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Messages - Raven

Pages: [1] 2
1
The Hall of the Dead / Re: Nóra Nic Caomháin
« on: November 14, 2020, 00:25:51 AM »
She'll be missed.  :'(

2
The Hall of the Dead / Re: The Dark Builder
« on: June 21, 2020, 10:03:49 AM »
ok but does he eat babies?

4
Blackrose Group Incorporated / Re: The Blackrose Group Inc.
« on: May 24, 2020, 02:09:39 AM »
Emiel sees CEO pic
Prints an app form

5
Beginner Guides / Re: 3: Your Character Sheet [Abilities & Attributes]
« on: April 30, 2020, 21:44:05 PM »
Secondary Abillities

Secondary or Race Specific Talents

Cooking
Food’s your thing. You’re good at preparing it, pulling meals together from odds and ends, and noting when something’s not quite right. What good is this sort of talent for a mage? Ask any decent witch! A gifted cook can whip up an impressive meal on the go (perhaps even working some Life, Matter, Mind, or
Time magicks into the mix to spoil or sweeten the food); spot tainted or poisoned chow; discern unusual ingredients (griffin, horse-meat, Soylent Green…); or create nutritious meals from whatever’s close at and  a vital skill in the wilderness or certain Realms!

Spoiler for Hiden:
• Novice: Pretty decent in a kitchen.
•• Practiced: Good enough to work a restaurant gig.
••• Skillful: A culinary artist.
•••• Expert: Able to make food from normally
inedible substances.
••••• Master: A master of each aspect of food preparation,
from skinning to serving.

Diplomacy
You’ve got a knack for smoothing things over, making friends, and getting people to see past their differences. When you need to, you can also back up your guile with spine. A combination of ingratiating people skills, social psychology, knowledge of the situation, and innate timing allows you to gain people’s respect and then maneuver them to your desired point of view. A good diplomat can be transparent about his motives and yet still have people doing what he wants them to do while believing it’s their idea to do so. As an adjunct to Mind-based magicks, this Talent can become a huge (and occasionally fearsome) edge in group dynamics.

Spoiler for Hiden:
• Novice: Advice columnist.
•• Practiced: Relationship counselor.
••• Skillful: Hostage negotiator.
•••• Expert: Noted diplomat.
••••• Master: Jimmy Carter.

Instruction
You’re really good at relaying information, teaching material, and helping other folks understand potentially complex principles. It’s not so much that you’re an expert on the subject at hand (though you might be), but that you’ve got a knack for taking your subject and making it easier to comprehend. A very
useful Talent for mentors, professors and, of course, instructors for any given course of study, this Ability helps your character share his expertise with other characters.

Spoiler for Hiden:
• Novice: You can pass along basic concepts.
•• Practiced: A topic’s finer points are easy for
you to express.
••• Skillful: Assuming you know something, you
can teach it.
•••• Expert: You’re one of those folks that people
want to learn from.
••••• Master: A master of all aspects of learning,
you’re a teacher that pupils recall for the rest
of their lives.

Intrigue
Machiavelli’s ghost smiles upon you. In the vicious whirlpools of backstabbing power, you’re a force to be reckoned with. A combination of instincts, audacity, knowledge, guile, and ruthlessness gives you insights and edges that most folks lack. You may serve a greater purpose, work toward hidden agendas, or simply enjoy making puppets dance. Whatever your ultimate purpose, you’re a player, not a pawn, in your personal Game of Thrones.

Spoiler for Hiden:
• Novice: Ned Stark.
•• Practiced: Cersei Lannister.
••• Skillful: Varys the Spider.
•••• Expert: Littlefinger.
••••• Master: Tyrion Lannister.

Intuition
Also known as Instinct, this Talent represents a primal sort of perception that runs beneath your conscious mind. Essentially, you possess an animal-like awareness of your surroundings and circumstances. Though it’s not mind-reading per se, your Intuition helps you spot cues about people’s moods and intentions, notice when “something’s not quite right,” and recognize patterns and connections that your conscious mind might otherwise have missed. Combat vets, street survivors, primal folks, and animal-favoring shapechangers tend to develop such instincts as a survival skill; even then, though, such awareness comes more from innate talent than from practiced techniques. In situations where your character might pick up on subconscious clues or subtle giveaways, add your Intuition to a Mental Attribute to see whether or not that character’s instincts kick in.

Spoiler for Hiden:
• Novice: You’ve got strong gut-feelings.
•• Practiced: You’re learning how to follow your
instincts even when you’re not sure why.
••• Skillful: Things that other people miss seem
obvious to you.
•••• Expert: You possess uncanny insight into things
you shouldn’t even have noticed.
••••• Master: It’s scary how much you notice about
stuff no one else even sees.

Kenning
Kenning is faerie sight. It allows a character to sense Glamour in all of its forms. He can recognize the power of cantrips and freeholds, identify “slumbering” changelings, and even discover the elusive prodigals and their magic. This insight is usually an impression. Gremayre is required to know specifics about what the changeling senses.

Spoiler for Hiden:
• Novice: Glamour tickles your senses.
•• Practiced: You get impressions from locations that
house freeholds.
••• Competent: You can recognize an Undone changeling.
•••• Expert: Even the faintest traces of Glamour are clear
to you.
••••• Master: The world of the supernatural is laid bare
before you.

Mimicry
A skilled imitator, you can mimic voices or sounds; the higher your rating, the greater your ability. The human larynx is quite flexible, capable of a wide vocal range. (A touch of magick can make that range even wider if you augment your natural abilities with Life 2 or 3.) At the lower levels, you can imitate accents or the voices of specific people, while higher levels help you fake an impressive range of sonic phenomena.

Spoiler for Hiden:
• Novice: You mock celebrities for fun.
•• Practiced: Given time and practice, you can
mimic a decent range of accents and voices.
••• Skillful: Your impersonations can fool folks
who’re familiar with the people or sounds
you’re imitating.
•••• Expert: You’re like that dude in those old Police
Academy flicks.
••••• Master: Your ability to mimic almost anyone
or anything is downright unsettling.

Negotiation
An acute perception for what people want makes you a master wheeler-dealer. Combined with social savvy and the ability to say “No” when you need to do so, this perception lets you bring other folks around to your point of view, helps them strike bargains, and puzzle out the potential agendas that drive them to and away from the bargaining table.

Spoiler for Hiden:
• Novice: You mediate disputes at home.
•• Practiced: You’re good at herding cats toward
a common destination.
••• Skillful: Your arbitration skills are in professional
demand.
•••• Expert: Regardless of the dispute, you often
get your way.
••••• Master: You could forge lasting peace between
old enemies, and leave them happy to have
followed your lead.

Newspeak
Language is your playground. In a brave new age, you coin brave new words. Why? Because language is the gatekeeper of status and initiation. Obfuscatory miscourse is keycode. Disinfotech relegates the bleaters to Sidelinedia. Coprosperity sails on neochop, and so you bait the beespeakers and decompartmentalize linguiblocks. What the hell are you saying, anyway? Whatever the hell you want it to mean! Essentially, this Talent helps you spin and juggle buzzwords, either existing or original. Beyond the roleplaying fun you can have with this Trait, Newspeak provides a verbal arsenal for social entanglements. By pairing Social Attributes with this Ability, you can excite, incite or inspire your audience (Charisma + Newspeak); dazzle, befuddle or intimidate opponents (Manipulation + Newspeak); or blast holes in Preconceptionsville by pairing beauty with brains (Appearance + Newspeak). Intelligence + Newspeak may help you decipher or deconstruct someone else’s wordstorm, while Perception or Wits might help you keep track of a slogan-spitting raconteur… or beat her at her own game!

Spoiler for Hiden:
• Novice: LOL
•• Practiced: u mad, bro?
••• Skillful: Your neologic metaphases into commcom.
•••• Expert: Masspeak is youspeak. Youspeak is
allspeak.
••••• Master: That whirring sound you hear is
Orwell’s grave.

Primal-Urge
This Talent describes a character’s connection to her bestial nature, and her level of gut feelings in her various nonhuman forms. A character with high Primal-Urge relies not just on her heightened instincts, but a whole range of sensory information that humans don’t fully understand. Her understanding of her feral nature gives her an easier time when changing form, and can let her instinctively notice signs of supernatural activity — though this rarely goes beyond the level of a chill down the spine or the hairs on her neck standing on end.

Spoiler for Hiden:
• Novice: Merely a pup. The urge is there, but
hasn’t been honed.
•• Practiced: Your instincts put you on a safe path
through danger.
••• Competent: You know when something weird is
going on, and have an easy time taking the right
shape to deal with it.
•••• Expert: The wolf within drives you to act, and
its guidance is never wrong.
••••• Master: You have an innate understanding of
what it means to be Garou: a synthesis of man,
wolf, and spirit created to be Gaia’s warrior.

Scan
Your quick eyes spot things other people miss. Darting your gaze across a place or situation, you can catch a quick appraisal that would take most people a while to observe. Generally combined with Perception, this Talent helps your character scope out potential targets, threats, clues, faces, escape routes, and other vital details. He might not always know just what it is he sees, and he has to actually think about scanning an area in order to use this Ability. Given time for a fast glance or two, however, he’ll probably snag enough material to work with once he’s got the chance to process what he’s seen.

Spoiler for Hiden:
• Novice: You catch the obvious hints.
•• Practiced: You’re good at noticing the little
stuff.
••• Skillful: Quick appraisals are your specialty.
•••• Expert: Few details escape your gaze.
••••• Master: Sherlock Holmes wishes he were you.

Scrounging
Dude! Where’d you find that? You’re pretty good at spotting goodies in the oddest places. A skilled scavenger, you can discover all kinds of unlikely stuff. Granted, said stuff has to be there first… but then, if you’re a mage, this Talent provides a wonderful excuse for coincidental magick. Even without magick, though, the toss-out nature of consumer culture often puts the odds in your favor.

Spoiler for Hiden:
• Novice: You and Macklemore hit thrift shops
together.
•• Practiced: You are Macklemore.
••• Skillful: You scrounge most of what you need
from society’s cast-offs.
•••• Expert: Given enough time and trash, you
could find almost anything you need.
••••• Master: Money-wise, you live off little or nothing.

Style
You know how to look good. And although you’ve got an eye for fashion, this Talent’s not so much about what you wear as how you wear it. Style helps you make good impressions based on clothes, bearing, behavior, and appearance… and while it’s most obvious on pretty people, it can have striking effects on those who otherwise look plain.

Spoiler for Hiden:
• Novice: Clothes horse.
•• Practiced: Sharp dresser.
••• Skillful: Professional model.
•••• Expert: Lady Gaga.
••••• Master: Queer Eye for the Mage Guy.

Secondary or Race Specific Skills

Blind Fighting
Either through training, meditation or grim necessity, you can get around without sight even under extreme conditions. Each dot in Blind Fighting reduces, by -1 per dot, your penalty for performing actions while visually blinded. (It does not, of course, give you a bonus for fighting in the dark, although it certainly gives you an edge if your opponents are blind as well.) This Skill does not give you the ability to see in darkness, nor does it add to Correspondence Effects; it does, however, reflect an extraordinary perception of your body and immediate surroundings even when you cannot see.

Spoiler for Hiden:
• Novice: You can move through a darkened
room without running into things.
•• Practiced: Through sound, you can figure out
where things and people are.
••• Skillful: Your opponents are as obvious to you
in the dark as they would be if you could see.
•••• Expert: You essentially “feel” the presence,
movements, and location of various obstacles
and opponents.
••••• Master: Zatoichi, the Blind Swordsman.

Climbing
The phrase “sheer surface” means less to you than it means to most folks. You can scale walls, trees, mountains, and other surfaces so long as you’ve got something to hold onto. Although this Skill does not grant superhuman abilities, it’s really amazing what a skilled climber can do, even without gear.

Spoiler for Hiden:
• Novice: You spend time at the local gym’s
climbing wall.
•• Practiced: Given gear or strong handholds,
you can scale and descend perilous surfaces.
••• Skillful: You’re an experienced climber on a
variety of surfaces.
•••• Expert: No gear? No problem.
••••• Master: Even without gear, you’re a human
gecko.

Disguise
Looking like someone else is your specialty. This might involve impersonating an existing person, concealing your own identity, or creating a whole new persona independent of yourself. Even without Life or Mind magick, your expertise can fool casual observers… and, at the higher levels, fool almost anyone. Add Life and /or Mind to this Skill, and your disguise skills can become damn near perfect. With or without make-up and such, the art of disguise depends upon an ineffable quality that allows a person to slip into another personality. A truly magnificent disguise-artist can change personas with a few shifts of physicality, though most folks need make-up and clothes to complete the illusion. Disguise means “remove appearances,” and so the core of this Skill involves changing the way you come across – not simply gluing on a moustache, but appearing to become an entirely different person.

Spoiler for Hiden:
• Novice: Is that you?
•• Practiced: You can pass a brief inspection.
••• Skillful: You fool some of the people some of
the time.
•••• Expert: You fool most of the people most of
the time.
••••• Master: Given time and materials, you can
appear as almost anyone it’s physically possible
for you to resemble.

Elusion
You’re good at giving people the slip. With enough cover to work with (crowds, underbrush, rooms filled with boxes, etc.), you can shake pursuit, hide from observation, trick pursuers, and blend in with the landscape. Cleverly employed, Elusion can help you puzzle out new surroundings (Intelligence + Elusion), confuse your pursuers (Manipulation + Elusion), spot traps and hiding places (Perception + Elusion), duck quickly behind cover (Dexterity + Elusion), and trick antagonists into following false leads or falling into hazards (Wits + Elusion). And, of course, you also know what to look for if someone else is trying to hide from you… (Again, Perception + Elusion.) In itself, this Skill is not magickal – it’s all about knowing how to use your surroundings to your advantage. Certain magickal Effects, however, can bend light and sound (the Forces Sphere), shift probability (Entropy), influence bystanders (Mind), or spot “perfect moments” (Time) that take your mundane skill to the next level, often without so much as rippling the Consensus.

Spoiler for Hiden:
• Novice: You can shake a casual pursuer.
•• Practiced: Folks tend to look for you where
you are not.
••• Skillful: It takes a pro to track you down.
•••• Expert: Even the pros have a hard time tracking
you down.
••••• Master: Where are you, you wascally wabbit?

Escapology
Through a combination of tricks, misdirection, muscular control and really flexible joints, you can shuck most forms of physical restraint. Ropes, chains, holds, and death-traps slow you down, but… given time and perhaps a hidden lockpick or two… you’ve figured out how to foil most of them. This Skill does not confer any supernatural ability, although you can use it to justify magickal escapes if your “audience”  lnows that you’ve studied escapist techniques.

Spoiler for Hiden:
• Novice: You can slip out of poorly-tied ropes
or simple holds.
•• Practiced: You give fits to the average dominant.
••• Skillful: “I’m sorry, officer – you must’ve
forgotten to lock those handcuffs.”
•••• Expert: Chains, locks, straitjackets… few of
them can hold you for long.
••••• Master: With a bit of time, you can escape just
about anything short of a locked bank vault.

Fast-Draw
You’re quick. They’re dead. A roll of Dexterity + Fast- Draw (three successes or more) lets you pull a weapon and have it ready to use. The roll’s difficulty depends on where you’d been keeping that weapon stored – a hidden ankle-knife is harder to draw than a pistol in an open holster! This Skill works with any weapon, and can “explain” why that gun in your hand just appeared from nowhere. With the Storyteller’s
approval, you can add the dots in this Skill to your Initiative roll when either you or your opponent is trying to get in the very first shot. (It does not, however, add to that roll after the initial turn.)

Spoiler for Hiden:
• Novice: You fumble less than most folks do.
•• Practiced: Decent reflexes and a steady hand.
••• Skillful: Holy crap, you’re fast!
•••• Expert: “Fill your hands, you sonofabitch!”
••••• Master: Han didn’t shoot first – you did.

Fast-Talk
Weaving a blizzard of words, you dazzle folks with brilliant bullshittery. A surprisingly effective tactic (assuming that your target has a Wits rating of three or less; brighter folks are less easily bamboozled), this Skill lets you overwhelm a person’s ability to understand or deflect your agenda. You’re so distracting,
convincing, or downright puzzling that people are inclined to believe you… at least until they’ve had a chance to think about what you’re saying. Deployed by a pundit, debater, salesman or crook, Fast-Talk can be a devastating weapon.

Spoiler for Hiden:
• Novice: Street-corner hustler.
•• Practiced: Used-car salesman.
••• Skillful: Political pundit.
•••• Expert: Slick politician.
••••• Master: Master of puppets.

Fencing/Kenjutsu
The Art of the Blade, Fencing reflects expertise with an array of European sword-and-dagger-fighting techniques, while Kenjutsu reflects Japanese samurai swordsmanship. Other cultural forms of bladed martial arts, such as Chinese wushu weapon techniques, can be considered as “fencing” for the purposes of dice pools and maneuvers; just change the name to whatever art is appropriate for that character. At its lowest levels, such knowledge is purely sporting; an accomplished fencer or kendoka, though, can be deadly in true hand-to-hand combat. As with most martial arts, a dedicated study of swordsmanship includes philosophy, meditation, vigorous exercise, and a refinement of mind, body, and soul… which makes it an excellent magickal focus technique.

Spoiler for Hiden:
• Novice: “The pointy end goes into the other
man.”
•• Practiced: Kikuchiyo or Elizabeth Swann.
••• Skillful: Katsushiro Okamoto or Elena Montero.
•••• Expert: Inigo or the Dread Pirate Roberts.
••••• Master: Ogami Itto or the Bride.

Fortune-Telling/Assessment Analysis
Whether or not you actually possess accurate gifts of prophecy, you often have folks believing that you do. Scanning anything from cards to entrails to scripture verses, you can convincingly predict future events, read a person, or otherwise get someone to believe in your incredible prescience. This makes an excellent instrument for Mind-, Entropy- or Time-based magicks, although its believability (and thus, its ability to be considered coincidental) will depend upon both your audience and your own beliefs. A true believer will easily accept an accurate Tarot reading, but a skeptic might prove far harder to convince. A Technocratic variation, Assessment Analysis, does exactly the same thing but with a very different explanation. Instead of using symbolic or religious trappings, such Analysis involves psychological cues, deductive reasoning, body language, and other methods to read a person’s inner landscape, predict potential behaviors, or estimate the probabilities of future events. This lets Assessment Specialists size people up at a glance, determine accurate calculations, or strip away deceptions to perceive the truth beneath them. In the modern world, this sort of thing tends to be coincidental, so long as the Specialist can point out cues or clues that might lead to a rational conclusion.

Spoiler for Hiden:
• Novice: You know your way around a single
divination method well enough to convince
people of what they want to hear.
•• Practiced: You’re pretty convincing with your
chosen method, and you understand one or
two other methods as well.
••• Skillful: You can rattle off credible readings
with a handful of different methods, and can
be frighteningly precise with your specialty.
•••• Expert: An expert at the means and principles
of divination (or analysis), you can assure most
people that you know what you’re talking about.
••••• Master: Your mastery of divinatory arts convinces
even hardened skeptics that you have

Gambling
Games of nerve and chance are your specialties. Even without the aid of Entropy Arts (which can add a devastating edge to this Skill), you’re good at gauging odds, bluffing rivals, spotting cheats, hedging bets, faking people out, and employing the mind-games and slight-of-hand essential to card games, betting, and apparently random luck.

Spoiler for Hiden:
• Novice: Poker-night shark.
•• Practiced: Vegas tourist.
••• Skillful: Professional gambler.
•••• Expert: High-roller.
••••• Master: “Your call, Mr. Bond…”

Gunsmith
Shooting guns is easy. Knowing how guns work is a bit more complicated. This Skill reflects a practical knowledge of weapon manufacture, modification, design and repair. The various levels cover expanding categories of firearms expertise. Given time, tools, and enough dots in this Skill, you can fix guns, craft firearms and unique ammo from scratch, and even use Matter and Forces Effects to alter or supercharge mundane firearms in surprising ways. It’s worth noting that modern mass-produced firearms are far easier to modify than antique or archaic weapons are. Attempts to modify or repair older-model mass-produced
weaponry (pre-Vietnam), or small-run models of more recent vintage, will add +1 or +2 to the difficulty of Gunsmith rolls, while firearms from before the twentieth century add between +1 to +3 to the difficulties of such attempts, depending upon the complexity of the attempted modification. Shoddy weapons, of course, will be harder to repair or modify.

Spoiler for Hiden:
• Novice: Basic gun repair and minor modifications.
•• Practiced: Advanced modification of simple
firearms and ammunition.
••• Skillful: Extensive design, repair, and modification
experience with conventional firearms.
•••• Expert: Dazzling mastery of most gun and
ammunition types.
••••• Master: Mack Bolan comes to you for advice.

Heavy Weapons
Military-grade weaponry is a world apart from commercial- grade firearms. Your training, however, allows you to employ serious gear: machine-guns, rocket-launchers, Stinger missiles, and other high-impact forms of portable destruction. Becausesuch weapons tend to be finicky, you know how to field-repair them as well. Perhaps you even have your own YouTube channel,for thrilling the armchair-testosterone set. (“Now that is what I am talking about… And, as always, have nice day!”)

Spoiler for Hiden:
• Novice: Basic training.
•• Practiced: Field experience.
••• Skillful: Heavy-weapons specialist.
•••• Expert: Master of disaster.
••••• Master: Rambo.

Hunting
You score food old-school style: by tracking, trapping, spotting, stalking, killing, gutting, skinning, and packing it out yourself. Some folks think you’re a testosterone sadist, and they might even be right. As far as you see it, though, you’re keeping an essential skill alive. Especially among mages who spend time in the wilderness or Otherworlds, this Skill means the difference between being a live magus and a dead child of the supermarket age!

Spoiler for Hiden:
• Novice: Weekend warrior.
•• Practiced: Rural native.
••• Skillful: Practical provider.
•••• Expert: Full-time hunter.
••••• Master: Ted Nugent wishes he were you.

Hypnotism
Using mundane psychological techniques (as opposed to Mind-based magicks), you can place someone in a trance and then rummage around a bit inside his head. Though it’s not nearly as effective as people seem to believe it is, such mesmerism is quite potent under the proper circumstances. Mesmerism typically demands a setting that encourages a subject to surrender himself to the hypnotist’s control; traditionally hypnotic settings, tools, and techniques include religious rituals, quiet clinics, repetitious music, dramatic contrasts of light and darkness, and – believe it or not – television screens. Drawing the subject into a receptive state of mind, the hypnotist gets him to lower his defenses and let her in. If the subject resists, the hypnotist will probably need to resort to Mind magicks rather than simple mesmerism. System-wise, the player makes a resisted roll that pits her Charisma + Hypnotism against her subject’s Intelligence (for
a willing subject) or Intelligence + Willpower (for an unwilling subject). The number of successes reflects the depth of the trance, with one to three successes indicating a mild trance and four or more successes revealing a fairly deep one. For each success rolled, the hypnotist adds one additional die to her second roll; three successes, for example, would add three more dice to that second roll’s dice pool. Next, the hypnotist player rolls a second time against a difficulty of the subject’s Willpower; for each success, she man ages to uncover one piece of information; instill one “trigger phrase”; inspire one idea, behavior or memory that the subject will think is his own; “command” one simple activity; or reduce the difficulty a related Mind-based spell by -1. This process, in turn, takes roughly one minute of in-game time per task
involved. (It would, for instance, take four minutes to instill four triggers or memories.) Contrary to popular perception, short sessions of hypnotic influence cannot drive a person to commit things he wouldn’t do otherwise. Extended influence, on the other hand, can be surprisingly efficacious. Hypnotism is a psychological art, not an exact science. Its effects are unpredictable – not even “experts” can fully control another person’s mind without hardcore Mind-magick. Ultimately, the Storyteller decides how much influence our mesmerist exerts upon her subject. That said, a skilled hypnotist can do some pretty impressive things with a willing subject… especially if she’s adept with the Mind Sphere as well.

Spoiler for Hiden:
• Novice: You can do some basic parlor tricks.
•• Practiced: You’ve studied professional mesmerism
techniques.
••• Skillful: A devotee of the art, you can uncover
or inspire surprising results.
•••• Expert: It’s scary just how much you can do
when you set someone else’s mind to it.
••••• Master: Dr. Caligari was a fraud. You are not.

Jury-Rigging
With a bit of luck and a lot of skill, you can rig a gadget, make temporary repairs, or cobble together something vaguely workable from a pile of spare parts. Naturally, you’ll need the appropriate Traits as well – stuff like Hypertech, Computers, Energy Weapons, and so forth. You can’t rig something you don’t
understand. A brilliant technician, though, can make gear jump through hoops long enough to get through an immediate crisis. Clever technomancers can also use Jury-Rigging as part of their focus if they’ve got something to work with and enough time to make things happen. That said, this is a Skill, not a Sphere; it can’t do something blatantly impossible on its own. Whether or not a Jury-Rigged device is vulgar magick depends on just how outlandish it seems. An armored suit made out of forged steel and weapon-parts? Okay. A flying car composed of Frisbees and dog treats? Um, no.

Spoiler for Hiden:
• Novice: Garage tinkerer.
•• Practiced: Mr. Fixit.
••• Skillful: Field gadgeteer.
•••• Expert: MacGyver.
••••• Master: Tony Friggin’ Stark.

Microgravity Operations
Things get weird when you leave Earth’s gravity. Although there’s no such thing as true “zero-G,” the radically altered gravitational forces found in strange Realms, spacecraft or Etherspace demand specialized training and experience. Without the Microgravity Operations Skill, a character in such environments cannot use dice from any Physical Ability; sure, he’s still strong or dexterous, but that martial arts training won’t do him a damn bit of good when the physics upon which those arts depend have been replaced by micro-gravity. A rare skill-set outside the ranks of Technocratic Void Engineers, Microgravity Operations teaches you how to move and act in altered gravity. Each dot in this Skill allows your character to use a dot in his other physical Abilities. Let’s say that the guy mentioned above has four dots in Martial Arts; he could use one of them at Microgravity 1, two at Microgravity 2, and so on. Without such training, a person bounces and floats with very little control of personal physics; with this Skill, that same person knows how to use that environment to his advantage.

Spoiler for Hiden:
• Novice: Don’t hyperventilate and don’t
throw up.
•• Practiced: You’re good so long as you have
something to hang on to.
••• Skillful: It feels weird, but you’ve started to
get the hang of things.
•••• Expert: You move almost as well in micro-G
as you do on Earth.
••••• Master: You’ve spent so much time in space
that you’re not sure what earthly gravity feels
like anymore.

Misdirection
“Look! Over there!” Okay, you’re usually more subtle than that. Still, you’re good at distracting folks from what you’re actually trying to do. An essential skill for magicians, pickpockets, seducers, and other people who prefer to redirect attention, this Ability helps you steer someone’s concentration elsewhere. In a fight, this Skill also helps you set someone up for an unpleasant surprise. Each success in a Dexterity + Misdirection roll (difficulty 5 + the target’s Wits) lowers the difficulty of your next strike. Essentially, you throw a fakeout, your opponent responds, and you clock him. Similar applications of this Skill let you set up distractions and then do something else when your target’s back is turned… in game terms, reducing the difficulty of your next roll if you succeed with a Misdirection attempt. Naturally, this sort of trick stops working if you rely upon it too often. Each subsequent attempt with the same target (or group of targets)
raises your Misdirection difficulty by +2. Dude – they’re on to you! Time to try a different tactic…

Spoiler for Hiden:
• Novice: “My God – what’s that?”
•• Practiced: “Nothing up my sleeves…”
••• Skillful: “What about that guy over there?”
•••• Expert: “You mean this hand…?”
••••• Master: “These aren’t the droids you’re looking
for…”

Meditation
Ground, center, breathe, and relax. This Skill helps you sweep aside the clutter of everyday existence and find a spot within yourself that offers calm. Depending on your preferred style, your background, and the purpose for which you practice meditation, this could involve simple quiet time, elaborate postures and breath control, religious devotion, and even ecstatic dance or prayer.

Spoiler for Hiden:
• Novice: You can ground and center for short
periods of time.
•• Practiced: Regular practice has deepened and
extended your abilities.
••• Skillful: Even under distracting conditions,
you know how to find your center.
•••• Expert: “Use the Force, Luke…”
••••• Master: An island of calm is yours whenever
you want or need it.

Networking
You’re good at making contacts and working them for all they’re worth. While these networks won’t actually act on your behalf (certain Backgrounds cover that sort of thing), they’re real lifesavers when you’re trying to assemble data (Perception + Networking), get something done (Manipulation +
Networking), or win someone over (Charisma or Appearance + Networking) through your various contacts. Simple tasks have lower difficulties, while obscure or difficult tasks demand much better rolls – or, in story terms, a more thorough and dedicated network. Networking demands time, access, and attention. Although cell phones and laptops can link you to your contacts in most tech-enabled locations, you still need to spend time reaching out and maintaining your network. Occasionally, they’ll ask you for favors too  you get nothing for nothing, after all! The nice thing, though, about extensive networks is that the people in them have a greater ability to help one another when need be.

Spoiler for Hiden:
• Novice: You’ve got some friends who know
some friends.
•• Practiced: You know how to sweet-talk certain
gatekeepers.
••• Skillful: You know who to talk to and how to
talk to them.
•••• Expert: With two hours and a phone, you
work wonders.
••••• Master: Access to almost anyone is just a matter
of time.

Pilot
Most folks, when confronted with the complex control panels of conventional aircraft, don’t have the slightest idea where to start. You do. Training and experience allow you to fly, land, and control most types of Sleepertech flying machines; the higher your rating, the more sophisticated the craft.

Spoiler for Hiden:
• Novice: Small prop planes.
•• Practiced: Private jets.
••• Skillful: Commercial aircraft.
•••• Expert: Military war machines.
••••• Master: Damn near anything.

Psychology
Versed in the practice of clinical psychology, you can help folks deal with mental and emotional ailments. Also known as Psychoanalysis, this Trait takes time and trust to deploy you can’t cure phobias during a firefight! Given the space and opportunity to work your craft, though, you can win someone’s confidence and then help him sort out the traumas in his head. For each session of focused psychoanalysis, roll Intelligence + Psychoanalysis, with a difficulty of the subject’s Intelligence + 3. If he’s resisting your efforts, use Manipulation or Charisma + Psychoanalysis, with a difficulty of his Willpower + 3 (max 10). Each success counts toward at least a temporary resolution of an illness or neurosis. Simple quirks are easy to fix (five to 10 successes), while severe mental illness can be much harder (20 successes or more).
On the shadow-side, the same techniques can be used to instill mental quirks and illnesses – false memories, induced phobias, that sort of thing. This application assumes that the subject is resisting you subconsciously (Willpower +3), but can still be quite effective if your patient trusts you. The Satanic ritual
abuse panic of the ‘80s and ‘90s came largely from dishonest psychologists “leading” their patients to “discover” things that had never actually happened. Corrupters, seducers, and “conversion specialists” study psychoanalysis for that very reason. Whether you’re trying to help or harm someone, Mind magick obviously helps with this sort of thing. Thus, “miracle cures” can be explained by your reputation as a skilled psychotherapist.

Spoiler for Hiden:
• Novice: A trusted shoulder to cry on.
•• Practiced: High-school guidance counselor.
••• Skillful: Professional therapist.
•••• Expert: Acclaimed authority.
••••• Master: Miracle-worker.

Research
So the building was constructed in 1927, but the site it occupies has occult associations going back almost as far as there were records for the time, Senachib mused. The financier behind its construction committed suicide following the stock market crash, or at least his death was ruled a suicide. It was clear that someone had invested a lot of time and effort into having a building there, but why? For most questions, the answer is out there, if only you know where to look. Research is the skill of knowing where to look for information, gathering it efficiently and organizing it so other people can absorb it without too much trouble. With this Ability, you know the best places to start looking for particular information and the best ways to go about it. Research differs from Academics in that it involves looking for information, while Academics involves knowing information, and Research tends to turn up more detailed information than someone can recall from memory.

Spoiler for Hiden:
• Student: You know how to use the card cata
log in the library and your favorite search
engines on the Internet.
•• College: You actually know what the Dewey
Decimal numbers mean and how to find things
without a card catalog or search engine.
••• Masters: You’re familiar with the best resources
of particular subjects of interest to you.
•••• Doctorate: It’s not a matter of if you will find the
information, just a matter of how long it will take.
••••• Scholar: You have tremendous information at
your fingertips, and more only a phone call or
email away.

Speed-Reading
Through a combination of concentration and skill, you can scan and retain large amounts of information in very short periods of time. Speed reading utilizes a number of tricks that help you process things you read quickly. Although complex works demand more time and focus than simple ones do, this skill comes in handy when you’ve got research to do and not much time with which to do it. Although this is a valuable talent for Technocrats, Hermetic mages, Virtual Adepts, and other folks who need to absorb huge chunks of data, it’s a hazardous trick to employ when you’re reading about advanced magickal or scientific matters. Both advanced science and ritual magick, after all, depend upon precise reading in order to get the proper results. Speed-reading techniques depend upon mnemonic shortcuts, and “shortcuts” and "magick” tend to make poor bedfellows. The Storyteller might inflict a penalty upon rites or procedures whose details have been learned through speed-reading, with potentially horrific results if the attempt fails. The moral behind this principle: Don’t try summoning Elder Gods with a ritual you skimmed in your hurry to get through the book!

Spoiler for Hiden:
• Novice: Twilight in an hour.
•• Practiced: Harry Potter and the Sorcerer’s Stone
in two or three hours.
••• Skillful: Harry Potter and the Deathly Hollows in
two or three hours.
•••• Expert: A Game of Thrones in two or three
hours.
••••• Master: War and Peace in two or three hours.

Swimming
You don’t sink – you swim. Under normal circumstances, you can move roughly 8 yards + your Dexterity rating in a turn. By focusing solely upon your speed, you can move up to 12 yards + your Dexterity rating; and by throwing everything you have behind the strokes, you can roll your Stamina + Swimming (difficulty 7) to add three more yards to your movement that turn. Each turn demands a separate roll, though, and you can do this for only one turn per point of Stamina you possess. After that… well, sinking might become an option…

Spoiler for Hiden:
• Novice: You’ve had some swimming lessons.
•• Practiced: You spend plenty of time in pools,
lakes or oceans.
••• Skillful: You could score a place on a
swim team.
•••• Expert: You’d probably pass a professional
lifeguard test.
••••• Master: Olympic-level competition is yours if
you want it.

Secondary or Race Specific Knowledges

Conspiracy Theory
“They” are not merely the projections of a delusional mind. You know damn well that secret power-players manipulate the world, and you’re on to their schemes. In the World of Darkness, paranoia is a survival technique, and so this Knowledge gives you clues to the conspiracies that may or may not be eating that world from the inside-out. Naturally, such information makes you a target… and though you may indeed
be paranoid, They probably are out to get you… especially if you’re working for Them too.

Spoiler for Hiden:
• Dabbler: Fox News anchor.
•• Student: Glenn Beck fan.
••• Scholar: Glenn Beck.
•••• Professor: Art Bell.
••••• Master: The Truth is Out There… and you
have it.

Chantry/Construct Politics
In the corridors of Awakened and Enlightened power, you know your way around. Alliances, rivalries, histories, influential players, status and weaknesses… they’re your bread and butter. Chapter One: Heroic Traits With such expertise, you’re able to accomplish things that leave lesser mages scratching their heads.
This Knowledge comes in two forms: Chantry Politics covers the internal workings of a mystic stronghold, while Construct Politics reveals the inner workings of Technocratic installations. The higher your rating, the more you know. Certain levels of this Knowledge, however, are off-limits to characters under a certain rank. Low-level mages or Technocrats won’t have the security clearance necessary to access high-level
secrets (that is, C-Politics higher than 3), and members of rival factions probably won’t be able to find out much about the other guys at all unless they’re skilled infiltrators walking a very dangerous line. Regardless of the character’s rank or affiliation, C-Politics just gives you data and rumors, not the ability to act on what you think you know. Putting that knowledge to good use requires Traits like Diplomacy,
Subterfuge, Allies, Patron, and Spies.

Spoiler for Hiden:
• Dabbler: You know the major places and
players.
•• Student: You’ve got a moderate assessment of
your chosen base.
••• Scholar: Anything that’s common knowledge
in the ranks, you know.
•••• Professor: Classified access is yours to command.
••••• Master: You know enough rumors, data, secrets
and dirt to make lots of people nervous; given
how much you know, you should be nervous
too!

Cosmology/Sub-dimensions
Known by Technocrats and many hypertech mystics as Subdimensions, this trait reflects a working
knowledge of the puzzling Otherworlds beyond the Earthly plane. With it, you stand a decent chance of finding your way around out there without getting yourself killed. (Without it, you’re seriously screwed.) The specific way in which you view the Otherworlds will depend a lot on what you expect to see there; this Knowledge simply gives you the tools to navigate paths, spot hazards, deal with entities, and recognize opportunities or threats when you run across them.

Spoiler for Hiden:
• Dabbler: Student of the mysteries.
•• Student: Occasional voyager.
••• Scholar: Experienced traveler.
•••• Professor: Seasoned explorer.
••••• Master: World-walker.

Covert Culture
In the alphabet soup of international intrigue (CIA, NSA, ICPO, etc.), you’ve got a backstage pass at the shadow-plays. Probably thanks to hard-won experience, you can spot cues, identify agents, play connect-the-dots between government agencies, and rattle off covert operations as if they were football games. In order to put such knowledge to use, of course, you’ll need other skills to back up the things you know. Still, even James Bond needs to know who to trick, seduce, take orders from, and shoot on sight.

Spoiler for Hiden:
• Dabbler: You know the names and general
data pertaining to the secret service agencies
of major world powers.
•• Student: You keep tabs on every major covert
operations agency in the world, and know
tidbits about various “paraintelligence” groups
(the Arcanum, Zaibatsu, Inquisition, etc.) as
well.
••• Scholar: Beyond the obvious facts and figures
involved in covert operations, you’ve got dirt
on important figures in the community, solid
data about “nonexistent” groups, and enough
so-called “secrets” to make certain folks uneasy.
•••• Professor: You know about, and are known to,
every major party in the covert-culture world,
with plenty of knowledge about other groups
as well.
••••• Master: They just call you “M.”

Cultural Savvy
You’re a walking travel guide, even in places you’ve never visited before. A combination of prior knowledge and innate savvy helps you spot cultural sweet spots and pitfalls before you (or your companions) trip over your own ignorance. Unlike the Etiquette Skill, this Knowledge is less about making friends than it is about figuring out how cultures work as a whole. With it, you can grasp foreign manners, catch subtle cues, unravel complex social roles, and draw conclusions about the importance of gender, politics, ethnicity, and – perhaps most importantly – the cultural expectations of the people in question. In a chronicle that employs reality zones, this can be a subtle but important weapon in the global Ascension War.

Spoiler for Hiden:
• Dabbler: You read travel guides for fun.
•• Student: You’re a smart tourist.
••• Scholar: A cultural chameleon, you catch on
fast.
•••• Professor: Versed in several societies, you know
more than many natives do.
••••• Master: The world is your playground, your
oyster, and your home.

Esoterica
Esoteric knowledge comes in many forms: astrology, angelography, fortune-telling, yoga, herbalism, demonology, the lore of stones, even the secret code languages of occult societies. For centuries, such mysteries were the province of selected initiates; these days, it’s relatively easy to find the basics in any decent bookstore or website. Even so, the deeper levels remain obscure to all but the most devoted students of the art. Anyone can take a yoga class in the modern world, but the more arcane applications of that art demand years of practice, study, and devotion. Game-wise, the Esoterica reflects your pursuit of an esoteric discipline which suggests the practices and instruments for your magickal focus. The Trait’s overall rating reflects your general knowledge of arcane subjects, whereas each specialty reflects your expertise within a certain field. Unlike the Occult Knowledge – which in reflects an understanding of “secret history” and shadow-cultures – Esoterica represents the practical application of unusual fields. Occult can teach your character who Aleister Crowley was, while Esoterica helps her understand what Crowley did…
and to use those principles herself. In short, this Knowledge sums up a lot of previous editions’ Abilities into a single united Trait. Because esoteric disciplines are often interrelated, you can use the Well-Skilled Craftsman option to purchase a new specialty for only four experience points, assuming that you already have at least four dots in the Esoterica Knowledge, an existing specialty, and a story-based reason to learn that discipline. Say, for example, your character has four dots in Esoterica, with a specialty in Herbalism;
if he gets some time to study yoga, he can spend four experience points and then add a specialty in Yoga to that Knowledge… after which time he can use yoga as a focus tool (assuming that it fits his magickal paradigm), and count 10s as two successes on mundane or magick-casting rolls that employ that practice.
Given an opportunity to study and practice an art, any character can learn Esoterica. Although such disciplines don’t give magickal powers to unAwakened characters, the Knowledge lets them use mundane applications – teaching yoga classes, doing horoscopes, deciphering alchemical texts and so forth – and count 10s as two successes if and when they do so. Understanding the principles of bakemono-jutsu – the ninja “ghost technique” – won’t make you invisible, for instance, but a specialty in that esoteric technique would let you count 10s as two successes on your Stealth Skill roll. Even though they can’t employ mystic powers, non-mages can be far more knowledgeable about such subjects than mages are. Such mentors may teach a mage this Knowledge or allow him to add another specialty to his existing expertise. Let’s say that Dante needs to learn demonology; he goes to the best teacher he can find – an unAwakened monk named Brother Silence – and studies his ass off. In time, Dante understands the names and rituals associated with Infernal powers and can put them to practical use. In such cases, the student may indeed
surpass the master, thanks to the Awakened understanding that unlocks the greatest potential of the art.
Again, an Esoterica practice must fit the character’s belief system if you want to use it as a focus; a computer mage will have a hard time wedging her study of herbalism into a technomagickal hacking routine! This rule, however, helps flesh out your character’s belief system and gives you a practical use for the arcane disciplines that any mage worth that name understands.

Spoiler for Hiden:
• Dabbler: You’ve skimmed some New Age books
or taken a handful of classes in the subject.
•• Student: You’ve devoted some time and energy
to esoteric subjects.
••• Scholar: A devoted esotericist, you’ve spent years
building up a working knowledge of odd subjects.
•••• Professor: Nowyouunderstandtheinterconnected
patterns of arcane disciplines; knowing one allows
you to master others more easily.
••••• Master: You possess a profound understanding
of esoteric subjects and the practical uses
behind them.

Gremayre
Gremayre is a character’s understanding of magic, lore, and the ways of Glamour. She uses it when creating an oath, weaving an enchantment, forging a treasure, and understanding faerie history. Gremayre is essential for comprehending all things related to the Dreaming, including mortal and Prodigal magic and mystic practices.

Spoiler for Hiden:
• Student: You grasp the fundamentals of faerie magic,
such as oaths.
•• College: You are able to differentiate between similar
Arts in use.
••• Masters: You have an in-depth understanding of the
ebb and flow of Glamour.
•••• Doctorate: You know lost secrets that predate the
Shattering.
••••• Scholar: You understand the inner workings of the
Dreaming.

Helmsman
The baroque complexity of starship controls is enough to give most folks a headache. Not you. Rigorous training and practice have taught you how to maneuver the weird craft that operate beyond the mundane realm. Although you probably need a support crew to help you (starships are complicated!), you’re got practical knowledge regarding the various screens, buttons, keys, and monitors involved in navigating and steering such advanced vehicles. Despite some cosmetic similarities to the Pilot Skill above, Helmsman works with a very different sort of vehicle. And because this Skill deals with spacecraft, very few characters – other than Void Engineers and certain Etherites – know that it exists… and even fewer have studied its techniques. On a related note, there are some pretty significant differences between the standardized controls of Technocratic-fleet vessels and the more… um, elegant designs of unique Etherite craft. In game terms, the Storyteller should impose a penalty, typically -1 to -3, on a helmsman who’s trying to puzzle out an unfamiliar set of controls. Oh, the consequences of a blown roll can be downright ugly. In (Ether)space, no one can hear you die.

Spoiler for Hiden:
• Novice: You’re been trained in basic shuttle
operations.
•• Practiced: They let you take the helm when
things are calm.
••• Skillful: You’re an experienced helmsman
who’s seen some scrapes and come through
fine.
•••• Expert: “Mr. Sulu – take the helm!”
••••• Master: Han Solo considers you a peer.

History
Those who forget history are doomed to be stupid mages. You’re not one of them. A pursuit of historical knowledge includes not only the usual facts and figures but – especially in recent years – an exploration of the cultural trends behind the big events, the role of “little people” (marginalized populations, commoners,
women, etc.), and other things that old-school historians didn’t think were worth recording but which turned out to be vitally important. Hermetics, Technocrats, and historical recreationists and reclamationists take history very seriously; some of the older ones may even have experienced “historical events” in person.

Spoiler for Hiden:
• Dabbler: Time-Life books are your friends.
•• Student: You’re starting to learn the stuff they
don’t teach in school.
••• Scholar: A professional teaching gig might
suit you.
•••• Professor: You know the ins and outs of common
and alternative history.
••••• Master: If you weren’t actually there, you may
as well have been.

Power-Brokering
When it’s time to set up puppets and get them dancing, this Ability reflects your ability to consolidate connections, facilitate access, introduce power-players to one another, and then lay foundations for the type of influence that gets things done. An “offstage” ability (like Research and Networking), Power-Brokering allows you to set up and manipulate networks of authority and then sit in the center of them and employ the folks who owe you favors. Is this magick? Oh, hell yes. Members of the Syndicate, NWO, Solificati, Virtual Adepts, and Celestial Chorus swear by this type of “enchantment,” as do the most efficient and influential Nephandi. Even Ecstatics, witches and shamans employ these sorts of connections among their related peers. Faces and titles may differ, but social power is universal. Especially when combined with Mind spells, Power-Brokering lets you “make a few calls” to bring influential parties together and point them at common goals. Social-based rolls create those connections – typically composed of Manipulation + Power-Brokering, although Charisma, Appearance, Intelligence, Perception, and perhaps even – within some cultures – Strength could be combined with Power-Brokering as well. In conjunction with Backgrounds like Allies, Influence, Resources, and Spies, or Abilities like Etiquette, Cultural Savvy,
Media, Politics, Subterfuge, and similar Traits, you can forge potent connections without ever resorting to Spheres; if you do nudge things a bit with True Magick, the results can be astounding… just ask the Technocracy… and the Nephandi…

Spoiler for Hiden:
• Dabbler: You know how to talk to receptionists.
•• Student: Getting your foot in the door… and
keeping it there… is easy enough.
••• Scholar: Power-players know your name and
take your calls.
•••• Professor: “Mr. Koch will see you now.”
••••• Master: World-leaders consider you a friend.

Propaganda
From your lips to the world’s ears. You know how to influence public opinion on a mass scale, often by bending an inflammatory truth just enough to boil the blood of John and Jane Q. Public. Given a few days, some resources, and the right venue, you can make your chosen party look as good or bad as possible. Obviously, this demands media access (computers, social media, TV network connections, etc.); assuming you have it, though, you can craft messages that lodge and burn in the public consciousness. Like other “offstage” Abilities, this Trait requires time and patience to employ. In game terms, you decide the message you want to send, the instruments you want to employ when delivering that message, the methods you plan to use in order to get that message across, and the effect you want it to have once it’s out there. A Manipulation + Propaganda roll sends that message out to the court of public opinion; the better you roll, the stronger that idea takes hold. That roll’s difficulty depends on your target, the message, and the general public’s receptivity to the idea. Claiming that the first dark-skinned American president is a malignant foreign infiltrator appears to be a very easy task; convincing the general public that their favorite news sources are owned by an Arabian prince is far more challenging. To many Technocratic Operatives, this Trait makes a perfect venue for large-scale coincidental Mind Procedures. Note, however, that such propaganda, even in Awakened hands, is effective but not perfect. The pervasive
and contradictory nature of mass-media culture assures a certain degree of skepticism in even the most gullible audiences.

Spoiler for Hiden:
• Dabbler: Daily Kos blogger.
•• Student: Fox News anchor.
••• Scholar: Rush Limbaugh.
•••• Professor: Noam Chomsky.
••••• Master: Dick Chaney.

Rituals
Rituals are an important part of werewolf life. Ritual behavior helps a werewolf control the Rage within. This Knowledge lets the character know about the traditions, mysteries, and ceremonies of the Garou, including how to participate in common rites and how to behave properly towards elders and leaders. Some werewolf rituals are more than formalized behavior: they call upon ancient spirit magics to powerful effect. A character cannot learn a rite of higher level than his Rituals rating.

Spoiler for Hiden:
• Student: You’ve watched a number of rites closely.
•• College: You know how to carry yourself at tribal
moots.
••• Masters: Other tribes invite you to attend their
moots.
•••• Doctorate: Even Black Spiral Dancers know and
respect your knowledge.
••••• Scholar: You’ve quested into the Umbra to develop
new rites.

Religion
Recollections of Creation, the war and the Fall lingerin humanity’s collective consciousness as myths and legends. Around those beliefs, humans have built religions, some of which unite more people than any nation or force in the world. At the same time, religions divide people and serve as excuses for atrocities. As focuses for human faith, religions are a subject of keen interest to the fallen, and many study them, both for means of influencing and garnering worshippers and to find clues to the secrets of the past they have lost. Religion covers theology and comparative religious studies along with knowledge of major religions and (with increasing rank) knowledge of lesser-known ones as well. Characters often take a specialty in a particular religion.

Spoiler for Hiden:
• Student: You’ve taken a course or two in
comparative religion.
•• College: Divinity student.
••• Masters: You could be a member of the clergy
(yeah, right).
•••• Doctorate: You debate religious ideas and
principles with experts, and impress them.
••••• Scholar: You could create your own religion.

Theology
You understand religious structures, doctrines and histories… not necessarily from a believer’s standpoint (although many theologians are believers by default) but from an informed perspective. At the upper levels (three dots or more), most people with this Trait tend to notice the common threads between different creeds; that, however, is not a universal tendency – plenty of dedicated theologians remain locked, with intense devotion, into a single religious belief.

Spoiler for Hiden:
• Dabbler: You know the basic tenets.
•• Student: Deeper study reveals the inner workings.
••• Scholar: Esoteric elements of your chosen creed
become obvious.
•••• Professor: You’re a dedicated authority in your
creed… and perhaps in others as well.
••••• Master: Few people alive understand as much
as you do about the pillars of belief.

Unconventional Warfare
Perhaps the biggest hot-button topic of the new millennium, unconventional warfare is as old as war itself. Originally referred to as the Knowledge: Terrorism, this field of expertise deals with the techniques of mass terror, the instruments of fear, the underworlds associated with unconventional warfare, and the most efficacious methods for “sending a message” or catching the people who do. Combined with Traits like Computer, Demolitions, Intimidation, Security, Politics, Media, Covert Culture, andso forth, this Knowledge can reflect the practical as well as the organizational, ideological, and social aspects of terrorism.
Theology or Occult may let a character recognize the religious or mystic aims of terrorism, while Expression and Cultural Savvy unlock the potentially artistic side of mass murder. Since the difference between heroes and terrorists is almost entirely subjective, experts in this field often veer into exceedingly
hazy moral territory with regards to the people they know and the things they’ll do. And while terrorism is unquestionably a dirty business, it can be profoundly effective… especially for mages locked in a shadow war to control Reality on a global scale.

Spoiler for Hiden:
• Dabbler: You know the major organizations
involved in terror, as well as their usual tactics,
targets, methodologies, and key personnel.
•• Student: You’re a consultant for the UN Security
Council, the U.S. Army, al Qaeda, or
some other interested party.
••• Scholar: You know the majors, the fringes,
and the fakes.
•••• Professor: You’re a key player in the terror-wars.
••••• Master: You’re either a leader or the power
behind one.

Vice
You’re a master and a scholar of decadent pleasures. Sex, drugs, booze, and other thrills both common and forbidden are your specialty. You might be a vice cop or Interpol agent tasked with cleaning such places up; a criminal rooted in those undergrounds; a wizard with a shady past; or a sensation-seeker
of the first and final order. Perhaps you’re a sex-worker, a drugmule, or some other street-level professional… or a tourist in places the guidebooks never mention. Regardless of the source of your information, you know how to find dens of iniquity, chase your favorite dragons, and get what you want or need without getting killed in the process… that is, of course, assuming that you “get lucky” and stay that way.

Spoiler for Hiden:
• Dabbler: Mr. Bachelor Party.
•• Student: Taxi driver or hotel concierge.
••• Scholar: Vice cop.
•••• Professor: Working pro.
••••• Master: Overlord of Sin.

6
The Hall of the Dead / Re: Nóra Nic Caomháin
« on: April 16, 2020, 15:13:23 PM »
The one who will break henry's heart

7
The Hall of the Dead / Re: Hector Moreno
« on: April 12, 2020, 17:09:15 PM »
damn this is fucking cool

8
As previously mentioned in this topic, the server boasts several playable races. Some are harder to acquire than others, which is mainly due to their complexity or exclusivity in the WoD universe. It is however fairly simple to get into supernatural roleplay if you start low.

Generally speaking, you will need to submit an application to play or acquire any supernatural related things. This level of moderation is needed to keep things relatively balanced and to ensure that the player is knowledgeable enough to hold a race they've received.

There are currently four ways to acquire a race for your character.


I. Starter Races
This system is only reserved for Vampires and Werewolves, and is generally intended to be a system for newbies to try out the WoD systems when they lack in-depth knowledge about a specific race. The steps and prerequisites for this one are fairly simple.

Requirements:
  • You require a level 1 account. If you do not have one at the moment when your character was accepted, you must create a new account.
    ALTERNATIVELY:
    You require an account in which you selected Werewolf or Vampire at the creation phase. (This can be checked in (/stats))

  • You must read Beginner's Guide: Werewolves or Beginner's Guide: Vampires before submitting an application.

If you meet the prerequisites, you can submit an application in the form of a Google Forms/Quiz. The tests are fairly easy. There is a score from 0 to 100. You need at least 80 points in a test to have your race accepted. If you do not meet the quota and score between 60 to 80 points, you will require the guidance of a moderator on the topics you answered incorrectly before being racechanged.

Vampire:
You can attempt the Vampire quiz here: Click me.
Restrictions:
  • You will have 6 clans to choose from at character creation.
  • Your generation will be set to 13th.
  • You will be unable to progress in Disciplines for 10 days of play after creation.
  • You may only choose between the Camarilla, Anarch Movement and Independent affiliations.
  • Your character will be considered a Fledgeling. Your embrace took place no more than 1 month ago.



Werewolf:
You can attempt the Werewolf quiz here: Click me.
Restrictions:
  • You will have 6 Tribes to choose from at character creation.
  • Your rank will be set to Cub.
  • You will not have any Gifts at character creation.
  • You may only choose between the Wyld and Weaver affiliations.
  • Your character will be considered a Cub. Your first change took place no more than 1 month ago.




II. Initiation Program
The Initiation Program is a limited system that allows you to dabble into a race with the help of a direct mentor. Generally, you start playing in a sub-race, and after learning the systems under your mentor - you will be able to acquire full race privileges. Everything is done through IC play, so this is a very good way to retain the progress you've made on a character.



III. Exclusive Applications
If you have sufficient knowledge about the WoD systems and read the specific race books, you are eligible to apply for exclusive races. Elder vampires, advanced werewolves, arete 3 nephandi mages, and so on.

This is done by submitting an advanced application in this board category.

If you meet the Activity & Admin Record requirements, you can follow the format detailed in each topic and submit an application. Following a manual review from your moderator, you will then be given the race. If your answers are lacking, you may be given an in-game quiz to compliment your application.
 
Requirements:
You need to meet one of the following requirements:
  • You require a level 1 account. If you do not have one at the moment when your character was accepted, you must create a new account.
  • You require an account in which you selected Werewolf or Vampire at the creation phase. (This can be checked in (/stats)).
  • You require a Racechange Token which costs $30,000 in game currency or 4 USD. (/buytoken)



IV. Donations and Tokens
If you do not have the time to submit an application but are confident in your ability to roleplay a given race, you may elect to donate. Not only will you support the server, you will be able to gain access to a race instantly without any restrictions. Keep in mind that failing to roleplay an exclusive race, namely Mage, Demon or Changeling - may lead to your character being killed permanently (CK) or your race stripped from you.

Donation Information contains all of the prices and details.

You can use a Racechange Token (30,000$ IG cash or 4USD) to:
- play a Cliath Werewolf of a common tribe;
- play a 12th Generation Vampire of a common clan;
- turn from a vampire/werewolf into a human.

You need to pay more for exclusive races such as Demons, Fera, Mages, Changelings, Hybrids and Beasts.


If you require additional information, don't hesitate to consult the helper team or other veterans on Discord.



9
Beginner Guides / 5: Beginner's Guide: Combat
« on: January 21, 2020, 18:35:54 PM »
Combat Summary Chart
Stage One: Initiative
• Roll initiative (/roll (i)nitiative). Everyone declares their actions. The character with the highest initiative PERFORMS her action first and the character with the lowest initiative DECLARES his action first. Actions can be delayed to any time later in the order of initiative.
• Declare any multiple actions, reducing dice pools accordingly. Declare Discipline, Gift, Sphere, Lore, Rage, Blood Point activation and Willpower expenditure.

Stage Two: Attack
• For unarmed close-combat attacks, roll Dexterity + Brawl.
• For armed close-combat attacks, roll Dexterity + Melee.
• For ranged combat, roll Dexterity + Firearms (guns) or Dexterity + Athletics (thrown weapons).
• A character can abort to a defensive action (block, dodge, parry) at any time before her action is performed, as long as you make a successful Willpower roll (or a Willpower point is spent).

Stage Three: Resolution
• Determine total damage effect (weapon type or maneuver), adding any extra dice gained from successes on the attack roll.
• Targets may attempt to soak damage, if possible.


STAGE ONE: Initiative
Once combat begins, each player rolls initiative (/roll (i)nitiative) for his or her character. To do this, roll one die and then add it to your character's initiative rating (Dexterity + Wits). The character with the highest initiative acts first, the second-highest goes next, and so on down the line.

Ties are resolved by using the highest initiative rating; if those are tied too, you could decide this tie in favor of the character with the highest Wits or Dexterity (highest rating wins). In story terms, both characters act simultaneously, and the effects of their actions hit home at the same time.

Technically, you can roll a new initiative each turn. To speed things along, though, you might decide to simply have everyone roll one initiative for that particular combat session and then stick with it for the rest of the scene. The Storyteller must decide which option applies before the action starts. Don't try to use both options within the same scene , it'll get messy.

Although you declare your character's action now(including stating that your character delays her action to see what someone else does), you wait until the attack stage to implement that action. At this time, you must also state if any multiple actions will be performed, if Disciplines will be activated, and/or if Willpower points will be spent. Characters declare in reverse order of initiative, thus giving faster characters the opportunity to react to slower characters' actions.

STAGE TWO: Attack
Now, each player declares what his or her character is doing this turn. Characters with the highest initiatives act first, but their players declare their actions last so that they can anticipate and react to what the slower characters do. If you're choosing to spend Rage this turn, this stage is the time to declare that you're doing so.

From the highest initiative down, each player makes the necessary rolls to reflect the character  ctivities. As the dice decide the results, the players describe the dramatic effects.

Most attacks are made versus difficulty 6. This can be adjusted for situational modifiers (long range, cramped quarters), but the default attack roll is versus 6. If you get no successes, the character fails her attack and inflicts no damage. If you botch, not only does the attack fail, but something nasty happens: The weapon jams or explodes, the blade breaks, an ally is hit, and so on. Rolling at difficulty 2 needs an administrator or a race moderator's permission.

Aborting Actions
You can abandon your character's declared action in favor of a defensive action as long as your character hasn't acted in the turn. Actions that can take the place of a previously declared action include block, dodge, and parry. A successful Willpower roll versus difficulty 6 (or the expenditure of a Willpower point) is required for a character to abort an action and perform a defensive one instead. When spending Willpower for an abort maneuver, a character may declare the Willpower expenditure at the time of the abort. A Willpower roll to abort is considered a reflexive action and therefore it is allowed to be used even if the player didn't declare Willpower expenditure in the first stage of the fight.

Changing Actions
Once you declare an action, that action is usually set. However, under drastic circumstances (a grenade tossed at a character's feet, an ally in mortal danger, etc.), you may change your character's declared activity. In such cases, add one to the difficulty of that new task, as your character reacts to meet the new challenge. You cannot abort to multiple actions.

STAGE THREE: Resolution
During this stage, you determine the damage inflicted by your character's attack, and the Storyteller describes what occurs in the turn.

Normally, additional successes gained on a Trait roll simply mean that you do exceptionally well. In combat, each extra success you get on an attack roll equals an additional die you add automatically to your damage dice pool. This creates cinematic and often fatal combat.

All attacks have specific damage ratings, indicating the number of dice to roll for the attack's damage (called the damage dice pool). Some damage dice pools are based on the attacker's Strength, while others are based on the weapon used. Damage dice rolls are made versus difficulty 6. Each success on the damage roll inflicts one health level of damage on the target. However, the damage applied may be bashing, lethal and aggravated.

Damage dice pools can never be reduced to lower than one die; any attack that strikes its target has at least a small chance of inflicting damage before a soak roll is made. Moreover, damage effect rolls cannot botch; a botched roll simply means the attack glances harmlessly off the target.

Combat turns typically last about three seconds IC time.


Soak
Characters can resist a certain degree of physical punishment; this is called soaking damage. Your character's soak dice pool is equal to her Stamina. A normal human can soak only bashing damage (this reflects the body's natural resilience to such attacks). Vampires and Werewolves are tougher, and can thus use soak dice against Lethal damage at difficulty 6 while as a house rule Humans can soak Lethal damage at difficulty 8. For Vampires, Aggravated damage may be soaked only with the Discipline of Fortitude while for Werewolves Aggravated damage can be soaked in any form except their breed form. Fortitude also adds to the defender's soak rating (When activated) against bashing or lethal damage (so a character with Stamina 3 and Fortitude 2 has five soak dice against bashing and lethal damage, but only two soak dice against aggravated damage). Silver damage cannot be soaked in any form except the breed form, and metis Garou can't soak it at all.

Armor
Armor adds to your character's soak. The armor's rating combines with your base soak for purposes of educing damage. Light armor offers a small amount of protection, but doesn't greatly hinder mobility. Heavy armor provides a lot of protection, but can restrict flexibility.

Armor protects against bashing, lethal, and aggravated damage from teeth and claws; it does not protect against fire or sunlight.

Multiple Actions
If you declare multiple actions, declare the total number of actions you wish to attempt and determine which of the dice pools is the smallest. Then, divide that number of dice between all of your actions. If a character performs only defensive actions in a turn, use the appropriate block (Dexterity + Brawl), dodge (Dexterity + Athletics), or parry (Dexterity + Melee) system. Note that blocking, dodging and parrying ARE NOT CONSIDERED REFLEXIVE ACTIONS and if you want your character to attack and defend in the same turn you need to split your dice pool.

Movement
Characters may choose to walk, jog, or run. If walking, a character moves at seven yards/ meters per turn. If jogging, a character moves at (12 + Dexterity) yards/meters per turn. If all-out running, a character moves at (20 + [3 x Dexterity]) yards/meters per turn.

Flank or Rear Attacks
By attacking an opponent's flank, an attacker reduces his difficulty by -1; by attacking from the rear, he reduces it by -2.

Reflexive Actions
These activities don't cost you dice from your dice pool, and may be done more or less instantly. Defensive actions such as dodging, blocking or parrying ARE NOT CONSIDERED REFLEXIVE ACTIONS.

Yielding: The character chooses to hold off until someone else acts first. If she had initiative, she can move at any other point within that turn. If the turn ends, she loses that action. If everyone yields, the action turn is over.
Soaking: Withstanding the damage from an attack. You are allowed to soak separately (At full dice pool) each successful hit struck on your character.
Spending Rage: Fera and Abominations can spend Rage at any point of the turn, within a few limitations.
Healing: Werewolves heal their injuries with terrifying speed. Regenerating damage when engaged in a stressful or physically intensive activity (like combat) is harder for a werewolf. The player must roll the Garou's Stamina (difficulty 8) each turn. Vampires need to roll Stamina + Survival (difficulty 8) to heal reflexively by spending Blood Points.
Reverting to Breed Form: A Garou/Fera can revert instantly to his breed form. Homid Garou assume human form, lupus become wolves, and metis return to the frightening Crinos shape. Either way, no roll is required.
Reflexive Powers: Some Disciplines, Gifts, Rotes, etc. are considered reflexive supernatural powers.
Special Rolls: Humanity rolls, Frenzy rolls, Arete rolls (Note that rolling Arete for Magick isn't considered a reflexive action), etc.
Spending Blood Point: Spending Blood Points to increase attributes. (Vampires, Hybrids and some Fera)

In most cases, the only prerequisite for performing a reflexive action is that the character be conscious (or otherwise capable of choosing to take the action, in the case of dream sequences or other deviations from consciousness that still allow choice) in order to choose to do so. Unless otherwise specified, a character may perform any number of reflexive actions, and they don't get in the way of anything else she may want to do in a turn.

Weapon Length
When a knife fighter faces off against a katana wielding backstreet samurai, the guy with the knife suffers a certain disadvantage. To reflect the inherent dangers of battling an opponent with a longer weapon, subtract one die from the attack dice pool of the character with the shorter weapon. Obviously, this rule applies only to hand-to-hand combatants. The dude who brings a knife to the proverbial gun fight has bigger concerns than a one-die penalty.

Reference books:
"Vampire: The Masquerade 20th Anniversary Edition" published by White Wolf
"Werewolf: The Apocalypse 20th Anniversary Edition" published by Onyx Path Publishing

10
The Hall of the Dead / Re: Elmar Licht
« on: January 21, 2020, 18:13:06 PM »
but this is dustin's..

11
Beginner Guides / Re: Beginner Vampire: Clans
« on: January 19, 2020, 00:55:49 AM »

Originally, you will be able to select one of the following clans. Veteran players who are knowledgeable in World of Darkness & mechanics may apply for rare bloodlines and the remaining clans. You will also be restricted to 13th Generation. Review the Beginner's Race Acquisition guide for additional details.

  • Brujah:

    Quote: "I'll give you a head start. You're the tortoise and I'm the hare -- a pissed-off, fuck-the-world hare with a score to settle and a thirst like the devil's own."

    Clan Disciplines: CELERITY, POTENCE, PRESENCE

    Sect: For all its rebellion, Clan Brujah generally considers itself a member of the Camarilla. Young Rabble sometimes look to the wildness of the Sabbat, but elders assert that the Ivory Tower provides a fine structure against which to rage.

    The legacy of the Brujah is one of halcyon greatness marred by their own fiery natures. Theirs was the glory of ancient Carthage, but Ventrue treachery in ancient Rome brought the dream to an end. Since then, the Brujah have borne a grudge.

    Tonight, the Brujah are rebels and provocateurs, bat-swinging hooligans, and agents of change in a society long crippled by stasis. As rebels, it's in their nature to challenge the status quo -- though sometimes, without adequate opposition, they embody the status quo themselves. It works out fine, because there's always a hot-blooded Brujah waiting in the wings to bring down an uppity Clanmate grown too comfortable in the role of rebel-turned-dictator.

    More so than any other Clan, the Brujah still feel the flames of the passions that once inspired them as mortals. Clan Brujah loves a cause and is quick to act on a stirring speech, accusation of injustice, or a call to arms. This connection to passion can be a blessing, but inspiration can also yield to the madness and hunger of the Beast.

    No wise Prince turns his back on the Brujah, and rare is the Brujah who would allow herself to be manipulated or pandered to. A Brujah is her own master, first and foremost, and those who would bring her to heel face a terrible task. A Brujah who thinks she's getting the short end of the stick will tear an enemy to ribbons first and maybe remember to ask questions later, no matter if he's a Primogen or a mortal authority.

    Some Kindred historians claim that the Brujah have parlayed their ancient betrayal into a role as agitators against the very order that they help support. Others claim the Brujah have long since submitted to the will of that same order, being little more than loyal opposition rendered impotent. Most Brujah don't care either way, as long as someone needs a good ass-kicking and they can be the ones to deliver it.

    Spoiler for Origin Example:
                *You awake in the back of a van sitting across from your duct taped body is an individual with long blonde hair tied back into a ponytail. He wears a dirty wife beater drenched in blood as he looks out a small window in the side of the van. There appears to be a radio up front blasting War Pigs by Black Sabbath at full volume. The smell of blood stains your nostrils as he reaches down with what appears to be a wet cloth and wipes your lips clean.  Wakey, Wakey eggs and bakey.. *He watches you rouse from your sleep* Good, seems you aren't dead yet. Welcome to the immortal afterlife of what we call kindred. Having been recently embraced without sanction, most princes would just execute you.. Lucky for you Prince Wylcoff ain't most princes. He has a soft spot for orphaned Brujah or something.. Anyway, he's ordered we drop you in Angel Pine, his direct domain, to be mentored by one of the locals. Stay out of trouble, keep your head low. If you feel yourself getting angry find Prince Isaac or a guy named Bill. They'll help you out. Later skeeze. *The van pulls off to the front of a city,  he cuts the tape off of you and kicks you out of the car faster than you can react; faster than a human ever could. You stand up as the van drives away, turning around to face the city you see a sign.* Welcome to Angel Pine.
         



  • Gangrel:
    Quote: "This is not a place for you, and it is too late to turn back. Run, little man."

    Clan Disciplines: ANIMALISM, FORTITUDE, PROTEAN

    Sect: The Gangrel have left the Camarilla and the clan now claims Independent status (Vampire: The Masquerade 20th Anniversary Edition, page 428, found under the section on Assamite developments). For a long time the Gangrel belonged to the Camarilla, but the Clan has always had a vocal faction that spurns membership in any Sect. They claim that political games and social structures do nothing for the primal Gangrel.

    A glint of red eyes in the darkness, the scent of a predator's musk, a flash of fangs, the sound of flesh tearing: These mark the presence of the Gangrel. More than any other Clan, the Gangrel resemble the beasts associated with the legends of vampires: Bats, wolves, and other creatures of darkness. Indeed, the Outlanders may develop the ability to transform themselves into these and other, more primal forms.

    The Gangrel have other characteristics in common with animals as well. Many shun the elaborate social constructs of both Kindred and kine. A number of them prefer to move alone or as a member of small packs or coteries. Most are tough and, when pressed, ferocious. And when Gangrel succumb to the depredations of the Beast, they are left with some feature redolent of the animal kingdom.

    As a Clan, the Gangrel are wary and aloof. Most would prefer to spend their nights stalking prey or wilding on the rooftops than minding Princely edicts or lobbying for recognition of domain. Theirs is a tense relationship with vampire society, and Outlanders are among the most frequent to turn Anarch or Autarkis. In some localities, the Gangrel have collectively abandoned membership in any Sect -- insofar as the Gangrel truly ever do anything collectively.

    The Jyhad seems less pronounced among the Gangrel than it is among other Clans, and the Outlanders have little regard for the eternal conflict. Differences between Gangrel more often fall along the lines of domain and feeding rights than they do on generational mistrust, and the things that concern young Outlanders are matters that concern Gangrel ancillae and even elders. Still, one would be hard-pressed to consider the relationship among Gangrel of different generations amicable, except in isolated sire-childe situations. The Beast is ever suspicious of those who would take sustenance from it.
     
    Spoiler for Origin Example:
                *As you begin to come to, your memories flooding back.. You were out here camping when you were attacked by a wolf. You felt immense pain as you remember yourself. It must have been a nightmare. You think to yourself as you look down and notice the mutilated camper in front of you. More memories flood back, you died, and it all went black, when you woke back up. The wolf wasn't there, but that woman beside her campfire on Mount. Chiliad was. The hunger it was so strong, her scent enveloped your senses as you pounced on her, holding her down as you drained her existence from this earth. A tear escapes your eye as you look at her corpse, the dying fire off to your right, panicked you begin to push yourself backwards by thrusting your feet into the ground kicking as you wipe blood from your face. You hear a voice and panic, turning to run.* Hell..- What.- Ah, shh, it's going to be okay. They told me of a need from me in the Mountains who would've thought this shit would be it.. *You turn seeing a ski mask just before a sharp pain and darkness. What feels like days go by before you reawaken, in an office you see the man in the ski mask speaking to a well-groomed gentleman. Touching your face the blood is gone, too shocked to speak you listen.* All right Bill, we'll let him stay in the domain provided he checks in with Kretos. Bring him to the city limits. *The well groomed gentleman states, before the man in the ski mask nods before grabbing you.* That's your first task then.. Find Kretos young one. *The man pushes you out the door before you are forcefully escorted to the edge of the city by a small group of people, looking up you see a sign* Welcome to Angel Pine.
         



  • Toreador:
    Quote: "Long after you die, I will still be young, beautiful, and adored by everyone whose life I touch."

    Clan Disciplines: AUSPEX, CELERITY, PRESENCE
    Sect: The Camarilla would not have survived in the nights following the Anarch Revolt without substantial participation from the Toreador, and they remain among its most ardent supporters.

    From the Toreador perspective, when the sun fades, darkness gives rise to an eternal and wondrous world. Everything is fraught with wonder and terror, low politics and sensual glories, the profound and the profane, and an undeniable undercurrent of the sanguinary. These Kindred are the Toreador, and they spend unlives ensconced in pleasure.

    Of course, for vampires of this disposition, it's easy to become jaded and bitter. More than the other Clans, Toreador often succumb to ennui, or fight the eventual boredom of unchanging immortality by playing at rivalries. An excess of stimulation turns them into slaves to the sensations they seek. The most debased Toreador can become true monsters, sinking to unimaginable levels of depravity in order to feel anything at all.

    The Kindred of Clan Toreador often involve themselves greatly in the world of mortals. They have any number of reasons, whether enjoying proximity to the blush of life, cultivating veritable cults of doting followers, or influencing and following the trends that their own kind simultaneously mock and venerate. To hear the Toreador tell it, they are the Muses of a desperate mortal world, inspiring through their beauty or patronage.

    Toreador culture is a mixture of sybarites, dilettantes, and visionaries. Some Toreador, with echoes of mortal passion, Embrace lovers or "project" progeny who seem to fly in the face of every Toreador custom. These either don't last long or rise to great prominence as subversives and individualists. Ideas, trends, and "the next great thing" spread through the Clan, and other Kindred often look to the Toreador to guide them. The Degenerates know this, and many become Harpies, Princes, and other key figures in vampiric society.

    Spoiler for Origin Example:
               *After a long night with a quite forgettable lover you awaken in a shady motel room. There appears to be a few bodies on the floor, drained of all of their blood as suddenly your lover becomes a little less forgettable. Yes, the one with exquisite tastes. you think to yourself as you bite your lip you hear a clicking sound as a few individuals barge through your door, jumping to your feet you raise your hands.* Wai.- *Is all you manage to blurt out before the eyes of a male catch your gaze and he responds by saying.* Sleep. *You awake strapped to a chair in a cage, you sniff the air, and immediately vomit to your left. You begin to feel as though you are having an anxiety attack as you notice the vomit is. Blood? you think to yourself, lashing out, screaming as you look ahead of you.* Oh knock it off already. *A man wearing a ski mask says as he looks at you.* Today's your lucky day fledgling, Wylcoff has granted you a chance. *You let out another scream praying this is a nightmare. The man instinctively slaps you across your face.* Stop, please. You are a vampire, you'll be taken to the edge of town and dropped off like all the other orphans, but before you go. A word of advice, find a local to guide you. The path to salvation is so much easier if not travelled alone. *You simply keep your mouth shut feeling the sting of the slap on your cheek as you grasp it, before being stood up. You're taken to a private area, cleaned then dropped off on the edge of town. Looking up you see a sign* Welcome to Angel Pine.

Ventrue - Read here -
 
Nosferatu: - Read here -

Malkavian: - Read here -

12
Beginner Guides / 4a: Beginner's Guide: Vampires
« on: January 17, 2020, 23:42:36 PM »


Welcome to the Beginner's Guide to Vampires. This will serve as a very brief introductory to the race. If it peaks your interest, you can then apply for it. Note that this does not serve as a replacement for the books. You should probably still read those if you have the time. This covers only the basics, without diving too much into mechanics or the terminology. If there is something that you don't understand, feel welcome to ask on Discord. Additional resources such as WhiteWolf Wiki and The Gentleman's Guide to Vampires (Video format) can also be helpful to you.

A Vampire is an undead creature, resulting from a mutation or 'curse' at the time of death. This mutation is by no means accidental, read more under Creation. The defining traits of a Vampire is their enhanced endurance and lifeless immortality.
  • Clinically dead, they do not age from the moment of their death. Their skin instead pales further as their age increases. In that sense, Vampires can live forever.
  • Vampires do not breathe.
  • Vampires do not have a heartbeat.
  • Vampires do not gain any nourishment from beverages and food. Food cannot be digested by vampires and is thus vomited.
  • Vampires animate their bodies by expending blood each night.
  • Vampires are nocturnal creatures and have a natural aversion to sunlight. Those who can't withstand direct sunlight will burst into flames after short contact.
  • Vampires secrete blood instead of any other bodily fluids.
  • Vampires are immune to most diseases, drugs and poisons.

The origins of vampirism are muddled history in the 21st century. Very few vampires live long enough to recall or trace their origins, and those who are old enough seldom surface to share such information. There are rumors, myths and legends in almost every culture, but few come as close to the truth as the Noddists. Contrary to popular shows like The Originals, TVD and movies such as Twilight, Dracula and other sources - the World of Darkness vampires trace their origins all the way back to Caine, son of Adam and Eve. The third mortal and the first murderer, who slew his brother Abel and was supposedly cursed to roam the earth forever. The false myths gave rise to popular beliefs that vampires are weakened by silver, garlic, running water and other fictive information. Though some Vampires are indeed vulnerable to some of the above, most of the information from other shows, books and so on is erroneous.

Spoiler for Optional Dive:
Vampires are usually portrayed as creatures that sustain their living by feeding on another life essence, be it human or animal, or any living organism that carries blood. There are many theories surrounding the existence of Vampires, The Book of Nod itself depicts Caine as being the very first damned, being exiled by the God and doomed to travel the roads of Nod, the eastern part of Eden. Within the walls of Nod, he met a heretical demon Lilith, who taught Caine the basics of vampire powers, after they both partake in the ritual, Caine was visited by the "Three Angels" who gave him a chance to forget the past and repent any misdemeanor he has committed. He refused each Angel, and in return each Angel has cursed him, the first curse being vulnerability to sunlight, fear and weakness to fire, and "the beast" that feeds on the essence of other beings. After he was cursed, he was visited by the last Angel, who gave him the only path of enlightenment, the path of Golconda, by the mercy of God. After all this, Caine becomes Awakened, and in return possesses all of the standard vampire disciplines. After becoming Awakened, Caine had studied and researched the Path of Blood, and because of it, he was able to break free of the blood bond between him and Lilith. Set free as he deems, he left Lilith to pursue other ideals.

After years of travel, Caine had stopped in a city that was named Ubar long ago, the king of the city, King Enoch, had stepped down as the King and let Caine rule the town instead, possibly out of fear of Caines power. After a while and a tragic accident, Caine had no interest of embracing any awakened, fearing that he will take more lives than he will save. However, Enoch, interested in Caines power, had requested the embrace, to which Caine had agreed on after endless bargaining and begging. After the embrace, Caine honored the very first embrace, and named the city after Enoch.

Time went on, Enoch continued to bargain with Caine, asking for more brothers and sisters to join their cause, Caine had accepted his plea, and thus followed off with yet another embrace, this time being Irad, the iconic symbol of power and might, he was put in charge of the military, ultimately standing as Caines second-in-arms.

Afterwards came an embrace out of pure love, Caine had embraced Zillah, who was the symbol of beauty. She was the very first childer to have been in a blood bond (similar to Lilith) with Caine.

Thus the Second Generation were born, who in return, sired thirteen Antediluvians (not named Antediluvian at that point).

The city soon became the powerhouse, it was the center of culture and knowledge, giving visitors and travelers alike everything they had needed, however, all of this had changed after the Deluge happened, a Deluge, in bible, was a flood that was simulated by God in order to wipe out the humanity, this had destroyed the city and left it in the ground.

That is why the Antediluvians are named as they are, because they survived the great Deluge, thus named Antediluvians. (Antediluvian meaning pre-flood). However, due to Caine's sudden disappearance, the childer were left to wonder the lands not knowing what to do, thus the remaining Antediluvians had killed the Second Generation. This is where Clan weaknesses come in play, Caine realized that the Antediluvians wiped out his childer, therefore cursing each and every Antediluvian with a curse that would initially transfer to the vampires they would embrace.

The Antediluvians grew in power over the millenia, and the great Clans sprung up from their offspring. Some are rumored to have survived to this day, waging a proxy war across the world. Their reasons and powers unknown, they represent a threat to most Kindred.

The Camarilla asserts that the Antediluvians are dead or never even existed, and actively persecutes those who publicly say otherwise. This is part propaganda part genuine belief on their half. Those Kindred who believe the Antediluvians are alive rarely have any real information regarding them and are prone to act rashly and with paranoia, such as by joining the Sabbat or a Gehenna cult. Furthermore, very few of the sect's members are over five centuries old and have thus missed the last period during which the Antediluvians were visibly active. As secular knowledge becomes prevalent, more and more Kindred view the story of Caine and the Antediluvians as creation myths, nothing more. 

Vampires are created through the Embrace; during the Embrace, a vampire drains a candidate of all their blood and replaces it with a small amount (generally a single drop) of their own. This causes the corpse to rise as a (very hungry) vampire, usually instantly. The vampire who initiates the Embrace is the Sire; the new vampire is the Sire's Childe. The vampiric blood must come directly from the source.
  • When a vampire is Embraced, their internal organs wither away, and almost all their body fluids are replaced by blood.
  • Vampires change considerably after the Embrace. As a result of these processes, the vampire is paler and generally thinner than they were before the Embrace.
  • Death Stasis: Apart from wounds, vampires are restored to their condition at the time of Embrace every time they rise up for the night. This physical condition eventually extends to their mindsets - old vampires find it very hard to learn new things.


Contrary to folklore and common beliefs, Vampires are not merely bloodthirsty killing machines, solely driven by their endless hunger and immortality. On the contrary, they are not too different from normal humans, generally speaking. Following an embrace, the Vampire retains most of the characteristics from their life. Their social skills don't go down the drain in a single night, nor their knowledge, skills and talents.

There are three things that particularly affect the vampire's behavior, and those are:
-The Beast.
-Degeneration and the Path of Enlightenement the Vampire pursues. (Read more...)
-Their Clan Curse/Weakness.

The Beast is an innate demonic predator that awakens within each and every vampire upon their Embrace. It stands in direct opposition to a vampire's Humanity (and in some cases the Paths of Enlightenment) and is responsible for many of the debased urges Cainites feel on a nightly basis. In times of extreme distress the Beast can overwhelm a vampire forcing them into a state of pure animalistic fight or flight, which is referred to as Frenzy or Rötschreck. When subjected to specific stimuli such as hunger, fear, anger or other forms of strong emotion - your character risks frenzying. This results in a lapse in judgement and the unleashing of one's inner beast.
  • Fire and Sunlight, as well as other supernatural forms of fear can drive a vampire into Rotshcreck. Rotschreck will hysterically flee from whatever caused the discomfort. (Read more...)
  • When Hungry, the sight of blood can rouse a Vampire's Beast, forcing them to act upon their animalistic instincts.
  • When provoked, physically threatened or under perril - the Vampire might enter a state of Frenzy. Frenzy is when the Beast takes over the vampire's personality. (Read more...)
  • Aside from the Beast caged within each Vampire, there are behavioral changes that might tie to their clan weaknesses or curses. Though most visibly manifested in Clan Malkavian, these sudden changes are not limited to them.
  • You've recently died; probably in a very cruel fashion. As a vampire, you will retain most of your personality as a mortal, however keep in mind the changes brought about by death. Though you might still like poetry, music or fishing by the lakeside in moonlight, you need to figure out how death will fit into the mix.

Some may think that vampires feel no hunger and that they can live without food forever, but for them, blood is now their actual food and hydration, a vampire doesn't need anything else, just blood. A small portion of blood used everyday for even moving.

A vampire is deemed Hungry when their Blood Pool is reduced below 3.

Usually, a vampire that hasn't fed for some time will feel hungry and, might just go berserk, after a small sight of blood or a smell of it, that's rare and depends on how hungry he is, but once he's hungry, everything to him will look like a good bite, and all by all, you should always try finding a person to feed on once you're hungry ingame. Vampires can also satiate their thirst on animal blood and bloodpacks. They are not limited to the blood of humanoid creatures. Some Vampires feed exclusively on Werewolves or even other Vampires.

Hunger, could, by a chance take over the vampires body, and act only as a predator and not a semi-human like being, you could also talk different with others once you're hungry, probably even threaten them out of that hunger.

Vitae is the primal essence and energy of Vampires, and also, their source of immeasurable pleasure. The amount of Blood a vampire can absorb into his body, as well as the power he can drain from it in short notice, is determined by the vampire's generation. However, one thing is true to them all: their undead bodies use a little amount of Blood each and every night to animate itself - when the Blood becomes scarce, a vampire becomes more inhumane and more prone to Frenzy, giving way to their inner Beast. Vitae is not blood itself, but the vampire's body transsubstiantes ingested blood automatically into vitae.
Vitae is used for a variety of things:
  •    Blood is often required to fuel a Vampire's Discipline and other powers.
  •    Spending blood is the only way a vampire can heal wounds.
  •    A vampire can temporarily increase their Strength, Stamina (Endurance) or Dexterity (Speed) by expending blood. This ability is possessed by all Vampires and called a Blood Buff.
  •    A Vampire can feed their blood to an animal, mortal or other vampires. This results in a Blood Bond and/or a ghoulification process.
  •    Using blood, a vampire may will himself to appear more human for some time. Flushing their skin, emulating breathing and other superficial effects can be faked.
  •    Blood is spent automatically each night a vampire animates their body.

Discplines are a vampire's inherent powers. Proficiency in a powerful discipline often determines the victor in a battle, though not all of them are suited for battle. Aside from their inherent immortal condition and the ability to use vitae to regenerate wounds and improve their strength, dexterity and stamina, proficience in a Discipline gives the vampire additional supernatural abilities of great strategic value.

There are seventeen "main" Disciplines that are well known and relatively common, but there are also a variety of much rarer Disciplines which are unique to particular clans or are practiced by bloodlines and Thin-Blooded vampires.

Training in each of the Disciplines provides the Cainite with several related powers such as superhuman speed, strength, resilience, command over animals, shapeshifting abilities, sensory powers, the ability to dominate the minds of other creatures and many more.

As an Initiation character, you will unlock three disciplines inherent to your own Clan, with one dot in each of them. The Disciplines your character can have depend on your clan, generation, and sometimes age. However, bear in mind you can learn Disciplines from other clans or players.

Click here for an extended list of all the Vampire powers.

Generations are an indicator of one's blood potency and potential. Generations increase with each Embrace, starting with the first generation vampire which is Caine. Think of it as a very elaborate, contorted and stretched out family tree. At the roots is Caine, followed by the murdered 2nd generation childer, and then the Antediluvians which formed the 13 Greater Clans. Each new vampire bears their Sire's generation +1. As such, if your Sire's blood potency was that of a 8th generation vampire, you would become 9th generation. If you are 13th generation, then it means your sire was 12th generation.

The lower your Generation, the stronger and purer your vampiric blood is. Low generation provides several benefits. Dominate cannot be used on vampires of a lower generation than the character, and some other Disciplines are weaker as well. The number of blood points a Cainite can spend a turn and the maximum size of their blood pool also increases as generation is lowered.

Luckily, you are not bound to your generation. By diablerizing (cannibalizing) a vampire of a greater potency, you can usurp their place on the family tree. You will thus become more powerful and gain greater blood potency.

The Kindred across the world are organized, often tied together by lineage, common goals and other associations. Irrespective of their age and clan, few Kindred choose to shun all organizations and become solitary 'hermits'. Kindred are social creatures by nature, and they can seldom relate to humans. Vampires are thus split into organizations of varying sizes.
Clans
     Clan: A vampire group of shared "Blood" or heritage, who can trace their Generations back to a common ancestor, in particular to the Third Generation.

A Kindred's clan is his lineage, the vampiric "family" into which he was Embraced. The clans are distinguished by their Antediluvian founders. Kindred society generally acknowledges 13 clans tonight, though some may have been lost to history, some may exist in secrecy, and some may never have been known.

Each clan has its own organization and culture that is considered important by its members, and though individuals are rarely willing to make any self-sacrifice for their clanmates, a general sense of understanding often elicits some preference for those of similar blood. Likewise, since vampires of any particular clan are often grouped together for political means, such as representation among the primogen of a city, they may work together and present a unified front out of necessity.

The 13 major clans:
Spoiler for Hiden:
From the Dark Medieval into the modern nights, the thirteen recognized clans are:

    Clan Assamite (aka Banu Haqim) - silent masters of assassination, killing for hire and collecting blood for rituals to bring them closer to their progenitor.
    Clan Brujah - once philosopher-kings of an ancient civilization, but are now rebels and rogues with a fearsome inclination toward frenzy.
    Clan Gangrel - bestial and untamed, often coming to resemble the animals over which they demonstrate mastery.
    Clan Giovanni - an insular family of vampires who practice the art of commanding the dead while commanding global finances, as they have since the Renaissance.
    The Lasombra - proud nobles who command the very essence of darkness and shadow , to the point of worshipping it, some say.
    Clan Malkavian - a clan fractured by madness, each member irrevocably suffering under the yoke of insanity.
    The Followers of Set - venerate a chthonic god while seeking out the world's secret places and protecting ancient artifacts.
    Clan Nosferatu - hideously disfigured by the Embrace, so they keep to the sewers shadows and traffic in the secrets they collect.
    Clan Ravnos - nomads and tricksters who can force the mind to see what isn't there, though they are slaves to the vices they indulge in.
    Clan Toreador - Cainites that enjoy every sensual pleasure the world has to offer, idolizing physical beauty and the adoration of their thralls.
    Clan Tremere - vampiric sorcerers that wield the supernatural power of their past as a hermetic house, though they became vampires through treachery and artifice.
    Clan Tzimisce - eldritch Old World lords who have little in common with the mortal world and can manipulate flesh and bone at a whim.
    Clan Ventrue - observe the noblesse oblige of vampire society, though their entitlement and greed encourages them to seek ever more at the expense of others.

There are also 'lesser' clans, namely Bloodlines. They represent offshoots of a Clan, with fewer members or less power. Though they have made their mark on history, neither of the Bloodlines can contend with the greater clans, and their members are scattered around the world in thin numbers or concentrated in very specific areas.

Cells
Coteries - The Camarilla term used to define a group of a few Kindred who band together under a common goal. Safety in numbers and common prosperity appeal to most neonates.

Packs - Mostly used by the Sabbat, it represents a few Vampires tied together by a bond called the Viniculum. Members of a pack usually share the same goals and often fight together, boasting good cooperation and an unrivaled yet sadistic brotherly bond.

Sects
A sect is an organization of vampires who agree in some way on a common goal. Perhaps not the means to achieve that goal. Often times one joins a sect for protection or because of ideological alignments. Such as one might join the Sabbat if they are considered heretical to the Camarilla. As the term goes, "The Enemy of my Enemy is my Friend."
 
The Camarilla: The largest organization of vampires in existence. Often made up of primary clans, whom have banded together the Camarilla is also the most strict organization. Their structure consists of a hierarchy in which all are not represented as even close to equal. Their laws are known as the Traditions, the enforcement of which are overseen by a Prince.
 
The Sabbat: The Sabbat is an end of the world cult, which is organized behind the ideal that Caine, the first vampire will return. The Sabbat is also known as the Sword of Caine, they firmly believe mortals are less than them and disregard the masquerade or veil in favor of the ideology that "Slaves shall Serve". They follow the Code of Milan which represents the ideologies of the clans bound within the Sabbat.
 
The Anarchs: "We might not know what we're for, but we know what we're against." Is the slogan of the Anarch of the modern nights. They want more freedom, they are against the grasp of the Camarilla, but not entirely, or maybe not at all. Change from within is the best kind of change! The Anarchs agree there needs to be a change, but most of them don't know what that change is, or how to achieve it. The Camarilla consider them a rebelling teenage child and therefore govern them as their own.
 
The Others: Across the world many lesser sects have sprung up. The Inconnu, The Tal'Mahe'Ra and a few others still struggle in the shadows. The lesser sects boast more secrecy and their clandestine goals are safely guarded.

The Traditions are the fundamental laws of Kindred society, presumably handed down by Caine himself. These were commonly adopted and set in stone by the Camarilla Sect, and are now enforced heavily on all Vampires, whether or not they reside in their domains. The Traditions is comprised of six laws, which outline the way vampiric society is meant to operate in the world.
  • First Tradition: The Masquerade
    Thou shall not reveal thy true nature to those not of the Blood.
    Doing such shall renounce thy claims of Blood.


    The Masquerade is arguably the most important Tradition. It stipulates that Kindred must not reveal themselves to Kine (humans/mortals). Whether accidentally or on purpose, violations of this rule are generally met with death if the fuck up is severe and hard to cover up. The Camarilla actively pursues such violations and make sure the secrets are well hidden, but this is getting harder and harder in the Final Nights.

    There are several things that can count as a violation, this list is brief and does not limit itself to:
    - Showing your fangs, claws, supernatural deformities and other vampirism features in public.
    - Using extraordinary speed, or flashy feats of strength. Displaying inhuman resilience and other physically impossible things.
    - Using supernatural abilities in public, save for subtle disciplines such as Dominate, Presence, etc. If you shapeshift into a bird and fly away from a few thugs, expect serious repercussions once the Camarilla finds out.
    - Regenerating your wounds in public.
    - Telling people that you are a Vampire, whether or not they believe you.

  • Second Tradition: The Domain
    Thy domain is thine own concern.
    All others owe thee respect while in it.
    None may challenge thy word while in thy domain.


    Mostly referring to the authority and edicts of a Prince, this rule stipulates that they are in charge and may dictate terms according to their wishes. This rule is not always enforced by the larger sect, and there have been known cases of staged Coup d'Etat or Camarilla themselves involving their lieutenants into domain affairs.

  • Third Tradition: The Progeny
    Thou shall only Sire another with the permission of thine Elder.
    If thou createst another without thine Elder's leave, both thou and thy Progeny shall be slain.


    This rule simply means you cannot create other Vampires unless you're specifically given permission.

     
  • Fourth Tradition: The Accounting
    Those thou create are thine own children.
    Until thy Progeny shall be Released, thou shall command them in all things.
    Their sins are thine to endure.


    This rule stipulates that a Sire is responsible for their Childe (the vampire they created) until they learn the ropes and are capable of managing on their own. If you embrace a Vampire and they break the veil, you may be punished accordingly for neglecting to teach them properly.

  • Fifth Tradition: The Hospitality
    Honor one another's domain.
    When thou comest to a foreign city, thou shall present thyself to the one who ruleth there.
    Without the word of acceptance, thou art nothing.


    This is a very important rule, one you are expected to follow as well. It stipulates that as a newly arrived Vampire, you must present yourself to whoever is in charge of the domain and introduce yourself. This is often done in the Elysium or other vampire gatherings, but may also be handled privately. A proper form of introduction as dictated by etiquette must include your Clan, sire and prior origins. You may also be asked to define a goal for your visit.

  • Sixth Tradition: The Destruction
    Thou art forbidden to destroy another of thy kind.
    The right of destruction belongeth only to thine Elder.
    Only the Eldest among thee shall call the Blood Hunt.


    This law stipulates that Vampires are strictly forbidden from killing another vampire. There are obviously exceptions to this rule, and a blind eye is occasionally turned to some crimes of this order. In times of war, mistakes can happen. Generally, you would need a very serious reason to attack another vampire directly.


Before you dive into character creation and try to create a Vampire, you first ought to ascertain and understand what this roleplay implies. There are a few focuses for your character. As an initial applicant, you will be portraying a recently embraced fledgeling. As a beginner, your role will be to learn, adapt and grow.

Walking the Rope:
The first thing you'll need to do is learn how the local society operates. You will need to find the proper ways to find other Vampires and mingle with them. It is common knowledge that they delve in the Club Red of the Elysium. Common knowledge to the Camarilla and Sabbat, of course. The domain is run by a Brujah Elder called Isaac Wylcoff. As a fledgeling, you will need to learn how to follow the Traditions and what the elaborate rules of undead society demand of you.

Combining Forces:
Another thing you could focus on is finding other vampires of similar interests and allying yourself with them. Having grouped up, you can then undertake missions and such to bolster your resources or gain boons from the Camarilla elders. Together you can practice, share disciplines among each other and so on.

The Camarilla:
Having initiated yourself in the domain, you will then become a direct subsidiary of the sect, perhaps unwillingly so. As such, the option presents itself for you to struggle and rise through the ranks. Some of the roleplay you do may relate to finding the favor of elders and gaining their guidance and training, proving your worth to them and progressing through the ranks of your local Sect. Though the position of Seneschal is far fetched, there may be a role for you to play!

Power Struggle:

Another core aspect of vampire roleplay is the power struggle. As a Fledgeling, you are liable to mess up. Your weakness will end in punishment. There will also be others who constantly try to get at you. You will need to get stronger, whether in the number of allies, resources - or simply strong. Your character will embark on a journey to gain more powers and disciplines, and when they feel ready - perhaps even lower their Generation by canibalizing their seniors.


Below you will find the list of clans you can choose from without an elaborate application.

Credits:
Metal
Armaros
Coeus
WhiteWolf Wikipedia

13
The Hall of the Dead / Re: Leopold Licht
« on: January 04, 2020, 18:38:17 PM »
Updated format, relationships and theme song.

thanks to daddeh coeus for the lewd cp that somehow became a real thing even tho it was meant to be a joke


14
The Hall of the Dead / Re: Silver-Falcon [The Darkslayer Prince]
« on: January 02, 2020, 16:44:00 PM »
all of those so called princelings... come on coeus
we both know you've no kingdom to rule over, for u urself are a mere 'prince'
just another word for puppet if u ask me  ::)

15
Recruitment & Public Relations / Re: Application Format & Requirements
« on: December 30, 2019, 19:06:18 PM »
The formats have been updated.

You are invited and encouraged to apply.
The department will see some changes in the coming week(s) and hopefully a bump in activity.

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