Difference between revisions of "Draft expanded renown"
imported>Apollonia (→Mage) |
imported>Apollonia |
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Line 90: | Line 90: | ||
''Notes:'' <br> | ''Notes:'' <br> | ||
''Book Ref:'' Werewolf Player's Guide (2nd Edition), page #13 | ''Book Ref:'' Werewolf Player's Guide (2nd Edition), page #13 | ||
+ | |- | ||
+ | | '''Hideaway''' | ||
+ | | 2 | ||
+ | | Location | ||
+ | | WW4010 | ||
+ | | ''Synopsis:'' You have a special hiding place that no one knows about - a house, a cottage, a nicely furbished cave, etc. You never registered this place in your name, so anyone trying to trace you there is going to have a very hard time. This hideaway is modestly furnished and stocked with enough goods for a two week stay. Such places are good for practicing secret magics - or for hiding from enemies.<br> | ||
+ | ''System:'' If someone goes on an active search to find your hideaway, your Storyteller may roll two dice against difficulty 6. At least one success means that no one has found the place. Failure indicates that you didn't cover your tracks very well; now they know where you live (more or less). Four cumulative failures leads them right to you; a botch immediately renders your secret worthless.<br> | ||
+ | ''Notes:'' <br> | ||
+ | ''Book Ref:'' World of Darkness: Sorcerer, page #67 | ||
|- | |- | ||
| '''Huge Size''' | | '''Huge Size''' | ||
Line 119: | Line 128: | ||
''Notes:'' <br> | ''Notes:'' <br> | ||
''Book Ref:'' Werewolf Player's Guide (2nd Edition), page #12 | ''Book Ref:'' Werewolf Player's Guide (2nd Edition), page #12 | ||
+ | |- | ||
+ | | '''Light Sleeper''' | ||
+ | | 1 | ||
+ | | Physical | ||
+ | | WW4010 | ||
+ | | ''Synopsis:'' You function quite well on four hours of sleep a night. More rest is always welcome, but if some circumstances (like research or tight deadlines) keep you awake, you'll suffer less severely than other mortals might.<br> | ||
+ | ''System:'' If something happens during your slumber, you're more likely to awaken quickly than another person in your position.<br> | ||
+ | ''Notes:'' <br> | ||
+ | ''Book Ref:'' World of Darkness: Sorcerer, page #66 | ||
+ | |- | ||
+ | | '''Loyalty''' | ||
+ | | 1 | ||
+ | | Psychological | ||
+ | | WW4010 | ||
+ | | ''Synopsis:'' You're sworn, loyal and devoted to some person, group or cause. <br> | ||
+ | ''System:'' This bond allows you to resist any form of temptation or coercion that could lead you to betray your trust or oath. Especially nasty forms of "persuasion" (torture, mind magic, vampiric Dominance, etc.) are harder to shake, but you do get a bonus to your Willpower (either two additional dice to roll, or two added to the inquisitor's difficulty, whichever is appropriate) if the offending party tries to make you break your promise.<br> | ||
+ | ''Notes:'' <br> | ||
+ | ''Book Ref:'' World of Darkness: Sorcerer, page #66 | ||
|- | |- | ||
| '''Mechanical Aptitude''' | | '''Mechanical Aptitude''' | ||
Line 157: | Line 184: | ||
''Notes:'' <br> | ''Notes:'' <br> | ||
''Book Ref:'' Werewolf Player's Guide (2nd Edition), page #12 | ''Book Ref:'' Werewolf Player's Guide (2nd Edition), page #12 | ||
+ | |- | ||
+ | | '''Soothing Voice''' | ||
+ | | 1 | ||
+ | | Social | ||
+ | | WW4010 | ||
+ | | ''Synopsis:'' Your voice is calm and soothing, almost entrancing. <br> | ||
+ | ''System:'' Add two dice to any roll that directly involves using your voice - to sing, to preach, to hypnotize, etc. - or reduce Social roll difficulties by two.<br> | ||
+ | ''Notes:'' <br> | ||
+ | ''Book Ref:'' World of Darkness: Sorcerer, page #66 | ||
|- | |- | ||
|} | |} | ||
Line 169: | Line 205: | ||
! Source | ! Source | ||
! Details | ! Details | ||
+ | |- | ||
+ | | '''Burning Aura''' | ||
+ | | 2 | ||
+ | | Supernatural | ||
+ | | WW4010 | ||
+ | | ''Synopsis:'' Your aura, no matter what it's color, is unusually brilliant. Those who can see this "inner light", you stand out like a beacon burning with a mystical fire. Even people who cant see auras feel drawn to your side. <br> | ||
+ | ''System:'' Some supernatural entities find people like you intriguing; others consider you a threat. Likewise, sensitive mortals might consider you appealing or repulsive, depending on your personality and their inclinations.<br> | ||
+ | ''Notes:'' <br> | ||
+ | ''Book Ref:'' World of Darkness: Sorcerer, page #67 | ||
|- | |- | ||
| '''Cast-Iron Stomach''' | | '''Cast-Iron Stomach''' | ||
Line 178: | Line 223: | ||
''Notes:'' <br> | ''Notes:'' <br> | ||
''Book Ref:'' Bygone Bestiary, page #108 | ''Book Ref:'' Bygone Bestiary, page #108 | ||
+ | |- | ||
+ | | '''Clear Sighted''' | ||
+ | | 3 | ||
+ | | Supernatural Awareness | ||
+ | | WW4010 | ||
+ | | ''Synopsis:'' Illusions do not fool you. This vision may be a supernatural gift, an inborn insight or a practiced skill.<br> | ||
+ | ''System:'' In any case, vampiric Obfuscation, Chimeristry and other Disciplines or Gifts that deceive most observers don't work as well as they should against you. Confronted with such deception, you get a Perception + Alertness roll (difficulty = opposing power's level +3) to see right through it.<br> | ||
+ | ''Notes:'' <br> | ||
+ | ''Book Ref:'' World of Darkness: Sorcerer, page #67 | ||
|- | |- | ||
| '''Danger Sense''' | | '''Danger Sense''' | ||
Line 187: | Line 241: | ||
''Notes:'' <br> | ''Notes:'' <br> | ||
''Book Ref:'' Werewolf Player's Guide (2nd Edition), page #15 | ''Book Ref:'' Werewolf Player's Guide (2nd Edition), page #15 | ||
+ | |- | ||
+ | | '''Faerie Companion''' | ||
+ | | 3 | ||
+ | | Supernatural Social | ||
+ | | WW4010 | ||
+ | | ''Synopsis:'' You have a faerie companion, a friend and associate who's one of the Kindly Ones - the Changelings. Perhaps your creativity feeds his craving for dreams, or perhaps he's taught you of things beyond mortal view. Maybe you're just in love. In any case, this fae companion tends to stay out of human sight, but commands various magical talents of his own (see Changeling: The Dreaming). Naturally, he'll probably want something in return for his generous, if quixotic aid.<br> | ||
+ | ''System:'' A Changeling makes a boon companion; moreover, his teachings allow you to learn Abilities like Kenning and Mythlore, knowledge outside the mortal spectrum. In a real emergency, your friend might even hide you away in his Freehold for a time! Beware of this offer, however. One never knows the truth behind such refuge, and the price for the trip could be steep indeed!<br> | ||
+ | ''Notes:'' <br> | ||
+ | ''Book Ref:'' World of Darkness: Sorcerer, page #67 | ||
|- | |- | ||
| '''Fearlessness''' | | '''Fearlessness''' | ||
Line 196: | Line 259: | ||
''Notes:'' <br> | ''Notes:'' <br> | ||
''Book Ref:'' Bygone Bestiary, page #108 | ''Book Ref:'' Bygone Bestiary, page #108 | ||
+ | |- | ||
+ | | '''Ghoul''' | ||
+ | | 5 | ||
+ | | Supernatural | ||
+ | | WW4010 | ||
+ | | ''Synopsis:'' At some point in time, a vampire fed you some of her potent vitae, possibly Bonding you into service. Somehow, you broke free, but the Blood's force has granted you some of your mistress' power. <br> | ||
+ | ''System:'' In addition to a vague knowledge of vampiric society (one dot of Vampire Lore), you age slowly, have an extra automatic success on any Strength roll you make, and inflict an additional die of damage with all hand to hand attacks. (If your game integrates the Vampire: The Masquerade rules, you have a Blood Pool, a dot in Potence and the potential to buy and use some Disciplines.)<br> | ||
+ | {{tab}}This does not come without cost, however. You must continue to feed on vampire blood occasionally. Otherwise, you regain your mortality and crave forever the sweet rush of your former mistress' essence. Should you revert (after going a month or more without sacred vitae), you lose your supernatural might (and Disciplines) forever. <br> | ||
+ | ''Notes:'' <br> | ||
+ | ''Book Ref:'' World of Darkness: Sorcerer, page #69 | ||
+ | |- | ||
+ | | '''Iron Will''' | ||
+ | | 4 | ||
+ | | Supernatural Mental | ||
+ | | WW4010 | ||
+ | | ''Synopsis:'' Once your mind's made up, nothing short of a sledgehammer can change it. <br> | ||
+ | ''System:'' This Merit allows you to resist the effects of vampiric Domination, Mind magic or other coercive mental attacks. The Trait does nothing to deflect mental trauma or deception, but makes it damned hard for someone to mind-control you. Potent attempts from really powerful foes might demand a sacrifice of a Willpower point per turn; if a vampire or mage of your aproximate "level" tries to turn your head around, however, you can consider yourself immune.<br> | ||
+ | ''Notes:'' <br> | ||
+ | ''Book Ref:'' World of Darkness: Sorcerer, page #68 | ||
|- | |- | ||
| '''Lucky''' | | '''Lucky''' | ||
Line 201: | Line 283: | ||
| Supernatural Aptitude | | Supernatural Aptitude | ||
| WW3806<br> | | WW3806<br> | ||
− | WW3108 | + | WW3108<br> |
+ | WW4010 | ||
| ''Synopsis:'' You enjoy some special favor from Gaia or some other powerful spirit. <br> | | ''Synopsis:'' You enjoy some special favor from Gaia or some other powerful spirit. <br> | ||
''System:'' Three times per story (not per session), you may re-attempt a failed roll. You may only make one repeat attempt per failed roll; the second roll always counts.<br> | ''System:'' Three times per story (not per session), you may re-attempt a failed roll. You may only make one repeat attempt per failed roll; the second roll always counts.<br> | ||
''Notes:'' <br> | ''Notes:'' <br> | ||
''Book Ref:'' Player's Guide to the Garou, page #165<br> | ''Book Ref:'' Player's Guide to the Garou, page #165<br> | ||
− | Werewolf Player's Guide (2nd Edition), page #15 | + | Werewolf Player's Guide (2nd Edition), page #15<br> |
+ | World of Darkness: Sorcerer, page #67 | ||
+ | |- | ||
+ | | '''Nightsight''' | ||
+ | | 3 | ||
+ | | Supernatural Awareness | ||
+ | | WW4010 | ||
+ | | ''Synopsis:'' You can see in near total darkness. This odd gift may come from an arcane power, an affinity to darkness or some fait relation to the catfolk. So long as some light source exists, your vision remains acute. <br> | ||
+ | ''System:'' Really bad conditions (smoke, fog, total darkness) might demand Perception + Alertness roll, but under most circumstances, you can see as well by night as you can by cloudy daylight. Bright lights, especially sudden ones, dazzle you for a turn or so, perhaps longer if the light is really blinding, otherwise your sight is fairly normal, not enhanced.<br> | ||
+ | ''Notes:'' <br> | ||
+ | ''Book Ref:'' World of Darkness: Sorcerer, page #67 | ||
+ | |- | ||
+ | | '''Precognition''' | ||
+ | | 4 | ||
+ | | Supernatural | ||
+ | | WW4010 | ||
+ | | ''Synopsis:'' You occasionally have glimpses of the future. Although such visions are beuond your control, you may try to "summon" one by entering a trance and attuning yourself to fate.<br> | ||
+ | ''System:'' When employed with the Divination Path, this Merit lets you add two dice to your pool; otherwise, the Storyteller will determine what (if anything) you see and how accurately it reflects coming events. This Merit should, of course, offer some insight, but as any seer knows, prophecy is an odd and chancy business. Visions often strike without warning and are not always pleasant to receive.<br> | ||
+ | ''Notes:'' <br> | ||
+ | ''Book Ref:'' World of Darkness: Sorcerer, page #68 | ||
+ | |- | ||
+ | | '''Prophetic Ability''' | ||
+ | | 4 | ||
+ | | Supernatural | ||
+ | | WW4010 | ||
+ | | ''Synopsis:'' The Higher Powers speak to you in signs and portents, visions and images. Some may speak of the future, while others offer clues to existing mysteries, or reveal hidden facts. Prophecies come when they will - you cannot control them, and may not even ''want'' them when they do occur (the classic prophets were not exactly thrilled with their "gifts"). <br> | ||
+ | ''System:'' Some messages will be crystal clear while others seem just flat out obscure. Symbolism, foreshadowing, flashbacks - all the tools mentioned in the rulebooks' Storytelling chapters come into play when your Storyteller decides to let prophecy strike. The truth, content and effect of the prophecies remain the Storyteller's perogative, but should have some significant role in coming events. This Merit is not a quick-fix or an "oracle machine"; it exists to provide dramatic moments and enigmatic clues, not to dole out obvious answers.<br> | ||
+ | ''Notes:'' <br> | ||
+ | ''Book Ref:'' World of Darkness: Sorcerer, page #68 | ||
+ | |- | ||
+ | | '''Special Friend''' | ||
+ | | 3 | ||
+ | | Supernatural Social | ||
+ | | WW4010 | ||
+ | | ''Synopsis:'' You've got a friend - a supernatural friend. Perhaps she's a werecat, an enigmatic keeper of secrets and sensations; maybe she's a True Mage with powers you can only dream of having. It could be that she's a vampire, watching over you in the night. She might even be a ghost, a Restless soul you've done a favor. Whatever she may be, she isn't "normal" company and her tastes run to dark pursuits.<br> | ||
+ | ''System:'' Chances are, your friend isn't telling you much about her kind; you might aquire a dot or two in the appropriate Lore Knowledge from listening to her tales, but that's about it. Still, you're there for each other; she'll watch your back if you watch hers. Naturally, your Storyteller will want to fill in the details regarding your friend and the relationship you share. In the midnight world, these kinds of friends are good to have - even if they ''do'' tend to bring their problems with them...<br> | ||
+ | ''Notes:'' <br> | ||
+ | ''Book Ref:'' World of Darkness: Sorcerer, page #67 | ||
|- | |- | ||
| '''Supernatural Companion''' | | '''Supernatural Companion''' | ||
Line 238: | Line 358: | ||
''Book Ref:'' Werewolf Player's Guide (2nd Edition), page #14<br> | ''Book Ref:'' Werewolf Player's Guide (2nd Edition), page #14<br> | ||
Player's Guide to the Garou, page #165 | Player's Guide to the Garou, page #165 | ||
+ | |- | ||
+ | | '''Unbondable''' | ||
+ | | 3 | ||
+ | | Supernatural | ||
+ | | WW4010 | ||
+ | | ''Synopsis:'' Vampire blood cannot control your will. No matter how much of it you consume, the dreaded Blood Bond wont take you down. <br> | ||
+ | ''System:'' This Merit can be powerful - a little ''too'' powerful for some chronicles - if combined with the Ghoul Merit; hence a character who wants to be a free-willed Ghoul must pay double the usual amount.<br> | ||
+ | ''Notes:'' Ghoul characters must take the 6 point version in the Vampire/Ghoul section below. Characters with this Merit who become Ghouls after character generation must buy this Merit up from 3 to 6.<br> | ||
+ | ''Book Ref:'' World of Darkness: Sorcerer, page #67 | ||
|- | |- | ||
|} | |} |
Revision as of 22:34, 8 October 2019
Contents
Any Race
Human
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Supernatural
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Bygone
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Mage
Mage
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Sorcerer
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Possessed
Fomori
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Shifter
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Hengeyokai
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Kinfolk
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Fera
Ananasi
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Bastet
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Corax
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Gurahl
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Mokole
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Nuwisha
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Ratkin
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Rokea
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Garou
Garou
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Vampire
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Sabbat
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Dhampyr
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Kuei-Jin
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Wraith
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Risen
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Restricted
Not Allowed
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