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>Question
What strange rites have you performed?

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>What strange rites have you performed?
The PCs in my Mortals game summoned a ghost by wearing his clothes and sleeping in his bed to try and entice him to possess them. Nothing like a 5' girl wearing the clothes of a 6'8" ex-con and sleeping on his stained mattress while her gal pals wait in the closet with salt and crucifixes.

My best Changeling character was crowned King of Summer in an extravagant public rite that culminated in him donning a flaming brass crown and tears of molten gold becoming a feature of his mien.

RIP in peace, Lionheart. Gone too soon.

>Reposting

I need a good Fourth Attainment for The Whipping Boys. I'm focusing on Mind for their attainments, since that's what their original fluff seemed to go for, even if the Attainments were all just fightmage stuff. There just isn't much good for what I want in the sample Mind spells, and I don't know if I'm comfortable Creative Thaumaturgying something completely new.

This is what I've got so far (all rituals are cast with a BDSM session as the ritual, and effect only the participants):

>First
• Mental Scan, instant cast on intimate contact (close touching, hugs, sex, wrasslin'), spend a point of mana to know more definite information
• Analyze Life, ritually cast, Reach spent on Advanced Duration, with additional factors set to Duration, so usually it lasts a week
>Second
• Either a better Mental Shield that provokes Clash of Wills against all mind-affecting powers or a flat "increase Resistance" power, ritually cast with the same duration modifiers
• Basically Majesty as a Life spell as the optional, lasts as long as the main effect, but bases Duration on Life dots
>Third
• Grants [Mind] in free skill dots to use in skills you have one dot in, ritually cast, with advanced duration
• Body Control with Potency of [Life] and Advanced duration, also ritually cast, and with the 1/0 armour option
>Fourth
• Currently you both go into the same Oneiros during the Session; Paradox is treated as if it's the Caster's Oneiros (even if it's a Sleeper's) and you share the better Amnion (even if the other person is a Sleeper); but that's a bit lame?
• The Life bonus is that so long as you have 1L, you can use Mend for free.
>Fifth
• Psychic Reprogramming, ritually cast, can shuffle Attributes, Advanced Duration with spell factors allocated to duration
• Transform Life/Many Faces to match the Reprogramming

Oh wow, i'm never this early for a thread.

What's the coolest thing you've done so far in mage 2e?

Setting cars on fire and then smashing into each other while clowns dance on the rooftops

That's a legit Sabbat rite mind you, the clowns are a personal touch

You're always on time. Like a clock. How do you DO that?

Ok anons, story time! I'm running a V20 game. it's been rocky at some points, basically this is a long-ass game that has started in 2011, it was my first game at the time and there is a lot of cringey/bad stuff that I feel ashamed of now but retconning it if the players like it would be silly.

Anyway, 2 years ago I felt completely burned out, had no creativity, had to put the game on hiatus. Whenever I would try to resume it, I could not escape placing the players on strictest rails and hating any deviations, when previously I had no problems improvizing.

I resumed the game a few months ago and with fresh blood (2 new people joined) things have been fun and I have some stories to share if people care.

So the current situation is that the group has discovered that Bruajh primogen is possessed by some sort of spirit (Demon) that is in league with the Tremere primogen. Primogen was later killed by a Gangrel elder and so the spirit possessed him now. Both of them seem to pursue a page from the Voynich manuscript that the players stole. The page has spoke in pleasant male/female voice requesting soul of the faithful and blood of the sinner to open the first gates to redemption.

The party has wisely decided not to listen to the voice even though it gave them a feeling of confidence and faith. They killed a person who had faith by accident next to the manuscript and now try to find a way not to provide it with the blood of the sinner. I'm making the manuscript out like the Ring from LoTR, since in reality this is a relic that will release an Earthbound

I remember when our mortal party failed occultism roll to banish evil ghost so we take advice of the old lady landlord. She tell us that to remove ghost we need to clean the place up, gather all things that can belong to the ghost in life and burn them with salt. So we start cleaning up the place, burn all the stuff and only after that landlord sad that there are no ghost and we a bunch of stupid goys who clean up this place for free so she can lend it to someone else.

So I'm new here in /cofd/&/wodg/ but I'm playing in a one-on-one mage game with my GM.

I'm playing a Moros in the Eleventh Question serving as a neutral party in investigations. If something happens and it could step on some political toes, they would hire me to investigate. A lot of cooperating with Interfectors.

I could also be hired as an expert investigator in cases where the offended group doesn't have someone in house.

Does anyone have any suggestions or things I might want to know? I'm still fairly early on into designing him.

They then go to a Nosferatu primogen to see if he knows anything about the manuscript. They discover a Sabbat pack that is trying to kill a Nos and manage to take them out (the fight took 2 whole sessions since they kept going back and forth from trying to make an alliance with them, running away and trying to take them out).

Eventually they caught the Nos Sabbat and knocked out Lasimabra and Ventrue Sabbat. Both of these are linked to pcs. Lasombra is a lover of the Tremere (she took Old Flame merit when we start to play) and Ventrue Sabbat is a possible sire of the Ventrue pc

So they discover from the Nos primogen that there's been a blood hunt called on them for killing the Brujah primogen. The blood hunt was called by the Tremere primogen on behalf of the prince. They also discover from the Nos that she might be a Baali.

They manage to establish a very strenuous alliance from the Nos, he gives them keys to one of his havens if they give him the Sabbat Nos, which they agree to do.

They then stake the Lasombra and Ventrue, Gangrel is the one who knocked both of them out, so he took the Lasombra so that he can blood bind him and gave Ventrue to the Ventrue pc, who temporarily dropped out of the game.

Nobody even OOC knows that Tremere and Lasombra are linked and she managed to keep this a complete secret and persuaded the Gangrel to not kill him. She lied that she wants to test rituals on him so that she can have some access to him. The player is vaguely aware that Sabbat vampires might have special resistance to blood bonds but does not know much more.

They then sleep in the sewers, wake up and go hunting. Everything was going okay until the Tremere botched a roll and ran into a werewolf. They rammed a car into the thing, then dropped a lighter into the car's fuel tank, and the werewolf ran away.

it sounds truly cool.

So, using transform life and making the offspring inherit the shit you give. Does that mean that say, the seeds from a transformed plant and the new plants they'd grow would have a lasting effect based on what changes you made to the original plant? For example, making an apple tree whos fruit are blue or something, taking the seeds and then planting them

Since the anniversary edition came out? That must be nice

How do you populate your settings? For an average city, how many vampires, werewolves, mages and so on are there compared to the human population?

Now that they have basically got the attention of the city by exploding a car (they were on the outskirts and the city vampires have not tracked them yet) they decided to leg it, get a new card and drive.

Tremere gets a call from a Tremere representative that has arrived to investigate the Tremere primogen. He offered her to meet up to see if they can figure out what is going on and whether allegations of her dealing with malevolent spirits are false or not.

During the werewolf fight Gangrel frenzied and gained an animal feature: he now has to play with his prey before attacking and drinking. So the player rped it really well. While the party was looking for a car, he found a few goths in the nearby cemetery, showed himself to both and then allowed them to run. He caught and drank from both, but this was fun rp. He also lost humanity, since he has a flaw that makes his bite excruciatingly painful (like Giovanni) and he does not care about the pain of his victims. He's now at Humanity 5 and I ruled that if he keeps feeding without remorse, he will drop to 4 and he won't have to roll when feeding after that.

They then ran into the possessed Gangrel and drove away as fast as possible. While driving, they argued where to go. Brujah said he wants to go to the haven Nos provided but Tremere said she does not trust him and wants to take the party to an abandoned farm she used to live in when mortal. In the end the party split with everyone but Brujah choosing to go with what Tremere has said.

So this is where we ended, Brujah went to the Nos haven in the rural area, rest of the party went to the burnt down farm.

Since they have left a very obvious trail behind them, there is now a party of a few city vampires trailing them, chosen by the Prince. Among them are Tremere and Toreador sires.

youtube.com/watch?v=uen_1bL_TXc
How would you Flavor the 10'000 volt ghost for your game /wodg/? For Hunters who aren't ready for that sort of thing I'd say this:
>"We're gonna die!"
>"Think positive."
>"We're gonna die quickly!"

youtube.com/watch?v=bLsnl_fdBoI
Yeah, Miner 49'er seems like more of a Geist thing to me.

Situation with the Tremeres is something I'm still thinking about, since they are the main power in the city and primogen is an adviser to the Prince. Obviously someone from her own clan being blood hunted reflects badly on the clan when she wants to present herself as trustful. So maybe she told the prince that Tremere pc is a double agent and so is following her orders.

Or she might say that pc went rogue and is doing everything in her power to stop her.

Another thing I'm thinking about is the possible deal with the higher Tremere official that contacted them. Initially he will want them to trail the Baali, try and obtain the sample of her blood or maybe just gather information. However I'm not sure how to make that interesting, since I don't know what to have the Baali do other than visit Elysium and stay in the chantry. Thoughts? She is maybe meeting with the possessed Gangrel but it can shapeshift into an owl, so I don't see the need for her to go out.

Yup, this was my first experience gming (months before I started playing for the first time), I wanted to run it for years but did not have the opportunity until I finally traveled to UK and got the books and the dice.

it literally doesn't matter as long as it doesn't stretch credulity and makes sense for the kind of story you want to tell.
If you want lots of politics and in-fighting you want a bigger population, and then that's got stories and implications all on its own. How are so many werewolves getting along with each other? What weird shit has drawn all these mages together? Is the vampire presence all vampires or is it mostly ghouls & blood dolls?

Just do what's right for your group and the stories you want to tell.

Can members of the CofD Kindred consume artificial blood?

Yes but it gives no vitae. You have to know vitae is not blood but is carried in blood.

What exactly is it that creates vitae? Would an artificial being created by a Thyrsus contain vitae or would it still count as "artificial"

Artificial blood exists?

...

TruBlood does not exist in the WoD.

Also, vitae is life essence. If something has life it has vitae. Things with souls (i.e. human things) have the most vitae.

Blood from supernatural things have special effects?

>TruBlood does not exist in the WoD.
*by default.
That doesn't mean you can't use TruBlood as a plot point in your games, though.

What's the approximate growth rate for a Mage character?

After like say a year should a newly awakened be a Master/Adept/Disciple in his parent path?

I'm assuming PCs are going to be a bit out of the ordinary for rate of growth.

I think if TruBlood was a thing it'd be like said, but with the addition of suffering a breaking point towards Beast if they try to do vampire things for some amount of time after they down the TruBlood.

After a year a Mage should be an Apprentice, going on Disciple. Then about six months to Disciple, five years to Adept, and ten years to Master. Of course, this is only the average, and Mages tend to die young.

You get 1XP/session, and a session is a day-week in numerical time

Vampires don't have Breaking Points "towards Beast".

According to Dave, a newly Awakened Mage has 1 dot in each of her Path Arcana, and the starting character template is essentially a year after she Awakens under basic mentoring.

Nothing about that statement is even remotely true, and I have no idea where you got that impression.

Depends on the mage, I think. A newly-Awakened mage can start out as a Disciple in one arcana, if they go the specialist route (albeit it isn't assumed that all of its power is immediately obvious). If they focus on that one arcana, and really bust their ass hunting down Mysteries and obtaining occult understanding, they can probably hit Adept within the year, and Master within two or three.

Source: my ass. Go with your gut.

>According to Dave, a newly Awakened Mage has 1 dot in each of her Path Arcana, and the starting character template is essentially a year after she Awakens under basic mentoring.

Can you source this? It makes sense intuitively, but a source would be good.

No, just from these threads. It's not like it matters, that still gives you the kind of information you need to proceed. It doesn't really matter whether it's true/intended or not, it's not in the book, so it's really up to you.

What was the reason for the sharp decline of world of darkness? It seems to me that it caught world of darkness harder than other tabletop rpgs.

It hit them all pretty evenly, though it doesn't help that White Wolf killed WoD the same year shit got bad and rebooted into nWoD/CofD

On who, vampires? I know in oWoD that drinking Werewolf blood made you frenzy, Mage blood made you see shit, Fae blood also made you see shit.

Pretty much all baseline supernatural characters are based on the assumption that they've had a few months to a year to get the basics under their belt. That's why they're already in a tribe/covenant/order and have some Gifts/Disciplines/Arcana dots and all that.

The jump to nWoD was actually a desperate gamble to keep afloat. It worked for a while, and the CCP merger was wind in the sails for a bit (though it lead to bungles like Geist's editing), until lack of progress on the MMO killed White Wolf all but officially. Onyx Path then came in, and handled things pretty well.

Is it possible to grant the True Friend merit with a Mind spell? And would you cast it on yourself or on the person you wish to make your best friend?

I mean sure, if you're a bad person

true friend is more like a Fate spell that you would cast on someone you already like, since its primary effect is "they can't be killed."

That's what I was thinking.

Are these SAS things supposed to be like one-shot scenarios? Can anyone recommend one for mortal characters?

Did you know that Geist's core was edited by Scribendi.com?

From my experiences, they're less one-shots and more story arcs over three or four sessions, though you can play them as one-shots if you pace them quickly. For a good one-shot Mortal experience, I suggest the SAS Ruins of Ur. It pairs with the CofD 1e book "Dogs of War." You don't need the book to run it, but it'll be a big help in making pre-gen characters or if you want your own players to make their characters.

Yes, and that was why it was shit.

2E compatibility for the roll20 sheets when? How do we still not have demon and werewolf

I thought OPP put up "official" sheets for 2e stuff on there?

it only has compatibility with Mortals and vampire for 2E.

Is it possible for a mage with five dots in matter arcanum to make anti-matter? And would it be making or unmaking?

Does anyone have the Curse of the Blue Nile PDF, the Mummy Fiction Anthology?

No because we need to modern science need to know how to do so.

We...do know how you stupid idiot. Anti-matter is able to be made in small quantities at things like the LHC.

Modern science does know how to create antimatter. It's an expensive process, but it's perfectly doable. Assuming you have access to a particle accelerator.

In Mage 1e, the creation of antimatter required Forces 6. Imperial Mysteries, p. 34.

Since Dave mentioned that nuclear explosions still required Forces 6 Dynamics Practice, I would assume antimatter is similarly unchanged in 2e.

I'd say no, for a couple of reasons. Firstly, antimatter is the most expensive and valuable substance known to man. Orders and orders of magnitude more expensive than anything else Matter deals with. That alone would put it into Archmastery in my view. Secondly, if you allow PCs to create antimatter, you're setting yourself up for real trouble. Thirdly, antimatter seems as though it would have an equally strong association with Forces as it does Matter. If you're putting it in the reach of a regular Master, at least let them also be a Master of Forces.

Expense and value are no longer Matter limiting factors in Mage 2e.

However, I agree that antimatter would symbolically be under the purview of Forces or combined Matter and Forces.

Curse of the Blue Nile is extremely good. Just thought I'd drop my hot take in here.

Care to share?

I'd agree with and say that it would require combined Matter and Forces, due to the way that it interacts with "ordinary" matter.

I'd honestly also require any Mage trying to create any to have a few dots in Science, just to have the necessary know-how to form a proper Imago - the average person has no idea how Antimatter looks or behaves, besides destructing when it comes in contact with regular matter.

It was V20 that had that Salubri alt-history setting thing right? Or am i just high.

your track record says otherwise

So being a master of both matter and forces should allow for the creation anti-matter then, thanks. So now the question is it making or unmaking?

How have people used Abyssal creatures in their games? I remember reading in Summoners that most Gulmoth and Acamoth are more subtle and cunning than people usually would attribute to horrible monsters that want to destroy reality, if only because the more overt they are, the more the Wise will be able to hunt them down and banish them again.

So anyone want to share anything about the monsters they've faced?

Both Acamoth and Gulmoth are welcome here.

It would be Making if you went with that.
However I would personally still err on the side of Archmastery and the canon requirement of 1e, which would mean Practice of Dynamics.

Making. You create it.
You'll also need one HELL of a shielding spell to survive it coming into contact with anything of matter.

You tease.

I'm so sick of hearing about Mage. Let's talk more about The Pack. Has anyone had a chance to try out any of the new Lodges in their games?

Must be ripping you apart, Jakki.

Hey Atmajakki can you share the mummy player guide?

This is totally not a bust.

4shared should have it. Why is the MEGA missing all of the Mummy stuff, anyway?

Eh. Fiction anthologies do the least for me of any product, even for the lines I like; missing Curse of the Blue Nile is way easier to cope with than the wait for Sothis Ascends or even Dreams of Avarice.

You want to talk about hard waits, talk to me about the Dark Eras Companion and then the long years until 2e.

Because mummy a shit.

I haven't played anything in years, but The Pack was a ton of fun to read even for a former Werewolf hater like me. Malta and Dubai were both awesome, I love what the Eaters of the Dead show us about a proto-Tribe, and the Apollo guys have me very curious about a Lodge that also functions as a cult (Mage or Mummy, either works).

I hope we get something about how useful vampires are as cultists someday. Immortal followers, how quaint!

>a Lodge that also functions as a cult (Mage or Mummy, either works).
Now THAT is a Crossover I'd like to see
A Werewolf pack/lodge that worships a Mummy

Hey tg, what sort of interesting things can an ambitious Mage get up to? How strong is magic using souls and are there any neat uses for them? Lastly let's say I had Mage who used life magic to twist two willing people into tree (assume he used pocket dimension for his work) that would self germinate. If crafted right could the fruit of this tree count as human for terms of producing souls. If so could this be replicated for some grand kind of hubris level magical feat?

Yeah it got dark fast but it's not going to be all creepy or anything, I'm just curious about the metaphysics and possibility of that or other BOLD uses of magic.

Is there a point where a soul is destroyed by changes or when offspring won't produce souls if altered too much by life magic?

Maybe dedicated to Wepawet (who does get a shout-out in the Garmir description, BTW), maybe taking up Lifeless as their Sacred Prey, maybe just working together to keep the other supernaturals out of town. There's a lot of possibilities. Hell, I have a Hunter Compact that began its life as a Mummy Cult before burning its patron and using his resources to become hunters-for-hire.

And that's before you forget Vampire Herds and Shadow Cults, Mage Labyrinths and Cryptopolies and Seer cults, God-Machine Cults, and Demon Agencies.

>tfw no crossover-friendly blue book about running a subservient organization that lumps together all the Cult rules and adds a bunch of sub-Merits

Well you pitched it as hard as you could

All of those questions are major plot-hook level queries.
It'll work if the GM wants it to work, and it makes sense in the game.

I could see a really disturbing arc relating to the Pentacle trying to hunt down and destory a Reaper/Seer soul-vinyard after finding a disgusting flesh-lump containing a soul, on the body of a terminated Reaper. With the Mysterium obviously wanting to find out how they did it.

The Pack mentions that this is a possibility, and that the Blood Talons tend to mark Werewolves who do so as Prey.

Personally, I'd say that humans turned into trees do not produce souls, they produce fruit according to whatever kind of tree they are now. And yeah, it's probably bad karma fruit soaked in some kind of negative essence, but it shouldn't cultivate a soul.

Unless they are forcibly pollinated...

Any advice for someone working on a small fansplat? Not something big, just small and personal for me and my group. I've read all the NWoD and CofD books, save for vampire, werewolf, and changeling, though I'm going to read changeling at a point soon. I've only played in a few small games, and ran a Promethean game a while back.
If it matters, I'm working on a splat for Jinn, and I have the core theme down, and some general ideas, but that's it.

Simple, clearly defined powers.
No power stat, require Willpower for activation.

Look at existing Minor Templates, stuff like The Purified from Immortals or the Lost Boys from the Hurt Locker Open Development blogs. Feel free to steal powers from Hunter. Have a clear theme and few game-specific terms.

And share with others, whether here or on the forums! Feedback is the lifeblood of fanwork.

How's this idea?

>Changeling
>Small bookstore wedged in a maze of alleys
>Offers a safe haven for the Lost
>To gain full use of the services, you must completely relive your durance and the memories completely fade as they are written down and added to the shelves

Basically, it's a slice of paradise that Hunstmen won't be able to see but I can't tell if reliving the durance and recalling it would be too traumatic or emotionally abusive.

Thoughts?

No way in any 7 hells you care to name.
The Durance is so key to a Changeling's identity and powers I'd be happy to say that memories of it cannot be removed.
Or if they were, the Wyrd would bring them straight back the next day.

Also, Changelings don't generally remember much of it accurately until higher levels of Wyrd.

A better choice would be that it's unable to be found unless you hold a specific type of token.
Which are sold at the Goblin Market, and never cheaply.

It sucks and I bet the place smells like dust and old people

Vampire game set in Bedlam City, Y/N?

I love the Lodge mechanics for 2e and Pack Tactics and merits are really cool, but besides from spirit and totem stuff, I didn't get much from the fluff. It's not like I thought it was bad or anything, but I've been a fan of Werewolf since before Changeling was a thing and I like crossover games, so a lot of it wasn't new to me. Still worth the money though.

>Lastly let's say I had Mage who used life magic to twist two willing people into tree (assume he used pocket dimension for his work) that would self germinate.
This made me think of the scene from JJBA: Stone Ocean where a bone from DIO is turning people into trees.

What level organization would Torchwood have as a Hunter group?

VASCU with tea and fish.

I can understand the tea, but what bearing does the fish have on things?

Torchwood 1 would be insanely powerful, outstripping practically every other Hunter organisation. I mean, they have anti-spacecraft laser weaponry and dimensional breaching equipment.

Torchwood 3? Exceptionally powerful Hunter Cell. Their alien and mystic artifacts alone would make most Hunters weak at the knees.