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Posted: Wed Jul 13, 2011 9:22 pm
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Posted: Thu Jul 14, 2011 12:22 am
BLOOD POOL A character's blood pool measures how much vitae the vampire has in his system. The blood pool comprises a number of individual blood points Each blood point corresponds roughly to one-tenth of the blood in an average adult mortal. The maximum number of blood points a vampire may ingest is dictated by his generation, as is the number of blood points he may spend in a single turn. A vampire with zero blood points in his system is ravenously hungry and likely in the throes of frenzy. Vampires must subtract one blood point from their blood pools every night, whether they rise for the evening or not, as the unnatural magics animating their dead bodies consume the vitae they have taken from their prey. Blood points may also be spent in a variety of ways, and may be replenished only, by consuming — you guessed it — blood. Blood pool also affects Self-Control (or Instinct) rolls, which come into play when a character's frenzy becomes imminent. A player may never roll more dice for a Self-Control or Instinct roll than the character has blood pool. For example, if a character has only two blood points left, her player may roll only two dice for a Self-Control roll, even if the character's Self-Control score is 4. Voracious vampires just don't fight the Beast very well... SPENDING BLOOD POOLAs previously mentioned, every vampire expends one blood point each night when she awakens, whether or not she actually goes out and about. Characters may also use blood points in a variety of other ways. A vampire may spend only a certain number of blood points per turn; this number depends on the vampire's generation. See the Generation Chart (next page) to determine this number. • A vampire may spend one blood point to heal one normal (bashing or lethal) health level of damage. Characters must be resting and relatively inactive for this healing to take place, though this recovery is rapid: One blood point per turn may be spent to heal one health level, though vampires of lower generations may heal as many health levels per turn as they can spend blood points. See the Generation Chart for details on this. Note that blood expenditure is the only way that vampires can heal wounds. Just as their immortality prevents the Kindred from aging and dying naturally, so it also inhibits the recuperative processes natural to a living body. • A player may spend one blood point to increase a single Physical Attribute (Strength, Dexterity, Stamina) by one dot for the duration of the scene. The player must announce, at the beginning of the turn, that he is doing this. A player may spend as many blood points on increasing Physical Attributes as the vampire may use in a turn (based upon generation), but may only freely increase these Traits up to one higher than their generational maximum (i.e., a 10th-generation vampire may increase Traits to a maximum of 6). With effort, a character may increase a Physical Attribute to above even this limit, but each dot above the limit lasts for only three turns after the character stops spending blood. This enables vampires to perform truly amazing physical feats, such as throwing cars, moving preternaturally quickly and withstanding blows that would fell trees. Example: Jerome, an 11th-generation Brujah, has a Strength of 5. Knowing that he's about to get into a fight, he spends blood to increase his Strength. He spends one blood point to raise Strength to 6 (this enhanced Strength will last for the duration of the scene). Wanting to be even stronger, Jerome begins spending blood, at one blood point per turn, to increase his Strength to 9. Once he "levels out," Jerome may maintain his heightened Strength for three turns before dropping to 6 (though his Strength will remain at 6 for the duration of the scene).Note: No character may increase Physical Attributes above 10. • A vampire may give a number of blood points to another Kindred, thereby enabling the recipient to use the blood as if it were her own. This is often a grisly prospect, as the "donor" must open his own vein and physically deliver the blood to the needy Kindred. Of course, if a vampire is ever in a situation in which she needs blood, she's likely all out of it herself, and may frenzy and take too much from the donor. Blood gifts should be given with care. If a vampire (or mortal) partakes of another Kindred's blood three times, she becomes bound to that vampire through the mystical properties of Cainite vitae. This is known as the blood bond. • A vampire may gift a mortal or animal with a dose of his vitae, allowing the mortal in question to inject or ingest it. For so long as the mortal retains the Kindred vitae in her system, she is considered a ghoul. • Though most vampires (with the exception of Nosferatu) appear much as they did in life, they still display certain corpselike features; for example, their skin is unnaturally cold and ashen and they do not breathe. By spending a variable number of blood points, a vampire may will himself to appear more human for a scene: flushing his skin, drawing breath, even becoming capable of engaging in sexual intercourse (this last, while helpful in certain types of feeding, in no way means that the vampire may inseminate a mortal of become pregnant; a corpse is still a corpse, after all). Performing these actions for a scene requires an expenditure of blood points equal to (8 minus Humanity); thus, Kindred with Humanity scores of 8 or higher may accomplish these feats automatically, while vampires with low Humanity find the process exceedingly arduous. Only vampires with Humanity may use blood in this manner; vampires on a Path have forsaken their human sides entirely. • Blood may be spent to fuel certain vampiric Disciplines. Consult Chapter Four to see which individual powers require blood expenditure. EARNING BLOOD POOLVampires replenish blood pool by taking it from others. "Others" need not be human, though a vampire who is too squeamish to take sustenance from the kine is often ridiculed by his peers—the Kindred are predators, after all, no matter how unnatural. Drinking blood is a risky proposition. As vampires gorge on the vitae of their victims, there is always the chance that they may take too much. Unhygienic vampires may communicate disease by exposing a vessel to bacteria and viruses carried in other blood that still stains their fangs. A vampire may take only 20 percent of a vessel's blood and leave it relatively safe. Taking half of a vessel's blood necessitates hospitalization for that vessel. Obviously, taking all a vessel's blood will kill it. A vampire may take up to three blood points from a given vessel in a turn. The shorter the turn, the more forcefully the Kindred steals the vitae. It is generally impossible to take more than three blood points from a vessel in three seconds (the shortest a turn gets), though some Nosferatu with hideously distended mouths are able to take more through sheer surface area bled. Most vampires drink their victim's blood slowly, so as to savor the luscious fluid and draw as much pleasure as possible out of the experience. Once the Kindred breaks her vessel's skin with her fangs, that vessel no longer resists the vampire (if he did in the first place...). Indeed, the ecstasy caused by the vampire's bite is called the Kiss, and it engenders as much exquisite, subtly painful pleasure in vampires as it does in mortals. Exceptionally strong-willed mortals (9+ Willpower) may continue to resist, but even these vessels eventually succumb to the pleasure. Some Kindred and kine even develop lusts for the Kiss and actively seek out those who will drink their blood. Note: While Kindred find the Kiss pleasurable, they may resist it more readily than mortals can. Any Kindred, regardless of Willpower, may make a Self-Control roll (difficulty 8 ) to avoid succumbing to the Kiss. This enables vampiric victims of diablerie to have a chance at fighting back. Wounded characters typically have less blood than healthy characters. Assume that a normal-sized human has one fewer blood point in his system for each health level of damage he currently suffers. Mortals regain one blood point per day (unless, of course, they are infused with vitae from some other source). Vampires do not lose blood points to wounds in this manner, though they often spend blood to heal wounds they have suffered. The blood of nonhuman creatures — livestock, wild animals and the like — is not as nourishing as the blood of humankind. Though an animal may physically have a greater volume of blood than a man, vampires draw less sustenance from it. Hence, animals have fewer blood points, even if they have more blood. Old blood is never as nourishing as fresh blood. In fact, many vampires refuse to drink old blood, whether it comes from human corpses, blood banks, or a vampire's private reserve. However, the blood of other vampires, particularly elders, is quite potent. When drinking from elder vampires, each blood point taken may be so concentrated that it is actually worth two — or more! — normal blood points in use. Thus it is possible to obtain a vast amount of blood points by partaking of elder blood, though such prized vitae is rarely available to neonates or even ancillae. Essentially, elders have greater blood pools not because they are bodily larger than younger vampires, but because the blood they ingest is more concentrated in their ancient veins. Werewolf blood is rumored to be similarly potent. BLOOD POOL CHARTVessel-----------Blood PoolVampire -------------10-??? Werewolf -------------25 Average human -----10 Child -------------------5 Cow --------------------5 Dog --------------------2 Cat ---------------------1 Plasma bag -----------1 Rat ---------------------1/2 Bat/Bird ---------------1/4
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Posted: Thu Jul 14, 2011 12:41 pm
GENERATION CHART Generation|Max. Trait Rating|Blood Pool Max.|Blood Points/Turn ----Third----|----------10----------|--------???---------|----------??? ---Fourth---|-----------9-----------|--------50----------|----------10 ----Fifth-----|-----------8-----------|--------40----------|-----------8 ----Sixth----|-----------7-----------|--------30----------|-----------6 --Seventh--|-----------6-----------|--------20----------|-----------4 ---Eighth---|-----------5-----------|--------15----------|-----------3 ----Ninth----|-----------5-----------|--------14----------|-----------2 ----Tenth---|-----------5-----------|--------13----------|-----------1 --Eleventh--|-----------5-----------|--------12----------|-----------1 ---Twelfth---|-----------5-----------|--------11----------|-----------1 Thirteenth+|-----------5-----------|--------10----------|-----------1 Max Trait Rating: This indicates the highest permanent Trait rating (excluding Humanity/Path scores and Willpower ratings) a vampire of the given generation can have. This is especially important with regard to Disciplines and Attributes. Blood Pool Max: The maximum number of blood points a vampire may keep in her system Remember that elder vampires concentrate their blood — while the volume of blood in their bodies is no greater than any other vampire's, each pint of blood is worth more than one point. Blood Points/Turn: This indicates how many blood points a vampire can spend in a single turn.
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Posted: Tue Jul 19, 2011 7:31 pm
Rage Rage is the amount of that primal Beast that still exists in a Garou. It is not just an increased capacity for battle, but a force that could just as easily become mindless violence on a frightening scale. It is the instinctual cunning and hunting ability mixed with savage bloodlust and unpredictable horror. Rage is a blessing and a curse to the Garou. It is the distilled raw force sent from Gaia that allows them to punish all who seek to destroy Her. This connection to both aspects of Rage makes the Garou frightening warriors. They can walk in the world of the human or that of the beast and be equally powerful in both. The debate about the origin of Rage has been going on since the beginning of werewolf society. Many say that it was given to the Garou by Luna, as it is the auspice that determines how much Rage a Garou has, at least at the beginning. Some contend that Rage is a curse of the Wyrm, a little of the destroyer in the children of the creator. But the most vocal tell that it was Gaia's choice that her most favored sons and daughters he given this great weapon, and that it is their noble responsibility to use it wisely. Much of a Garou's struggle comes from this never-ending battle against themselves. The Beast is never far from a Garou's thoughts, and many live in the dread of what might happen should it ever gain control. Rage is recorded on the character sheet in two forms. The first is the Rage rating, indicated by the dots. This rating is your character's permanent Rage. The second is the Rage pool, which is shown by the squares underneath. These squares tell you how much Rage you have left to spend. When you spend a point of Rage, remove it from the Rage pool squares. Do not take it from the permanent dots of the Rage rating. This rating stays constant, while the pool will drop during the course of the Story. At certain times, a werewolf's Rage can actually go higher than his permanent rating, but only if the situation is sufficiently infuriating. Using Rage Rage points must be spent at the beginning of a turn in the declaration stage. You can spend Rage only in times of stress. Rage is a powerful and versatile weapon for the Garou. The following are some of its uses and dangers: • Frenzy: Frenzy is the most frightening drawback of using Rage. Frenzy is the violent outburst, the untamed savagery, the animal instinct for blood and brutality that lurks in the heart of every werewolf. Whenever a player gets four or more successes on a Rage roll, the character enters a frenzy. • Extra Actions: A player can spend Rage to give her character extra actions in a single turn. However, a Garou cannot spend more Rage points in one turn than half of her permanent Rage rating. • Changing Forms: A player may spend a Rage point for his character to change instantly to any form he desires, without having to roll Stamina + Primal-Urge. • Recovering from Stun: If a werewolf loses more health levels in one turn than his Stamina rating, he is stunned and unable to act in the next turn. By spending a Rage point, the character can ignore the effect and function normally. • Remaining Active: If a character falls below the Incapacitated health level, a player can use Rage to keep her character going. Doing so requires a Rage roll (difficulty 8 ). Each success heals a health level, regardless of the type of wound. A player may attempt this roll only once per scene. If this roll fails, the character doesn't recover. However, this last-ditch survival effort has its price. Like all Rage rolls, the character is still subject to frenzy. The wound will also remain on the Garou's body as an appropriate Battle Scar. • Beast Within: Occasionally, a Garou is more of the wolf than of the world, and she must pay the price for it. For every point of Rage a character has above her Willpower rating, she loses one die on all social-interaction rolls. People, even other werewolves, can sense the killer hiding just under her skin, and they don't want to be anywhere near it. • Losing the Wolf: If a character has lost or spent all his Rage and Willpower points, he has "lost the wolf," and he cannot regain Rage. The Garou cannot shift to anything except his breed form until his Rage returns. The character must regain at least one Willpower point before he can recover any Rage. Gaining and Regaining RageA Rage pool fluctuates from session to session and from turn to turn. Luckily, Rage replenishes itself in several ways. • The Moon: The first time a werewolf sees the moon at night, the Beast inside stirs, and Rage floods back into her. Under a new moon, the character gets one point; under a waning moon, two points; under a half or waxing moon, three points; and under a full moon, four points. However, if the moon phase corresponds with the character's auspice, she regains all of her Rage. This phenomenon occurs only at the first sighting of the moon each night. • Botch: If the Storyteller approves, a werewolf might receive a Rage point after a botched a roll. Rage comes from stressful situations, and seeing the action you were attempting blow up in your face, sometimes literally, can be a very stressful situation. And Garou tempers shouldn't be taken lightly. Not to mention... • Humiliation: Rage will also come rushing back if anything a Garou does proves particularly humiliating. The Storyteller decides whether a situation is embarrassing enough to warrant a Rage point. Garou tend to be very proud, and they don't take being laughed at well. • Confrontation: Again at the Storyteller's approval, a character could receive a Rage point at the beginning of a tense situation, in the moments right before combat starts. This gain accounts for the anticipation and hackle-raising that happens just as tempers start to flare. • New Stories: When a new story begins, each player should roll a die to determine how many Rage points he possesses currently. (They might even exceed their permanent Rage ratings, at the Storyteller's discretion.) Yes, characters might end up with less Rage than they had at the end of the last story. Such is the way of Rage. It is always moving and never predictable. The player is encouraged to explain this increase or decrease in Rage by describing what happened between sessions. If they come up with some creative tales, Storytellers can be a little more giving with the Rage as the new story progresses.
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Posted: Tue Jul 19, 2011 7:37 pm
Gnosis The Garou say that Gaia gave them Rage to make them the mightiest hunters and the fiercest warriors. But she also gave them another tool that is just as useful and potent, and one that would connect her children to their other nature, the spirit world. This connection to the Sacred Mother is called Gnosis. Gnosis is what allows Garou to access the spirits that surround them; it is the essence of the spiritual world. In some ways, it is the expression of their half-spirit nature. This connection is what makes travel to the Umbra possible, and it is what fuels the powerful Gifts the spirits can bestow. Without this spiritual force, Garou would be cut off from half of their natures. Characters with low Gnosis scores find contact with the spirits rare and difficult. On the other side, those with very high Gnosis scores sometimes find the worlds blurring, and they may have trouble distinguishing each side of the Gauntlet from the other. Gnosis comes in two forms, much like Rage and Willpower. The first is the Gnosis score, indicated on the character sheet by the dots. This score shows a character's permanent Gnosis. The second is the Gnosis pool, represented by the squares. This score shows how many Gnosis points the player has left to spend. The Gnosis pool can never be greater than the Gnosis rating. When a player spends a point of Gnosis, it should be taken from the Gnosis pool, not the permanent Gnosis rating. Permanent Gnosis stays constant through the story, while the pool fluctuates. Using Gnosis Just as Rage fuels battle and the physical world, the uses of Gnosis tend toward affecting insight and the spirit world. • Rage and Gnosis: A player cannot spend both Rage and Gnosis in the same turn, whether spending points or rolling the Trait, with the exception of certain Gifts that demand both. These two forces are very powerful. and the Garou's body is not strong enough to pull the power from these two natures simultaneously. For example, a werewolf cannot spend Rage for multiple actions and activate a fetish in the same turn. • Carrying Silver: For every object made of or containing silver that a character is carrying, she loses one effective point from her Gnosis rating. More potent objects will cause the character to lose more. Luckily, this effect is only temporary, and it lasts only a day after the silver is discarded. Too much silver can even affect an entire pack's Gnosis. • Using Gifts: Many of the Gifts the spirits have bestowed upon faithful Garou call for Gnosis expenditures and/or rolls. • Fetishes: Gnosis is used to attune or activate a Garou's fetish. Gaining and Regaining GnosisCharacters can regain their Gnosis in several different ways. • Meditation: When a character takes time to center himself and reconnect with the Sacred Mother on a personal level, he can sometimes regain Gnosis. The character must spend at least an hour staying in one place and focusing on his deeply spiritual side. (One cannot meditate while cleaning guns, for example.) The player must then roll Wits + Enigmas (difficulty 8 ). For each success, a player regains one Gnosis point. However, a character can regain only one Gnosis point per hour of meditation, no matter how many successes the player rolls. In addition, this form of meditation can be done only once per day, and the difficulty increases by one for each extra day a character attempts it in the same week (to a maximum difficulty of 10). The spirits are gracious, but not always generous. • Sacred Hunt: The Sacred Hunt is one of the most frequently performed activities at Garou moots. It is a ritual and a sacred task done for the good of the people and the caern. An Engling is the chosen prey that is summoned and then hunted down. This activity can be done in either the Umbra or on Earth. After the prey has been caught and "killed," werewolves who have taken part in the hunt give thanks to the spirit for the gift of its life. This sacrifice has allowed Garou to keep their senses and skills sharp for their ceaseless battles against the Wyrm and its minions. All who participate in the hunt replenish their Gnosis pools completely. But do not weep for the poor Engling. Because of the rituals performed before the hunt begins, the spirit will reform in another part of the Umbra after its apparent demise. • Bargaining with Spirits: Ritual hunts are not the only way to get Gnosis out of a spirit. Sometimes the soft sell works just as well. A werewolf can attempt to sweet-talk a spirit into sharing some of its Gnosis. Of course, the character must be able to speak in the spirit language through the use of a Gift or some similar method. The spirit might well ask the character to run some errand or perform some task before it shares its life force with the Garou; fair is fair. • Between Stories: In the downtime between new tales, the players can make a Charisma + Enigmas roll to regain some Gnosis. Each success on this roll refreshes one point of Gnosis.
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Posted: Wed Jul 27, 2011 1:28 am
Quintessence As the archetype of all things, Quintessence forms the Patterns of reality. Prime Force can be channeled into magic, directed in defense, used to fuel potent attacks and turned into new Patterns of creation. Prime energy is tracked on the 20-box Quintessence/ Paradox wheel. As the mage gains Quintessence, it fills up the boxes clockwise from the starting dot. As the mage spends Quintessence, these points are erased from the wheel. A mage starts with Quintessence points equal to his Avatar rating. Further Quintessence is gained from Nodes, Tass or even from the universal pool, if the mage is powerful and knowledgeable enough Quintessence has many quirks, but it tends to obey certain rules: • A mage can never channel more Quintessence in a turn than his Avatar rating. Thus, a mage with an Avatar of 3 dots can channel only three Quintessence in a turn, from any source. This limit applies to refueling his Pattern, casting Effects, creating new Patterns, working countermagic or striking with a Primal attack. • Quintessence does make working magic easier. As the mage reinforces his spell with the power of reality, it bends the cosmos more smoothly. Each Tradition has its own views on what, exactly, Quintessence is and why it serves as a power source like this. The upshot is that each point of Quintessence channeled into an Effect lowers the Effect's difficulty by outpoint, to a maximum net difficulty modifier of three — so you can cancel some penalties and perhaps lower the difficulty by as much as three points. • Quintessence can be stored in a mage's Pattern of spent directly into an Effect. Drawing Quintessence out of a Node requires a rudimentary knowledge of Prime (one dot); using Tass requires a high degree of proficiency in Prime (three dots); Masters of Prime (five dots) can draw Quintessence from the universal pool itself, with a vulgar Effect- Any drawing of Quintessence tends to be noticeable, however. Winds surge, lights flicker and the mage glows with a palpable aura as the raw power of creation flows through the area. • Although Quintessence is invisible to those without Prime 1, its effects often manifest in some form, simply because of its raw power. Channeled Quintessence makes things seem more "real" and "solid," and it almost always enhances Resonance to a noticeable level. Beings with the Awareness Talent can usually sense the channeling of Quintessence (difficulty 6 to 10, depending on the nature of the channeling), but they may not realize immediately what it is. • Any magic that pulls on large amounts of Quintessence —five or more points in a turn, or 10 or more points overall—-is automatically vulgar and noticeable. The monumental energies released thus cause pyrotechnic displays, ripples in space-time and auroras of power. • Quintessence can be stored directly in a mage's Pattern, held by her Avatar. Such "personal Quintessence" cannot be pulled away from the mage or used against her will. This amount equals the mage's Avatar rating. This personal Quintessence can also be refreshed simply through meditation at a Node. The power of the mage's Avatar draws the Node's energy into itself, even if the mage is unfamiliar with Prime magic. A simple Perception + Meditation roll (difficulty 7) refreshes the mage's Quintessence after an hour of meditation at a Node, one point per success, up to the limit of the mage's Avatar rating or the Node's power supply. Any power beyond the mage's personal power (Avatar rating) must come by drawing from another source, using Prime magic, • Under the right circumstances, Quintessence can counter Paradox (see Prime 5) or fight against other mages' magic.
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Posted: Wed Jul 27, 2011 1:33 am
Arete Many have will, many have vision and many have purpose. Only an Awakened few, though, have true Arete — the intuitive awareness of the universal ebb and flow, the channel for will through which the mage understands and directs the Tapestry. Once Awakened, a mage forever sees the universe through altered eyes. Arete is a measure of that understanding and mystic will. It is through Arete that the mage grasps the Patterns of the Tellurian and bends them in conjunction with his will and belief. Not all mages have Arete. Sorcerers who practice static paths of wizardry invoke simple effects through their rigorous efforts. Only with Arete, though, can a mage truly reach the full power of dynamic magic. The Avatar stirs and the mage's Arete binds her mundane understanding with her mystic self to allow her to change the universe. Awakening may come slowly or quickly, but once a mage finally Awakens, she often experiences a sudden flash of insight — the character gains an Arete of one to three dots. Further development of this enlightened state comes only with long effort and introspection. The mage must strive to understand the Tellurian, to delve into her innermost being and to overcome her flaws. Experience is part of the process of developing Arete, but an ephemeral wisdom is more important. By strengthening her resolve, unlocking sublime mysteries and passing through the gates of Seeking, the mage refines and improves her Arete until her magical will radiates like a shining beacon pointing toward Ascension. Every mage has a personalized view of Arete. Some mages, like most of the Order of Hermes, try to quantify Arete as a base knowledge of mystic principles. More subtle magicians quantify Arete as a sort of harmony, the placid stillness of an internal self. Arete could be seen as the connection of the soul to the cosmos, or as the bond to the very powers of life. In truth, Arete is all these things. It transcends any simple categorization or limitation, for it is the enlightenment that surpasses the human mind. Arete also serves to measure a mage's raw mystical power. While understanding of the Spheres is necessary to actually cause directed change, the depth to which a mage can study the Spheres and the breadth of her magical power stems from her Arete. A highly enlightened mage can discover more complex universal structures and turn reality on its head with greater force. Through a powerful understanding of herself, the mage reflects great change. X Sleeper • Unschooled •• Talented ••• Novice •••• Disciplined ••••• Commanding ••••• • Aware ••••• •• Understanding ••••• ••• Wise ••••• •••• Enlightened ••••• ••••• Transcendent Game Effects of Arete• Arete measures pure magical strength. Almost all rolls for magical feats use the mage's Arete as the dice pool. • Truly great understanding allows a mage to overcome her dependence on props and foci. A mage with a high enough Arete rating—six or more dots—comes to understand that it is his will that moves the universe, not his dependence on a particular form of magic. Once a mage's Arete rating reaches six, he no longer needs to use foci for one of his Spheres. For each additional point of Arete gained, the mage may discard the requirement of foci for two more Spheres. Of course, the mage may choose to continue using foci, and doing so can be helpful. Furthermore, the mage must come to some personal realization of this; the knowledge does not spring unbidden into the mage's mind. (Storytellers may alter this rate to suit their whims, though.) • A mage's practical understanding of the universe can never exceed her abstract, theoretical level of enlightenment. Thus, no Sphere rating can ever exceed the mage's normal Arete rating. • A mage's ability to work magic stems from willpower as much as belief and comprehension. Thus, Arete cannot exceed the mage's permanent Willpower rating. If the mage's permanent Willpower rating drops, his higher levels of Arete and Spheres become inaccessible. He retains his mystic understanding, but he cannot exert the will to use it.
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Posted: Fri Jul 29, 2011 4:51 pm
Angst The wretched are the faithful; 'tis their fate To have all feeling, save the one, decay, And every passion into one dilate, As rapid rivers into ocean pour; But ours is fathomless, and hath no shore. —George Gordon, Lord Byron, The Lament of Tasso Angst embodies the inner torment of unfulfilled passions, self-doubt, guilt and unfinished business — all the things that result in the formation of a wraith. It is the nightmare that hovers on the edge of dreams, the devouring worm of defeat that eats away at hopes and desires, the unimaginable doom that lurks just around the corner. In short, Angst is the mind's own bogeyman, always ready to spoil the party. It is the negative energy that drives a soul toward self-destruction. Just as the Psyche thrives on Willpower, the Shadow needs Angst to power its ambitions. Because of this need, a wraith's Shadow is ever on the alert for opportunities to garner Angst. In the BeginningA wraith's initial Angst rating is determined during the generation of her Shadow. This score represents the number of permanent points of Angst a new wraith character possesses, and also indicates the relative strength of the character's Shadow. During the course of play, a character's Angst rating may increase or decrease in response to the events of a story and the actions of the character (or her Shadow). There are two kinds of Angst: temporary and permanent. Unlike most Traits, a Shadow's temporary Angst score may exceed its permanent rating, up to a maximum of 10 points. When a Shadow has accumulated 10 points of temporary Angst, it may trade these points for one point of permanent Angst, thus increasing its own strength. The player of a wraith character should never know for certain how many points of Angst her Shadow possesses. Either the Storyteller or the player's Shadowguide should keep track of a wraith's Angst. A Storyteller may give a player vague hints as to how powerful her Shadow is, but the exact Angst rating should not be given out. This reflects the uncertainty of a wraith's tenuous existence on the borders of Oblivion and her ignorance of just how powerful her dark side really is. The Pitfalls of the Harried SoulAngst symbolizes the power of Oblivion working within a wraith. The more Angst a character possesses, the stronger her Shadow grows and the easier it is for the Shadow to assume control of her actions. Since the Shadow's ultimate goal is nothing less than the destruction of the pesky Psyche which prevents it from fulfilling its darkest desires, it will attempt to place the Psyche in situations that offer high Angst potential. Because a Shadow uses Angst to power its activities, the more times it can force the Psyche to compromise itself, the more Angst the Shadow garners and the easier it is for the Shadow to work its will. Acquiring AngstThe continual torment of life in the Shadowlands makes acquiring Angst inevitable, and opportunities for doing so are numerous. The natural condition of a wraith character's existence embodies internal conflict, and it is this inner war that results in the consistent accumulation of Angst. A wraith character may gain Angst in one of several ways. Unless otherwise specified, all Angst gained is temporary Angst, which remains until spent or until converted into permanent Angst points. • Arcanoi: The use of certain Arcanoi by a Psyche-controlled character automatically results in the accumulation of either temporary or permanent Angst (see Chapter 5). For example, a wraith who uses Castigate • (Coax) to acquire additional dice from her Shadow gains a point of temporary Angst each time she uses this Arcanos. Likewise, a wraith who uses Puppetry ••••• (Obliterate the Soul) to permanently possess a living human runs the risk of drastically increasing her Angst rating due to the exploitative and inhumane nature of the action. Note: If the Shadow dominates a character when these Arcanoi are used, however, the Angst that would normally be gained is, instead, deducted from the Shadow's current Angst rating. Harrowing and AngstA wraith who survives a Destruction Harrowing may receive a reduction in temporary Angst as a reward for good roleplaying or clever handling of her situation. This reflects the increased confidence and sense of relief experienced by emerging victorious from a situation which threatens the character's very existence. Because a wraith rarely goes looking for an opportunity to experience a Harrowing, it should not be considered as a natural way to lose Angst. • Shadow Dice: In critical situations, a wraith's Shadow can offer her Psyche extra dice to increase the chances of successfully accomplishing some action. Each one on those Shadow Dice results in one point of temporary Angst. The Shadow can offer up to five extra dice to any single roll. • Shadow Passions: When the Shadow indulges its own Passions, a character's Angst score may increase. A roll against the appropriate Dark Passion (difficulty 7) results in the addition of one point of temporary Angst for every success. For example, if Morgan's Shadow has the Dark Passion Acquire as many relics as possible (Greed), when Morgan looks a little too enviously at his friend Sascha's relic knife, Morgan's Shadowguide would be free to make a Dark Passion roll. Note that in this case, however, Morgan is acting greedily of his own volition, and not because the Shadow forced him to. The Shadow may also attempt to impose on someone else an emotion that powers one of its own Dark Passions (difficulty 9), gaining one point of temporary Angst per success. If Morgan's Shadow pestered him into ogling Sascha's knife against his better judgment, then this sort of Dark Passion roll could be made. • Storyteller Discretion: The Angst rating of a character should also reflect the ongoing struggle to deal with the external and internal torment of wraithly existence in ways that are not as clearly defined by a system of rules. Roleplaying scenes in which a character confronts doubts, fears or external dangers may warrant "awarding" a point of temporary Angst to the character by the Storyteller. The player must agree that such an increase in Angst is appropriate to the situation, since such a decision is not determined by the result of a roll but is, instead, achieved through mutual consent. Losing AngstGaining Angst is easy; losing it is hard, but not impossible. There are a number of ways in which a Shadow can lose Angst (usually at the instigation of the Psyche): • Botching a roll when the Shadow is dominant: Shadows hate failure. A botch on any roll made by a Shadow-dominated character results in the loss of one point of temporary Angst per one rolled above the number of successes. • Castigation: Once the exclusive province of the Pardoners Guild, this Arcanos is specifically geared toward the reduction of Angst. Unless a wraith possesses Castigate ••••• (Defiance), however, she may not use this Arcanos on herself, but must seek out another character to perform the appropriate rituals or actions necessary to rid her Shadow of some of its Angst. In the Shadowlands, confession really is good for the soul. • Shadow-dominated use of certain Arcanoi: Some Arcanoi automatically increase a character's Angst. Use of these Arcanoi when the Shadow is dominant, however, causes the amount of Angst that would normally be gained to be lost instead. Similarly, when a Shadow-dominated character fails or botches a roll involving any Arcanoi, Angst is lost rather than gained. Note: Losing Angst in this fashion is never intentional. It is up to the Storyteller to monitor carefully those situations in which a Shadow-controlled character seeks to use an Arcanos in order to make certain that the action is not primarily directed toward the possible reduction of Angst. • Storyteller Discretion: When a character is making a serious effort to rid herself of unwanted Angst, the Storyteller may decide to reduce the character's temporary or permanent Angst rating in response to good roleplaying. This kind of reward should be used sparingly, so as not to devalue the difficulty of losing Angst. As usual in situations that do not involve dice rolls, this should be a mutual agreement between player and Storyteller. CatharsisSometimes a wraith's Psyche is not strong enough to sustain the continual battle against her darker impulses or her will to self-destruction. Oblivion's temptations are many and subtle, offering a wraith release from the perpetual torment of her existence in the Shadowlands. When a wraith's tenuous hold on her higher self (her Psyche) begins to weaken, the Shadow is quick to take advantage. Whenever a Shadow's temporary Angst rating exceeds her Psyche's permanent Willpower, the Shadow may attempt to seize control. If the Shadow is successful, it assumes control over the actions of the character. Although the player continues to run her character, she must now conform to the nature and motivations of her wraith's Shadow. The Catharsis Roll: In order for the Shadow to take control of a character, the Shadow and the Psyche face off against one another. The Shadow spends a point of temporary Angst and rolls on her adjusted temporary Angst rating. The Psyche may resist by rolling her permanent Willpower, plus any Eidolon dice she may possess (see "Eidolon", page 129). The difficulty for both rolls is 6, and the side with the higher number of successes gains (or, in the case of the Psyche, retains) control of the character. If the Shadow succeeds in seizing control, it dominates the wraith's actions for the entire scene following the takeover attempt. Afterward, control of the wraith reverts to the Psyche. While the Shadow is dominant, it may pursue any of its own ends without interference from its Psyche (the character's normal personality). The Shadow may seek to fulfill its Dark Passions, making use of its Psyche's Arcanoi in addition to its own Thorns. Its actions will not result in gaining Pathos for its Psyche, although it must use the Psyche's Pathos to power any Arcanoi it uses. It cannot, however, expend Willpower, nor may it reduce the character's Pathos below 1. When the Shadow is in control, it may attempt to keep its actions secret from the Psyche. A wraith can only attempt to resist this effect by rolling her Eidolon dice against difficulty 7, assuming that she has any. Wraiths who do not possess Eidolon or who have used up their Eidolon dice for a session do not get to make any sort of resistance roll, and they (along with any wraiths who fail their Eidolon roll) will often find themselves haunted later by the actions taken by their Shadows during Catharsis. The following actions may lead to the accumulation of Angst by a wraith character. In some cases, performing certain activities automatically results in increasing a wraith's temporary or permanent Angst. In others, a roll determines whether or not Angst is gained. • Being forced into an action that contradicts a personal code of morality or honor. • Experiencing a situation that arouses a state of inner turmoil or external helplessness. • Failure to succeed in accomplishing a vital task. • Inaction due to indecision at a critical moment. • Involuntary destruction of a Fetter. • Loss of a Passion through neglect. • Making a decision that later proves to be disastrous. • Using Arcanoi that cause an increase in Angst.
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Posted: Sat Jul 30, 2011 4:53 pm
Glamour The stuff of dreams, the magical clay, the energy of awe, the workings of wonder, the breeze that blows the cobwebs of disbelief from our eyes—-Glamour is all these things and more. The ability to live your dreams, to perceive the true and fantastic essence of the world, abides in Glamour, Everyone can create it, even normal humans. Only the fae, however, have the ability to give it form, to use it, and to wield its progeny as a weapon. Only the fae have a connection to and a command of Glamour that no other creature shares. Raw Glamour can take physical form, and changelings can not only perceive it, but also see its presence. It appears to changelings as multi-colored flickers and tentacles of ever-changing energy. Unlike an aura, raw Glamour does not radiate, but seems to caress over and wind through things and beings, never still, ever evolving. When imbued in a cantrip, Glamour sparks and flickers around both the caster and the target of the cantrip. For this reason, it becomes very difficult for a changeling to cast a cantrip without all other changelings present realizing exactly who did it. A changeling has to be extremely subtle to hide his use of Glamour from other creatures of the Dreaming. Once infused into an item or being, Glamour becomes more rigid, but nevertheless maintains a certain ethereal quality. For example, a chimerical sword swung through the air will leave a trail of shimmering Glamour behind in a wake. Uses for GlamourIn Changeling, a character uses Glamour to exert control over the different aspects of the Dreaming, including forming chimera and casting cantrips. • You must spend a temporary point of Glamour each time your character casts a cantrip. • Sometimes you can spend temporary Glamour in order to extend the duration of a cantrip. • You can use Glamour to create a token in order to enchant a mortal. To do so, the changeling invests a number of temporary points of Glamour into a small item, such as a ribbon or coin, equal to the number of days the changeling wishes the enchantment to last. Gaining GlamourSeveral methods exist which allow a changeling to regain temporary Glamour. Under only the rarest of conditions can a changeling regain lost permanent Glamour. • Epiphany: A changeling may take Glamour from mortals or other changelings. Epiphanies are achieved through Ravaging, Rapture or Reverie. • Sanctuary: Getting a full eight hours of uninterrupted sleep within a freehold provides a character with one point of temporary Glamour. A freehold may only support a number of changelings equal to twice its level. Furthermore, the character must dream; if her sleep is troubled or disturbed, the Storyteller may choose to withhold the point. • Dross: Dross does not allow you to restore Glamour to either your temporary or your permanent pool, however dross can be spent in place of Glamour from your pool. Losing GlamourTemporary Glamour is lost by spending it to fuel the special effects your character achieves. Permanent Glamour is lost as your character ages. A childling who becomes a wilder loses one permanent Glamour, as does a wilder who becomes a grump. This marks a changeling's gradual slide toward mundanity as he grows older.
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