Attributes, Skills and Merits | Attributes, Skills and Merits |

Attributes, Skills and Merits

Leveling Attributes and Skills

In order to increase the number of dots a character has in a skill or attribute, the skill or attribute will need to be practiced in addition to having the correct amount of exp to spend on the increase, with a level of successes achieved which is commensurate with the new level desired, as follows:

Attributes

Required Total Successes: New level x 10
Required Test Difficulty:
Level 1/2 = 0
Level 3/4 = 3
Level 5 = 4

Skills

Required Total Successes: New level x 5
Required Test Difficulty:
Level 1/2 = 0
Level 3/4 = 3
Level 5 = 4

A given skill or attribute may only be trained once per in-game night, but it should be noted that naturally learning and advancing skills and attributes through RP is still preferred, rather than always working optimal “training” to fill a mechanical quota. Any rolls given by ST as part of a scene can also be used, regardless of difficulty or how many times this results in a skill or attribute being used in a week. Please don’t use out of character knowledge to start buffing skills that make no sense in your character’s current storyline.

When leveling combat skills (Brawl, Melee, Firearms), combat encounters where you fight against either an SPC or PC are required to level the 4th and 5th dot. This doesn’t entail it must be an encounter where you cause damage as paintballing or padded weapons exist, but it must be showcasing your skill over another skilled fighter. The exception to this would be hunting rolls and ST given rolls.

Merits/backgrounds will still be justified or given extended tests on a case by case basis as required.

Important Notes: For teamwork rolls, if you are the contributing party, you gain only +1 success towards your count. If you are the one rolling the pool (The one with the highest dice pool in the group) you gain all the successes.

If you are in a combat training scene consisting of multiple rolls, you take the average from the total amount of successes that week, then round up for the amount of successes you can count. Win or lose, as long as the average is appropriate to the desired skill or attribute level.

Please remember that you will need to roll with a difficulty for most things. Staff can and will reject rolls which do not have proper RP justification; if you are trying to roll stealth but against no difficulty as it’s in your character’s backyard, you will not be able to include these as it will not grow the character’s skills. Playing ninja in your backyard will not make you the Hokage.

Note on Difficulties for Rolls:

  • For lower skill levels (from 0 to 1; from 1 to 2) it is not required that all rolls have difficulties to beat;
  • For skill levels from 3 to 5, the majority of rolls should have difficulties included, to represent the degree of ‘challenge’ which the character is attempting; and only rolls which meet their difficulty will be counted for skill leveling, regardless of the total number of successes. (Ex: required minimum difficulty is 3. Roll is versus diff 5; garners 4 successes. Roll will not count toward the skill increase.) There are exceptions to the requirement for a difficulty, as follows:
    • Any ST-provided or required rolls, which often do not have difficulties given to players, will count for skill leveling if the total number of successes on the roll is at or above the minimum difficulty for the skill level;
    • Rolls made primarily for the purpose of creation/creativity (ex: writing, painting) do not always need a difficulty to be counted, as these rolls are often intended merely to gauge the quality of the finished product;
    • Rolls made for Disciplines which do not have a required diff in the corebook mechanics (ex: focused Premonition) do not require a diff when leveling the associated Attribute;
    • It is not required that all rolls in a combat be successes as long as the final averaged total for the combat rounds is at or above the required diff for the desired level;
    • Initiators in contested rolls, who do not have a diff in their initial roll, can use the roll itself to level as long as the contested roll was a success vs their opponent’s.

Research & Writing

Whereas prior the Academics skill was used as a ‘catch-all’ for research and writing in all topics, going forward we will now be using the relevant skill to the subject being written about or researched.

The roll will be Int + Skill, to research a topic or write a paper/book; this might be Int + Science, Int + Occult, Int + Medicine, etc, depending on the topic/field.

Creative writing endeavors (poetry, plays, writing song lyrics, etc) are still Academics, as Academics is the skill used to represent understanding of the liberal arts, whether or not that understanding has been formally trained through a university setting or acquired through self-study.

Homebrewed Advantages/Flaws

Flaw: (•) Suspected Blankbody: You are being watched closely by the Second Inquisition. They suspect something is going on, but they haven’t flagged you as a blankbody — yet.  Unlike ‘Known Blankbody,’ this Flaw can eventually be cleared by erasing any sort of evidence and/or with good behavior that proves that you are, indeed, human, and not a blood-drinking threat.

Studio (Haven Merit): Your haven has a performance practice space or a workshop or studio equipped with workbenches, easels, quality tools, and/or other art supplies, etc. Each dot of this Merit adds one to the dice pool for rolls related to one Craft or Performance specialty. Small havens limit this Merit to a maximum of one dot.

Haunted (homebrewed effect): Possible total daily Willpower regeneration is now reduced by 1 as the supernatural interference of the ghostly presence causes less restful sleep. (Example: Character’s Resolve is 4; normally, they can regain up to 4 WP a night. Now, they can regain up to 3 WP when daysleeping in their haven. If they use less than 4 WP, they regain as usual.) As well, ghost-themed consequences will be added to the possible outcomes for messy crits, bestial fails, and total fails on rolls conducted inside the haven.

Kindred Iconography

Covering all forms of hidden messages within art, such as paintings, graffiti and other works rolled with an artistic creation pool.

If a roll was made to encode the message in art/symbols, then the artist can choose the diff to interpret it up to the number of successes they had on that roll.

Cobbler

Attaining Cobbler Without A Teacher

While it is possible to learn the Cobbler skill from another PC, circumstances or preference may make learning the skill alone necessary. Here is a guide for a general test to do so:

You may roll either Intelligence + Tech or Intelligence + Larceny for this roll. 

The aim is to get an overall accumulation of successes to 30. 

Difficulty 3 for the first 15 successes

Difficulty 4 for the remainder of the test after passing the 15 mark.

Dangers: 

-Fails get Police attention or worse (we will count the amount of failed rolls to judge this)

-Messy Crits may also attract the attention of the authorities

Total Fails: As per RAW a total fail reset the test completely

Remember: You must have mask 2 already, and you still need to buy this advantage with Exp 

Cobbling A Mask:

Intelligence + Tech/larceny Diff 3 for Mask 1

Diff 4 for Mask 2 A successful roll “kicks off” the process.

Three game day wait for Mask 1, Six for a Mask 2

Looks Merits/Flaws

The look flaws shouldn’t be used to solely describe disabilities, conditions, scars/scarring or other very real and human traits due to its ableist and rather offensive nature to those who may have those features, let alone as a shortcut to an evil character. Keep that in mind in your character creation and roleplay. Looks merits, you should always be asking for consent to use them in pools against other PC but with the flaws themselves, they are always on so to speak as they are flaws. This supernatural nature doesn’t entail a breach rather a vibe.

Herd

Herd on Server: you can feed from your Herd once per game night/irl week. The amount of Hunger safely slaked is up to the number of Herd dots. E.g. Herd 1 (•) will slake one level of Hunger per week, Herd 2 (••) will slake two levels, and so on and so forth. Slaking more than two levels from the same member endangers the mortal as per usual. Hunger 4 around herd can be exceptionally dangerous as you will have to roll for Frenzy, and failing may mean losing the Herd member, murder, and in particularly egregious cases, losing Herd dots.

Having a Herd doesn’t mean you don’t roll for temperament first as per normal rules. Rolling less than 6 on your temperament roll means that your chosen Herd member doesn’t currently have enough resonance in their blood for the week.

Gaining Herd

Acquiring a Herd at 1 dot will require a successful hunting roll per Herd member, plus justification in the scene to explain why the mortal would choose to see the kindred again. This can be building a friendship, a seduction, coercion, intimidation, or any other standing relationship.

Acquiring a Herd at 2 and 3 dots comes with a fixed resonance for half the Herd at 2, and with two resonances picked at acquisition 3. This or these groups of people need to match the needed resonance. For example, a rugby team might have choleric and sanguine, they are unlikely to fit melancholic and phlegmatic. A knitting club will, conversely, fit phlegmatic but not choleric. You will need to tailor your hunts and scenes so that the people picked to form the Herd and the situation itself will match the eventual Herd resonance. Whatever resonance is actually rolled for the hunts via Thirst does not influence this requirement. For example, you might hunt among the nightlife and club-goers and seduce them into one night stands, aiming for sanguine: rolling a melancholic resonance on a specific hunt doesn’t prevent you from adding the mortal in question to the Herd.

Acquiring Herd at 4 or 5 dots is its own large investment. Post in #ask-the-st detailing how you are trying to obtain the Herd and what its upkeep will be.

Upgrading Retainers

Upgrading character retainers is done with a system based on time rather than rolls or a series of specific tasks as each retainer is different in their designated field. The domitor must be actively played for x amount of time and during this timeframe we are assuming the retainer has also been up to things and developing their skills.

  • The upgrades between each level vary in length;
    • Level 1 to 2 : Three months
    • Level 2 to 3 : Six months
  • They may only be leveled up one dot per purchase the counter restarts once the purchase is made.
  • No major alterations may be made to the retainer, such as one focused heavily on social skills suddenly becoming a monster on the battlefield. The skills they develop should directly tie with what they currently have and learn new skills as needed.
  • This can be done after 6mo from purchase of the retainer. The related character must be played for a total of 6mo in order to justify that during this time the retainer has been up to things and developing their skills. They may only be leveled up by one dot per. No major alterations should be made, only increasing the skills they already have and learning new skills as needed. For example, they cannot be changed from a social heavy retainer to combat heavy, instead increasing their social aspect and leveling some combat if available.
  • If they are gaining merits or flaws it must make sense in the character’s progression. Some of these merits are as simple as a logical step, a retainer who runs a business may gain more resources. Some may only require the character saying “hey you should probably find someone who sells that” and it leading towards a contact for the retainer. What matters here is the context of the purchases and the story of the characters being written.

Upgrades to a Contact or Allies

Before doing this, please make a plan and submit to the ST for approval, as it may require rolls.

  • They remain in the same field of business or strengths.
  • Expand relationship
    • Either by developing a positive relationship with them
    • In the case of a contact, by regularly purchasing from them, they can broaden their scope of items/information. Context is key.