose up to destroy the repositories of knowledge, burying the discoveries for centuries or forever. The current state of technology in the world is spotty at best with pockets of high technology and science, among a majority of settlements that have risen to a barely industrial level. So many of this world have made fortunes discovering lost science, magic, and technology and selling them to various rulers.

Ancient highways and broken rail lines still dot the land, reminders of past glories, now mere landmarks for travelers to navigate by. Havens of dead or sleeping supernaturals are still being discovered and plundered everyday by those brave enough to risk death.

Mysteries for Characters to Explore

  • Oberron and Titania never left the world, so why has the power of the Unseelie Fae waned?
  • There are so many legends as to why the three left the world, there is no evidence to support any of them.
  • Caine took all the Elders of the age with him as well as the primogens of all the clans, during the exodus much of the history of the Kindred was lost or destroyed. Why?
  • Seth forbade all of his children from venturing closer than one league to the wall. Why?
  • Lilith took many of the great codices of magic with her when she left. Why?
  • The three left a being known as Baphomet to protect/control the city of Enoch as well as to enure the balance of power within the city. Who/what is Baphomet?

Cities of the Supernaturals

Along with Enoch, each type of supernatural has a city they control openly.

Avalon – The City of the Lilim
Carthage – The City of the Kindred
Llys Helig – The City of the Werefolk
Magh Meal – The City of the Fae

Thursday, July 10, 2014

Horses

Horses are an age old means of transportation that continues to be used in one form or another in this world. While rural areas continue to use standard bred horses as transportation, supernaturals tend to use variants of horses to fit their needs and personal styles. Unless otherwise noted mounts will become frightened by the unnaturalness of vampires and the scent of the predator on werewolves.

Standard Horse

Avg. Speed -
Per Hour: 6 Miles
Per Day: 48 Miles

Changeling Elk Mount
Avg. Speed -
Per Hour: 8 Miles
Per Day:  64 Miles
Special: These mounts are trained only to accept Changeling riders.

Ghouled Horse
Avg. Speed -
Per Hour: 9 Miles
Per Day: 72 Miles
Special: Will not become frightened in the presence of Vampires or Werewolves

Synthetic / Mechanical / Cybernetic Horse
Avg. Speed -
Per Hour: 25 Miles Safely / 50 Miles Top Speed
Per Day: 200 Miles / 400 Miles
Special: These horses are highly prized among horse enthusiasts, which results in the high likelihood of theft if not watched carefully. Riding the horse above the safe speed can be incredibly dangerous, all difficulties are increase to 8. A failed roll at top speed results in mechanical failure of the horse while a botch results in the destruction of the horse and injury to the rider. Since these horses are machines, they do not become frightened in the presence of vampires or werewolves.