- 1 Game-Wide House Rules
- 1.1 Alternate Identity
- 1.2 Armor Stacking
- 1.3 Character Age
- 1.4 Clash of Wills
- 1.5 Crafting System
- 1.6 Equipment Housrules
- 1.7 Exceptional Successes on 3
- 1.8 Fighting Style Damage
- 1.9 Professional Training
- 1.10 Prosthetics
- 1.11 Sexual Assault
- 1.12 Shared Merits
- 1.13 Specialties
- 1.14 Status
- 1.15 Status Actions
- 1.16 Timekeeping
- 1.17 Tiebreakers
- 1.18 Weapon Damage: Mundane vs Magical
- 1.19 Workshops,Tools, & Instruments
- 2 Changeling House Rules
- 2.1 General
- 2.2 Contracts
- 2.3 Custom Content
- 2.4 Fae-Touched
- 2.5 Fetches
- 2.6 Goblin Fruit Cultivation & Preparation
- 2.7 Kiths
- 2.8 Merits
- 2.9 Custom Content
- 3 Mage House Rules
- 4 Mortal House Rules
- 5 Vampire House Rules
- 6 Werewolf House Rules
Game-Wide House Rules
Game-Wide House Rules & Character Policies
While the Alternate Identity merit doesn't require justification, a system is now in place for someone who is repairing a damaged Alternate Identity.
The roll is Manipulation+Politics, extended. 5 successes are required for basic IDs--this is for people getting Alternate Identity 1-2, and for the Lost who have no IDs at all, and just want their base one made official. If you're creating an Alternate Identity 3, the target is 10 successes.
This process requires Allies (Legal), and will draw upon them. PCs can create ID per dot of Allies (Legal) per week. Getting an Alternate Identification 3 level ID will take 2 Allies dots per week, however. So you can get 2 basic IDs done (at max Alt ID 2) a week, or one Alt ID 3 a week.
Changelings who are getting their first identification will have it covered by the Freehold, they don't have to pay anything. For any changelings getting further IDs, or for people outside of the Freehold, getting basic IDs (up to Alt ID 2) is Availability 2 and Alt ID 3 is Availability 3. These Availability costs can be lowered with the Fixer merit as per usual.
The Freehold will pay for anyone who is getting their IDs fixed/replaced after the Gentrification plot.
A character can benefit from one mundane and one supernatural source of armor at a time, per the rules in the God Machine Rules Update p. 206. If you have more than one mundane or supernatural source of armor, you can choose which one applies for the scene but can't change it for the duration of the scene without removing the chosen armor.
"Intrinsic" armor, like the Iron Skin merit or a werewolf's Fortified Form merit, or anything of that sort is either mundane or supernatural armor depending on its source. Iron Skin would be a mundane armor source, and Fortified Form would be a supernatural one.
All of this, of course, is subject to the fact that specific rules outweigh general ones. If a source of armor says that it stacks in a way that contradicts this HR, then follow the text of the source (merit, power, etc).
Your character must be, look, and in all ways act 18+. You may not mention that your character 'looks underage', state or imply your character is childlike or underage mentally. This is grounds for immediate banning.
Clash of Wills
Please see Changeling Clash Of Wills for information on how to handle the instances of Clash of Wills which either require a House Rule or were written in an unclear fashion.
From Dusk Till Jawn uses a modified crafting system similar to what you will find in the Chronicles of Darkness core book and in the Hurt Locker supplement. You can find the details here.
- The Bomb Suit provides coverage to the legs, arms, and torso. Head coverage requires a helmet, with the usual -1 to defense and -1 to perception rolls for sight and sound. This is a change from how it is listed in the books, and is done to bring it in line with the rest of the armor.
- Because 2.0 presently lacks stats for watercraft and aircraft, or availability for land vehicles, please feel free to use the following tables:
Exceptional Successes on 3
Any time you have a 'three successes means exceptional' roll and you are comparing successes, you count that as having 2 higher, but not in any situation where you are just getting Exceptional and not comparing successes with a contesting roll.
Example: Alice and Clarice are rolling for a contested roll in which Alice's Kith blessing applies. Alice rolls 3 and Clarice rolls 4. This is counted as though Alice had rolled 5 successes. Later, Clarice is rolling her on a non-contested roll in which her Kith blessing applies. She achieves 3 successes and receives the benefits of an exceptional success, but doesn't count it as 5.
Fighting Style Damage
Fighting styles that say that you can inflict extra bashing damage in certain circumstances, like when someone in reach rises from prone, always do bashing damage regardless of the normal damage that your character may do. This includes, but isn't limited to:
- Boxing 2 (Defensive Jab)
- Chain Weapons 1 & 2
- Close Quarters Combat 5
- Grappling 2 (Small Joint Manipulation OR Takedown), 3 (Joint Lock) and 5 (Positional Dominance)
- Kino Mutai 2
- Kung Fu 3
- Street Fighting 3 & 4
- Trunk Squeeze
- Unarmed Defense 4
- Weapon and Shield 1
We do not use the Professional Training merit.
Using a prosthetic allows you to temporarily replace the condition with the rules of the prosthetic. It does not relieve the condition per se, but replaces one set of rules with another. Your character then reverts to the condition once they are no longer wearing the prosthetic.
Sexual assault in backgrounds is permissible; that is an unfortunate reality and also can be a part of CtL theme. This must happen off-camera. Mentioning that your character was assaulted at seventeen = okay. Writing it out in detail so staff has to read it when staff reviews your background = WHY WOULD YOU DO THAT, don't.
Sexual assault committed by STs in a plotline, or by PCs on either NPCs or other PCs, regardless of OOC consent, is grounds for immediately being permanently banned from From Dusk Till Jawn.
It's one thing if you want to, say, hunt rapists for sport outside a bar at close, but no actual assault can occur as part of RP in any way, including plots, on-screen Durances, etc.
Addendum/Clarification: Vampiric feeding requires OOC consent under our Sexual Assault House Rule, and we prefer IC consent, though understand there may be times when a vampire ICly hides feeding from a Mortal PC, etc. However, if other players or staff are required to deal with Blood Rape Drama after the fact, that's a Problem(tm).
A vampire feeding their blood to another PC of any splat always requires IC and OOC consent, and failure to obtain IC and OOC consent will be considered a violation of our Sexual Assault policy. The often-sexualized nature of blood bonds/blood addiction and the issues of PC agency around these acts makes consent necessary; "I consented OOC but not IC and now everyone else has to deal with weeks of unenjoyable drama and seeking vengeance/justice" is just not a plotline the staff of FDTJ want to deal with under any circumstance.
Any group may take shared mundane merits (Resources, Contacts, Allies, Safe Place, etc.) even if their core book does not specify that they are able to do so, with the following restrictions:
- The group has three or more members.
- The group has a linking merit such as Mystery Cult or Hobbyist Clique, or a sphere-specific family group such as a coterie.
- Only members who possess the above merit(s) or are in the group and have contributed to the merit in question can directly access it.
- For groups who natively are able to share merits, the contribution rule applies, too. If Bob, Clarice and Alice are in a motley, and Bob and Clarice have both purchased Resources 2 and declared it shared, and Alice has purchased no Resources or has decided not to share her Resources (see below), then only Bob and Clarice can purchase things directly with the shared Resources. Bob can, however, buy a car for Alice and give it to her.
- The group has a single shared Resources pool for purchases; when that Resources pool is spent for the month, it's spent for everyone. You don't get to make 3 Resources 5 purchases if you have a group of 3 with Resources that add up to 5. Once the merit is shared, the Resources pool is treated the same way as if it was a Resources pool for an individual, e.g. the group has one pool totaling the number of dots that they have; the individuals no longer have separate Resources pools.
- Regardless of the number of members, shared merits cannot ever go above 5 in effect unless specifically written in the book that it can go above 5. This may mean in a group of six or more, that some members do not have access to the shared Resources pool. You may purchase dots above five for access purposes only, that is, if you have seven people in a group, and each has Resources 1 (shared), you still only have Resources 5, but everyone has access to it directly. Members may choose to maintain their own Resources or if joining an existing group, may choose to invoke Sanctity of Merits and use those dots for something else, or may keep dots for access purposes.
- Example: Seven Changelings, each with Resources 2, create a motley. They may choose to split their Resources pool, having 1 (shared) and 1 (mine), or Sanctity that second dot, or keep it, but that would honestly be a waste.
- An existing group may have only one shared Resources pool. You cannot have ten members and have two Resources 5 (shared) pools.
- Characters may choose to share some, all, or none of their share-able merits. It is up to a character to determine, when the group is formed or when stats are purchased, whether that stat is shared. You may change your mind later. Staff may decline to let you change your mind a bunch if you keep saying 'yes it's shared,' 'no it isn't.'
- The obvious exception to this is things like Safe Place, Hollow, etc. If Bob buys Hollow dots for the Shiny Things Hollow, and Alice also buys dots for the Shiny Things Hollow, those are shared by default, since they're for the same physical location.
Per Chronicles of Darkness p. 73, Specialties function as a bonus to rolls made where the Specialty is applicable; they do not increase the base stat. That means that Specialties don't factor into anything where a roll isn't being made, including stats like Defense.
The largest bonus that a single roll can receive from Specialties is +3. That can be 3 different applicable Specialties, or two Specialties where one has Area of Expertise. If multiple applicable Specialties with Area of Expertise apply, the roll's bonus from Specialties still caps out at +3 total.
You may take a specialty in a single supernatural power, such as Medicine (Gift of Warm Blood), but not Medicine (Spring Contracts).
- At character creation you may have one status as high as 3, a second status as high as 2, and any additional statuses no higher than 1.
- Status may be used like Resources for aquiring equipment related to the status concerned. Someone with Education Status 3 might be able to acquire lab equipment using their status alone, but would be hard pressed to justify a firearms purchase. Similarly, someone with Philly Mob status 3 could easily justify acquiring a hand gun, but lab equipment would be a stretch. This may be done once per story. (Once per month.)
- Status may be added as a bonus to social roles for actions where that status is pertinent. The people at the country club might be impressed by your Politics status, but may not think too highly of your Union status. Similarly, the guys in that alley you're trying to talk out of mugging you are probably more likely to think twice about your mob status than they would about your tenure at Drexel.
We have a system in place for using your status to effect change within the game. You can read about it here.
For purposes of our game, we define many of the terms used in the books for periods of time in an ongoing game in the following ways:
- Scene = Scene
- Session = Day
- Chapter = Week
- Story = Month
- Chronicle = A year and a day
If there's a contested roll (like Stealth vs Perception, or contested power activations) that results in a tie, the both parties reroll the same number of dice as on their original roll until one or the other is the winner. For determining how many successes were achieved on the roll, look only at the first roll.
For example: Bob is trying to sneak past Sam and rolls 3 successes on his Dexterity 2 + Stealth 3. Sam rolls Wits 3 + Composure 3 and spends a willpower for 3 more dice, for a total of 9, and gets 3 successes on their roll.
Since this is a tie with 3 successes each, Bob rolls his 5 dice and Sam rolls their 9 again for a tiebreaker. This doesn't cost Sam another point of willpower, even though willpower was spent on the initial roll, since they both roll the same pool as their original roll. Both of them get 2 successes on their reroll.
Because they were still tied, they both roll the same number of dice again: Bob rolls 5 and Sam rolls 9. This time Bob gets really lucky and gets 6 successes, while Sam once more gets 3. While this would be an exceptional success for Bob normally, the only roll that counts for determining his actual successes on the roll is the first one, which had 3 successes, so it's not an exceptional success in this case -- the roll with 6 successes serves only as a tiebreaker.
Weapon Damage: Mundane vs Magical
If something specifies that it works with weapons that have a damage rating above or below a certain threshold, like the Light Weapons fighting style which only works with weapons whose damage rating is 2 or lower, this is based on its mundane, non-magical damage rating. If something magical increases its damage rating later. If you have a switchblade and you make it sharper magically, but it's still the same weapon, it stands to reason that the same techniques still work with it.
Workshops,Tools, & Instruments
Workshops are static locations containing tools and equipment geared towards a specific purpose. They provide a +1 to +3 equipment bonus to rolls to create, repair, jury-rig, or modify items within their specific area of focus. They breakdown as follows:
- +1 Workshop. Availability 1. Size: A small room.
- +2 Workshop. Availability 3. Size: A single room.
- +3 Workshop. Availability 5. Size: A garage or large room.
Tools are portable equipment containing tools geared towards a specific purpose. They provide a +1 or +2 equipment bonus to rolls to create, repair, jury-rid, or modify items within their specific area of focus. They breakdown as follows:
- +1 Tools. Availability 2. Size: 2
- +2 Tools. Availability 4. Size: 3
Musical Instruments vary in quality from a 0 bonus to a +3 bonus. This bonus only applies to performances made while playing the instrument, and potentially to social rolls made while holding it at the ST's discretion.
- +1 Instrument. Availability 1.
- +2 Instrument. Availability 3.
- +3 Instrument. Availability 5.
Appropriate descriptions for tools and workshops include: Archaic Weapons, Firearms, Armor, Sewing, Leatherworking, Painting, Electrical, Automotive, Bowyer & Fletcher, etc.
Changeling House Rules
Here are our House Rules & Clarifications. Hooray!
- Regarding psychotropic drugs and what counts: Does the drug actively confuse your reality? Then it's a Clarity breaking point. So that does mean that THC taken in large enough quantities would be a Clarity Break, as would alcohol. If you get drunk enough to get to the 'what is going on???' stage, then you're endangering your Clarity, but a glass of wine won't do that. As with all other Clarity items, this is a judgement call.
- Meditation has no effect on Clarity Breaking Point rolls. Changeling Breaking Points are about the event itself and the modifiers are all based on how the event is more or less important to you; there are no modifiers in the book based on what you do.
- The illusions caused by Nightmare 1 are not sufficient to cause a Clarity check in Lost. The fact that there is no resistance roll and the fact that Blood & Smoke was written literally years before 2.0 Lost means this requires a bit of handwavium for balance purposes. You can't induce Clarity damage in Lost with illusions that have no resistance roll.
Clash of Wills
Even if not specified in the book, Clash of Wills require an active power. Some of the powers (e.g. Mirrorskin, Lost Visage, Rigid Mask, Wayward Guide) do not specify this; this is merely unclear writing. They do not work differently from any other Clash of Wills. The only power which has an actual Clash of Wills difference is Hostile Takeover. If you have an active power which allows you to see through illusions or not be deceived by them, for example, you may roll to not be deceived by Rigid Mask. If you have a power active which fortifies your mind against deception or perfects your memory--a power, not a merit, Eidetic Memory isn't a supernatural power!--you may roll to not have your memory tampered with by Lost Visage.
- Siderite does not count as Cold Iron.
- Court Contracts for your Court use Favored XP costs. Court Contracts for other Courts still use non-Favored.
- We use Beat Trackers to track Goblin Debt. Please open a Beat Tracker ticket when your character first uses a Goblin Contract; we will keep that open and use it to track your Goblin Debt -- acquired and paid off.
- Items carried by an individual do not ping for Kenning done by that individual. If Alice uses Kenning while wearing her Hedgespun underpants and carrying her Token basket, these items do not ping.
- A Changeling's Mien does not provide for extra functional limbs, functional wings, or functional antennae, etc. It is permissible to pose cosmetic extra limbs, wings, antennae, etc., but they have no function: you cannot lift items or fly. You could potentially pose antennae as a bit of fluff for Acute Senses, for example, but you wouldn't lose that if your character had her antennae cut off by Huntsmen.
Can characters who are not in a motley purchase motley merits as a shared group?
The short answer is: No.
The slightly-longer answer is: No, because those are benefits exclusively for characters which commit to being in a motley, which is a basic thematic social block of the sphere, and we want to retain those benefits for the characters who are doing that. It's a benefit of committing to a motley oath that those resources become pool-able, and allowing people to do so without committing to the motley oath sort of shorts the characters who do commit to motleys. Why would anyone commit to a lifelong oath if they can get most of the the bennies without one?
Oak, Ash & Thorn
IN USE From Oak, Ash & Thorn:
- The Freehold Reputation System and the Sample Freeholds
- Trifles, Baubles, and the Token Creation system
- Crystal Web contracts, substituting Wyrd for Mantle.
NOT IN USE AND WILL NEVER BE IN USE FOR PCs from Oak, Ash & Thorn:
- Empty Hearts/The Empty
- Custom Mantles. We will always only offer Seasonal Courts/Mantles.
NOT IN USE BECAUSE WE'RE STILL TALKING ABOUT HOW TO USE THEM
Pregnancy & Childbirth
- Lost cannot become pregnant or cause pregnancy without a staff-approved plot to that effect; all Lost were sterilized during their Durance. No surprise babies.
- When a Changeling seals the words of anyone who does not have a Glamour pool (that is, anyone except for a Changeling, Fae-Touched or other Fae creature), the subject of the Sealing is unaware of the sealing unless otherwise informed by supernatural power or merit. For example, a human with the merit Unseen Senses (Fae) would be aware something has been done using Wyrd powers, though not the specific fact that their words have been sealed. Likewise, if the subject breaks the Sealing and suffers consequences, he would not typically be aware that the consequences are connected to his broken promise. Under very limited circumstances, unsubtle bindings could, in theory, be traced back to the one that bound them. Contact Staff if you believe your circumstances qualify before acting on that hunch ICly.
- Most items do not require justification of any sort. If you have the XP and any prerequisite stats, you can just buy it.
- Mantle 4+ requires justification as above.
- Tokens or Hedgespun require pre-approval of the item and a number of scenes roughly equivalent to the level of the item. This can be preparatory scenes, scenes about checking up on the item if you leave it in the Hedge, scenes of going to find or buy it in the Goblin Market. Please discuss Token or Hedgespun plots with staff before starting them so we can help you.
- Goblin Contracts must be purchased from a Goblin and therefore require a Goblin Market scene which is pre-approved by staff or run by staff.
- Pupil's Oaths, whether with an NPC or a PC, should happen on-screen, and the Oath itself should be submitted to staff for recording, as with all Oaths.
- Hollows acquired after character creation should be built on-screen. Hedgespinning a Hollow or Trod.
Please carefully re-read the text of the Contract -- the book answers most basic questions!
- All Contracts which have Wyrd-related bonuses are an exception to the rule that your bonuses can only go up to 5 from a single source. If you have Wyrd 6, you can grant +6 if that's what the contract says.
Blessing of Perfection
- For armor, Blessing of Perfection replaces both ballistic and general armor. 0/1 reinforced clothing becomes 2/2 armor when Blessed by a Wyrd 2 character.
- For weapons, Blessing of Perfection replaces the weapon damage with the Wyrd of the contract-user.
- Blessing of Perfection replaces all relevant bonuses.
- The skill portion of Blessing of Perfection cannot be used on yourself. You can only use that on someone else.
- When used to 'freeze the clock' on an item worn by or containing a living being, this contract lasts only one turn. With the Wizened clause and the expenditure of a willpower dot (which you can purchase back for 1 xp), you may still permanently freeze an item. Yes, this means you could potentially kill someone by freezing their shirt in place. You could also punch someone to death. There are many means to any given end, and some of them are Contracts.
- Any supernatural attempt to break free of a frozen item triggers a Clash of Wills. This includes things which supernaturally increase your strength like Vigor, Might of the Terrible Brute, Red Revenge, Physical Intensity etc.
- Portaling still works if your shirt is frozen in place. Changelings are really hard to contain. You can spend a glamour and do a Clash of Wills and if you win you will be shirtless and free.
- The contract works normally on items held by a person as long as they could let go of the item and move normally. So if someone freezes the sword you are swinging at them in place, it's going to stay there for a chapter.
- Using this contract on something which is worn by or contains a person constitutes one heck of a Clarity break, because you are acting like a Gentry and kidnapping or jailing a living being.
- Players may purchase a second (third, fourth, fifth... ) instance of Chrysalis in order to accumulate more animal forms.
- Doing so requires finding teacher(s) for those animals. They may be PCs or NPCs. Pupil's Oaths are not required for this unless you're buying one of the Seeming Clauses too.
- Crystal Web contracts are in use, substituting 'Wyrd' for 'Mantle.'
Dance of the Toys
- All objects use the rules on p 134 for completing their tasks, whether they are a car running someone over or a gun firing.
- The successes on the activation roll become a gun's attack roll, for example, or a sword's.
- This contract does not specify a duration, and the Blinded Tilt specifies that it ends when the damage caused is healed, but Helios' Light causes no damage.
- Therefore, the Blindness caused by Helios' Light lasts for one turn per use, which makes it equivalent to Murkblur in duration, another Common contract which causes Blindness.
Clash of Wills for Hostile Takeover requires the supernatural in question to be home, and resistance is Supernatural Tolerance + [Safe Place/Haven/Hollow/etc.]. In the case where more than one supernatural dwelling merit applies, the highest dot level is used. Group dwellings with shared merits require only one person to be home, and that is the person who rolls; the shared dot value for merits is used. If multiple people are home, each person may roll.
Locus, Hallow, and other 'place of power' merits are not dwelling merits and are not used. You don't live inside your locus, you live inside your house.
This Contract creates A Thing which grants the +5 equipment bonus. Whoever has The Thing gets the +5 equipment bonus. It does not grant the +5 equipment bonus to anyone in earshot hearing your Amazing Plan. You can choose to have the Thing manifest however seems Super Cool to your character. Maybe it manifests as a lucky coin or a scrap of paper or a small book. Whatever. It's a Size 1 object that lasts as long as the contract does, and whoever has it? Gets the bonus to The Plan. If you use the Loophole, that piece of old paper becomes your Thing.
This is really the only sane way to handle what the Contract says it does.
You can have up to Wyrd active plans at one time, and you can only have one plan per goal.
Riding the Falling Leaves
- Elemental Blessing may or may not be able to interact with this to allow the Elemental to use their Blessing while in leaf form. It is entirely subjective and up to the storyteller of the scene based on individual circumstances.
Talon & Wing
- This contract does not grant flight. A single Glamour and no activation roll for the ability to fly and additional 10 Speed would be incredibly unbalanced and is not the intention of the contract; that clause only grants 10 Speed.
- We are currently accepting pitches for custom Needles and Threads, Kiths, Tokens, and Hedgespun.
- Custom Needles and Thread pitches must contain a description of how the Needle or Thread helps to define the character that has it, and the one willpower/all willpower conditions.
- Custom Token pitches must follow the rules in the core book. Hedgespun rules are pretty straightforward; ask if you need help!
- Custom Kiths must follow the rules in the core book and fill a mythic niche not currently filled by another Kith. 2.0 is specifically moving away from 'function' based Kiths and to 'mythic niche' Kiths. Be prepared to demonstrate in your writeup how a new Kith would add a new mythic niche and how it fits into fairy tale archetypes. Pitching a new Kith just to get a new Kith blessing is not what we're after, here.
- Custom Conditions can be found here.
- Custom Merits can be found here.
- Fae-Touched are not Lost and may not have Mantle, though on rare occasions they may swear to a Court as per p315 of CtL 2e core; they may have Court Goodwill.
- Fae-Touched may swear Oaths and may use Tokens.
- Freehold membership is open to Fae-Touched. Better close and watched than potentially swiped by Them without anyone to watch them. The relationship between individual Fae-Touched and Lost may be anything, but the official position of the Freehold is that they are part of Lost Society.
- This is not a House Rule or clarification but a restatement of a rule that is oddly placed in the book: Fetches cannot swear Oaths or be party to Bargains.
- Fetches are 'almost immune' to having their words Sealed. Staff will clarify what that means very soon now.
This system details means of cultivating goblin fruits, as well as means of using goblin fruit in changeling cuisine and medicinally. Players are encouraged to use goblin fruits in their roleplay, and these methods of preparing the fruits likewise. The system can be found here.
- The Kith blessing Secrets and Whispers may only be used once per week. If this Kith becomes too disruptive to plots, it may be removed from play.
- The book text is unclear as to whether this effect lasts for a single roll or for a scene. The ability only applies to art forms for which the Artist has an Expression specialty, and lasts for a scene.
- An unconsenting target may roll Composure + Supernatural Tolerance to contest Will That Be All? as modeled on the Hunterheart power resistance.
- If the Chimera only has one Goblin Contract, that contract benefits in perpetuity.
- This Kith is the only Kith from Dark Eras 2 which is not currently in use. It may be added later, with significant house rules to adapt it to chat-style play from tabletop-style play.
- The Elemental Seeming Blessing and Helldiver do not permit a Helldiver who is discorporated to use their Seeming Blessing to manipulate their Element of choice in the real world. They are discorporated and cannot be surrounded by/touch the element in question in a meaningful way.
- Depending on the element, they might be able to use that Element wherever they are. For example, the Earth or Water of the Underworld or Dreams may or may not count as 'Earth' or 'Water,' depending on the element and the location where the Elemental is trying to use it. This is entirely at the discretion of a scene ST. There are simply too many potential variables to nail down each one.
- Helldivers who are Diving shift into Twilight. Twilight is not a place, it's a state. This power therefore works in every place, realm, etc., unless otherwise contraindicated directly (example - all ghosts are solid in the Underworld, which is specifically called out in the book).
- Helldivers **cannot** simply 'shift' into other Realms or create Gates to step through. They require an existing Shadow Gate, Avernian Gate, or Gate to any other Realm they wish to pass through, either existing already by its own means or created by other powers (such as a Spirit Mage or Fetish creating a Shadow Gate).
- Upon spending a point of Glamour to open such a Gate, the Gate acts like a Hedgeway and follows Hedgeway rules, including staying open as a **two-way door** passable by any entity for a number of turns equal to the Helldiver's Wyrd.
- Additionally, that Gate will remain passable by any Lost with the ability to do so (i.e. other Helldivers) *without* an expenditure of further Glamour until the turning of the next season. (This is also how Hedgeways work!)
- If a power is used to _close_ the Gate, the above does not apply, because it's been forcibly closed. Think of it as the difference between a door being closed vs closed and locked but the Helldiver has a key.
- If the Gate gets destroyed or the spell or effect creating it expires, the Helldiver must seek another way out. _Good luck!_
- **Loci are not gates.** Loci are thin places in the fabric of the world where some entities, such as werewolves and certain spirits, can osmose through like water passing through cheesecloth. Helldivers therefore cannot pass through loci with their Kith power.
- The powers of Helldivers who still have their Silver Threads and are still bound in service to a Fae may differ and be more powerful. Everything costs something, even freedom.
- While normally it is possible to, with a supernatural power and a Clash of Wills, see through the changes that Mirrorskins (and those who have been Mirrorskinned via a Darkling using Riddle Kith on them) make to their Masks and Miens, it is the considered ruling of staff that this simply does not work in the cases where Riddle Kith & Mirrorskinning has been used to make gender-affirming changes to Masks and Miens. If you want to change your face and become another person entirely, the Clash of Wills will still occur. If your character uses Mirrrorskinning as a sort of supernatural HRT/FFS/top surgery replacement, there is no power on this game that will let you 'see through' that. This has nothing to do with any RAW and everything to do with the fact that this is a game run by queer people for queer people and their allies, and ain't nobody got time for 'oh no your affirmation is destroyed by Auspex.' It is pure handwavium. It just doesn't work.
- As with other Kith Blessings, the Nymph's ability to switch between legs and a tail costs a Glamour. Additionally, the act of changing from legs to a tail or vice versa is an instant action.
- The book specifies that the Nymph may always breathe both water and air; no Glamour or action is required to switch between these activities.
Playmates may heal themselves as they would heal anyone else, trading Clarity for wounds.
- Court Goodwill can only be purchased by Changelings and Fae-Touched.
- Court Goodwill is restricted to 3 at character creation.
- When calculating dice pools for the effects of Goodwill-granted effects, use Goodwill-2. Therefore, someone who has Winter Goodwill 3 would penalize rolls as though he had Winter Mantle 1.
- Goodwill does not add any dice to Court contract rolls. Unless you have the appropriate Mantle, you roll only the base 2 stats.
- This custom merit's writeup is available here.
Easy Access When a Hollow has Easy Access, the normal Portaling rules are amended. Each Changeling must enter and leave separately, expending a Glamour every time they either enter or leave. The Hollow has no permanent entrance from the mundane world, and every Lost returns to the same mundane door that they entered at.
If Bob and Alice share a Hollow, and Bob spends a glamour and enters the Hollow from a door in China while Alice spends a glamour and enters from a door in Algeria, Alice may not 'follow' Bob out to China when Bob spends a glamour and exits to the mundane world. To exit to the mundane world, Alice must also spend a glamour, and she will exit to Algeria.
If Clarice the vampire is brought through the Easy Access portal by Bob, she may exit with Alice. As she is unable to expend glamour to open her own Portal, she is at the mercy of whoever will ferry her through.
If a Changeling enters through an unlocked door that is subsequently locked, she may not exit into the mundane world until it is unlocked. She must exit into the Hedge.
Such is the tradeoff for being able to enter your Hollow from literally anywhere.
Hollows with Easy Access may still only be accessed by their owners normally. You can teach someone who has not bought in the special whistle, but they aren't one of the owners. Breaking-in rules still work for Hollows with Easy Access if the secret code is known.
- Mantle is restricted to 3 at character creation.
- When requesting to raise Mantle above 3, please link in your request a number of logs which demonstrate your character as an exemplar of your Court equal to the number of dots being requested. So if you're asking for Winter 4, please give us 4 logs which show your character acting in a particularly Winter way. (If we aren't sure what your log is supposed to demonstrate, we'll ask!) If you use logs to buy Winter 4, you can't use those same logs for Winter 5.
- Please give at least a month between Mantle raises. Mantles should rise gradually, over time.
- Examples for what constitutes a scene that counts for Mantle 4 or 5 are here.
Rigid Mask is a weirdly-written merit, and does not specify that an active power is required in order to trigger the Clash of Wills. It's also the only merit we could find in either book which specifies a Clash of Wills in the contexts of a merit as opposed to a Contract and/or Discipline. However, the Clash of Wills section on p126 of CtL 2.0 makes it clear that all Clashes of Wills happen when powers come into conflict. Therefore, without Auspex or other supernatural powers active, the Clash of Wills simply doesn't happen. 'Being a vampire' does not trigger a Clash of Wills. Some other merits, such as Acute Senses, may come into play if a Lost is affected by a Changeling's strengthened Mask or a Vampire wishes to see through their attempts at emotional deception. Some psychic powers may trigger a Clash of Wills, such as Aura Reading, though the Mortal+ has no Supernatural attribute and will only be rolling their Finesse attribute.
When a motley submits for the Stable Trod merit, they must follow the rules on p201-202 of the CtL core book to determine the Trod's length and how well the motley cares for the Trod. A length 3 trod which is "well cared for" is a 5 dot trod. You must submit the start and end points for your Trod on the request where it is first purchased.
- Token/Hedgespun bows and pistols require mundane ammo. The power is in the thing doing the firing. You have to have arrows for your keen-ass magical bow. Unless, of course, 'infinite ammo' is the power of the bow/pistol, which is potentially a thing.
- The baseline weapon for a Token or Hedgespun weapon can be any item that can be created with our crafting system. Hedgespinning cannot create any item that violates our crafting system as the base item. No swords with 8-Again, no axes with Incendiary, no knives with 5L damage ratings, etc before adding the bonuses from Hedgepinning.
- Workshop (for Hollows) may be set up for Expression, Crafts, or Medicine. As per the books, you must declare one Specialty per dot, you may not use the Workshop unless you have at least one of the designated Specialties, and a given Workshop location may only be set up for a single skill. You may not have 2 dots of Crafts and 2 dots of Medicine in the same location. We may consider other skills on a case-by-case basis.
Mage House Rules
- Per Mage: the Awakening 2.0 pg84, when raising your common arcana to 5 or your inferior arcana to 3+ you will need to find a mentor to tutor you in the practices you are attempting to learn. Log the scene and submit it to staff along with your XP spend. Once your XP spend is approved, the teacher may claim a standard beat and the student may claim an arcane one.
Until further notice, Arcane XP is not in effect. All Mage purchases may be made with Regular XP.
- Arcane Beats: In addition to the reasons covered on pg83 of Mage: the Awakening 2.0, you may claim an Arcane Beat when you log a teaching scene as the student. (The teacher may claim a standard beat.)
- Beat Tracker: Arcane XP changes the format of your beat tracker somewhat. Please submit your mage beats as follows:
- Focused Arcana Raises: You may immediately claim 1 whole Arcane Experience point upon raising a Focused Arcana of your Legacy. Note: Focused Arcana are Ruling Arcana of your Path that your Legacy likewise has as a Ruling Arcana. The doubling up of the benefit nets you 1 Arcane Experience point when you raise it after having joined your Legacy. This does not apply simply to raising your Legacy's Ruling Arcana unless it is also a Ruling Arcana of your Path.
Dark Eras 2
Spells from Dark Eras 2 currently in use:
- Wyrdbound Oaths.
We are not including, nor will we at any point in the future include, nor permit as creative thaumaturgy:
- Malleable Thorns
- Masking the False Fae
Additionally, the guidance for how the Hedge reacts to Mages is currently not in use just because we haven't had a chance to talk it all through. Anything from DE2 not explicitly included is discluded.
- If you raise an attribute or skill beyond the mortal maximum using magic, the effect becomes subject to the Dissonance rules on M:tA p299. To be clear, this is caused by either rolling the impacted stat around sleepers, or using a derived trait of those stats around sleepers. If you have Strength 10 and move your full speed, that will cause Dissonance. If you have Dex 6 and use your defense, that will cause Dissonance. If you use your heightened persuasion in a roll to convince someone of something, that will cause Dissonance. Dissonance gains the same roll factors as Paradox does with evermore larger crowds.
- Causing Dissonance is a minor breach of the Precept of Secrecy. The degradation of your spell's integrity is happening because the Abyss is attacking your magic. This is generally accepted as a "Bad Thing". Furthermore, when Dissonance happens, you are causing breaking points in the integrity of sleeper witnesses. This is also generally accepted as a "Bad Thing". Use your magic carefully, subtly, or within the limitations of the the human experience.
- This spell creates a mundane item. It can create any item legally permitted by our crafting system. It cannot create any item that violates our crafting system. No swords with 8-Again, no axes with Incendiary, no knives with 5L damage ratings, etc.
- We do not use the term "cabal" on this game. The term we use is "cadres". For similar reasons, we do not call them covens, nor circles: simply cadres. Please get used to saying Cadres. It has always been Cadres, ICly. This isn't a local peculiarity. It's just a word we're not using. Feel free to DM DadHoc if you'd like the explanation.
- We do not use the term "mana" on this game. The term we use is "potentia". It has always been Potentia, ICly. This isn't a local peculiarity. It's just a word we're not using. Feel free to DM DadHoc if you'd like the explanation.
Piercing The Mask
Having discussed it, because it's not laid out in the book clearly, piercing the Mask for Mages requires Prime 1 AND Fate 1 Active Mage sight (not Peripheral) and a Clash of Wills. Pierce Deception may tell you that something hinky's going on over there but then you would require the IC knowledge to know you'd need to layer in another Mage sight, etc. etc.
Peripheral Mage Sight
What 'pings' Peripheral Mage Sight? Any activated power or supernatural event, with exceptions as below.
Examples of things which 'ping': Kith powers upon activation (the things with italic names), werewolves shifting, Mage spells, Vampiric disciplines.
Examples of things which do NOT 'ping': Always-on Mage attainments, previously-activated powers, Kith Blessings (the 'exceptional on 3' part of a Kith's writeup), always-on powers, powers designed to conceal (Obfuscate, Forces invisibility, Mask of Superiority, Mirrorskin kith blessing)
Clash of Wills only 'pings' when you WIN for powers which are designed to conceal. Otherwise, you'd win when you lose. Think about it: 'gosh, there's no one here but me, but something just went off on my "radar", I better look again, more closely, or change my behavior!' So if it pings on that CoW even if you lose... you're still winning even when you lose the Clash. Not cool, not fair.
- Raw Materials: A single item's worth of the base metal is Availability 2 for Tin, Lead, Iron, Steel, or Copper. A single item's worth of the base metal is Availability 3 for Gold, Silver, and Mercury.
- Ritual Tools: If you are creating perfected path tools, these do not require you to purchase the Perfected Item merit. If you are creating perfected weapons, or equipment with a purpose other than ritual application, the merit then applies.
- Siderite: Siderite does not count as Cold Iron.
- Regaining Pools: You will only regain Potentia and Willpower from a praxis if it is used on screen. It need not be used during a time of dramatic tension or threat to life, but it must rise to the importance of being viewed within the lens of your on screen life.
- Merits such as Good Time Management and Patient, or any other non-supernatural merit which impacts extended rolls in general do not apply to Ritual Casting times. Your Gnosis is always the determining speed factor. Ritual Casting is not an extended roll.
- Sympathetic Names: Everyone has a true name. Even Mages. It's the name they confide to their most trusted allies, the name they whisper into the ear of a lover. The name that, when someone shouts it in a crowded room, has them turning their heads to see who is calling them. Only the individual knows if the name they were given at birth is true to them or not, and many choose to select and use new names that resonate with greater truth to them for whatever reason. Knowing this name becomes a Yantra. Not knowing it increases the withstand against the sympathetic range attainment by 1.
- Daily Meditation: Daily Meditation adds +2 to your rolls to resist Wisdom Degeneration. Meditating on high concepts and the Supernal is a fantastic way to bulwark your Wisdom. The roll for your meditation must be made prior to your degeneration check. You may not reroll a failure.
Mortal House Rules
- We use the optional character creation rule which allows Mortals and Mortal+ characters to take 10 merit dots at character creation.
By changing their eyes into a cat's eyes, a Biomimic may eliminate negatives imposed by Environmental Tilts for natural darkness. Darkness imposed by magical shadows or Contracts/Disciplines/Magic whose effects remove sight still affect the Biomimic.
This merit impacts magical fear and revulsion imposed by sources as various as the Nightmare Discipline, Autumn Contracts, and even the Nosferatu Curse with the same caveats as Awakened magic.
When using the attack form of Psychokinesis, the attack functions like a ranged attack. This means that unless the target has some method of dodging firearms or similar attacks, they do not receive their defense against Psychokinetic attacks.
The Sleepwalker merit found in the Mage 2.0 book is being changed as follows. It is now a 2 dot merit. It now allows the Sleepwalker to know if they're being impacted by Nimbus Tilts, the way mages do. Furthermore, they can sense supernal magic in a manner mechanically identical to Peripheral Mage Sight, though they cannot discern which Arcana or practices are being used. Additionally, they don't actually see it, they sense it. If a mage can see magic with peripheral mage sight, a sleepwalker can feel it. This feeling manifests however the player taking the merit wishes, within reason. But that feeling is always the same. Hairs standing up, the ineffable taste of summer on the tongue, a sudden wash of nostalgia without seeming cause. Be imaginative.
When using this power, objects still take structure damage and characters receive one bashing per mile of distance traveled rather than for each yard.
Vampire House Rules
- The Potency of a spell is capped at twice the user's Cruac rating.
- The casting of a ritual immediately ends upon reaching the required success threshold; the caster can't keep going to increase potency.
See our page on Joining Vampire.
Coils of the Dragon
Coil of Zirnitra is not in use here.
Vampires can only be a member of one covenant. The merits Casual User, Chorister, One Foot in the Door, Laity, and Independent Study are not in use.
- Rigid Mask is a weirdly-written merit, and does not specify that an active power is required in order to trigger the Clash of Wills. It's also the only merit we could find in either book which specifies a Clash of Wills in the contexts of a merit as opposed to a Contract and/or Discipline. However, the Clash of Wills section on p126 of CtL 2.0 makes it clear that all Clashes of Wills happen when powers come into conflict. Therefore, without Auspex or other supernatural powers active, the Clash of Wills simply doesn't happen. Some other merits, such as Acute Senses, may come into play if a Lost is affected by a Changeling's strengthened Mask or a Vampire wishes to see through their attempts at emotional deception.
This is a reminder, not a house rule, but learning a clan's unique discipline if it's not your Clan or Bloodline discipline requires a teacher who has that discipline already and drinking at least a point of their vitae, with everything that comes along with that.
This means that if you're starting play with any such Disciplines, you're probably also starting play with vitae addiction and the associated persistent Addicted condition.
Ghouls and Disciplines
- Ghouls consider their regnant's in-clan Disciplines to be in-clan for purchasing them with XP.
- Ghouls can only learn Auspex, Dominate, Majesty, Nightmare, and Protean dots if they drink from a vampire who knows that Discipline at that rating, in the same way as vampires.
- Ghouls can learn other Disciplines even if their Regnant doesn't know them. The potential is in the blood.
- Ghouls can learn blood sorcery, and can use Theban rituals that they're taught. They can't use Cruac rites beyond the first level, even though they can learn them, because any level 2 or greater rites require spilling of blood, and that's something that's expressly called out as not possible for ghouls. They can perform level 1 rituals in theory, but most Acolytes would not be accepting of their practices being taught to a mortal... even a ghoul.
- The illusions caused by Nightmare 1 are not sufficient to cause a Clarity check in Lost. The fact that there is no resistance roll and the fact that Blood & Smoke was written literally years before 2.0 Lost means this requires a bit of handwavium for balance purposes. You can't induce Clarity damage in Lost with illusions that have no resistance roll.
Protean 3, Beast's Skin
While being in animal forms does permit you to activate disciplines as normal, if they require you to do something else that the animal form can't normally do (like if you're a dog and trying to use Dominate) you can't do other things that the animal form can't normally do.
- The Khaibit Devotion "Pseshkf" can be used to boost unarmed attacks as if they were weapons. It lasts for one scene
Thousand Years of Night
Content from Thousand Years of Night is allowed for PC usage on a case-by-case basis, and only for characters with an age greater than 200 years and an accumulated XP total of at least 60. Please note that the purchase of ANY stat that has being an Elder as a prerequisite also means adopting the Elder Bane for your Clan. Approved stats will be listed here (none currently)
Werewolf House Rules
- You get free dots in Moon Gifts according to your Auspice Renown, a two Facets of Shadow Gifts from your Tribe and Auspice, and one (essentially free) facet of a Wolf Gift.
- In addition to what's in the book, you may choose a Blood and Bone from the Blood and Bone list, or submit your own using the rules listed on that page.
- Upon character creation, you are limited to one Renown at 5, and a second Renown at 4, and the rest may be at 3 or below.
- Wolf-Blooded may take the merits: Supernatural Resistance, Aura Reading, Mind of a Madman, Cursed, Unseen Sense, Clairvoyance, Laying on Hands, and Medium.
Custom Abilities and Items
- The following may be custom-made: Fetishes and Talens, Pack and Wolf Rites, Pack Tactics, Wolf-Blooded Tells, and Lodges.
- When taking this merit, you must fill out and submit a Safe Place sheet, and indicate which of the setting Loci you are claiming. If you're originating a new Locus, please indicate its location and resonance.
Fetishes and Talens
- When crafted, Fetishes and Talens must be supported by dots in Resources or Esoteric Armory equal to their rating.
- The Pure Gift trees from Night Horrors: Shunned by the Moon are permitted: Agony, Blood, Disease, Fervor, and Hunger. These are all considered non-affinity.
- The Gift of City (non-affinity) and the Gift of Essence are permitted: read them here.
- Hunting Natures are not in use; no drawbacks or benefits of Hunting Nature Conditions are granted.
- Pack Beats and Pack Experience will not be in use. Totem advantages and Pack merits will work as normal.
- Packs make take any mundane Shared Merit tagged (Motley), and the same rules apply; to reap the benefit of the shared Merit, you must have purchased into it.
- Pack Composite Sheet that combines Pack, Safe Place, and Totem into one.
- Raising Renown in-play beyond 3 must be justified.
- You are limited to one Renown at 5 upon character creation, and a second at 4.
- The Merits Good Time Management and Patient apply to Rites.
- When you learn a Rite from someone else, you do not have to inherit their dice pool. You may select your own, representing your own spin on the Rite.
- Werewolves do not take quarrel with other supernaturals dwelling inside their territory, provided there has been no conflict or action to provoke such.
House Rule Merits
Prerequisites: Non-Forsaken Supernatural Major Template
Effect: Your character was a Wolf-Blooded, prior to whatever supernatural events caused her to become a Mage, Vampire, Changeling, or other Major Template. This grants her no specific mechanical advantages: she is not able to purchase Totem as a result of this merit (though may be able to for other reasons). She knows about Werewolves, and Werewolf Society, and may be generally on good terms with them as a whole, though her own actions or the actions of others may of course change this. Werewolves detect Once Wolves the same way they would Wolf-Blooded, but require a successful Wits + Occult roll to tell the difference.
Pack Affinity (• or •••)
Prerequisites: Membership in a pack
Whether from a great deal of time spent in each other's company, a strong totem bond, or other events, the bond between packmates with this merit has an undeniable and tangible strength. Packmates pick up on each other's moods, finish one another's sentences, and anticipate the needs of their pack and individual packmates. This sort of uncanny awareness of one another may unsettle those unaware of the intensity of their bond.
At the one-dot level, the Uratha gains +1 to Social rolls with her packmates, due to her ability to read their body language and a subconscious awareness of her pack's moods. This bonus extends to the entire pack as long as one member has the Merit.
At the three-dot level, the pack's bond becomes truly intense. Regardless of distance, she knows the general mood of each of her packmates, and becomes instantly aware of any massive shifts in mood--including any form of Kuruth. She may utilize this awareness to send messages of up to three words to her packmates upon which no one can eavesdrop by any means--the messages are encoded in the understanding the pack has of one another's moods, body language, and mindset. In combat, this does not require an action, similarly to a character's ability to speak while also taking an instant action, but in combat the Uratha must choose between speaking and utilizing this private communication.
Drawback: Regardless of distance, packmates with the three-dot version suffer the highest wound penalty of any packmate, even those without the merit. Merits or powers which ameliorate wound penalties only do so for the Uratha who actually has the merit. (If Bob and Alice have the three-dot version, and Bob is injured but Alice has a merit that allows her to ignore wound penalties, only Alice benefits from it.) 'Feeling one another's pain' becomes frightfully literal when your ties get this strong.