Altered Rules

Optional Rules

Practical Experience:
In additional to normal experience players will gain Practical Experience points. This is a secondary set of experience on top of normal experience. Practical Experience is earned through a number of different ways:

  • Good Roleplaying
  • Getting hit with a GM Fiat
  • Dramatic Failures “AKA Botches”
  • Being knocked unconscious from Lethal Damage “Bleeding Out”
  • As a Reward from the GM “GM’s Whim”

Note: A Player can only retain a number of Practical Experience equal to their (Resolve x3). Any additional Practical Experience beyond that will be lost. Convert it, use it, or lose it!!

Using Practical Experience:
Every ( 3 ) Practical Experience can be exchanged for ( 1 ) real experience point. In addition to this use, Practical Experience can be expended for regaining Willpower. A single ( 1 ) Practical Experience Point can be spent to ask the GM to roll your (Resolve + Composure). Each success grants you one point of Willpower, even on a failure you will still always gain ( 1 ) Willpower, this roll cannot Dramatically Fail, and it can only be used once per scene.

Spending Normal Experience:
Normal experience can be used to raise the things it typically does. However, only one dot in an attribute, skill, and merit can be raised per story. These do not accumulate and are either used or lost. Specialties, and Morality have no such limitations. Experience can only be spent before the start of the Session.

Spending vs. Risking Willpower:
There are two ways to utilize willpower. First, it can be spent as normal to receive +3 dice to your pool or +2 to a defense. Once a willpower is spent, it is gone until it is regained through some means.
Second, you could opt to risk willpower. Risking willpower differs in a number of ways – first off, you spend a point of willpower per normal, second you sacrifice your right to throw your own dice (GM rolled check), and lastly, success on a risked willpower roll means you regain your spent willpower point and you regain one additional point of expended willpower (up to your max) however if this roll fails you lose the point of willpower and lose an additional willpower point on top of the one expended. The check also counts as a dramatic failure.
Willpower can be Spent before or after the check, but can ONLY be Risked prior to a check. You can only risk willpower once per scene.

Benefits of Risking Willpower:
You can choose one of three benefits when you risk willpower.

  • You can gain +3 dice to dice pools.
  • You can grant your roll 9s again or 8s again if it already has 9s again.
  • You can choose to have 3 successes equal an exceptional success instead of the standard 5.

Prohibited Actions for Risking Willpower:

  • Willpower cannot be risked on any rolls involving straight perception (Wits + Composure).
  • Willpower cannot be risked on any rolls to resist toxin, fatigue, or deprivations.
  • If a roll already has 8s again, you cannot further benefit from risked willpower to gain 7s again or lower.

New Merits
The Donner Party has collected a number of spells along their journey to help them in hunting supernatural creatures. The following is a list of these spells. (Note: Innocents cannot take these spells to start game.)

  • (3) Channeling
    Prerequisites: Resolve 3, Stamina 3, Composure 3, Occult 2
    Effect: The caster can call upon an Eidolon to speak through him. The Eidolon whom is to be questioned must be in the vicinity of the caster. While it is not necessary to know the name it can help to ensure you channel the correct Eidolon. In a place that has more than one Eidolon the closest one to the caster will be channeled unless a more specific one is sought out.
    Cost: 1 Willpower
    Dice Pool: (Resolve + Occult)
    Ritual Length: Instant
    Duration: 1 Minute per Success or Cancelled
    Roll Results
    Dramatic Failure: The Eidolon is hostile and aggressive, and may immediately attempt to possess the caster fully.
    Failure: The caster fails to contact the Eidolon.
    Success: The Eidolon is successfully channeled and can be spoken to.
    Exceptional Success: The Eidolon is successfully channeled and the caster can ask a question of the Eidolon’s mind which it must answer as truthfully as possible.
    Note: Just because you’ve successfully channeled an Eidolon doesn’t mean it will be willing to cooperate with you. Social skills can be used to interact with an Eidolon just like any person. Certain Eidolon cannot be channeled, you will know with certainty when you channel if you’ve failed or they cannot be channeled.
    Tools: Name of Eidolon(+1), Ectoplasm(+2), Full Seance(+3)
    Penalties: Location is an Anchor(-1), Eidolon is Hostile(-2), Channeled Previously(-3)
  • (3) Eidolon Ward
    Prerequisites: Resolve 2, Occult 3, Specialty Occult(Eidolon)
    Effect: The caster creates a magical ward against Eidolons. This ward can be general or specific. Wards will reduce the power level of Eidolons. If the ward is of higher power than the Eidolons power level than it cannot enter the area as if it were surrounded by salt or iron. Anyone within the area of effect of a ward will be protected by it even if the Eidolon is outside of it and tries to affect them with numina.
    Dice Pool: General Ward (Resolve + Occult – 2) or Specific Ward (Resolve + Occult)
    Ritual Length: 10 Minutes
    Duration: General Ward (One Day), Specific Ward (One Week)
    Roll Results
    Dramatic Failure: Improper casting draws Eidolons to the area, and increases their Power Level by 1.
    Failure: The caster fails to create a functioning ward.
    Success: The caster successfully creates a ward. If the ward is general than the strength is equal to his (Resolve – 1), if it’s a specific ward the strength is equal to his (Resolve).
    Exceptional Success: The caster successfully creates a ward. If the ward is general than the duration is increased to 3 days, and the strength is (Resolve + 1), and if it is a specific ward than the duration is 2 weeks, and the strength is (Resolve + 2).
    Options: The caster can sacrifice part of himself during the casting to increase the power level. The caster takes 2 points of Lethal Damage, and increases the ward strength by 1. This can only be done once per ward.
    Note: Wards can only protect an area equal to a 60 foot cube. This means most houses, and medium sized buildings can be warded, but large buildings can only be partially affected. The caster can also choose to reduce the strength of his ward. Only one ward can be active in a location at any one time, stronger wards will overwrite weaker ones.
    Tools: Salt(+1), Ectoplasm(+2)
    Penalty: Location is a Magical Nexus(-1), Location is an Anchor(-2)
  • (4) Exorcism
    Prerequisites: Occult 3, Specialty: Occult(Magic)
    Effect: The caster can expel some Demons or Eidolons that are possessing a vassal.
    Dice Pool: (Resolve + Composure Vs. Resolve + Composure) Contested
    Ritual Length: 1 Round, Extended
    Duration: Instant
    Roll Results
    Dramatic Failure: The caster is incapable of Exorcising this creature.
    Failure: The caster loses 1 Willpower for each success the creature wins by, and if he has no Willpower remaining he cannot continue the Exorcism.
    Success: The creature loses 1 Willpower and the host takes 1 Lethal damage for each success the caster wins by, and if the creature has no Willpower remaining he is expelled.
    Exceptional Success: The creature is immediately banished.
    Option: The host can be protected from the Lethal damage assuming you can tend to him without interference (IE: It’s physically bound). Success on a (Wits + Medicine – 3) roll during the Exorcism will reduce all damage to bashing during the casting.
  • (4) Journey
    Prerequisites: Resolve 2, Occult 3, Specialty: Occult(Eidolons)
    Effect: The caster can send another willing person’s consciousness through the veil and into the Twilight realm. The subject can perceive not only the Twilight realm, but the normal world as well but he can only interact with things in the Twilight realm. The subject is normally unaware about their body, and can only be returned by the caster who sent them into the Twilight Realm. Subjects staying in the Twilight Realm for more than 24 hours will be lost. The caster can return the mind to the body at any point in time, before 24 hours, that they wish.
    Dice Pool: (Wits + Composure)
    Ritual Length: 5 Minutes per Subject
    Duration: Until Cancelled or 24 Hours*
    Roll Results
    Dramatic Failure: The caster fails separating the mind from the body, and the feedback wracks the subjects mind. The subject gains a minor derangement for 24 hours.
    Failure: The caster fails to separate the mind from the body.
    Success: The caster successfully sends the subject’s mind into Twilight.
    Exceptional Success: The caster is successful and the subject is aware about what’s happening around his body.
    Option: The caster can speak directly to the subject’s minds while they are in the Twilight but must speak directly into a single person’s ears. This communication is one way, as the subject cannot breach the veil to speak with the caster.
  • (5) Devil’s Mark
    Prerequisites: Resolve 3, Occult 3, Specialty: Occult(Demons)
    Effect: The caster creates a mystical cage for a demon.
    Dice Pool: (Intelligence + Occult) Extended, 10 Successes Required
    Ritual Length: Each roll takes 10 minutes
    Duration: 1 Hour
    Roll Results
    Dramatic Failure: The caster improperly created the Mark, and must start over entirely.
    Failure: The caster does not make any progress in creating the Mark.
    Success: The caster makes progress towards finishing the Mark.
    Exceptional Success: The caster immediately finishes the Mark.
    Option: The caster can extend the time a Mark stays active by making a successful (Intelligence + Occult) roll before the end of its current duration. This increases the time it’s active by 1 additional hour from the time it’s been refreshed. A Mark can be kept up by anyone regardless of whether they have this merit or not. Failure on the upkeep roll will immediately cancel the spell.
    Note: The Devil’s Mark has a maximum size of 10 feet by 10 feet

Damage, Damage Recovery and Knocked Out Rules

Typically damage is dealt with from left to right on your Health Track. As damage is taken it pushes other damage over to the right giving off the impression that you’re getting worse. This new tracking system for damage continues to use this method but alters it slightly.

  • Like damage (Bashing, Lethal, Aggravated) push each other as normal.
  • More potent damage overwrites lesser damage types instead of pushing them.

For example if you have 8 Health [ ] [ ] [ ] [ ] [ ] [ ] [ ] [ ] and sustained 4 bashing damage you would mark the boxes as such [/] [/] [/] [/] [ ] [ ] [ ] [ ] if you sustained more bashing you would keep pushing boxes to the right.
However if you sustain 2 lethal damage your health track wouldn’t push it would overwrite like this:
[X] [X] [/] [/] [ ] [ ] [ ] [ ] and any additional lethal would overwrite bashing.
If now you sustained 1 aggravated damage your health track would be marked as such:
[*] [X] [/] [/] [ ] [ ] [ ] [ ] and any additional aggravated would overwrite the other damage.

Damage types do convert upward. If you are full on Bashing damage and sustain more Bashing damage it goes back to the left side of your health track and converts Bashing to Lethal, or in some cases Lethal to Aggravated.

When your bar fills with Bashing or Lethal damage you do not necessarily immediately fall unconscious but it becomes a struggle to maintain your composure.

  • At the end of a round when your health bar fills up with Bashing damage you must make a Resolve + Stamina roll to remain conscious. If you fail you fall unconscious for the following round and may make another roll at the beginning of the next round to wake up, if this roll fails you’re out until someone takes an action to revive you.
  • Once your bar fills with Lethal damage you must immediately make a Resolve + Stamina roll to remain conscious. If you fail you fall unconscious and can only be revived by someone else. If you succeed you remain awake, but must continue to make rolls at the end of every round you remain up. If you can stay conscious and choose to act while your bar is filled with Lethal damage you risk the chance of being injured even further. Whenever you choose to take an action that makes you roll Strength or Dexterity you must immediately roll Resolve + Stamina before resolving the action, failure means you’ve aggravated your injuries further and you sustain 1 point of aggravated damage.
  • Once your bar fills with Aggravated damage you immediately fall unconscious and have a number of rounds equal to your health track to be stabilized or you DIE. Your character remains unconscious until one of his Aggravated damage is converted to Lethal by medical attention or heals naturally on its own.

Recovering from damage takes time, and it starts at the furthest right side of your health track and makes its way to the left. Each box of damage takes a set amount of time to heal. The use of the medicine skill or the merit Holistic Awareness can aid in recovery times.

  • Bashing (15 Minutes)
  • Lethal (2 Days)
  • Aggravated (1 Week)

Altered Rules

The Donner Party Sorceress