Sunday, March 15, 2015

The Apocalypse Comes...


Mage/Sorcerer
With the removal of the Childe of Lilith, the site of Avalon gained a level of peace, for a time. But soon the site began to birth beings of pure chaos that defy description. While some seem to just wander the land occasionally interacting with the landscape, most others are far more dangerous. Those that find settlements wreak havoc on the populace, killing them in ways that beggar the imagination of the most sadistic monster. Those that escape the mass killings are found wandering the wilderness gibbering mad poetry.

Changeling
The siege of Magh Meall continues unabated, the people held in fear from their captors. The giant in red has not made any demands, just keeping the city in bondage with its hand maidens. The only new activity are a number of large iron crosses with strange humanoids nailed to them. Those humanoids are heard to be crying, screaming, singing, or reciting perverse and disturbing poetry. The few changlings that have gotten near enough to the victims swear that they are True Fae.

Vampires
With the red star and the chaos it has created, credible news is next to impossible to find. Through the the miasma comes a single tale, whose consistency across tellings lends credence to its claims. In the city of Carthage waves of twisted monsters are leaving the city to enslave mortals, bringing tens of thousands mortals to Carthage. Once within Carthage the mortals are placed in concentration camps to be food for their vampiric masters.

Werefolk
Pentex, the most hated name of Gaea’s trusted servants, has made itself known among the natural places in both the worlds of The Empire and Aunios. Forests are being razed, while men of a vile nature lay in wait to ambush the werefolk and kinfolk with silvered weapons and poison chemical bombs. Near the city of Temperance, the townfolk have just noticed plumes of smoke coming from the direction of the Joshua Forest. 

 

Sunday, March 1, 2015

Sek-Rei Prototype 1


Sek-Rei Prototype Wave Function Rifle
Wave Function rifles work on the principle of reinstating the wave function of the various subatomic particles within the targeted matter. The rifle energizes the wave function to a point to where its particles' positional states can be truly anywhere within roughly a 20 meter radius. Once the rifle ceases its beam, the wave function partially collapses; the probability of the particles resuming their original wave function is so astronomical as to be impossible.

Damage: 5/3 A*
Range: 50
Rate: 1/2**
Clip: 15
Conceal: N
No. Available: 1

*The damage from this weapon cannot be soaked.
** The weapon's damage is variable based upon it's rate of fire. The user decides at the beginning of their turn what they want the rate of fire to be. The first damage code only allows a rate of 1 while the second allows a rate of 2.

Sek-Rei Prototype 2


Sek-Rei Prototype Wave Function Pistol
Wave Function pistols work on the principle of reinstating the wave function of the various subatomic particles within the targeted matter. The pistol energizes the wave function to a point to where its particles' positional states can be truly anywhere within roughly a 10 meter radius. Once the pistol ceases its beam, the wave function partially collapses; the probability of the particles resuming their original wave function is so astronomical as to be impossible.

Damage: 3/2 A*
Range: 25
Rate: 1/2**
Clip: 15
Conceal: J
No. Available: 1

*The damage from this weapon cannot be soaked.
** The weapon's damage is variable based upon it's rate of fire. The user decides at the beginning of their turn what they want the rate of fire to be. The first damage code only allows a rate of 1 while the second allows a rate of 2.

Wednesday, February 25, 2015

A Battle Against Conquest



Stepping out of the shadows, the avatar of conquest strides confidently towards the center of God's blast crater. Flanking him are two spherical objects, “Белка” embossed on the silver casing of one and “Стрелка” on the other. A deep metallic grinding issues from both objects, sounding similar to the growls of large dogs. With him comes an aura of weigh and cold resolve, the weight and the cold perhaps being more than figurative... 



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.