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Messages - Raven

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

You don't qualify since you already have an exclusive race.

[NEW!]: Snipers preparing an ambush will require a NPC placeholder in the position they are sniping from. When setting up your den, /cnpc 0 Sniper_[your unique ID]. Players will be able to interact with you until you move on from the area. Ambushes that do not have an NPC spawned in will be deemed illegitimate.

Official Factions | The Theater of War / Re: Conquest Turn 1: May
« on: May 11, 2020, 17:23:21 PM »
Positions locked in.

Unit leaders, message Hal for an invite to the Theater cord. Invite your members afterwards.

Change your nicknames to the name of the char you're running with.

More information will be released by the end of next week.

Official Factions | The Theater of War / Re: Conquest Turn 1: May
« on: May 11, 2020, 01:32:46 AM »
extending lockdown for another 12 hours cause people need more than 7 days to make up their mind >_<

Auctions / Re: [Auction] Ten Green Bottles
« on: May 03, 2020, 18:29:26 PM »
you can resume

Official Factions | The Theater of War / Re: Conquest Turn 1: May
« on: May 03, 2020, 10:35:48 AM » Read this very thoroughly and then dispatch your teams.

You have until the next Sunday.

If multiple factions attack the same spot, they will clash and whoever stands on top wins. You can change your mind having posted a topic, but only until the end of the week. After that, your action is locked in and you will only be able to cancel from thereon.

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

Secondary or Race Specific Talents

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.

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.

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.

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.

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 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.

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.

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
•••• 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.

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
••••• Master: That whirring sound you hear is
Orwell’s grave.

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.

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
••• Skillful: Quick appraisals are your specialty.
•••• Expert: Few details escape your gaze.
••••• Master: Sherlock Holmes wishes he were you.

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
•• 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.

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.

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

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.

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?

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.

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.

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.

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
•• 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

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…”

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.

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.

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
••• 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.

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.

“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

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.

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
••• 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.

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.

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.

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.

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
••••• Master: War and Peace in two or three hours.

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
•• 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

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
••• 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
•••• Professor: Versed in several societies, you know
more than many natives do.
••••• Master: The world is your playground, your
oyster, and your home.

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 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
••••• Scholar: You understand the inner workings of the

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
•• 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
•••• Expert: “Mr. Sulu – take the helm!”
••••• Master: Han Solo considers you a peer.

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.

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.

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 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
••• Masters: Other tribes invite you to attend their
•••• Doctorate: Even Black Spiral Dancers know and
respect your knowledge.
••••• Scholar: You’ve quested into the Umbra to develop
new rites.

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.

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.

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.

As much as I welcome the idea of you learning vampire lore, you'll need to acknowledge the IC consequences behind becoming a ghoul.

You'll most likely end up being kicked from the faction, or Graves' vampire will be hunted and killed for ghoulifying a deputy.

The blood bond is a very detrimental constraint and just as it happened previously with John Hernandez/Isaac Wylcoff, it won't be very long until you're basically lynched.

Weigh your options very carefully.

This is the list of official factions and the salary pools they are entitled to.

Last activity check was performed on: 26/04/2020.

Spoiler for Format:
Code: (Format) [Select]
[b]Active Members:[/b] x ([color=green]$[/color][color=limegreen]y[/color])
name ([color=green]$[/color][color=limegreen]y[/color]);
name ([color=green]$[/color][color=limegreen]y[/color]);
name ([color=green]$[/color][color=limegreen]y[/color]);

[size=11pt][b]Total Income:[/b] [color=green]$[/color][color=limegreen]y[/color][/size]
[b]Maximum Member Eligibility:[/b] (25% of Total Income)
[b]Current Distribution:[/b] (Current/Total)
Member_Name (amount)
Member_Name (amount)

The Circle of Knowledge
Active Members: 11 ($825)

Total Income: $825

Maximum Member Eligibility: $205(25% of Total Income)
Current Distribution: (710/825)
Arthur Beaumont [Professor] (205)
David Callaway [Professor] (205)
Margaret White (150)
Ava Connor (150)

The Crescent Moon Sept
Active Members: 11 ($825)

Total Income: $825

Maximum Member Eligibility: 205 (25% of Total Income)
Current Distribution: (0/Total)
Member_Name (amount)

Aligatus Sanguis
Active Members: 9 ($675)
The Asylum ($100);


Total Income: $775

Maximum Member Eligibility: 190 (25% of Total Income)
Current Distribution: 0/775
Member_Name (amount)
Member_Name (amount)

The Tremere Chantry
Active Members: 7 ($525)

Total Income: $525

Maximum Member Eligibility: 130 (25% of Total Income)
Current Distribution: 0/525
Member_Name (amount)

Official Factions | The Theater of War / Faction Salaries
« on: April 26, 2020, 13:51:31 PM »
With the addition of the Theater of War, official factions are now eligible to a monetary pool for salaries.
This will depend greatly on territories owned and the number of active members they have in a given faction.

The salaries they can yield are limited by the income their faction generates. If your faction is strictly supernatural and has no businesses or activities that generate income, your members will determine how much you get. Faction activites are expected to be roleplayed properly and regularly, otherwise you will lose those benefits.

Factions are expected to police their inactive members if they wish to retain full salary privileges.

Salary Pools
A salary pool is comprised of the income from roleplay-businesses, faction conquests and territories from the Theater of War campaigns, but also the number of active characters as determined at the end of the month. A Salary Pool can be split among members of a faction via the Custom Jobs feature. You cannot hold a faction salary and also have a scripted job. You can add however your Faction Salary on top of a custom job. For example, a Forest Ranger werewolf who earns 150$ from the state can also add another $200 from their salary pools, thus earning a total of 350.

Restriction: No member of any given faction is eligible to a cut greater than 25% of their salary pool. If the Circle of Knowledge earns 1500, the maximum salary anyone in the faction can get is 375. This restriction is in effect even if not all of the faction resources and salary pool are used up. The maximum Salary any member can get cannot be greater than 500.

Active Members
Each active member in an official faction will contribute with $75 to the salary pool.

Roleplay centers and businesses that would normally generate an income (i.e. Asylum/Club Red), and are held by a faction which ACTIVELY roleplays in it or promotes roleplay around it, will be eligible to receive an additional $100 to $250 income.

Areas captured by your faction from the Theater of War will add to your salary pools as well.

Global Funding
If your faction is affiliated to a greater canon WoD faction and may be considered eligible for funding based on their achievements, you may be entitled to a small bonus from that as well. I.E. The Tremere Chantry might request aid from Vienna and be given an extra 100 for research and what not.

The Theater of War is a turn based conquest campaign available to Official Factions. Brought to you by Hal, Omni and TMalkin, it'll hopefully motivate factions to get a little more involved in the war behind the scenes. Other than chadding your way through hoardes of NPCs, this mode will test out your wits and planning skills. You will be challenged to find ways to infiltrate a domain or area and gouge out the correct numbers, then plan your takedown ahead of time. Disabling security measures before wandering into a fortress, or undermining the guards to make things easier for yourself. Setting up your own defenses in preparation for a battle in case your own domain is under attack, or abandoning strategic places in favor of taking new, more profitable ones.

The regulations for the Theater, as well as the enemies, factions and other rulesets will change continuously as we try to experiment with the project. It's going to be very challenging at first, but hopefully we'll manage to make it enjoyable for everyone.

Eligibility Requirements:
You must have at least 7 members in your faction, capable of being deployed in a conquest. Every 7 members you have will allow you to form a deployable team, which can perform 1 turn of conquest activities.
You need the official faction status at the beginning of a conquest turn.

Conquest Turns:
A conquest turn is equal to 1 OOC month of gameplay. This is going to be the time rule for the period of adjustment, but as we get better at it - we'll try to move it at one turn per 2 weeks. The conquest turn will be split in the following:

Week 1:
 - The NPC factions will declare their moves, attacking either player owned-areas or other NPC owned territories.
 - Player factions will declare their attack targets or defensive positions, as well as register their conquest teams.
 - At the end of week 1 (Sunday, at midnight) the positions will be locked in.

Week 2 & 3:
 - The Theater Moderation Team will map select areas, spawn NPCs and create labels for each conquest target.
 - The Theater Moderation Team will adjust rewards as seen fitting to the difficulty of a given area, and the attacking faction.

Week 3:
 - Player factions will be able to conduct espionage missions to try and gouge out the defenses and numbers of a territory. (This is an optional step)
 - Player factions may prepare their attack, acquire new tools and so on.

Week 4:
 - The actual battles will be hosted in a pre-scheduled day.
 - At the end of the week (Sunday, by midnight) the Resolve of the conquest turn will be posted.

Conquest Teams:
A team registration application must be filed here, by the faction leader. This has to be done each month if a faction chooses to participate in a fight. Here are some important tidits:

- A Character cannot be part of 2 conquest teams at the same time.
- Wildcard faction members require admin approval.
(I.E. Mason Fletcher joins Anarch faction 2 weeks before a conquest just so he is eligible).
- A player can only choose 1 of their characters when attending conquests.
(I.E. Matthews has to either choose to participate as John Hernandez for the Anarchs or Nicholas Devereaux for the Silvercrown Hounds, he cannot attend both).
- Moderators of the Theater of War cannot participate in a conquest, nor are their characters eligible to be NPC'd.
- Non-playable characters (Mentors, Allies, Retainers) are disallowed from joining a Conquest Team.
- If the entirety of your team fails to show up before the arranged time, you may be disqualified or the event will be rehosted, at the moderation team's discretion. If 5/7 members show up, the event will go as planned.

Applications for a Conquest must be filed in the relevant Conquest Turn thread, by the end of week 1, along with the desired action. Click here to register for May.

Code: (Format) [Select]
[b]Team Objective:[/b]
[b]Team Members:[/b]

Spoiler for Example:
Quote from: Example
Faction: Aligatus Sanguis
Leader: Kristijan Novovic

Team Objective: Capture the Incinerator in San Fierro.
Team Members:
1. Kristijan_Novovic
2. Nathan_Hawthorne
3. John_Rodriguez
4. Blyatkovich_Bobus
5. Aleister_Nectarius
6. Nadlersteir_Alectarius
7. Nadlerus_Nadlerovich

Team Objective: Defend the allied Baron's Estate.
Team Members:
1. Nadlerikus_Nadlerson
2. Nadlerian_Nadlerus
3. Nadler_Nadler
4. Nadddler_Naddlers
5. Nadler_Nad
6. Ned_Nadler_Nadlerus
7. Another_Lasombra_Nadler

Having successfully defended an allied territory, or captured a new territory - you will be eligible for rewards.

One-time rewards (relics, spawned money, spawned items) in cases where you defend an allied faction's territory or capture a one-off area. (i.e. raiding a Pentex facility won't give you control over it, but it will allow you to thwart their efforts, destroy their operation and gain their supplies)

Monetary rewards (faction paycheck boosts OR monthly cash paydays) are awarded when you continuously hold a territory for consecutive months.

Free Backgrounds (Status, Resources, Allies, Defenses*, Armoury) and so on may be given to a faction or its members. If you control an arms factory or a smuggling depot, you will be able to make use of a relevant backgrounds. This will either be a discount, free items or other benefits along the lines of that.

Map and Locations:
A map of the conquest areas will be updated at the end of each month. You can also check the rough estimates for each location and what rewards might be yielded from a successful attack.

Non-Playable Factions:
When NPC factions make an attack against another NPC faction's territory, an automatic success on the conquest is assumed. No NPC faction will target a stronghold they cannot clear out. Players can intervene and defend areas attacked by Non-playable factions, thus earning the favor of the defending party. This can result in the player team being rewarded.

Death in the Theater of War campaigns will result in a Player-Kill in most cases. You will be forced to apply-damage. In some extreme cases, your character will be debilitated (crippling wounds, derangements, lost limbs, curses, etc), and perhaps might even lead to a character-kill.

If you are player-killed, you will be unable to join any efforts towards related to the conquest for that campaign turn.

Clarification on what constitutes a valid PvP PK reason. IF a given PLAYER faction has previously attacked your territory, you are allowed to attack the strike team assuming you are aware who is responsible. However, if you are part of a larger faction (i.e. Tremere) and Anarchs declare attacking a Camarilla owned domain, you will not be able to retaliate. The only way to get personally involved (and thus gain a PvP kill reason) is to defend that territory.

Official Factions | The Theater of War / Conquest Turn 1: May
« on: April 26, 2020, 12:56:38 PM »
As the gears of war begin to turn, whispers reach Angel Pine. The Jyhad may be a cold, long war - but the Theater of the underworld will not lay still.

The Camarilla wish to get back what is owed to them, and to that regard dispatch a mobile team to assault the Old Storage depot on the outskirts of Las Venturas.


The Sabbat, thanks to the numerous attacks received - decide to solidify their position. Their mobile team is assembled but laid on the defensive, should any faction dare to breach their territory.


The Anarch movement will not stand idle and let much-needed profits slip through their fingers. They launch a punitive expedition against the Zetes Cartel, aiming to overtake the Abandoned Airport.


Pentex do not seem awfully concerned. Their main teams are centered around Red County, ensuring it becomes no man's land. Cruel experiments will soon be brewn in that territory.


The Kuei Jin have a change of heart. Their frail truce with the Sabbat is torn and they seem to wish to make a move on Chinatown. That will be their new home, and they won't let any fang stain it. Camarilla, Sabbat or Anarch.

The information above is public knowledge to those with Streetwise ratings of 2+. Those who know where to hear, listen.

Until the following Sunday, you may declare your moves as per the previously announced topic.

Guides & Tutorials / Pro-tip: Character Power Indexes
« on: April 14, 2020, 16:58:00 PM »
Hello. It's ja boi, pvp-god gamerboy27 and today i will be giving you protips that will help you avoid powergaming or stalling shit in the middle of a fight.

The jist of it is simple:
  • Make a Google account. Get google documents, a free service that lets you make up and share docs online. Create a new document titled after your character. Bookmark the file.
  • Access your books, and copy + paste every single power that your character has in that document. Highlight the titles of your power and set it as Heading.
  • Highlight, change the color or do whatever you want to make it easier for you to spot important information in a given power description.
  • When in combat, pop open your power index and you can now easily navigate to all of your catalog of powers, without having to shuffle through the book and wasting everyone's time. It's "EZ" as gran'ma booma likes to say.

Unless you're kerdav or shmoits and change your character every 2 weeks, this should last for a long time. The time spent making it will be less than the time you spend browsing the books every time you forgot a roll. It's an easy way to have everything together in your own special little book. Since the content is highlighted, you'll also have an easier time remembering. No more shall you take 2 minutes to double check a roll and wait for a pesky 400 page book to fully load.
Try it out, it's free!

This bad boy is what I used on Leopold Licht, it contains all of the powers I possessed,  the maneuvers I could perform and the house rules applied to those powers. You can also make a set of external resources and information and attach it to your document.

Spoiler for Vampire index example:

Lasombra central

Anyway, just an idea if you wish to be a tad more efficient in combat and tend to forget things.

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