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Ferrinus
Jun 19, 2003

i'm finding this quite easy, i guess in part because i'm a fast type but also because i have a coherent mental model of the world


pre:
=============
RAQUEL FABARA
=============
* Virtue: Justice
* Vice: Taking risks

* Daeva
-Dexterity, Manipulation
-Celerity, Majesty, Vigor
-Regain no WP from rest without satisfying Vice on previous night

==========
ATTRIBUTES
==========
MENTAL			PHYSICAL		SOCIAL
------			--------		------
Intelligence: 	2	Strength:	3	Presence: 	3
Wits:		3	Dexterity:	3	Manipulation: 	2
Resolve:	3	Stamina:	3	Composure: 	3

======
SKILLS
======
MENTAL (-3 Unskilled)	PHYSICAL (-1 Unskilled)	SOCIAL (-1 Unskilled)
------			--------		------
Academics:      2       Athletics:      4	Animal Ken:     1
Computer:       0       Brawl:          3       Empathy:        1
Crafts:         3       Drive:          1       Expression:     3
Investigation:  0       Firearms:       0       Intimidation:   0
Medicine:       0       Larceny:        3       Persuasion:     2
Occult:         0       Stealth:        2       Socialize:      2
Politics:       1       Survival:       0       Streetwise:     2
Science:        1       Weaponry:       0       Subterfuge:     1

SPECIALTIES
-----------
* Athletics: Urban Environments
* Brawl: Unarmed Striking
* Craft: Graffiti
* Streetwise: Cops

==========
ADVANTAGES
==========
MERITS
------
1: Contacts (Urban artists)
1: Destiny (Bane: Gotta Speed Up)
1: Direction Sense
1: Herd (College friends)
1: Language (English)

2: Danger Sense
2: Fast Reflexes
2: Fighting Style (Unarmed Striking)

3: Fleet of Foot

BASE DERIVED TRAITS
-------------------
* Health:	7
* Willpower:	6

* Initiative:	9
* Defense:	7

HUMANITY: 4
--------
* Intimacies: gaggle of college buddies, immediate family

=========
VAMPIRISM
=========
BLOOD POTENCY: 1
-----------
* 10 maximum Vitae, spend up to 1 per turn
* Derive sustenance from animal, human, and vampire blood
* 9 maximum dice during the day before modifiers

* Celerity 3 (1V/turn for +3 initiative, +3 dice on Defense and similar rolls w/ 2 min successes, quadruple ground speed)
* Vigor 2 (1V/turn for +2 Strength, triple jump distance)

============================
EXPERIENCE POINT EXPENDITURE
============================
Current XP: 0, 30 Spent

03: Science 0 -> 1
06: Socialize 2- > 3
15: Celerity 2 -> 3
03: Brawl (Unarmed Striking)
06: Fighting Style (Unarmed Striking) 0 -> 2

==============
CURRENT STATUS (Dalu/Gauru/Urshul/Urhan)
==============
* Health: [ ][ ][ ][ ][ ][ ][ ][ ]

* Destiny:	1/1
* Willpower:	6/6
* Vitae:	10/10, 1/turn

* Crisis of Conscience:

STATUS EFFECTS
--------------

COMBAT STATISTICS
-----------------
* Initiative:	8 (+3 w/ Celerity)

* Brawl:	9B (10B w/ Vigor)

* Fangs:	6L (8L w/ Vigor)

* Defense:	6 (9 and 2 min successes w/ Celerity)

RESISTANCE DICEPOOLS
--------------------
* Stamina:	4 dice
* Resolve:	4 dice
* Composure:	4 dice

OTHER DICEPOOLS
---------------
* Athletics:	7 dice (8 in urban environments)
* Perception:	6

Ferrinus fucked around with this message at 02:08 on Aug 9, 2013

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Crion
Sep 30, 2004
baseball.
Session 00: Liberty City Stories
Session 01: Welcome to Miami (Bienvenido a Miami)

Log: http://pastebin.com/DJzDyG4R
Summary: http://pastebin.com/5PwM7krB

Not sure how I'm going to do XP, but I really don't want people becoming fjord-level elders super-quick.

For now, 2 XP for the first session.

edit: Added a barebones summary of every character's known status after Session 1. Going to keep doing those as a much as possible, as much for my benefit as yours.

Crion fucked around with this message at 10:40 on Aug 11, 2013

Crion
Sep 30, 2004
baseball.

quote:

Sheriff Fergal O'Bannon

Invictus, Mekhet, physical age late forties, true age mid-eighties, Irish, balding, gregarious, canny.

Perhaps no one man has benefitted so much, so quickly from the disappearance of Prince Jebediah Cone, Sheriff Andrew Reeve, and most of the top court leadership as newly-minted "Interim" Sheriff Fergal O'Bannon. A native of Ireland who came to the United States after his embrace and drifted down to Miami, O'Bannon found quick work as a Deputy for Reeve in the early Sixties, but with his unrefined manners and frank mode of speech soon learned that the only real difference the upper-echelon leadership of the Invictus saw between an Irishman and a Cuban was that court and convenant demographics permitted them to openly discriminate against the former. Now, saved from the fate of his superiors by that very same glass ceiling, O'Bannon has leapt at the chance to take over a cadre of misfits and deputized neonates--and will not surrender the position easily.

quote:

Deputy Aleksy Radulov

Invictus, Daeva, physical age mid-twenties, true age mid-thirties, Belarussian, well-dressed, well-mannered.

Aleksy Radulov, the most recent childe of missing Sheriff Andrew Reeve, is another one of the "diversity hires" that the Prince and his social set in the Invictus disdain. Radulov comes from minor nobility--unlanded and persecuted by the Soviets, of course--and generally comports himself with distinction and flair in the social jungles of the Miami night. Though he is not a coward, his personal forte is clearly investigation, not combat. A "romantic" intrigue with the Ghouled handmaiden of Lady Emily Demers' childe Miss Bethany Latendresse likely cost him a spot on the Prince's security detail this New Year's Eve and inadvertantly saved his life.

quote:

Deputy Nadia d'Arnaud

Circle of the Crone, Gangrel, physical age early twenties, true age late thirties, Cuban-Mexican, tall, athletic, suspicious.

D'Arnaud takes her name from her late, murdered husband, a French-Canadian financier ten years her senior when they married. Georges d'Arnaud lost his life in a botched robbery outside their home in the Edgewater neighborhood, and Nadia, an Olympic hopeful in sprinting and marksmanship, went on a brief, bloody tear through the gang that murdered him before being mortally wounded herself. Luckily, two of the Circle's most powerful enforcers were there that night as well--the gang had managed to piss off everyone in a ten mile radius. Jorgmund and Dude Wylan knew good, angry talent when they saw it, and offered her a better kind of death. She's been a Deputy for three years now and still favors handguns--though they're higher caliber now.

quote:

Deputy Preston Claybourne

Invictus, Ventrue, physical age mid-forties, true age late fifties, Anglo, silver-haired, bespectacled, grim.

Preston Claybourne wasn't fond of O'Bannon when he was just another deputy, and the Irishman's promotion has done nothing to make him reconsider his stance. The Invictus deputy is every inch an old-guard Ventrue, which is amusing considering how short a time it's been since his embrace. Claybourne spent almost ten years as a Ghoul, waiting until his sire, Baron Gord Gordon, thought he was ready to join the ranks of the true Invictus; now he's at the back of the line again for promotions. His only real distinguishing characteristic is how obvious it is that he cares more about preserving his political standing than doing policework.

quote:

Spooker

Invictus, Mekhet, physical age late twenties, true age late forties, Middle Eastern, badly scarred, silent.

Another one of Andrew Reeve's more eccentric hires, "Spooker" is tolerated by the Invictus by sole dint of them never having to listen to him speak. It's as unclear why the Kindred of Middle-Eastern descent can't talk--or won't talk--as it is how he came to be a member of Jebediah Cole's court; the popular rumor involves a Soviet wetwork team of Kindred having an operation implode on them in the Miami harbor and Reeve finding him near-torpor after a CIA hit team wasn't thorough enough in their duties. Whatever the true reason, the Mekhet isn't telling. He doesn't hold the formal rank of Deputy like the rest of the Sheriff's subordinates, but this doesn't fool anyone. Until recently, his work has been confined to killing illegally embraced or trespassing Kindred.

These are the current non-PC members of the court's Sheriff's Department, since a number of PCs will be interacting with them

Crion fucked around with this message at 19:34 on Aug 11, 2013

Crion
Sep 30, 2004
baseball.
Session 02: The Future Is Uncertain and the End is Always Near

Log: http://pastebin.com/BEZnz3eK
Notes: http://pastebin.com/6CCJgPMV

2 XP. 4 XP total.

Crion
Sep 30, 2004
baseball.
Session 03: The Thin White Duke

Log: http://pastebin.com/PHZBUkVL
Status: http://pastebin.com/JVVvLwCj

New XP scheme:

XP are for use on attributes, skills, mundane merits, specialties--anything not specifically native to the Vampire game line.
VXP are for use on disciplines, blood potency, supernatural merits--anything vampires get to buy by dint of being vampires.

The standard rate of gain will be a baseline 2XP per session with more XP and VXP awarded at my discretion.

2XP awarded, 6XP total.
1VXP awarded, 1VXP total.

Attorney at Funk
Jun 3, 2008

...the person who says honestly that he despairs is closer to being cured than all those who are not regarded as despairing by themselves or others.
Session 49 Completed - There Is Always A Greater Power
230 XP total.

Crion
Sep 30, 2004
baseball.
Session 03 Vignette: Joy

Log: http://pastebin.com/8DNpzhpN

Crion
Sep 30, 2004
baseball.
Session 04: Love You Till Tuesday

Log: http://pastebin.com/QZmFv9LQ
Notes: http://pastebin.com/TcPChWGR

2 XP awarded, 8 XP total.
0 VXP awarded, 1 VXP total.

Attorney at Funk
Jun 3, 2008

...the person who says honestly that he despairs is closer to being cured than all those who are not regarded as despairing by themselves or others.
Session 50 Completed - First Blood's Brother
230 XP total.

Crion
Sep 30, 2004
baseball.
Session 05: Night Takes Bishop

Log: http://pastebin.com/uM8vb4Uh
Status: http://pastebin.com/7t0RYwRf

2 XP awarded, 10 XP total.
1 VXP awarded, 2 VXP total.

No game next week, as I will be out of town. I'll be able to do vignettes to explore things/tie other things up, however. Game resumes on the 21st.

I'm wondering how people are liking the game so far, specifically how I storytell it--I feel I'm dragging players to patented Crion NPC talkfests far, far too often, and it's forcing people to be less players and more readers that hit Scroll Down to continue with the story. I think it would be best, with that in mind, if for the next few sessions we disengaged from the Plot a little bit and let people sort of come to grips with being in Miami/their new covenant.

Crion
Sep 30, 2004
baseball.
Session 06: Blood on the Asphalt

Log: http://pastebin.com/0VJhe1Jf
Notes: http://pastebin.com/v9rmBgj8

XP rewards are increasing temporarily as part of my attempt to get you up to the level where I should have started you. Not permanent, may end any time.

4 XP awarded, 14 XP total
2 VXP awarded, 4 VXP total

Attorney at Funk
Jun 3, 2008

...the person who says honestly that he despairs is closer to being cured than all those who are not regarded as despairing by themselves or others.
Session 51 Completed - Anna's Problem
230 XP total.

Session 52 Completed - An Infinite And Stupefying Form
230 XP total.

Crion
Sep 30, 2004
baseball.
Vignette: Ashley and Joy

Log: http://pastebin.com/CVvX4FJ4

2 XP rewarded, 16 XP total
1 VXP rewarded, 5 VXP total

Crion
Sep 30, 2004
baseball.
Session 07: Night Out

I'll post the log here in a bit.

5 XP awarded, 21 XP total.
1 VXP awarded, 6 VXP total.

Attorney at Funk
Jun 3, 2008

...the person who says honestly that he despairs is closer to being cured than all those who are not regarded as despairing by themselves or others.
Session 53 Completed - In Babel's Halls A Caterwaul
230 XP total.

Rewards:

* Brand of Helios

* The Beast (Mobile Haven Size ****, Security **, Vehicle **)
- Break on through to the Other Side: A werewolf within the Beast may spend 1 essence and make an extended Step Sideways roll (Intelligence+Presence+Primal Urge) with target successes equal to 5 + Gauntlet Rating. On accumulated successes, the RV pushes through the Gauntlet, ending up on the far side of it. Failure means the roll cannot be attempted again for 1 scene.

Crion
Sep 30, 2004
baseball.
Session 08: A River In Egypt

Log: http://pastebin.com/UL61ewaS
Status: http://pastebin.com/j0HrYAqk

4 XP awarded, 25 XP total.
2 VXP awarded, 8 VXP total.

edit: Session 07 log http://pastebin.com/JSX9NuZu

Crion fucked around with this message at 10:52 on Sep 29, 2013

Attorney at Funk
Jun 3, 2008

...the person who says honestly that he despairs is closer to being cured than all those who are not regarded as despairing by themselves or others.
Session 54 Completed - Nothing Gold Can Stay
230 XP total.

Rewards:

* Lyle's Vial (contains the heartsblood of Lyle Davies, Gilded Master of Bloody Terror)
* Lyle's Laptop (contains tests and procedures for the covenant and Chrysalis, as well as a complete 65,000 word speculative fiction novel written by Lyle, entitled Mag Itha's Sons)
* $60,000 USD worth of Bitcoins
* $8,500 worth of computer parts
* Lots of Ordo Dracul secrets
* Toys and games for children (Nick; Reuben)

Nicolae Carpathia
Nov 7, 2004
I no longer believe in the greater purpose.

Attorney at Funk posted:

* $60,000 USD worth of Bitcoins

Truly, a bounty more valuable than XP.

Crion
Sep 30, 2004
baseball.
Session 09: Cardinal Autumn

Log: http://pastebin.com/j5enTZr6
Status: http://pastebin.com/RVYxpQfe

4 XP awarded, 29 XP total.
1 VXP awarded, 9 VXP total.

As a bonus, here's a list of all the important changelings that are publicly known in the Miami Freehold, and important title/biographical information about them: http://pastebin.com/X85dax4t

Attorney at Funk
Jun 3, 2008

...the person who says honestly that he despairs is closer to being cured than all those who are not regarded as despairing by themselves or others.
Session 55 Completed - A Pleasure To Burn
230 XP total.

Attorney at Funk
Jun 3, 2008

...the person who says honestly that he despairs is closer to being cured than all those who are not regarded as despairing by themselves or others.
Story 2 Completed - Prosperity Gospel
Story rewards:

* ???

Session 56 Completed - Pandora's Box Mystery
2 XP gained. 232 XP total.

Part of the new XP paradigm will be giving you a little XP every session you can spend on "whatever", which will let you save up for stuff that plot rewards might not cover or smooth out plot reward purchases. The amount per session is deliberately small in order to calibrate against the big lump sum plot rewards, but this calibration will be an ongoing process, requiring feedback from my beloved pals, and also Ferrinus.

Ferrinus
Jun 19, 2003

i'm finding this quite easy, i guess in part because i'm a fast type but also because i have a coherent mental model of the world
MOROS ARCANA
Creation ever grows and changes, and the Moros rule what remains. To walk the Path of Doom is to see all things for the empty shells they'll leave behind.

THE DEATH ARCANUM
Purview: corpses, decay, ectoplasm, entropy, ghosts, shadows, souls, Twilight, the underworld

Overview: Death, the subtle Arcanum of Stygia, holds dominion over irreversible transition. Death transforms totally and completely, ending the old to make room for the new. When light gutters out to leave darkness, when wood decays to leave detritus, and when breath flees the body to leave a corpse in its wake, the power of Death is at work. Death is a process that occurs in response to pre-existing states of affairs. It's not the dagger through someone's throat, but the transformation that dagger's interruption of blood flow brings about : the transmutation of vibrant life to still matter and the release of the soul from the body. In the Fallen World, Death is always at work and yet constantly stalled or perverted. Undead bodies and unquiet ghosts exist in all corners of the world, sometimes even at the behest of mortals.

Death magic manipulates the capacity to die and the results of having died. Death can't actually be undone - that's the whole point - but its causes can be investigated, its byproducts controlled, and its consequences warped or suspended. Much of what's commonly understood as necromancy consists not of empowering Death but of subverting it, causing flesh to rot prematurely or to animate postmortem by interfering with the cosmic principles that separate the living from the dead.

Only a living Pattern - one with a unique, continuous identity that doesn't persist through that Pattern's destruction and reassembly - is metaphysically able to die rather than simply break or unravel. Humans, animals, plants, and many supernatural creatures are receptive to the decay, preservation, or reanimation that Death can inflict directly. Shadow spirits, astral thoughtforms, and similarly ephemeral and immortal creatures aren't directly subject to Death magic, and neither are totally imperishable or inorganic substances such as metal or stone. It takes a Master of Death to slay machines, spirits, and other inert or abstract targets.

Death magic also manipulates ephemeral phenomena produced by loss and endings: shadows, ghosts, ectoplasm, and the Twilight reflections of destroyed objects. By summoning and strengthening such otherworldly substances, Death spells can lend solidity and coherence even to crumbling skeletons or faint shadows. Since Death naturally frees souls from bodies, Death magic can steal, transfer, and even destroy human souls, though not even Masters can make headway against the souls of supernatural creatures.

Aspects: Sensory Death magic reveals death's origins and activities. Spells can identify causes of death, affinity for death, and capacity for death. Casters can also perceive ghosts, souls, and other deathly ephemera.

Covert Death magic can slow or hasten rot and infirmity or subtly alter shadows, corpses, and other deathly materials. It can enable material objects and creatures to interact with undead creatures or Twilight objects, though attempts to climb phantom buildings or wrestle with ghosts usually provoke Disbelief. Covert Death magic can also directly manipulate ghosts, ectoplasm, souls, and other deathly phenomena, as well as harvest and channel the life-force and magical power loosed when things meet their ends.

Vulgar Death magic can manifest Death as a tangible force, necrotizing flesh, crumbling matter, or dissipating ephemera. It can suspend Death's effects to animate dead bodies or delay the consequences of mortal wounds. It can solidify, reshape, or destroy ghosts, lend physical substance to shadows, and translate material beings and objects into twilight ephemera. Vulgar magic is required to do direct and lasting violence to the human soul, whether to sever, destroy, reappropriate or consume it.

Mechanics: Death's abstract effects are resisted by Gnosis plus Composure, while direct damage contests Gnosis plus Stamina. Ghosts oppose magical manipulation with Resistance plus Rank. The attacks of solid shadows or undead minions are contested by Defense.

Death spells usually boost or hinder actions by conjuring entities or phenomena that perform those actions along with the caster or on the caster's behalf, so a single sustained Death spell can simultaneously inflict damage, blockade movement, and tear down barricades just by its physical presence. The effects of such Death spells are subject to mundane physical attack. Minions, whether created or enslaved, don't do much beyond boost, hinder, and attack while idly sustained; an instant action is required to guide zombies through complex orders, force a ghost to use its numina, or otherwise command the full-fledged instant action of another character. Ghosts and other beings so controlled usually can't do anything but struggle on their own turns.

Death magic often allows for the use of damage factors which reap Mana or Willpower in proportion to lethal or aggravated damage dealt. These only function on living beings, including spirits, vampires, and other supernatural creatures with appetites and states of health. Used on animals, such magic merely eliminates the need for ceremony during the blood sacrifice all mages can perform, and cannot generate Willpower. Humans and supernatural creatures only yield Mana or Willpower when they mark lethal or aggravated wounds in health boxes containing bashing or nothing at all, and if killed by such magic yield further Mana as though ceremonially sacrificed on the spot. When rendered down, a soul yields points of Mana and Willpower equal to the Morality (or equivalent trait) its owner had at the time of separation, and also restores a lost Willpower dot.

Death magic can control and transform ghosts directly. It can seize control of zombies, revenants, and other undead consisting of reanimated or puppeteered bodies. Vampires, prometheans, and other complex supernatural creatures might have deathly qualities that Death magic can analyze, but can't be controlled by Death alone. Since they can die, they can be often adversely affected in the same way that normal living creatures can.
    Ghosts: Death spells can't directly reproduce the Numina or Influences that ghosts wield. They can boost a ghost's mundane actions, change if and how a ghost manifests, or defray the cost of a ghost's powers by generating with temporary Essence.

    A mage can use an instant action to force a ghost under their control to deploy one of its powers, but must pay the Willpower cost of that power themselves and completely cover the power's Essence cost through the Potency of the spell of control.

    All ghosts have Bans and Banes. Forcing a ghost to subject itself to its Bane is treated as a direct damage spell and requires appropriate damage factors. Ghosts can't be compelled to contravene their Bans; the best a mage can do is to ritually reconstruct a ghost into a new being with a new Ban.

    Twilight: Death magic can reach and control the state of Twilight occupied by the intangible remains of tangible things, whether the ghosts of people or the ghosts of buildings. Other incorporeal presences such as spirits are composed of radically different ephemera and can't normally interact with or even perceive Death's Twilight purviews. It takes both Arcana in conjunction to allow ghosts to interact with spirits or to create beings or objects tangible to both.

    Death magic can translate physical things into Twilight or materialize Twilight ghosts and objects, and can affect Twilight targets while the caster is corporeal or vice versa. Things rendered incorporeal aren't in Death's purview the same way that ghosts or phantom buildings are; a brick shunted into Twilight is still subject to Matter, although a mage would need to be able to perceive and interact with it before they could affect it magically. Interactions between physical and Twilight characters are always reciprocal - mages who reach magically from one state to the other become visible and tangible to the other for at least a turn, and a tool or weapon's physical or Twilight presence bleeds out to suffuse its owner when that tool is put to use.
Aftereffects: Death magic often leaves wounds, ruins, and other detritus in its wake. It can have a lingering effect on natural infirmity and decay, preserving subjects against the ravages of time or dooming things to spoil and rot with uncanny speed. The unquiet dead are a part of the fallen world, and so Death rituals can create lasting zombies, revenants, and ghosts, often purchased by the necromancer as Ally, Retainer, and Staff merits. Ritual spells can also create or reassign ghostly anchors, strand physical beings in Twilight or the underworld, and steal, assimilate, or outright destroy souls.

Paradox: Mild Death paradoxes can simulate or provoke ghostly activity, slow or hasten normal rot or wear, and distort local shadows. Severe paradoxes might unleash frenzied corpses, cause Twilight to bleed into the physical world, or outright slay all living beings in the vicinity.

INITIATE OF DEATH (●)
Initiates can mark Death's potential and passing in both senses of the word. They can perceive and communicate with ghosts and detect undead creatures. Spells of this level can provide a sensory boost on rolls to detect or track creatures touched by death or find and exploit flaws and weak points in the targets of demolition or violence.

Knowing Death reveals death's causes, effects, and parameters. Organic remains can be analyzed to determine how they fell to ruin. The specific relation to death of an object or person can be scrutinized, revealing how recently a weapon was used to kill or how frequently a paramedic has saved lives. Knowing can determine whether and how something can die, drawing a mage's attention to structural weaknesses or vital organs. Knowing also analyzes necromancy and the undead, providing insights with each scrutiny success into the nature of thanatoic phenomena. Knowing can also reveal the qualities and dimensions of shadows, potentially pinpointing unseen objects by the hollows they leave in their surrounding darkness.
    Soul Search (Death ●/Sensory/Knowing) This spell reveals the qualities of a soul to the caster, whether that soul is untethered or anchored to an object or person. Scrutiny successes can reveal the soul's general health (generally corresponding to Morality), recent trauma, and supernatural qualities. The caster might realize their subject has no soul at all, contains a soul that didn't originally belong to them, or bears the altered soul of a once-human supernatural creature.
Signifying Death reveals death to others and reveals the mage through death. Shadows, corpses, and other elements of Death's purview can be subtly marked for other Death mages to recognize and read, or limned in a gloom that even Sleepers notice. Seances, ectoplasmic manifestations, and ither attempts to commune with the dead can be made to receive the caster's messages. Sounds, images, and other sensations can be made to echo through Twilight and draw the attentions of normally insensate ghosts.
    Ectoplasmic Graffiti (Death ●/Covert/Signifying) The caster makes marks with unmanifested ectoplasm, fogging surfaces with their breath or tracing letters with a fingertip to produce a residue only ghosts or others sensitive to ghosts can see.
Unveiling Death renders the function and malfunction of death obvious to the caster's senses. Mages can perceive the weight of death on a subject, telling whether people, objects, or places have experienced or caused death closely, recently, or frequently, though Knowing's needed to differentiate between a homicide detective and a serial killer. Unveiling can identify death magic and the undead on sight, detect gates to the underworld, and allow invisible and immaterial ghosts and Twilight matter to be perceived with the senses. Unveiling can also allow a caster to tell immediately whether an object or person plays host to a soul.
    Ghostsight (Death ●/Sensory/Unveiling) Despite its name, this spell allows ghosts to be seen, heard, and even felt, though not actually held or fought. It also reveals the ghostly objects and buildings ghosts sometimes interact with.
APPRENTICE OF DEATH (●●)
Apprentices can trigger and direct death's appearance, operation, and consequences. By hastening rot and decomposition, they can destroy aspects of the environment in potentially hazardous ways, but the damage of such attacks on living bystanders isn't a function of spell potency and is adjudicated by the Storyteller in the usual fashion. They can control and empower a ghost's uses of Manifestations, providing temporary Essence. Faced with an already dying subject, an Apprentice can hasten the end with direct lethal damage or delay final death despite mounting wounds.

Ruling Death bids death to act with unnatural haste or direction. Dead bodies, rotting wood, and other things already decomposing can be crumbled in seconds. Dying creatures, whether suffering from age, disease, or mortal injury, can be pushed over the brink with direct lethal damage. Ghosts can be forced to use or release Manifestations, while zombies and revenants can be suppressed into temporary inactivity. The living and dead alike can be caused to exude ectoplasm tangible to both; this inflicts a bashing wound or consumes a point of the subject's Mana or Essence, as the subject prefers, but allows for interaction and artisanal collaboration. Together with Signifying, Ruling Death can force the ban or bane of a ghost into prominence; usually, it manifests symbolically in ectoplasm or the effects of the targeted ghosts' active Numina.
    Hasten Rot (Death ●●/Vulgar/Ruling) This spell causes perishable inert material to rapidly rot, corrode, or spoil, as appropriate.
Shielding Death protects Patterns against necrotic forces. It guards against the attacks or deleterious powers of ghosts, blocks direct necromantic assault, and shields the soul against attempts to destroy it. It protects Patterns against the effects of imminent death, keeping objects in shape despite wear and rot or preventing the dying from passing on despite wounds or illness. The aftereffects of Shielding spells can leave objects and people remarkably well-preserved, though by no means immortal.
    Imperishability (Death ●●/Covert/Ritual Shielding) This ritual laces inanimate objects with resistance against decay, preventing rot, spoilage, or other inherent deterioration for as long as the spell's aftereffects linger.
Veiling Death disguises death's manifestations. It can hide or fabricate the outward signs of damage, decay, and infirmity, making dying people look healthy or sturdy walls seem rotten, though such illusions don't make actual changes to structure and functionality and don't fool autopsies or stress tests. Veiling can render ectoplasm invisible, banish the cosmetic effects of ghostly manifestations, and otherwise hide the numinous tells of undead creatures. Veiling can also shroud or disguise souls, changing how souls appear to supernatural senses or hiding that creatures or objects have or lack souls of their own. However, all five subtle Arcana are required to completely hide a disembodied soul from Awakened perception.
    Feign Death (Death ●●/Covert/Veiling) This spell casts a pallid shroud over a living creature, giving it the aspect of a corpse. Wounds barely bleed, breath shallows into near-imperceptibility, and body temperature drops, hindering attempts to gauge the subject's health.
DISCIPLE OF DEATH (●●●)
Disciples can twist the line between life and death, bleeding Twilight into the physical world and stirring the dead to activity. Disciple spells can deal direct bashing damage to or completely control ghosts, or boost ghosts' actions and resistances. Sacrificial Mana can be collected from dying creatures instantly. Disciples can inflict direct lethal or aggravated damage on the living, but only of a kind a target already suffers from, and such damage fades at the end of the scene if it doesn't kill the target outright. Disciples can inefficiently transfer aggravated wounds between targets, downgrading one subject's aggravated to lethal while either upgrading lethal wounds to aggravated or creating new aggravated wounds for the recipient. They can use damage factors to reap Mana or Willpower through lethal or aggravated damage, either in conjunction with a damaging spell or by using net successes to silently claim a subject's health boxes. In the latter case, power can be drawn from injury inflicted in the last turn or later in the scene as though that damage was inflicted by the claiming spell, but the triggering damage must have been dealt by the caster or the reaping's intended beneficiary, who is included as one of the spell's targets. Animate shadows can boost stealth and hinder aim or perception, and ghost or zombie servants can inflict damage, boost attacks, or hinder enemy action, potentially seizing and immobilizing targets as a severe consequence. Conjunctional use of Weaving Death allows spells to affect immaterial ghosts, Twilight matter, or other targets possessed of deathly incorporeality.

Fraying Death wears at death's boundaries, weakening distinctions between the living and the dead. Physical objects and people can be made solid to ghosts and Twilight structures. In combination with Weaving, a source of sturdy Twilight matter, and enough time for preparation, seemingly impossible objects or structures can be made that rely in part on Twilight material for structural integrity. Fraying can abrade the natural rest of dead bodies, causing them to twitch or move at the caster's behest or bidding them to wholly wake into a stilted, counterfeit life. Fraying can also erode death's numinous byproducts, thinning shadows, dissipating ectoplasm, and countering or suppressing ghostly numina. Ghosts themselves can be hindered in action or dealt direct bashing damage.
    Quicken Corpse (Death ●●●/Fraying/Vulgar) This spell makes a zombie servitor from a dead body. Zombies are mindless and uncoordinated, but can perceive their environment regardless of illumination, discern humans from animals and the living from the dead, and follow simple commands. They inflict bashing damage on their own, but can boost the caster's attacks and hinder enemy reprisal and movement. Cast ritually, this rote creates permanent zombies as an aftereffect which can serve as Staff or weak Retainers.
Perfecting Death repairs and fulfills death's functions and byproducts. Deaths staved off or sabotaged can be rendered whole, dispelling zombies, suppressing revenants, counteracting healing, or dealing direct, temporary, lethal or aggravated damage to already-injured (or injured but recently healed, or otherwise sufficiently in debt to mortality) living beings. Deathly objects and substances can be fortified and repaired, rendering shadow impenetrable by light or Twilight matter proof against damage. Ghosts can be healed of any kind of damage or bolstered against attack or exorcism.
    Reassert Mortality (Death ●●●/Covert/Perfecting) Resisted by Gnosis plus Stamina, this spell inflicts direct lethal or aggravated damage, but only enough to undo all healing the subject enjoyed this scene or, failing that, the single last instance of healing the subject enjoyed prior to the scene - one wound healed or downgraded through time or medicine, one turn's worth of supernatural regeneration, or one use of a healing spell or power. This damage fades at the end of the scene and doesn't literally reopen wounds, but instead introduces sudden weakness as though those wounds had never healed.
Weaving Death shapes and controls death's operation. It can control how something dies, directing which organs fail first or which walls of a perishable structure collapse inward. It can redistribute death among like subjects, moving one body's rot to another or inefficiently transferring aggravated wounds. Weaving can seize and puppeteer ghosts, blocking their passage, dragging them around, imprisoning them in objects or places, forcing them to activate their powers or take physical actions. It can also shape, and animate shadows, ectoplasm, and Twilight objects, bending them into normally impossible configurations. If shadows are dragged out of an area, light doesn't flood in, but it nevertheless becomes possible to see clearly until the displaced shadows are returned. Weaving can capture and transfer the energy liberated when living things are injured or killed, reaping Willpower or Mana. Weaving also manipulates unmoored souls, and can move them about or ritually trap them in place.
    Deeper Darkness (Death ●●●/Vulgar/Knowing, Perfecting, Weaving) This spell, usually cast with area factors, sculpts and concentrates existing shadows to fill a space with pitch black darkness. The caster can't see through the shadows, but can sense their exact contours and so pinpoint things inside them.
ADEPT OF DEATH (●●●●)
Adepts can transform potential death into actual death and cause aspects of death to preempt or trail the event itself. They can inflict direct damage of any kind, whether aggravated, resistant, or both, on any living being or organic material, or destroy the Essence points of ghosts. They can temporarily heal any kind of damage, delaying it until the healing spell ceases to be sustained. By striking directly at the soul, Adepts can spontaneously destroy the Willpower points of human or posthuman targets. Through ritual, Adepts can rip the souls out of unAwakened humans, bind new or returned souls to soulless Awakened and unAwakened alike, or dissolve souls into Mana and Willpower. Adepts can make undead creatures that inflict lethal damage or carry out complex commands. Severe consequences can control targets by forcing them to materialize or dematerialize, sapping them of strength and vitality, or seizing them with solid shadow, and might cause Attributes or Merits to decay with time.

Patterning Death changes if and how something is dying or relates to death. It can draw out and actualize the potential of a body to fail or a substance to decay, inflicting any kind of direct damage, Resistant or otherwise. Patterning attacks can leave subjects' Attributes wasting away. Subjects can be rendered weak or senile, hindering or disabling appropriate actuons. Dying people and collapsing objects can, in the scene they meet their end, be forced to leave ghosts behind. The nature and consistency of deathly substances can be transferred or altered, solidifying shadows in the physical world or reducing Twilight barriers to the consistency of air. Animate shadows or Twilight substances enjoy durability appropriate to their source material and strength on the same scale as that of zombified flesh or ghostly corpus. Patterning can transform ghosts directly, tying them to new anchors or melting and reforming them into creatures or objects of the caster's design. Rituals can permanently reassign a ghost's anchors, Attributes, Numina, bans, or banes, or stitch ghosts into dead bodies to create long-term revenants. As well, Patterning can reweave or counterfeit the bindings that connect mortal souls to bodies, restoring a soul to a soulless human whether or not that soul was theirs to begin with. Any stolen soul can prevent the Morality and Willpower loss associated with soul loss, but a mage whose nimbus is collapsing only stops hemorrhaging Gnosis upon assimilating an Awakened soul, and only recovers lost Gnosis with oblations if they regain their own, original soul; another's Awakened soul only arrests the decay of Gnosis, and if kept permanently requires the mage to rebuild their enlightenment anew.
    Arms of Ahriman (Death ●●●●/Vulgar/Weaving, Patterning) This spell solidifies darkness into crushing tentacles that deal lethal damage or grapple as the caster wills. Area and size factors determine the spell's dimensions. The arms draw on the Twilight presence of whatever surface they spring from and can support at least as much weight as a solid block of that substance. The arms are rooted in place, but it's possible to draw the arms out of the folds of a coat or the underside of a speeding car.
Unraveling Death dissolves the distinctions death creates and destroys associated phenomena. It can temporarily heal damage dealt to beings or perishable objects, allowing them to simply ignore the fact that they should be incapacitated. It can tear the boundary separating corporeality and Twilight, creating gateways leading from one state to the other or directly materializing or dematerializing objects and characters. Spontaneous portals and translations only leave their subjects unnaturally corporeal or incorporeal for as long as the spell lasts, but rituals can leave material subjects incorporeal as a lingering aftereffect. In combination with Weaving, manifestation of Twilight matter allows for the spontaneous creation of ghostly-yet-tangible constructs, structures, or creatures, or for the incorporation of ghost-matter (whether totally or selectively tangible) into otherwise physical things. Undead creatures created with the aid of such substances enjoy full mobility despite missing body parts and might sport plasmic or shadowy weapons of the caster's design, inflicting lethal damage. Unraveling can the finely slice death's consequences from inert remains, allowing corpses to function with full precision; a zombie can perform delicate work, carry out complex instructions, and even answer questions on the former contents of its brain. Ghosts can forced to lose essence, dealt lethal or aggravated damage, or severed from their anchors, and the effects of their Numina can be dispelled or destroyed.
    Twilight Shift (Death ●●●●/Vulgar/Unraveling) This spell translates its subject into deathly Twilight. Unwilling subjects resist with Composure and Gnosis and are only completely banished with a severe consequence.
MASTER OF DEATH (●●●●●)
Masters of Death begin to transcend Death's limits and transgress its deepest boundaries. Master Death magic can directly afflict any kind of target, causing any kind of damage (including Resistant), reaping Mana or Willpower, or destroying Mana or Willpower of the target's, in any combination. They can decay imperishable materials, immortal spirits, and even Supernal spells. Masters can create Twight reflections of subjects whether or not those subjects have died, and reanimate and puppeteer even machines or vehicles. Through ritual, they can permanently empower ghosts, adding Attributes, Numina, or Rank. They can steal or destroy even Awakened souls, though not those of other supernatural creatures. By achieving a severe consequence against the final Composure rating of a dead character, a Master can reanimate that character with their full minds and powers intact, and control them as easily as a ghost could be.

Making Death brings death where it does not or can not exist. It can bring weakness and death to anything with any kind of substance, disintegrating metal or enervating spirits with equal ease. Thethe Master needs to be able to perceive what they would destroy, so sensory magic of other Arcana is necessary to rot holes through the Gauntlet, blight astral sojourners, or decay the Mana stored in another's nimbus. Since all mages can perceive magic at work, Making Death can be used to crush the life out of active spells. Ritually, it can destroy the moorings and substance of even Awakened souls or soul stones. Making can make shadows from nothing, and can pull Twilight duplicates from inert matter whether such reflections already exist, spawning fresh ghosts of people, objects, or buildings that can then be sculpted, controlled, or materialized with other Practices. Spontaneously conjured ghosts last only as long as their founding spell is contained, but Making rituals can make permanent additions to the Twilight liable to confuse or unsettle those accustomed to there being only one version of a given dead person drifting around. Making can also force existing gates to the underworld to open, or force ghosts from the underworld to manifest before the caster. This latter application requires that a piece of the summoned person's original body is at hand, and only facilitates communication, not interaction or travel.
    Spectral Fortress (Death ●●●●●/Covert/Ritual Weaving, Making) This ritual weaves a Twilight structure from the caster's surroundings. The structure's design and dimensions are limited only by the spell's Area and Size factors; since Making allows the caster to draw unlimited material from the source, an iron-hard citadel could be pulled and molded from a single nail.
Unmaking Death renders death impossible and its limitations nonexistent. It can grant full function and animation not only to corpses but to machines, structures, and even spirits, creating perfect if temporary simulacra possessed of their full memories and deathly reflections of their supernatural powers. Rituals can create such revenants permanently, such undead beings diverge rapidly from their original personalities. Unmaking can destroy the darkness in an area, making clear vision possible despite the lack of light, and can cause ghostly beings or objects to wink temporarily out of existence or to collapse immediately into the underworld. Unmaking can also suppress a subject's ability or tendency to die, allowing characters to function at full capacity despite advancing age, illness, or infirmity. Such magic doesn't actually prevent aging, however; sufficiently moribund characters need vulgar magic to remain alive and active, and such magic must be sustained continuously for as long as they're to walk.
    Just Matter (Death ●●●●●/Covert/Unmaking) This spell denies the metaphysical status of being dead to corpses, fallen trees, and other once-living organic matter. Such objects therefore become invalid targets for lesser Death magic, and also probably cease to serve their purposes for most non-supernal necromantic powers.
THE MATTER ARCANUM
Purview: chemical reactions, drugs, gases, liquids, machinery, poisons, solids, terrain
Overview: Matter, the gross Arcanum of Stygia, holds dominion over inanimate physical substance. Matter is the raw material appropriated in the growth and creation of life and left in the wake of life's passing. Though often chemically active, matter is metaphysically inert, and symbolizes supernatural change rather than motivates it; little Fallen World magic affects Matter directly except as a byproduct or intermediate stage. Science, on the other hand, has plumbed matter's deepest mysteries, and the properties and interactions of different kinds of matter undergird much of modern civilization.

Matter magic analyzes, shapes, and transmutes nonliving substance. Objects, terrain features, and the very air can be animated or transmogrified according to the caster's will. Organic and inorganic materials alike fall within Matter's purview so long as they aren't part of a living Pattern. Matter is effective on materials dusted on, attached to, stabbed through, severed from or secreted by living creatures, even if those materials are animated by alchemy, necromancy, or other magic; flakes of dead skin, prosthetic limbs, plates of food, pools of blood, and shambling zombies are all subject to the Arcanum. Otherworldly inanimate substances such as the Twilight remnants of buildings or the terrain of the spirit world can also be affected by Matter magic, so long as appropriate magic is used to enable the Matter user to interact with their target in the first place.

Matter can cause objects to bend or transform under their own power. Such actions have strength proportionate to the material; animate paper can't lift a car, but another car could, and stone and metal can do serious injury to flesh. However, Matter magic animates objects by sculpting and shaping them, not pushing or accelerating them, and doesn't impart any energy that outlasts the magic at work. Objects can't be heated, cooled, electrified, or even thrown with Matter alone. A boulder swung by an an arm of stone smashes through obstacles but stops and falls from rest at the end of its arc.

Matter magic can reorganize substances so that their internal energies are easier or harder to release. Catapults or firearms sculpted with magic are fully functional, petroleum burns readily despite having once been water, and conjured francium reacts explosively with moisture in the air. Matter can similarly affect living beings indirectly by producing drugs, poisons or acids. Such effects are wholly natural, and might be bypassed or disabled by other supernatural powers.

Aspects: Sensory Matter spells analyze the structure and composition of the caster's surroundings, providing information normally accessible only through sensitive equipment, hours of laboratory work, or detailed chemical reference.

Covert spells influence properties matter beneath the threshhold of normal human perception, such as the rates of chemical reactions or the subtleties of turning gears. Such spells can strengthen or weaken objects, direct chemical processes, or sabotage machines.

Vulgar spells can reshape or animate objects, transmute one substance or object into another, or force machines chemicals into activity or quiescence despite direct and obvious pressure to the contrary. They can shift and hold substances into states never found in nature by altering their shapes, phases, and physical properties.

Mechanics: The direct transfigurations caused by Matter spells are contested by Stamina + Gnosis, although it's usually only zombies, golems, and other nonliving characters who could be targeted by such magic at all. Matter spells are often resisted by physical prowess and reflexes; Defense avoids damage, Strength + Dexterity retains grip and balance, and Strength + Stamina holds ground.

Many Matter spells don't directly affect rolled actions or alter game traits but do change the range of actions that characters can take, such as by raising walls or disabling vehicles. The ability of such effects to directly affect characters might call for contested rolls, but the outcomes of those rolls have no bearing on the effects themselves - a pit still opens in the floor whether or not the person it opened under was able to leap to safety. Matter spells can boost or hinder a variety of physical actions by conjuring obstacles, strengthening equipment, or animating minions. Substances created by matter are completely real and can trigger supernatural vulnerabilities or spirit bans with no extra effort on the caster's part.

Spells that produce matter that's explosive, radioactive, toxic, or otherwise potent beyond its normal size and mass need area or size factors to generate indirect effects and net successes to inflict consequences on other characters; missing factors or low net successes indicate insufficient exposure, purity, or internal energy to produce the desired indirect result.

Aftereffects: Almost all effects of Matter magic are lasting. Substances don't retain the impossible states of being or blatant supernatural properties that sustained spells might grant them, but do retain their forms and substances even in the aftermath of vulgar magic - lead remains gold, pumpkins remain carriages, and so on. Subtle changes to objects can linger in the usual fashion, rendering things unusually effective, precise, or resistant to wear. Matter magic makes Merits, particularly Resources, extremely easy to raise, and usually guarantees a character whatever mundane equipment they care to own.

Paradox: Weak Matter paradoxes change the appearance, texture, or surface consistency of matter in the area, or cause anomalies in air flow, water currents, or dust deposition. More powerful paradoxes might lead to the appearance of sinkholes, the diffusion of airborne hallucinogens, or the threat of architectural collapse. Deadly Matter paradoxes might wrack the area with earthquakes, change the air to acid, or trigger cancer-like growth of unliving terrain that impales, crushes, or suffocates anything caught within.

INITIATE OF MATTER (●)
Initiates can investigate and mark the material around them. Sensory spells of this level can boost rolls to search for objects, analyze materials, or reason out chemical relationships.

Knowing Matter reveals subtle properties such as composition, purity, or volatility. A mage can compare one substance to another they can detect or imagine, predicting how the two will react. Knowing can analyze distinct objects rather than general substances, determining precise size, shape, mass, and durability.
    Map Material (Matter ●/Sensory/Knowing) The mage envisions the three-dimensional shape of a substance they can perceive. This spell can pinpoint gaps in seemingly solid walls or the hollows left by swimmers in water. The caster always learns the total size of a contiguous sample of material, but requires size factors to accurately envision an object larger than a car.
Signifying Matter expresses the caster's nimbus through the inanimate. It allows the idle swirl of dust, condensation of water, or rustle of leaves to reflect a mage's disposition or communication. Such changes don't disturb the consistency or content of the subject material, but layer it with additional meaning and tone, whether subtle or overt.
    Transmutation Marks (Matter ●/Vulgar/Signifying) This spell charges matter an aspect of the caster's nimbus, causing it to bear a lingering sign of the caster's power. This imprint can be used to imply that wholly natural events were the caster's doing.
Unveiling Matter reveals the presence and surface properties of objects and materials in the caster's range of perception. It can broadly classify matter, recognizing on sensory contact if something is acidic, explosive, metallic, organic, toxic, or radioactive. It can differentiate between substances, revealing colorless gases filtering into the air or incongruous chemicals in a plate of food. Unveilings can recognize whether things are or aren't metaphysically matter at all, telling between sleepers and corpses or rocks and mussels.
    Sense Poison (Matter ●/Sensory/Unveiling) This spell detects poisonous substances, whether dripping from a snake's fang or swirling in a proffered wineglass.
APPRENTICE OF MATTER (●●)
Apprentices can direct matter's activities. Spells can hinder or disable physical actions by rendering machines or equipment inoperable or inconveniently active, though effectively disarming someone requires a severe consequence against their Strength or Dexterity. Apprentices can boost attempts to sneak or smuggle by obscuring visibility or disguising objects, and can boost or obviate attempts to infiltrate or trespass by controlling or deactivating security measures. They can cause damage by unleashing or directing existing hazards, but such damage is usually independent of spell Potency. Apprentices can directly boost resistance against poisons, acids, and other hazards within Matter's purview.

Ruling Matter can activate, direct, or halt chemical reactions and simple or complex machines. It can guide how acids burn, sediments deposit, or radioisotopes decay. It can activate machines; cars can start or stall, locks can open or close, and guns can fire or jam. Ruling can also direct the motion of already mobile but otherwise directionless matter, changing how gases diffuse, liquids spill, or dust settles.
    Ghost Ride (Matter ●●/Vulgar/Ruling) This spell seizes a motorized vehicle, allowing the caster to start its engine, turn its wheels, and otherwise drive or pilot it remotely. The spell's Potency opposes attempts by the vehicle's actual driver, if any, to regain control; normal Drive rolls are made to direct the vehicle.
Shielding Matter protects Patterns against matter's deleterious effects. It can block damage by acid, poison, radiation, or other chemical hazards, and can also prevent a Pattern from being abraded, marked, or stained by inanimate material.
    Fastidiousness (Matter ●●/Covert/Shielding) This spell prevents dirt, water, and similar sources of muss from adhering to the subject's body or possessions. Substances aren'tdirectly repelled, but never seem to stick and either dry rapidly or brush off easily. A version of this spell incorporating Life ●● also protects against germs, mosquitos, and other clinging biological nuisances.
Veiling Matter changes the surface qualities of matter, disguising substances as other substances or making chemical qualities harder to discern. Covert Veilings can create confusion between similar substances or foil scientific analysis, while vulgar veilings can wholly recast an object or material's appearance. Veilings don't actually change the overall size or shape of their subjects, but can alter fine details such as wood grain or fracture lines.
    Fool's Gold (Matter ●●/Vulgar/Veiling) This spell disguises common metals as pure gold, granting them the appropriate hue, shine, and overall appearance, but doesn't change the metal's other properties. The altered appearance lingers as an aftereffect.
DISICPLE OF MATTER (●●●)
Disciples can reshape matter with raw will. They can launch damaging attacks against or disable other characters by striking or imprisoning them with animate material. Disciple can also boost a variety of physical actions, commonly by enhancing worn or held equipment important to those actions. Disciples can deal direct bashing damage to nonliving beings, and can heal or transfer the wounds of such beings.

Fraying Matter disorders, loosens, and weakens things, sapping durability and disrupting function. Spells make machines faulty, materials vulnerable, and reactions inefficient - guns jam, computers crash, and walls buckle. Fraying spells can hinder the physical actions of or deal direct bashing damage to zombies, golems, or other unliving constructs.
    Weaken Wall (Matter ●●●/Covert/Fraying) This spell undermines the integrity of a solid barrier, making it as easy to break as if it was rotten or poorly made. Thick walls of steel or stone might still require equipment or machinery to defeat.
Perfecting Matter maintains function and structure, keeping edges sharp, surfaces smooth, and gears aligned. It protects things from malfunction, wear, damage, or transformation, and optimizes mechanical or chemical processes. It can sustain shapes and properties despite external or internal pressures. Perfected equipment boosts actions based on the equipment's material quality. Ritual Perfectings can grant objects lingering durability or enhancement. Perfecting spells can also heal the wounds of nonliving beings.
    Anytime Armor (Matter ●●●/Covert/Perfecting) This spell quietly fortifies clothing, boosting the wearer's Defense against conventional attack.
Weaving Matter redistributes material, changing consistency, phase, shape. Weavings might deflect tear gas,carve pathways through bodies of water, or shape boulders into golem servitors. They can sustain unnatural phase changes, solidifying water or liquefying steel. Weavings are subject to conservation of mass, so a wall that thickens in one place must thin elsewhere, solids and liquids are only compressible to a limited degree, and at least an area factor of gas must be compressed to yield more than a handful of liquid or solid matter. Weaving spells can transfer mass and wounds between objects or nonliving beings.
    Liquid Wall (Matter ●●●/Vulgar/Weaving) This spell shapes a volume of liquid into a standing wall. While sustained, the wall can be moved, pushing characters around or striking them with bashing damage. Tenacity opposes attempts to breach the barrier, and the size to which the wall can be stretched without losing effectiveness is limited both by spell factors and available liquid.
ADEPT OF MATTER (●●●●)
Adepts can transmute matter completely. They can launch bashing or lethal attacks with hazardous materials or deal direct damage of any kind to nonliving targets by directly deconstructing their Patterns. They can produce any kind of mundane equipment or wealth, enabling purchase of Merits. They can deal direct damage of any kind to objects or characters made of nonliving matter.

Patterning Matter alters chemical properties or changes one kind of matter into another. Traits such as conductivity, malleability, and radioactivity can be adjusted or exchanged, creating hybrid materials impossible in nature. Substances can be transformed, changing lead into gold or water into glass. In combination wih Knowing and Weaving, Patterning can create complex objects; a pile of refuse could become a bomb, car, or computer, even if the caster lacks the expertise to build such objects by mundane means. As with Weaving, such transmutations don't create or destroy mass, so a cubic meter of lead yields more gold than a cubic meter of air.
    Ritual of Transmutation (Matter ●●●●/Vulgar/Ritual Patterning) This ritual transmutes an amount of uniform material into any substance desired.
Unraveling Matter crumbles, dissipates, or otherwise ruins matter, neutralizing reactions and shredding physical structure. Machines can break or fall apart, structures can rot or shatter, and chemicals can spoil or denature. Unraveling can inflict direct lethal or aggravated damage on nonliving beings.
    Disintegrate (Matter ●●●●/Vulgar/Unraveling) This spell breaks material down to dust, destroying most scenery and dealing direct lethal or aggravated damage to animate targets. A version of this rote incorporating Life ●●●● affects living and nonliving targets alike.
MASTER OF MATTER (●●●●●)
Masters of Matter transcend matter's physical limitations. They can imbue fantastic properties into objects, ritually producing alchemically perfected objects or substances with lasting magical utility. Such creations can offer maximum Edges on appropriate rolls despite their apparent make or quality.

Making Matter produces whatever the caster envisions without regard for available material. Complex machines can be conjured as easily as undifferentiated masses of material, limited only by area or size factors. Making spells can also add traits and properties to existing matter, even if those traits couldn't normally be physically sustained or involve arbitrary quantities; water can be rendered flammable, blades honed to the point that they cut anything, and hard drives granted limitless processing power. Making rituals can create permanently supernatural objects or materials. The results of such magic can't match the blatant absurdity of sustained vulgar spells, but can enjoy incredible efficiency or total imperishability and might have alchemical properties salient to other magic, supernal or otherwise.
    Essence of Adamant (Matter ●●●●●/Vulgar/Making) This spell renders a target inanimate object or volume of solid matter totally rigid and literally unbreakable, such that no earthly amount of violent or chemical attack can so much as abrade its surface. This spell can trap people in their own clothing or allow ricepaper walls to deflect tank shells.
Unmaking Matter erases matter or its properties from the world. It can obliterate objects or materials outright, but can also be applied with precision to subtract properties from existing targets. An object's flammability, conductivity, malleability, visibility, mass, or even tangibility can be entirely suppressed, either wholly or selectively. Unmaking spells can offer total immunity from various chemical hazards or allow machinery or equipment to function in impossible ways.
    Vitrify (Matter ●●●●●/Covert/Unveiling, Unmaking) This rote erases the visibility of targeted matter, rendering it totally invisible to any spectrum of light. It can enable characters to spy through walls, smuggle weapons or valuables, or lay undetectable traps.

Ferrinus fucked around with this message at 02:52 on Dec 14, 2013

Attorney at Funk
Jun 3, 2008

...the person who says honestly that he despairs is closer to being cured than all those who are not regarded as despairing by themselves or others.
Session 57 Completed - The Lion in Summer
2 XP gained. 234 XP total.

saffi faildotter
Mar 2, 2007


https://www.youtube.com/watch?v=MrHgZRGLgo0
code:
==============================
ANNA HARRIS
==============================
* Mekhet
* Hope
* Curiosity

==========
ATTRIBUTES
==========
MENTAL                  PHYSICAL                SOCIAL
------                  --------                ------
Intelligence:   3       Strength:       2       Presence:       1
Wits:           4       Dexterity:      4       Manipulation:   4
Resolve:        3       Stamina:        2       Composure:      4

======
SKILLS
======
MENTAL (-3 Unskilled)   PHYSICAL (-1 Unskilled) SOCIAL (-1 Unskilled)
------                  --------                ------
Academics:      3       Athletics:      2       Animal Ken:     0
Computer:       1       Brawl:          0       Empathy:        4
Crafts:         0       Drive:          0       Expression:     2
Investigation:  2       Firearms:       1       Intimidation:   0
Medicine:       1       Larceny:        2       Persuasion:     2
Occult:         4       Stealth:        4       Socialize:      3
Politics:       0       Survival:       0       Streetwise:     1
Science:        0       Weaponry:       1       Subterfuge:     2
SPECIALTIES
-----------
* Expression: Poetry
* Socialize: Lost individuals
* Stealth: In plain sight
* Occult: Divination

==========
ADVANTAGES
==========
MERITS
------
Danger Sense **
Dream *****
Eidetic Memory **
Language * (French)
Language * (Italian)
Multi-Lingual * (Spanish, Mandarin)
Tolerance for Biology * 

DERIVED TRAITS
--------------
* Health:       [ ][ ][ ][ ][ ][ ][ ]
* Willpower:    7/7

* Initiative:   8
* Defense:      8

=========
VAMPIRISM
=========
* Blood Potency: 1 (10 max Vitae, 1/turn)

* Humanity:      4
* Intimacies:    3
	* The Nomads
	* j n osborne
	* The Harris family

DISCIPLINES
-----------
Auspex ****
Obfuscate ****
Celerity * 
Coil of Blood *

==============
CURRENT STATUS
==============
* Health:       [ ][ ][ ][ ][ ][ ][ ]
* Willpower:    7/7
* Vitae:        9/10, 1/turn

Anna has a problem!
When a character is subject to [Anna's problem], all rolls including their Wits or Composure lose the 10-again rule and subtract 
1s from their final successes. This penalty doesn't apply to rolls made to activate supernatural powers, but does inhibit 
perception, memory, and resistance to mundane or supernatural emotional manipulation.
As well, players must succeed on rolls suffering the above penalty for their characters to take any of the following actions, 
no matter what traits are used, even if those actions would normally succeed automatically:
* Communicating productively with people who aren't also currently subject to [Anna's problem]
* Interacting with others without appearing to be in a state of altered consciousness
Any of a character's attempts to communicate something they learned while their [Anna's problem] was active to someone 
without active [Anna's problem] is penalized as above, even if the character's [Anna's problem] is currently dormant.
[Anna's problem] falls back into dormancy when its sufferer next regains a Willpower point from rest, or when its 
sufferer spends a Willpower point to add dice to a roll that [Anna's problem] inhibits and the roll succeeds.

[Anna's Problem] usually lies dormant in characters that suffer from it. It becomes active during moments of stress or 
revelation, such as:
* The character attains an exceptional success on a roll using mental Attributes, whether mundane or supernatural
* ???


--SOME KIND OF INT+INV ROLL--
For each success, the vampire is able to infer a concrete piece of information about something in their vicinity that 
they can perceive. The player can divide the power's successes up among different subjects or opt to devote successes 
to the scene in general, and can specify what kind of information they want each success to yield. Usually, pieces of 
information establish relations 
between different elements of the current scene. 
Possibilities include:
- An element of the subject's past that brought them to the scene in their current condition
Example: A man is present at a party because he was sent by his superiors rather than invited
- A desire, personality trait, or external influence that is motivating the subject's action
Example: A child is acting on the whispered orders of an invisible presence
- A correspondence between the subject and something else the character has seen or experienced
Example: An unidentified monster also drinks human blood
- The presence or influence of something the character can't directly perceive
Example: An unseen vampire is flitting between the members of the crowd
- Something the subject will do later in the scene, unless prevented or dissuaded
Example: A package will shortly explode, because it contains a bomb
- When in the future, near or distant, some event, behavior, or feature is most likely to repeat itself
Example: The murderer will strike again next midnight in city hall


COMBAT VALUES
-------------
* Initiative:   8
* Defense:      8
* Speed:        10

ATTACK DICEPOOLS
----------------
* 

DEFENSE DICEPOOLS
-----------------

DISCIPLINE DICEPOOLS
--------------------

OTHER DICEPOOLS
---------------
* Perception:           (Wits + Composure)
* Pierce Obfuscate:     (Wits + Investigation + Auspex)
* Resist Auspex:        (Resolve + Stealth + Obfuscate)
* Resist Frenzy:        (Resolve + Composure)

=========
INVENTORY
=========


============================
EXPERIENCE POINT EXPENDITURE
============================
25 XP: Resolve 1 -> 3

25 attribute XP spent, 0 XP remaining
---

3 XP: Medicine 0 -> 1
2 XP: Coil of Blood 0 -> 1 (+5 Discipline XP)

5 XP spent

18 XP: Dream 3 -> 5

23 XP spent

15 XP: Int 2 -> 3

38 XP spent

25 XP: Obfuscate 2 -> 3

63 XP spent

15 XP: Auspex 2 -> 3
15 XP: Occult 1 -> 3

93 XP spent

3 XP: Occult: Divination specialty

96 XP spent

20 XP: Composure 3 -> 4

116 XP spent

3 XP: Weaponry 0 -> 1

119 XP spent

12 XP: Occult 3 -> 4

131 XP spent

20 XP: Dexterity 3 -> 4
3 XP: Computer 0 -> 1

154 XP spent

20 XP: Auspex 3 -> 4

174 XP spent

20 XP: Obfuscate 3 -> 4
3 XP: Firearms 0 -> 1

197 XP spent

saffi faildotter fucked around with this message at 03:28 on Nov 1, 2013

Nicolae Carpathia
Nov 7, 2004
I no longer believe in the greater purpose.

So what is [Anna's problem]?

Attorney at Funk
Jun 3, 2008

...the person who says honestly that he despairs is closer to being cured than all those who are not regarded as despairing by themselves or others.

Nicolae Carpathia posted:

So what is [Anna's problem]?

They haven't found out yet.

I'll let you know when they do.

saffi faildotter
Mar 2, 2007

Nicolae Carpathia posted:

So what is [Anna's problem]?

Attorney at Funk
Jun 3, 2008

...the person who says honestly that he despairs is closer to being cured than all those who are not regarded as despairing by themselves or others.

Nicolae Carpathia posted:

So what is [Anna's problem]?

Malkavia: Malkavia resembles synaesthesia, but affects cognition and understanding rather than sensory perception. Sufferers find themselves uncontrollably free-associating as they process their surroundings, interpreting totally prosaic events in highly metaphorical or symbolic terms. Incidental details such as the color of someone's clothes or the sounds of nearby traffic seem pregnant with hidden meaning. The effect is disorienting and overwhelming, and sufferers often struggle to stay calm or communicate with others. Sufferers who are already prone to hallucinations may find them agitated by the condition.

Malkavia usually lies dormant in characters that suffer from it. It becomes active during moments of stress or revelation, such as:
  • The character attains an exceptional success on an action using mental Attributes, whether mundane or supernatural

  • An exceptional success is scored for a supernatural power meant to influence or attack the character's mind

  • The character loses their last Willpower point or any of their Willpower dots

  • The character interacts with someone else with active Malkavia; a Wits + Resolve roll is made for the character, and the character's Malkavia activates on a failure
When a character's Malkavia is active, all rolls including their Wits or Composure lose the 10-again rule and subtract 1s from their final successes. This penalty doesn't apply to rolls made to activate supernatural powers, but does inhibit perception, memory, and resistance to mundane or supernatural emotional manipulation. As well, players must succeed on rolls suffering the above penalty for their characters to take any of the following actions, no matter what traits are used, even if those actions would normally succeed automatically:
  • Describing or explaining things to people who don't have active Malkavia

  • Interacting with others without appearing to be in a state of altered consciousness
Any of a character's attempts to communicate something they learned while their Malkavia was active to someone without active Malkavia is penalized as above, even if the character's Malkavia is currently dormant.

Active Malkavia falls back into dormancy when its sufferer next regains a Willpower point from rest (or when they would, if their Willpower is at maximum), or when its sufferer spends a Willpower point to add dice to a roll that Malkavia inhibits and the roll succeeds.

Attorney at Funk fucked around with this message at 06:09 on Nov 7, 2013

Attorney at Funk
Jun 3, 2008

...the person who says honestly that he despairs is closer to being cured than all those who are not regarded as despairing by themselves or others.

MALKAVIANS
Dreamers, Seers, The Mad
I talk to God but the sky is empty.

Thesis: Vampirism is a dissolution of boundaries. The boundary between life and death, flesh and soul, human and beast - the Kindred transgress these barriers as a fact of their existence. The mind, too, crosses new boundaries: through the Disciplines, it becomes an appendage which can reach out to feel, push, and crush. Vampires exist who, through luck or trauma or some misunderstood quirk of the blood, can go even further. They can achieve a trance state that dissolves semiotic boundaries, and find prophetic insight embedded in the most incidental of patterns. Scholars of the blood call this condition Malkavia, and its sufferers Malkavians.

History: Malkavia has existed for as long as vampires themselves. It's not a disease nor is it a bloodline in the truest sense. Some Malkavians have lived out their Requiems without ever meeting another sufferer. Where, then, does the name come from?

In Prague at the turn of the 20th century, there was a brief but keen interest among wealthy dilettantes in the budding field of parapsychology. This interest filtered from those aristocratic circles, by way of Invictus courtiers, to the local Ordo Dracul Academy. Like many Academies around the world at the time, they dismissed the entire field as rubbish in public while they worked on it feverishly in private, eager to extract any new insights and methodologies that might aid their tireless quest to master the curse.

Valentin Malkav, Scholar of the Bloody Void, took the most direct approach. Knowing the awesome psychic potential inherent to the vampiric condition, he enlisted, kidnapped, and later personally embraced over a dozen Kindred. Malkav subjected them to horrifying experiments which he termed "psychical exposure therapy", attempting to isolate the sources of psychic sensitivity and produce a repeatable process for amplifying it. He produced only traumatized victims, catatonic husks, and permanently frenzied larvae.

As his methods grew more abstract, and his attempts to communicate his findings grew more impenetrable, Malkav's colleagues began to realize that his therapies had had precisely one successful subject: himself. Malkav was removed from the last symposium he attended on a stretcher with a stake through his heart. Finally, the study of Malkav's Disease could begin in earnest.

The great parapsychology boom of the 1970s popularized the Prague Academy's work among Dragons privy to their clandestine publications. By then, the affliction was being called Malkavia, and it's by this name that the condition and its sufferers have begun to filter out into the collective vampire consciousness.

Parent Clan: Any. A plurality of Malkavians are Mekhet; their unique psychic sensitivity and tendencies toward sensory overexposure leave them particularly vulnerable to the condition. Clan Daeva adds the fewest members to the ranks of the Dreamers; those of whom that do develop Malkavia will most often contract it via prolonged exposure to another Malkavian.

Disciplines: As the parent clan, with the addition of Lucidity (see below).

Malkavian Clan Weakness: Malkavians suffer from Malkavia (see above) and can never rid themselves of it permanently.

Concepts: cult leader, dedicated psychonaut, insomniac, latter-day Cassandra, parapsychologist, revered oracle, unnerving vagrant

---

LUCIDITY
This Discipline allows a vampire to leverage and master the trance state that Malkavia brings on. Its powers can only be used by a vampire with active Malkavia.

Lens
The vampire becomes accustomed to the trance state of active Malkavia. They obtain a degree of control over its manifestation and dormancy, and can glean insights from their experiences unavailable to those in a normal frame of mind.

Active Malkavia no longer hinders rolls using the character's Composure, though it still adversely affects rolls using Wits. At the end of any scene in which the character's Malkavia has become active for any reason, if they have any Willpower points remaining, their Wits + Resolve is rolled. This roll is hindered by Malkavia as normal, but if successful means the vampire can force their Malkavia back into dormancy.

The vampire can consciously activate their Malkavia, reflexively and at will. Their active Malkavia sharpens their thinking, granting mundane rolls based on the character's Intelligence an Edge equal to the character's Lucidity rating. This Edge can obviate actual equipment, allowing feats of calculation or visualization that would normally require extensive computer modeling, note taking, or other external aid.

As well, whenever the character achieves an exceptional success on an action using their mental Attributes while their Malkavia is active, they additionally learn the answer to a yes or no question pertaining to the subject of the action. Rolls for both mundane and supernatural actions can trigger this benefit, and the character's player asks the question after the action's other effects are resolved.

Any insight or project assembled with this benefit is bizarre and unintelligible to those without Malkavia, however. Attempts to explain or decipher such results always require dice rolls which lose 10-again and subtract 1s from successes, whoever's making the effort. If a character without Malkavia is successfully made to understand, their Wits + Resolve is rolled; on a failure, they acquire dormant Malkavia. This condition vanishes as soon as a week passes without its becoming active.

Prism ●●
The vampire learns to parse and synthesize the symbology of active Malkavia. Through raw intuition, the vampire can infer uncannily accurate information from seemingly meaningless details, even to the extent of deducing the past and predicting the future.

Prism isn't exactly divinatory - powers that block magical auguries don't contest it, although powers that obscure information or perception do. It doesn't grant literal visions of the past or future, except insofar as the vampire might be inclined to visualize what they've been able to infer. Information this power produces is accurate but constrained by the vampire's own knowledge and understanding, so in many cases strange phenomena can be functionally described but not precisely classified.

Cost: None initially; 1 Willpower each use in the same scene past the first

Action: Minor

Dicepool: Intelligence + Investigation + Lucidity

Dramatic Failure: The vampire loses a Willpower point, and their Malkavia can't become dormant until next sunset
Failure: No useful information

Success: For each success, the vampires is able to infer a concrete piece of information about something in their vicinity that they can perceive. The player can divide the power's successes up among different subjects or opt to devote successes to the scene in general, and can specify what kind of information they want each success to yield. Usually, pieces of information establish relations between different elements of the current scene. Possibilities include:
  • An element of the subject's past that brought them to the scene in their current condition
    Example: A man is present at a party because he was sent by his superiors rather than invited

  • A desire, personality trait, or external influence that is motivating the subject's action
    Example: A child is acting on the whispered orders of an invisible presence

  • A correspondence between the subject and something else the character has seen or experienced
    Example: An unidentified monster also drinks human blood

  • The presence or influence of something the character can't directly perceive
    Example: An unseen vampire is flitting between the members of the crowd

  • Something the subject will do later in the scene, unless prevented or dissuaded
    Example: A package will shortly explode, because it contains a bomb

  • When in the future, near or distant, some event, behavior, or feature is most likely to repeat itself
    Example: The murderer will strike again next midnight in city hall
In addition, any degree of success means the vampire becomes automatically aware of anyone else in the presence who has Malkavia.

If the Storyteller can't confidently answer a question about the future - for instance, if information about the future is contingent on the actions of another player character - the user of this power receives a murky, cryptic impression that they can opt to hold indefinitely in their subconscious. As soon as the prophesied event occurs, the vampire can release the held impression to to become retroactively aware. This gives a player license to have their character make reasonable offscreen preparations and to show up in, avoid, or otherwise act on the predicted scene. A character can only hold onto one such intimation of the future at a time.

As mentioned above, Malkavia always inhibits a character's attempts to explain what they learn through this power to others who don't have Malkavia. The user of this power can count on being able to indicate basic facts such as "he's dangerous" or "it's there", but will struggle to go into depth and risk infecting others with Malkavia should they succeed.

Exceptional Success: In addition to learning five or more discrete things, the vampire intuits the broader narrative significance of the scene as a whole, especially as it pertains to them.

Lantern ●●●
Now aware of the psychological barriers that normally arrest higher awareness, the character can spread Malkavia deliberately. Subjects of this power experience Malkavia in a form that closely resembles the character's own, and become easier for the character to more easily communicate with, enlighten, or manipulate.

To use this power, the character must either make an attempt to explain an insight they've obtained through other use of Lucidity, or use other Disciplines such as Auspex, Dominate, Majesty, or Nightmare to directly influence the subject's thoughts. The former method usually requires a few minutes and a subject willing to listen (though unaware of what might happen to them if they do), while the latter method can take effect instantly but requires that the power Lucidity is piggybacking on be used successfully.

Action: Reflexive, coupled with some other appropriate instant action

Cost: 1 Willpower; this cost is waived if the Discipline power used to make psychic contact already costs 1 or more Willpower

Dicepool: Intelligence + Expression + Lucidity vs. Resolve + Blood Potency

Dramatic Failure: The character loses another Willpower point and can't use this power again until the next night

Failure: The subject feels something oppressive destabilizing in the character's words or psychic presence, but is able to resist its effects. They can't be targeted by Lantern again until next night. If they don't stop listening to a mundane explanation, they might still be made to understand a Lucidity-derived insight and so risk catching dormant Malkavia.

Success: The subject develops Malkavia, or the subject's existing case of Malkavia is rendered similar to the character's. The character decides if the subject's Malkavia lies dormant or activates immediately. This Malkavia lasts until it remains dormant for a straight week, at which point it fades. For as long as the Malkavia persists, whether it's active or dormant, the character has these advantages over the subject:
  • If the character is at hand to provide guidance and the subject is willing, the subject can gain the benefits of Lens as though they had a Lucidity rating equal to the character's, though they can't use other Lucidity powers. The character can rescind these benefits at any time, and the subject only receives a chance to force their Malkavia into dormancy if they receive this guidance through the end of the scene.

  • Once per night when their Malkavia is active, the character intuits information about the subject as though with one success rolled for Prism, even if the subject isn't present. Whether it's obtained in person or from afar, an unclear impression of the subject's future actions can be held indefinitely without counting against the usual limit.

  • The character can use this power against the subject as an instant action without the need of extended rapport or psychic contact - all it takes is a glance or a few words. Success means the character can force the subject's Malkavia to become active. The first such activation each night costs no Willpower.
A subject can only be affected by one character's use of Lantern at a time. A new application must score more net successes than the old one if it's to replace it within a week or less; otherwise, new uses of the power automatically displace older ones. A character can use Lantern on themselves to retune their Malkavia and free themselves from another character's usage of the power.

Exceptional Success: As success, but the character can choose how long the inflicted case of Malkavia must lie dormant before it fades completely. It can take as little as a day or as long as a month. Each full week of dormancy counts against this total time, even if the Malkavia later reactivates.

Mirror ●●●●
The character can make another's Malkavia an extension of their own, ensuring that their subject interprets the world exactly as the character does. To the subject, every place, person, and action hold the same meaning and significance that they do to the character, and it becomes impossible to ignore or betray the character's perspective on the world.

Mirror augments Lantern. Any time the character successfully uses Lantern on someone, they can pay one Vitae to inflict the effects of Mirror as well as those of Lantern.

Action: Reflexive, as part of another action

Cost: 1 Vitae in addition to the cost of Lantern

Success: In addition to suffering Lantern's normal effects, the subject's outlook as filtered through Malkavia becomes a duplicate of the character's. For as long as the subject is affected by Lantern, the following effects also apply:
  • When the subject's Malkavia is active, they can't bring themselves to take any action that would harm the character, harm the character's Intimacies, or cause the character to enter a crisis of conscience. The subject can attempt to fight through this prohibition as a minor action by spending one Willpower point; their Resolve + Blood Potency is rolled, and if successes equal to or greater than the character's Humanity rating are scored, the subject can take one action contrary to the prohibition. This prohibition doesn't apply to actions the subject takes in defense of their own Intimacies or personal safety.

  • When both the character and subject have active Malkavia, the character can share their understanding with the subject with great ease and efficiency. Mental or social rolls made for the character to describe, explain, or teach things to the subject receive the character's Lucidity rating as an Edge. With any success, the subject can use one of the character's Skills and Specialties in place of their own the next time they engage in a specific task the character has prepared them for, whether it's fighting a particular opponent or researching a particular organization. With an exceptional success, the subject can also use one of the character's Mental or Social attributes, and both the character and subject learn the answer to a yes or no question of the subject's player's choice pertaining to the topic at hand.

  • When either the character's or the subject's Malkavia is active, any mental or social rolls made for them to non-supernaturally discern, predict, or understand the mental or emotional state of the other party receives an Edge equal to the higher Lucidity rating of the two. An exceptional success on such actions, whether mundane or supernatural, additionally provides the answer to a yes or no question about the other party. This benefit applies whether or not the other party is present or has active Malkavia.

  • Once each night when their Malkavia is active, the subject can intuit one piece of information about the character as though with Prism, even if the character is nowhere near. As with Lantern, an unclear impression of the subject's future actions can be held indefinitely without counting against the usual limit.

Cobweb ●●●●●
The character begins to see Malkavia and its carriers as an emergent pattern whose fractal spread is governed by a hidden but comprehensible logic. A profound awareness of the way that the affliction operates allows the character to exert fine control over what the Malkavian trance reveals. This power doesn't rely on telepathy, but rather the butterfly effect - the character simply comports themselves in a certain way, and truths ripple out into the world to be perceived by others with Malkavia.

While they're asleep, torpid, meditating, dreaming, or otherwise insensate, a character with this power can send silent messages to anyone they've ever met who also has Malkavia. Conscious subjects receive the feeling that something on the cusp of their understanding is trying to get their attention, but that they're too awake to understand. Unconscious or meditating subjects can converse wordlessly with the character as though in the same room. So long as both characters are somehow insensate, this communication transcends language and distance.

The character can communicate with multiple subjects at once and allow those subjects to communicate with each other, so long as all are unconscious or otherwise insensate. If any are currently affected by the character's usage of Lantern, the character can provide guidance from afar. Characters in such a network can all use Lucidity in concert to solve intellectual problems; one roll is made, using the best Intelligence, applicable Skill, and Lucidity rating of the network, and the time required is divided by the number of participants. However, the results of such collaboration are impossible to explain to those without Malkavia except in the barest and most functional terms.

Subjects of the character's Mirror power can be communicated with while awake, albeit in a limited fashion. They become fuzzily aware of what the character wants them to know and of what the character wants, but can't respond or be incorporated into a communication network unless they arrange to become insensate.

While communicating though Cobweb, the character can remotely use Prism through anyone they can converse with. The power is activated as normal except it's free the first time each day it's used remotely rather than each scene and otherwise costs Willpower. Successes are applied to things in the subject's vicinity perceived through the subject's senses rather than the character's, yielding information that only the character picks up on. Since subjects are generally insensate, the character most likely learns about those they're in contact with rather than their correspondents' surroundings. Since victims of Mirror can be communicated with while they're awake, they represent particularly useful proxies for investigation.

Attorney at Funk fucked around with this message at 06:09 on Nov 7, 2013

saffi faildotter
Mar 2, 2007

hell loving yes

Attorney at Funk
Jun 3, 2008

...the person who says honestly that he despairs is closer to being cured than all those who are not regarded as despairing by themselves or others.
Session 58 Completed - Scholars and the Void
2 XP gained. 236 XP total.

Ferrinus
Jun 19, 2003

i'm finding this quite easy, i guess in part because i'm a fast type but also because i have a coherent mental model of the world
OBRIMOS ARCANA
All who wield magic have power, but travelers on the Path of the Mighty wield power itself. It's not that might makes right for the Obrimos, but that the two concepts are indistinguishable.

THE PRIME ARCANUM
Purview: countermagic, dispellation, enchantment, hallows, mana, resonance, spells

Overview: Prime, the subtle Arcanum of the Aether, holds dominion over the capacity to exist. To be real is to partake somehow of supernal truth, which means to have a Pattern spun from Mana, the raw substance of Creation. Awakened spells are fueled by Mana because they make imagination into reality, but all things are spun from Mana at the base. It's the particular arrangement and resonance of a Pattern's Mana that determines what that Pattern is and how it interacts with other Patterns. The Mana of the Fallen World is curdled into prosaic, physical Patterns only vaguely reflective of Supernal truths; the vibrant, dynamic Mana that sustains true magic is almost nonexistent.

Prime magic manipulates the Mana that comprises Patterns and Awakened spells. It can enchant or destroy physical subjects, counter or manipulate supernal spells, and transfer or dissipate Mana. Prime magic can often make use of the inert Mana of the Fallen World, either by shaping it directly or by using it as raw material for other Arcana to transmute. Anything with a Pattern is subject to enchantment or obliteration by Prime; this includes objects, people, spirits, and spells, but not totally intangible relationships such as sympathetic connections or abstract concepts like ideas or organizations. Altering a Pattern's underlying reality isn't the same as altering its physical properties; without conjunctional use of other Arcana, Prime can't simulate, produce or transfigure specific forms of matter, energy, or ephemera directly.

On its own, Prime produces abstract forms with volume and tangibility but no chemical, energetic, or spiritual properties and no ability to outlast the spells that conjured them. Prime constructs and materialized Mana take on a vibrant, radiant aspect that emphasizes their resonance qualities and sets them clearly apart from their material environments - they burn without heat and glow without casting illumination. Such constructs are naturally fragile, possessed of the approximate consistency of glass and able to exert no more force than they could if their creator was physically moving them.

Prime can affect magic directly, but not necessarily the outcomes of magic. A subject shielded from magic by Prime can't be directly transmogrified or decayed, but is no harder to strike with lightning or imprison in stone. Protecting against the latter kind of spell requires not shielding the target but foiling the caster.

Aspects: Sensory Prime magic is chiefly used to analyze magic and mages, revealing the properties of scrutinized spells and nimbuses. It can investigate the underlying realness of Patterns in general to spot illusions or magical tampering.

Covert Prime spells can invisibly affect spells. They can manipulate unseen metaphysical properties such as the resonance of an area or the moorings of a soul. Covert spells can subtly weaken or reinforce a subject's realness, undermining its function in a generalized way or bolstering it against magical dissolution.

Vulgar Prime spells manifest Mana as a tangible force. Physical beings or objects burn or dissolve into undifferentiated glow, Platonic solids solidify out of raw Mana, and enchantments or counterspells blaze with arcane power.

Mechanics: Prime spells that manipulate the spells, Mana, or other magical properties of unwilling targets are resisted by Resolve plus Gnosis. Spells that dissolve Patterns to inflict direct damage contest Stamina plus Gnosis. Physical attacks launched by Mana constructs or materialized supernatural energies are avoided by Defense.

Prime spells can boost rolls to notice or resist magic, and can boost or hinder physical actions by conjuring tools, obstacles, or servants. They can inflict direct damage of any kind on any objects or beings perceptible and tangible to the caster. The severe consequences of Prime spells can trap subjects in prisons of solidified Mana or cause them to temporarily cease to exist.

Unraveling Prime attacks can be granted damage factors which reap Mana lethal or aggravated damage dealt. These only function on living beings, including spirits, vampires, and other supernatural creatures with appetites and states of health. Used on animals, such magic merely eliminates the need for ceremony during the blood sacrifice all mages can perform. Humans and supernatural creatures only yield Mana when they mark lethal or aggravated wounds in health boxes containing bashing or nothing at all, and if killed by such magic yield further Mana as though ceremonially sacrificed on the spot.
    Fueling Prime Constructs: By default, Prime spells spin objects or phenomena from raw Mana use Mana from the caster's personal Mana pool. These Mana points aren't "spent" by the caster and so aren't affected by the Gnosis-based limit on Mana spent per turn; they're simply removed from the caster's nimbus as part of a spell's effect. Hallows always provide one free point of Mana for this purpose, and Pattern scouring, Tass, Mana-producing artifacts, or other mages might also contribute.

    One Mana point is sufficient to produce a coherent object the size of a person or a generalized environmental effect the size of a passenger car. Spells with many area, size, or target factors often need multiple points of Mana over and above their casting costs to substantiate themselves. A mage can draw on scraps of their nimbus to fuel an effect without losing any points of Mana, but this can't produce more than a double handful of material.

    If a mage dismisses a Prime construct or Mana-fueled spell effect on their turn, they can reclaim any Mana that came from their personal pool and that they haven't replaced with Mana from some other source. Phenomena, substances or objects created out of Mana through Patterning vanish totally when reclaimed. Constructs drawn from Tass can be woven back into Tass with an appropriate spell.
To totally control, dispel, redirect, or transform another spell, a Prime spell must match that spell's area, size, and target factors. Insufficient factors mean that only a portion of the target spell is affected. To augment another spell, a Prime spell must match all that spell's factors; insufficient area, size, precision, or target factors mean only a portion is enhanced, but insufficient damage or sympathy factors render the augmentation impossible.
  • Augmentation (Perfecting or Making): An augmented spell uses the Potency and Tenacity of the Prime spell enhancing it rather than its own, if the Prime spell's ratings are better. Mages who don't want their spells to be augmented resist with Resolve, and any other victims of the augmented spell can use the better of the Resolve roll or their own resistance. A Making Prime spell can grant its beneficiary the better of its factors and the beneficiary's own. A spell that's already healed damage, drained resources, or otherwise expended a one-time effect can attempt to do so again with the Potency of a spell that's augmenting it, and again each time the augmenting spell is Shaped.

  • Countermagic (Fraying, Unraveling, or Unmaking): A counterspell uses its Tenacity to contest the Potency of another spell, and also boosts attempts by other characters to resist the countered spell's effects. A mage must cast a new counterspell for each spell they wish to counter, paying the counterspell's costs and possibly Shaping it after the target spell has been paid for, cast, and Shaped. A counterspell is instantaneous, and the caster of a countered spell can't attempt to Shape their spell in response. A spell that's completely countered fails to take any effect, but still causes paradox unless it was countered with the Practice of Unmaking.

    A mage can protect themselves with counterspells reflexively, and can devote their instant action to also protect some other target. Spells countered this way are only partially blocked, and can still affect targets or areas that weren't specifically being defended. It's possible but costly to defend a wide area or multiple targets; the mage needs appropriate area or target factors to cover every beneficiary, but only needs to pay Mana to add those factors to one counterspell each round.

    A mage can also use counterspells offensively, focusing on another spellcaster in an attempt to foil any spells they cast. This requires that the mage devote their instant action to studying the target, and allows the mage a chance to completely negate any spell the target casts. Multiple targets can be opposed in this way, but it requires target factors just as defending multiple targets does.

  • Control (Ruling, Weaving or Patterning): A Prime spell that causes a severe consequence against another mage's Resolve can seize control of one of the spells that mage is sustaining. A Ruling spell allows the Prime mage to direct the spell's effects as though they were sustaining it, but not to reduce, dismiss, or otherwise change it, and doesn't prevent the original caster from controlling it on their own turn. A Patterning can steal a spell completely, anchoring it in the Prime user's nimbus. The mage who stole the spell sustains it from them on - they must devote their own Gnosis to the spell, but can control, dismiss, or even Shape it exactly as if they had cast it, even if they lack the Arcana required to produce it.

  • Dispellation (Fraying, Unraveling or Unmaking): If a dispellation's Potency exceeds a subject spell's Tenacity, the subject spell ceases to take effect. Frayings suppress spells temporarily, forcing them into inactivity until the Fraying spell ceases to be sustained or until the suppressed spell's Potency rises above the Fraying's Tenacity. Unravelings and Unmakings cause spells to end outright. Dispellations that use Fraying or Unraveling must target spells individually, while dispellations using Unmaking can dispel any or all spells on the same target or area, as the caster sees fit.

  • Redirection (Ruling or Patterning): A Ruling Prime spell can turn or even reflect a cast spell. This uses the same timing and targeting rules as countermagic, but is resisted by the target caster's Resolve rather than the Potency of the turned spell. A normal consequence provides a defensive boost against the turned spell, while a severe consequence prevents the turned spell from functioning normally at all, and means that the Prime mage must use their next action to deploy the turned spell themselves, as if they had cast it. In the Prime mage's hands, the turned spell has only its normal Potency, but can be Shaped by the Prime mage for the normal cost in Mana. A spell redirected with Ruling is still sustained by its original caster, who can control it normally at the start of their next turn. A spell redirected with Patterning can be reappropriated simultaneously.

  • Transformation (Weaving or Patterning): A Prime spell can reformat an existing spell, effectively dispelling it and replacing it with a new one of the mage's design. This requires net successes over the spell's Tenacity equal to its caster's Resolve. Insufficient area, size, or target factors might only shift part of the spell, and insufficient damage or sympathy factors render the transformation impossible. Weaving can reshape a spell's area of effect, transfer a spell's effect to a new target, change the specifics of an effect's deployment, or trade factors between area, size, and targets; Patterning can reshape an existing spell into any spell the Prime mage can cast as long as that spell's total Mana cost isn't greater than that of the spell being transformed.
Aftereffects: Prime spells can alter the resonance qualities of objects and places, although subjects will eventually acquire resonances appropriate to their natures and experiences. Prime can increase the flexibility with which spells are imbued into their subjects, allowing for items that release spells or grant powers rather than straightforwardly manifesting predetermined qualities. Prime rituals can shift or sever ley lines and create or destroy Hallows, but such workings decay rapidly unless the local geomancy is altered to support them. Usually, such effort is represented by a purchase of the Hallow merit. Prime alone can't undo the aftereffects of other magic short of destroying their subjects entirely, since Arcanum aftereffects aren't themselves supernal.

Paradox: Prime paradoxes are the most likely to interfere actively with magic, and might recolor, counter, amplify, or redirect spells cast within their areas. The resonance of things in a Prime paradox can mutate in ways subtle or obvious, constructs of pure Mana might manifest from thin air, and Patterns might be destroyed outright as they're overloaded with Mana or deconstructed totally.

INITIATE OF PRIME (●)
Initiates can observe and communicate through the flows of magic itself. Sensory Prime spells can boost rolls made to notice magic or allow mages to investigate the properties of supernal phenomena. Sensory Prime spells can investigate resonance directly, allowing mages to determine a subject's first resonance quality with the speed and certainty afforded by a Knowing spell rather than at the pace of normal scrutiny.

Knowing Prime reveals the properties of supernal magic, Mana, and resonance. It can determine a spell's factors, Practices, and overall effect. It can investgate a mage's nimbus, gauging strength, Mana saturation, and spell encumbrance. It can glean the resonance signature of beings, objects, places, spells, or even foreign supernatural powers, allowing mages to infer origins and relationships between subjects whose qualities clash or match.
    Read Artifact (Prime ●/Sensory/Knowing) This spell allows a mage to scrutinize an artifact. Each success determines a spell effect the artifact can generate or a circumstance in which a known effect can be activated or Shaped.
Signifying Prime reveals the caster's nimbus directly. Covert magic can imbue the caster or their possessions with a perceptible tang of personal resonance, while vulgar magic can manifest the nimbus even to the unAwakened. Signifying Prime can also leave marks of magic that only the Awakened can see, allowing the caster to leave messages or illustrate resonance. Ritual Signifyings can brand subjects with the caster's unique resonance or produce Grimoires holding rotes the caster knows.
    Nimbus Flare (Prime ●/Vulgar/Signifyng) This spell reveals the caster's nimbus, limning the mage in a halo of power. This display allows viewers to recognize the mage as a supernatural being and to note the distinctive features of the mage's vulgar spells, potentially confirming or nullifying the caster's perceived responsibility for some work of magic or providing an Edge on rolls to impress or terrify.
Unveiling Prime makes auras, resonance, and Mana obvious to the caster's eyes. It can allow a mage to gauge the broad character of the resonance of anything they perceive, noting that something is distinctive enough from its surroundings to merit further scrutiny. Unveiling clearly reveals the boundaries of supernal phenomena and terrain such as ley lines, Hallows, and dormant runic inscriptions. It can boost Perception or Investigation rolls made to notice magic. Unveiling Prime can allow a mage to see the supernatural component of a creature's aura, allowing that mage to then scrutinize the aura for telling qualities such as paleness, vibrancy, or scinillation.
    Sense Leylines (Prime ●/Sensory/Unveiling) This spell allows the caster to see and therefore scrutinize leylines and the junctions and Hallows they sometimes lead to. Investigation can reveal the resonance qualities of "upstream" locations and the location or use of distant Hallows.
APPRENTICE OF PRIME (●●)
Apprentices can activate magic and control resonance. They can trigger imbued items or artifacts, though they need Potency at least equal to the rating of a target artifact, must pay any Mana costs themselves, and must overcome the Resolve of an item's bearer who resists. They can temporarily redirect the spells of other mages. They can boost resistance against directly damaging magic and contest attempts by others to analyze resonance or magic. Rituals can add false resonance qualities to subjects or inure subjects against long-term magical degradation.

Ruling Prime bids magic to act, causing artifacts to activate, conjurations to move, and nimbuses to manifest. Ruling spells can trigger the cosmetic or tangible effects of dormant or hidden spells or seize temporary control of sustained spell effects. They can exert control over the magical manifestations of Hallows and Demesnes.
    Co-Opt Minion (Prime ●●/Covert/Ruling) A severe consequence over Resolve allows the caster of this spell to gain the same authority over zombies, golems, or other servants conjured by supernal magic that their creator has. A normal consequence boosts the caster's resistance against the minions' hostile actions.
Shielding Prime protects against direct magical harm. It blocks attacks composed of raw Mana and protects subjects against magically-conjured rot, hemorrhage, disintegration, or other baleful enchantment. Shielding similarly guards the mind and soul against magical damage, and can oppose soul theft or memory destruction.
    Soul Ward (Prime ●●/Covert/Shielding) This spell contests attacks on the subject's soul, whether short-term erosions that damage Mage Sight and Willpower or ritual attempts at extraction or destruction.
Veiling Prime disguises Mana and resonance. A Veiling spell can contest resonance analysis, directly countering scrutiny successes or creating its Potency in false resonance qualities which precede or mix in with the real qualities of a subject. It can similarly falsify spell qualities, hiding or affecting the presence of Arcana or Practices or obscuring the resonance of a subject spell's caster. In combination with the Veiling of another Arcanum, Veiling Prime can grant a "blank" Prime construct the outer semblance of something in the conjunctional Arcanum's purview, creating convincing replicas of mundane or supernatural objects or beings. A Veiling ritual can grant a subject a lingering false resonance quality as an aftereffect, or alter the order in which a subject's qualities are discovered. Such changes are only cosmetic and can't actually change something's metaphysical use.
    Embellish Aura (Prime ●●/Covert/Veiling) While sustained, this spell adds or conceals one qualitative element of a subject's aura per point of Potency. It doesn't change the colors signifying emotional state, but can affect the sparkles, flames, or ragged edges associated with various supernatural states of being.
DISCIPLE OF PRIME (●●●)
Disciples can move, sculpt or erode magical energy. They can transfer or steal Mana held by mages, Tass, or other repositories of power. Absent resistance, a spell needs no factors to shift one point of Mana per Potency from its target to the mage or something in the mage's reach; target factors are required to effect transfers between multiple subjects at range. Drawing Mana from unwilling targets requires appropriate damage factors. Disciples can pull Mana potential from Hallows, producing one Mana point per point of potential harvested. They can inflict bashing damage directly or hinder physical actions, and can cause magical direct damage to contest Defense instead. Disciples can boost resistance against most forms of transformation or enchantment, suppress or reconfigure standing spells, or counter spells as they're cast.

Fraying Prime weakens and disorders a subject's underlying reality. Subjects of any kind can be weakened and worn away, growing dim, pale, colorless, or translucent as they suffer bashing damage or lose strength or integrity. Mild magical interference can render resonance unintelligible, while more violent Frayings can suppress or counter supernal spells or interrupt Oblations, rituals, or other workings.
    Counterspell (Prime ●●●/Covert/Fraying) This scatters the magic of another, countering a spell before it's fully cast. Dedicated duelists often learn a vulgar version of this rote.
Perfecting Prime maintains Patterns and spells. It can lock and stabilize a subject's Pattern, preventing transformations or enchantments wrought by other supernal magic from taking hold. It can armor Prime constructs against damage, contesting attacks with Tenacity. Perfecting can hone other spells, granting them the Perfecting spell's Potency and Tenacity. Perfecting can also sustain Tass outside of Hallows, allowing one point of Tass to survive the Fallen World per point of Tenacity.
    Fortify Nimbus (Prime ●●●/Covert/Perfecting) This spell shields a subject's Mana reserves and spellcasting ability, boosting resistance against effects that would drain or disable them.
Weaving Prime moves and sculpts Mana. It can pass points of Mana between unresisting sources or steal points points if Mana from unwilling targets. Mana can be funneled into objects rather than other mages, creating Tass. Weaving can draw the potential Mana from a Hallow, restoring Mana instantly but precluding future Oblations. It can alter existing spells, keeping their effects intact but changing their targets, shapes, and directions. Such magic can seize, fold, and animate spell effects, reifying abstract supernatural phenomena as beings, substances or weapons. In combination with Ruling, Weaving can bind activateable spell effects to objects or people, granting other characters controllable powers or creating complex imbued items. Weaving spells can animate and puppeteer Mana without earthing it anywhere; in combination with Signifying, this can produce unearthly displays perceptible even to the unAwakened. Such Prime constructs lack actual force or solidity, but can leave impressions on all five senses. The Practice of Veiling in Prime and another Arcanum can disguise these phantasms as normal objects, resulting in convincing but insubstantial phantasms under the caster's control.
    Celestial Fire (Prime ●●●/Vulgar/Fraying, Weaving) While this spell is sustained, the caster can make bashing attacks by hurling bolts of destructive radiance. A version of this rote that combines Weaving and Unraveling inflicts lethal or aggravated damage instead.
ADEPT OF PRIME(●●●●)
Adepts can transform and dissipate the substance of reality. They can dispel spells completely, destroy the Mana in Tass or another's Mana pool, or inflict direct damage of any kind. They can use damage factors to inflict Resistant damage, reap Mana from the wounds of sentient victims, or instantly collect Mana with a killing blow as though performing a blood sacrifice. They can change resonance qualities into others or completely steal or transform standing spells. They can render subjects down into raw Mana, freeing raw material for use with other Prime spells. A ritual Adept spell can weaken or destroy an object to release Mana that the caster or another mage can attempt to assimilate; each beneficiary can perform their daily Oblation without drawing on any Hallow. Such a ritual needs target factors to have more than one beneficiary and can't produce more total usable Mana than it has points of final Potency. The matter consumed in such a ritual is distinct from the sacrament and usually needs to be at least the size of a person, though unusually dense or metaphysically potent materials might be usable with less volume.

Patterning Prime transubstantiates magical energy. It can add, remove, or reorder resonance qualities, forcing the redesign of inactive runic inscriptions or changing what magic a Hallow supports. It can transform a spell completely, giving it an entirely different effect designed by the caster. Vulgar Patterning can materialize Mana as a tangible substance, producing solid constructs under the caster's control. These are normally brittle and limited, but can be fortified with Perfecting or granted new aspects or qualities by other Arcana. In combination with the Patterning Practice of other Arcana, Patterning Prime can conjure objects or phenomena seemingly from nothing by directly transmuting raw Mana.
    Marionette (Prime ●●●●/Vulgar/Perfecting, Patterning) This spell sculpts one of its caster's Mana points into a humanoid constuct mentally puppeteered by the caster. The being can inflict lethal damage, hinder the actions of others, operate machines, or otherwise act physically on the caster's behalf. Versions of this rote incorporating the Veiling Practices of Prime and other Arcana can generate convjncing fascimiles of humans or other creatures.
Unraveling Prime rips apart spells, Mana, and Patterns themselves. It can destroy the Mana stored by mages, Tass, or other repositories, and can dispel standing spells completely. It can inflict damage of any kind, Resistant or otherwise, and potentially reap Mana in the process. Wounds so caused are bizarre and unearthly, manifesting as glowing rifts, staticky voids, or bizarre absences of color, texture, or volume. It can spontaneously dissolve targets into inert Mana that can be manipulated or transformed by other Prime magic, and ritually draw Mana from Fallen materials that can be collected and assimilated through an Oblation. Spontaneous Unravelings can suppress the magical properties of artifacts or Hallows, and ritual Unravelings can deal such supernal objects and places permanent damage.
    Mana Burn (Prime ●●●●/Vulgar/Unraveling) Always cast with a damage factor and resisted by the better of Resolve and Stamina, this spell inflicts lethal damage and destroys one point of the subject's Mana for each wound dealt. Subjects can't take more damage than they lose Mana, so the spell is useless against targets without Mana of their own.
MASTER OF PRIME (●●●●●)
Masters can create, destroy, or permanently alter the substance of magic. They can rewrite resonance totally, counter spells such that they cause no paradox, and wipe entire spaces free of magic, and produce inert Mana from nothing to lend substance to other spells. Masters can ritually create or strengthen Hallows, though new Hallows appear empty of Mana potential, high Hallow ratings require commensurately rare ritual sacraments, and artificial Hallows dissipate unless supported with maintenance and geomancy, usually represented through the purchase of the Hallow Merit. With a severe consequence against Resolve, a Master can remove a subject's spellcasting ability or temporarily banish a subject from existence.

Making Prime calls magical power from nothing, or adds to existing spells or resonance. It can increase spells in scope or magnitude, adding factors or enhancing Potency and Tenacity. It can render a spell impossible to counter with any Practice less than Unmaking. Making can freely produce inert Mana, fueling Prime constructs or conjunctional transmutations of arbitrary volume or complexity and granting Prime constructs the unflagging durability of soul stones. Ritual Makings can add new, permanent resonance qualities to subjects or create ley lines, Hallows, and other geomantic phenomena.
    Adamant Spell (Prime ●●●●●/Covert/Making) This spell renders another spell impossible to dispel except through Unmaking Prime. It needs to match its beneficiary spell's area, size, and target factors or else it guards only a portion of its target.
Unmaking Prime annuls the stuff of Patterns utterly. It can annihilate spells precisely or indiscriminately, wiping away any or all magic on a subject or in an area without the need to target individual spells. It can permanently erase resonance qualities or Patterns themselves, destroying anything the caster can perceive and interact with such that no trace of them remains for sensory magic to scrutinize. Ritual Unmakings can obliterate artifacts, Hallows, soul stones, souls, and other normally-indestructible subjects. With a severe consequence, an Unmaking spell can prevent a subject from casting supernal spells or negate a subject's existence entirely. Unresisting materials or objects might be temporarily or permanently annulled, but artifacts and characters are only suppressed while such spells are sustained.
    Void Resonance (Prime ●●●●●/Covert/Unmaking) This spell scrubs its subject free of resonance, leaving them curiously blank until they regain resonance qualities over the course of normal experience. Objects and creatures usually regain qualities suggestive of their natures within a day or so, but resonance produced by contingent events such as the caster's own presence or spellcasting is gone for good.

THE FORCES ARCANUM
Purview: electronics, fire, heat, illumination, lightning, magnetism, motion, plasma, radiation, sound

Overview: Forces, the gross Arcanum of the Aether, holds dominion over the energy of motion. Any natural or supernatural power might drive a change in state or position, but it's Forces that ultimately pushes the world out of one equilibrium state and into another. Wholly material and mechanical, forces are frequent byproducts of Fallen magic and science both.

Forces magic manipulates the physical phenomena that cause things to move and the energy those phenomena impart to their subjects. It can control motion, temperature, charge, and other invisible sources of action, as well as flame, lightning, and other mundane energetic phenomena. Negative qualities like cold, darkness, and stillness are not themselves forces, but can be produced and controlled by by dissipating or displacing heat, light, or minetic energy. The effects of a Forces spell are as physical as their caster is and can't affect incorporeal beings or objects unless other magic has granted the caster an immaterial presence. Once such interaction has been established, Forces can flames in the spirit world or gravity in the astral plane just as well as it controls the energies of the material world.

Forces magic below Master level is heavily dependent on the caster's physical environment, and normally works by redistributing or transmuting forces already at work in the scene. Many Forces spells have twofold effects or unavoidable byproducts; a spell might stop one object to launch another, freeze one person by using their body heat to incinerate a second, or silence a radio transmission by transmuting it into a burst of unreadable radiation. It's almost impossible for a Forces mage to be completely strapped for material, however; even absent violent weather, high-speed traffic, or powered machinery, Forces can draw on static charge, gravitational attraction, or the motion of the caster's own body.

Aspects: Sensory Forces magic can measure weight, temperature, or similar qualities, reveal normally invisible forces to the caster's senses, and decipher electronic communication.

Covert Forces magic can manipulate energy beyond the range of human senses, altering the flow of current or the propagation of radio signals. It can subtly alter how dorces affect the human condition by tweaking temperatures, blunting impacts, or guiding projectiles. They might draw down lightning strikes, short out fuses, make bombs go dud, or otherwise trigger already-possible events.

Vulgar Forces spells blatantly reshape or transform energy, and might cause levitation, spontaneous combustion, or flash-freezing. Vulgar spells might generate invisible but unprecedented and significant phenomena, such as by flooding an area with sickening radiation or conjuring a spark of flame inside a vehicle's gas tank.

Mechanics: Forces spells that can't be conventionally opposed, suh as forcible levitation or the suspension of personal friction, are resisted by Resolve plus Gnosis. Direct damage is opposed by Stamina plus Gnosis. Defense contests physical attacks, Strength plus Dexterity retains balance and grip, and Strength plus Stamina resists pushes and pulls.

Forces can boost or hinder a variety of physical actions, and can hinder mental or social actions through distraction or interference. It can inflict bashing or lethal damage, either directly or as an attack; generally, heat, sonics, static charge, and other unseen effects deal bashing damage, while fire, lightning, and other obvious phenomena deal lethal. Forces magic doesn't need damage factors to take special effect on supernatural beings, so lightning heals Prometheans and fire deals aggravated damage to vampires with no additional cost. Forces spells that alter speeds or ranges usually multiply or divide such values by Potency.

Forces spells need area, size, and target factors concommitant with their tangible effects on people and characters; a spell that chills one person and scorched another has two targets even though it's moving a single payload of heat, and a spell that gathers a room's static charge into a personal aura of lightning needs to reach across the room. Zero area factors worth of ambient heat, gravitational force, or other unremarkable background energy can be focused into tangible jolts or flashes but can't do more than bashing damage unless Patterned into something more dangerous. Purely sensory or communicative effects such as flashes of light or bursts of radio signal don't need area factors to work, but might need precision factors to be intelligible at great distances.

Aftereffects: Forces effects are entirely natural, and things set on fire, blown apart, recharged, irradiated, or otherwise energized remain so as long as they normally would. Spells might can grant lingering properties to forces themselves, creating unusually specific weather patterns or persistent flames.

Paradox: Low-key Forces paradoxes result in will-o-wisps, strange noises, or inexplicable signal broadcasts. Stronger paradoxes might alter friction, temperature, or light in subtle but tangible ways, while severe paradoxes can annul friction, warp gravity, or rain fire.

INITIATE OF FORCES (●)
Initiates become aware of the myriad forces coursing through the world around them. Their sensory spells can boost attempts to notice or analyze electronics, weather, or other energetic systems. Covert or vulgar spells can boost attempts to find or notice the caster.

Knowing Forces analyzes the content and nature of energy. It can perfectly measure temperature, pressure, velocity, and similar qualities. It can compare multiple forces the caster can perceive or envision, predicting interactions and allowing the caster to intuit solutions to appropriate scientific questions. It can interpret the information content of radio signals, fiber-optic transmissions, and computer hard drives, allowing the caster to read or listen in on unencrypted communication or data storage.
    Free-Body Diagram (Forces ●/Sensory/Knowing) Concentrating on an object or being, the caster learns what mechanical forces and pressures are, in combination, holding it in place or moving it about. Each success answers a question about the subject. This spell can identify load-bearing walls or reveal unusual peaks or absences of pressure, and might boost attempts to destabilize or maintain precarious statc equilibria.
Signifying Forces reveals the caster through energy's action or marks energy with the caster's aspect. Lights, sounds, or nearby motions take on casts reminiscent of the mage's nimbus, and microphones or cameras record the caster with auditory or chromatic aberrations. Signifying doesn't obscure or replace the content of an existing image, sound, or signal, but adds overtones reflecting the caster's nature and intent.
    Emphasize Charge (Forces ●/Covert/Signifying} This spell renders electrical charge and current obvious to bystanders, marking live wires and electric fences with an air of tangible power that even Sleepers can pick up on and avoid.
Unveiling Forces reveals unseen energies to the caster. The mage can tell at a glance when things are heated, chilled, electrified, or irradiated, and can watch current stream down power lines or see radio waves ripple through the air. Unveiling can allow the mage to navigate through darkness by sound alone, tell someone's bugged by the signal they emit, or pinpoint snipers by tracing their lasers.
    Heat Vision (Forces ●/Sensory/Unveiling) The mage can see by heat as well as light. They can navigate pitch black rooms and spot people from miles away in cold places, but see little beyond an undifferentiated glare in hothouses or calderas.
APPRENTICE OF FORCES (●●)
Apprentices can control how forces look and behave. Their spells can hinder, contest or sometimes directly overrule attempts at security, investigation, communication, equipment use, or repair. They can boost stealth, hacking, misdirection, or espionage. Apprentices can attack people by triggering existing hazards, but damage so caused is based on the environment and Storyteller judgment rather than spell Potency. They can also boost resistance against most kinds of physical attack.

Ruling Forces commands energetic phenomen or systems. It can direct the otherwise aimless or automatic motion of energy, imparting agency to the diffusion of heat, the spread of flame, or the flow of current. It can control the action of energy in machines, causing computers to start, explosives to fizzle, or bank machines to pay out despite the apparent inactivity of buttons, levers, or other purely material components. Ruling spells can direct existing weather patterns, releasing pent-up storms or delaying precipitation, and rituals can create lasting trends in local climates or power grids.
    Access Computer (Forces ●●/Covert/Ruling) This spell forces a computer system to yield immediate access to its internal workings, ignoring any passwords, administrative confirmation, or other security measures that would normally be required. The spell must actually be cast on the machine to be accessed and so needs conjunctional Weaving Space to work remotely.
Shielding Forces protects subjects against the harm forces inflict. It can prevent things from burning, melting, freezing, shattering, or otherwise degrading from exposure to violence or environmental hazards. Shielding can protect beings and objects from various forms of attack, but it can also keep processors running despite excess heat, stop materials from going brittle in frigid temperatures, or prevent wires from burning out due to channeling excess current.
    Unseen Shield (Forces ●●/Covert/Shielding) This spell armors the subject against kinetic trauma, whether from falls, punches, or gunshots.
Veiling Forces changes how forces appear. It can change the colors of light, flames, or electric arcs, and the pitches and rhythms of sounds. It can make fluorescent lighting look like sunlight, sounds seem to come from different directions, or guttering flames look healthy. It can hide the glow of heat, the hum of charge, the groan of pressure, or other second-order effects of forces from observers. Veiling can hide or replace the subtleties within a force representing encoded data, whether spoken word or wireless transmission, changing what people seem to be saying or sending. Veiling can't hide the actual presence or effects of forces, so a Veiled scream is still loud enough to draw attention and a Veiled fire still hot enough to cause pain or burn material.
    Invert Speech (Forces ●●/Covert/Veiling) This spell makes minor adjustments to the sound of spoken language such as to reverse meanings, making "don't" sound like "do" or "yes" sound like "no". It can spoil single commands or warnings or hinder attempts at extended communication.
DISCIPLE OF FORCES (●●●)
Disciples can bend and shape energy. They can boost a variety of physical actions and can interfere with perception, concentration, or communication. Severe consequences against Strength, Stamina or Resolve can completely disable targets. Disciples can inflict bashing or lethal damage, whether directly as an attack, but lethal damage usually requires either an existing lethal hazard or an area factor's worth of concentrated energy. They render still subjects totally imperceptible by conventionalmeans and conceal moving subjects such that any attempts to track or attack them are hindered, whether such subjects are rendered completely invisible or hidden beneath falsified sounds and images. They can redirect attacks, using the same spell to first defend against an attack and then launch an equivalent attack on their next available action.

Fraying Forces diffuses and disorganizes forces, preventing them from acting coherently or effectively. It can unfocus light beams, scramble signals, and garble words to hinder investigation or communication. It can cause flames to gutter, currents to attenuate, or bullets to tumble and list.
    Muffle Impact (Forces ●●●/Covert/Fraying) This spell dulls the sounds of footsteps, falls, punches, or other collisions, boosting attempts to go unheard. The distance a listener would need to be to hear an affected sound at all is divided by the spell's Potency, and within that range impacts sound softer and less drastic.
Perfecting Forces prevents forces from being worn down, altered, or transformed. It can protect campfires from blizzards, projectiles from friction, and capacitors from time. It can keep forces in place or in their original configuration, protecting subjects against losses of heat or changes in direction. Perfecting stop stored power from depleting with actual use, but it can prevent such use in the first place to render batteries, gas tanks, or counterweights strangely intractable.
    Conserve Warmth (Forces ●●/Covert/Perfecting) This spell prevents heat from diffusing from its source. It can keep things warm in frigid environments, but can also overheat machines or people in warmer surroundings, potentially hindering concentration and stamina while dealing direct bashing damage.
Weaving Forces moves and reshapes energy. It can animate and puppeteer energetic phenomena, stretching bonfires into walls or pulling electrical arcs out of wall sockets. It can direct or redistribute motion to turn projectiles completely around, stop falling objects by shifting their kinetic energies elsewhere, or move objects at a distance by projecting the force of the caster's own body. It can bend light, sound, or other emanations to hide subjects from ordinary detection, though cloaked subjects still create perceptible ripples as they move. Weaving can also finely adjust the qualities of such phenomena, allowing for thrown voices, visual holograms, or radio transmissions of the caster's design. By seizing and rewriting portions of existing wireless transmissions, a mage can use Weaving Forces in combination with Unveiling and Knowing to engage in electronic communication telepathically. Ritual Weavings can make long-term changes to magnetic fields, weather patterns, or other phenomena.
    Searing Spear (Forces ●●●/Vulgar/Perfecting, Weaving) This spell pulls a target fire into a the caster's hands and shapes it into a lethal weapon that boosts attacks made with it. The spear also radiates heat, dealing its Potency in bashing damage to everything in arm's reach but the caster. If thrown, the spear sticks in place until its caster retrieves it, scorching everything around it.
ADEPT OF FORCES (●●●●)
Adepts can forge whatever forces they need from those already present. They can inflict immediate bashing or lethal by turning harmless forces into hazardous ones. They can render areas impassable and beings helpless by transmuting the forces required for normal function.

Patterning Forces turns one force into another. It can exchange the effects of one pressure or influence for another, causing gravity to combust things or heat to repel them. It can transform energy, stopping a car in a literal flash by changing motion into light or spinning sound into fire to make a loudspeaker into a flamethrower. Conjunctional Patternings that transmute heat, light, or other ambient energies can ensure that Rulings and Weavings are supplied with whatever forces they need, allowing for the creation of totally unseasonal weather or the apparent conjuration of previously-absent phenomena.
    Geothermal Power (Forces ●●●●/Covert/Patterning) This spell converts ambient heat into electrical energy, fueling a targeted electrical device. Mages commonly use Atlantean runes to stretch the spell across their sanctums.
Unraveling Forces scatters and destroys forces, dispersing them into their surroundings. It can darken, mute, freeze, ground, or otherwise dissipate coherent phenomena by reducing them to randomized, ambient energy. It can halt the normal action of forces to interrupt falls, block conduction, or stop heating.
    Flash Freeze (Forces ●●●●/Vulgar/Unraveling) This spell freezes a victim in place and deals them 3 lethal damage on each of the caster's subsequent turns. The initial casting and continuing damage are contested by Stamina + Gnosis, and the victim breaks free if they ever resist the damage completely.
MASTER OF FORCES (●●●●●)
Masters can create or destroy energy, bringing about phenomena of legendary or catastrophic intensity. They can produce force sufficient to propel subjects anywhere in sensory range within a turn. They can create impassable barriers, insurmountable pulls, or other completely intractable physical obstacles. They can completely immunize subjects against energetic phenomena such as fire, radiation, or kinetic force, but other characters have the chance to pierce such magic with actions enhanced by Willpower points; once an immunity has been overcome by someone, it's ineffective against that character until it's refreshed or recast.

Making Forces creates energy from nothing, creating new forces or increasing existing forces in size and power. Making generates forces of arbitrary magnitude and is only limited by their area and size factors in terms of what can be launched, electrified or vaporized; spells of sufficient scope can reduce city blocks to rubble or hurl battleships hundreds of miles. It can produce sunlight, radiation, or other scientifically or metaphysically specific phenomena. It can add new properties to existing energy, creating electrified light or flames that conduct through metal. It can create and sustain forces despite the lack of logical causes, producing force fields, gravity wells, or other zones of influence.
    Nimbus of Power (Forces ●●●●●/Vulgar/Signifying, Making) This spell materializes the caster's nimbus as an aura of raging, destructive force. It deals lethal damage to anything in arm's reach, offers a boost and +5 edge on close combat attacks, and boosts the caster's Defense by repelling any incoming attacks that have physical components. The aura's emanation can be shaped to allow for stable hovering and powered flight, allowing the caster to rocket to anywhere in sight with an instant action and keep pace with supersonic jets outside of combat time.
Unmaking Forces removes energy's properties or ability to act. It can cleanly and totally nullify forces of any magnitude provided enough area or size factors are used, bringing plummeting jet liners to instant and completely safe stops or negating the imminent meltdowns of nuclear reactors. It can strip physical properties from existing forces, removing a fire's heat or an ocean's pressure. They can immunize subjects from specific forces completely, but willpower and ingenuity can allow other characters the chance to fight past such wardings.
    Nullify Impact (Forces ●●●●●/Vulgar/Unmaking) This spell renders the subject totally immune to large-scale impact. Collapsing ceilings, miles-long falls, and vigorously-wielded sledgehammers are equally meaningless to the magic's beneficiary.

Ferrinus fucked around with this message at 09:14 on Dec 10, 2013

Crion
Sep 30, 2004
baseball.
Session 10 and 11: Precious Little Time

Vignette: David Sun and Gord Gordon

11 XP awarded, 40 XP total.
4 VXP awarded, 13 VXP total.

Log: http://pastebin.com/mCkJzXGM

We'll try to be back on schedule from now on. Next session will be the coronation of the Thin White Duke; if people have things to finish up before then, we'll handle them either in vignette or early in the session.

Attorney at Funk
Jun 3, 2008

...the person who says honestly that he despairs is closer to being cured than all those who are not regarded as despairing by themselves or others.
Session 59 Completed - Circles Drawn And Broken
2 XP gained. 238 XP total.

Crion
Sep 30, 2004
baseball.
Session 12: The Land of Do As You Please

Log: http://pastebin.com/MqGv3mcA

4 XP awarded, 44 XP total.
1 VXP awarded, 14 VXP total.

PC Vampires are now BP 2. PC Changelings are now Wyrd 2.

tatankatonk
Nov 4, 2011

Pitching is the art of instilling fear.


First Light, a game of Demon: The Descent


quote:

Men in dark suits and dark glasses that you've seen twice before this week, standing at the entrance of your apartment building. Construction sites operating at all hours of the day, with flatbed trucks arriving empty and leaving empty. Ciphers in the clouds, with answers on the back of children's cereal boxes. Centuries-long global conspiracies to move a pile of dirt on the outskirts of town half a mile south on June 9th, 2004. Someone wrote MIDNIGHT on your bathroom mirror in blood. Politicians are born in guarded facilities, live their lives underground, and sit motionless in rooms when the cameras aren't on them. Your dead drop at the coffee shop is compromised. Don't ever visit there again. Sometimes in the city you can open a closet and go insane from what you see. You are being lied to. You are lying to everyone.

Beneath everything is another layer of truth. Washington, D.C. is the capital of history's most powerful empire, and thousands die every day to keep tribute, both concrete and imaginary, flowing towards it in great rivers. The richest, most beautiful, and smartest people in the world do not live here, but the most powerful do. The answer to every conspiracy is here, in a government archive. Every shadowy government agency makes its home here. On the surface of the pond is the shine of marble. Leaders talk to television reporters and other leaders and their hidden masters, smiling and wholly ignorant of the forces that compel them to do everything they've ever done. Beneath this is the equally vast criminal underworld, whose shadow dons and presidents style themselves grotesquely after their legitimate upstairs neighbors. Sometimes they give orders, and sometimes they take them. They, too, have no idea what's going on, except the most shrewd who have seen the people running their most skilled competition, and how dreadfully wrong they actually are.

Beneath this is the thin stratum that you belong to. Demons of every age, ideology, and moral persuasion flock to this place, because they remember power and what it was like to wield it perfectly, and what it was like to control those who wielded it imperfectly. It is the most dangerous and rewarding city in the world for your kind, because the intelligent among you recognize how valuable your skills are to ambitious mortals with obstacles in their path. They have founded the famed Agencies of the city, some ancient, some founded two months ago, some gutted and dissolving, some safe and stable and compromised by traitors. All are staffed by world-class spies and saboteurs. The spycraft that was thought to have died with the Cold War remains in style here, even in the age of CCTV and drones and social media. To be a demon in Washington does not necessarily mean you are involved with the Agencies and their work, but it does mean you are aware of them, and probably have worked with an Agent of theirs in the past.

Beneath this is the God-Machine, which is waiting in a placid eternity for you to reveal yourself so it can kill or recycle you. Everything you see around you is directed by it, because it is the unconscious human world. There is war and death against it, and there is hiding from it, and there is joyous service to it, but there is no permanent escape from it.

Beneath this is Hell and permanent escape from the God-Machine.

Now, there is another mission, and the January Agency has ordered or hired you to assist. Pick up your instructions at the usual place. Make sure you're not followed.

In Washington, daily survival for Demons means navigating the labyrinthine web of loyalties, favors, and betrayals between the Agencies which rule the city, occasionally strike a righteous blow against the God-Machine, and routinely commit awful crimes in exchange for mortal souls and currency. Here, about half of the former angels belong to an Agency, while the other half, known colloquially as Freelancers, keep to themselves, maintain their Cover, and try to push back the inevitable rediscovery by the God-Machine. Your Descent might not incline you to join a secretive, unstable, and untrustworthy criminal corporation, or it might incline you to join it and carve your way to the top as quickly as you can manage.

All of the players will have worked together on at least one task before the beginning of the first session. Whom you trust or feel comfortable with among each other is up to you.

Pick one of the following, in addition to your character's general history.

quote:


Agent

You belong to the January Agency, either as a relatively new and mistrusted greenhorn or a seasoned and wealthy operative. It's not a matter of morals, really - it takes all kinds, as they say - and for whatever reason, be it treasure, safety, or ambition, you threw your lot in with the established power structure. Your exact responsibilities might differ, depending on your skill-set, but the normal order of things in your world is following orders as best you can, patching your Cover(s) together, and climbing the ladder as unobtrusively as possible. Barring the occasional discovery of a traitor in your ranks, it's a somewhat predictable and unbelievably dangerous lifestyle.

Answer the following two questions:

1) Why did you join, exactly? Not whatever ideological justification you came up with after the fact - although that's interesting too, sometimes - but the event that finally convinced you of the wisdom of safety in numbers. You could have kept to yourself on the outskirts of the city, trying to blend in with the other unimportant people, living a comfortable life, and enjoying the world that you Fell to experience fully. Now, you have to worry about your coworkers, bosses, rival Agencies, and the extremely dangerous mortals you all work with on a regular basis.

2) What is the ultimate purpose of the God-Machine? Can it be reformed? Repaired? Is it broken? Do you know what you'll say when an angel appears before you to take you back to your rightful place?

quote:


Freelancer

You did not break with God to play house in the ruins of your failure. The Agencies are misguided, disgusting, too dangerous, blasphemous, pointless, or none (or all!) of the above, but something about them makes the skin of the human you're inhabiting crawl. You prefer to exist by yourself, maybe warring by your lonesome or maybe trying to act like a human for as long as you can get away with. It's up to you to define your relationship with the dominant powers of the City: you might actually be a freelancer, some expensive specialist who demands payment in strange occult items, or it might be a polite euphemism for a Demon who genuinely wishes to be left alone in peace and quiet. You don't have access to the weapons and support offered by the corporations, though, so if someone exposes you, or the God-Machine notices you, you might be on your own with no one to run to. All in all, it's a somewhat unpredictable and unbelievably dangerous lifestyle.

Answer the following two questions:

1. What made you keep your distance? You know of the great wealth and power that the temporal (and in Washington, they're all either temporal or compromised or about to be destroyed by the God-Machine) Agencies offer. You also know of demons who had no one to protect them when their Cover unraveled despite decades of preparation and precaution. It might have been an unnameable nervousness after you actually became familiar with the kind of espionage and pact-peddling the Agencies specialize in. It might be the blazing fire of idealism and individualism that was strong enough to make you rebel against God in the first place. Something specific made you value your own company above others for a good while now: what is it?

2. What is Hell? What exactly is your plan, here? Do you even have one beyond "wake up tomorrow?" Is it a philosophical thing? Are you trying to tunnel beneath the sewers to an actual portal to another dimension?

This will be using the current nWOD rules also used in nomadgame and miamigame, BUT, character creation will be using the GMC rules. Players cannot purchase extra dots in Primum, which will be raised at the ST's discretion. Houserules will be used frequently to address power imbalances and other weird stuff that crops up in the course of the game. Beats and anything else featured in the Demon pdf as part of the God Machine Chronicles rules, will not be used. Currently looking for 4-6 players, but might end up taking on more if there's that much interest. We'll be using the GMC social merits. Character creation is standard point-buy with an extra 15 XP to use as you please.

tatankatonk fucked around with this message at 19:14 on Nov 19, 2013

tatankatonk
Nov 4, 2011

Pitching is the art of instilling fear.


Revisions to Embeds, Exploits, and other mechanics go here

Ferrinus
Jun 19, 2003

i'm finding this quite easy, i guess in part because i'm a fast type but also because i have a coherent mental model of the world
tentative proposed changes, will be editing this post:

MERITS
"Terrible Form" Merit removed

EMBEDS

Just Bruised: Against important or supernatural characters, each success downgrades a wound from aggravated to lethal or from lethal to ashing.

Knockout Blow: This works with any attack mode that can inflict bashing damage, using the appropriate Skill for its activation roll. Against supernatural or important targets, it gives a bashing attack the 8-again rule and prevents any damage from that attack from rolling around or upgrading wounds to lethal. Instead, extra damage becomes a penalty on the target's next Stamina roll to stay standing.

Merciless Killer: Merciless Gunman works with any attack mode that can inflict lethal damage, and uses the appropriate Skill for its activation roll. Against supernatural or important targets, it gives any kind of lethal attack the 8-again rule.

EXPLOITS
Four Minutes Ago: This doesn't undo any consequences suffered by the demon, but does make it impossible to prove they were caused by the scene the demon vanished from.

Hellfire: This works on any single means of attack, not just firearms. Its activation roll uses whichever of Athletics, Brawl, Firearms, or Weaponry is most appropriate, though Athletics only charges a single projectile which loses its power once thrown.

DEMONIC FORMS
Starting Form: 3 modifications, 3 technologies, 1 propulsion, and 1 process
Each new level of Primum: +1 form feature
Maximum form features: 5 modifications, 5 technologies, 2 propulsions, 3 processes

The "Inhuman Strength" etc. form features are removed, as is "Mental Resistance". Instead, entering demonic form gives a demon +2 dice on any action using a Power or Finesse Attribute, and +2 dice to resist supernatural mental or emotional influence.

New or Altered Form Features:
  • Integrated Weaponry (Modification): You've got a built-in weapon. It has a +5 Edge and deals lethal damage. It uses the higher of your Strength and Dexterity, and you choose what kind of weapon it counts as and whether it uses Brawl, Firearms, or Weaponry. Choose two benefits:
    -The weapon lets you cling to sheer surfaces
    -The weapon can be used at long range
    -The weapon's full attack pool can be used to defend yourself or others as an instant action
    -The weapon's full attack pool can be used to hinder or immobilize others as an instant action
    -The weapon can easily destroy stone, metal, or other mundane materials
    -The weapon is also a tool of some kind and offers a +3 Edge when used appropriately

    You can take this Modification multiple times. It replaces blade hand, claws, horns, extra robotic limbs, etc.

  • Annihilator (Technology or Process): You've got some way of totally obliterating things, whether by dissolving them in acid, devouring them, or disintegrating. As an instant action, you can destroy about a human torso's worth of unresisting matter within this form feature's reach.

    If you attack another being like this, you deal one aggravated wound automatically. You can spend Willpower or Aether to enhance this attack; each point adds 3 dice with the 8-again rule to a dicepool whose successes add to your damage. Victims can use Defense to contest this damage normally, but conventional armor is useless and in fact destroyed if it would be applied.

    Also, choose one benefit this feature has:
    -You can use it at range
    -You regain up to one Aether spent on the attack when you kill a person or destroy an object
    -You can reduce your damage to a minimum of one wound after seeing your victim's Defense roll

  • Insect Swarm: As a swarm, you can't take more than 1 damage from any attack that doesn't cover at least half your area. You can attack anyone or everyone within you with the same action/attack roll, but can't deal more than 1 net damage, and anyone you attacked can hit you back for full damage between then and your next turn.

  • Armored Plates: 3 points of armor against all physical damage, no Defense penalty.
  • Electric Field: When charged, 2 points of armor against physical damage and allows a Str/Dex + Brawl/Weaponry + Primum bashing attack with three minimum successes
  • Aegis Protocol: +2 dice on Defense, spend 1 Aether to increase your armor by 2 for a turn. These 2 points of bonus armor function against all forms of damage.

  • Glory and Terror: This is used to render others insensate as an instant action. Successes rolled for it oppose any actions subject characters take besides standing and staring or running away.
Exploits and Form Features: Electric Jolt, Incendiary, Rain of Blood, Rain of Fire, and other energy attacks
-These are all attacks which use [Attribute] + [Skill] + [Primum] and which are considered to roll 3 minimum successes.

Incendiary, Tether, and other powers/features usable as attacks: Such features use the player's choice of Strength or Dexterity unless the specific action being taken specifically demands one or the other. If they don't already have a listed third trait, they add the demon's Primum to their attack pool.

Ferrinus fucked around with this message at 20:15 on Nov 22, 2013

illrepute
Dec 30, 2009

by XyloJW
.

illrepute fucked around with this message at 07:31 on Nov 26, 2013

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Attorney at Funk
Jun 3, 2008

...the person who says honestly that he despairs is closer to being cured than all those who are not regarded as despairing by themselves or others.
Session 59 Completed - Lakeside View
2 XP gained. 238 XP total.

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