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1

Books: There are many Go-To-Books for creatures like that, you can use them for Book of Spirits is all about spirits in general. I'ld be using this mostly. Inferno is all about Demons, this is where you should go if you want to focus on the demon being all about Gluttony. I think it is a bit less suited for this kind of thing. But maybe not. If you have ...


3

It depends mostly on one thing: Shall the game be a complete surprise or not. I made one surprise game and it worked only because the players said beforehand they are ok with being surprised. Else the players should be told the following things before character creation: What city the game is run in What is currently up in the city, thus is there ...


0

They can use "Ritual Magic" p140 of Witch Finders Magic is usually the result of the will of a single practitioner triumphing over the rules of reality to create spell effects. For individuals without the knowledge or ability to manage these effects alone there exists the option of cooperative magic, in the form of rituals. Ritual magic is a far ...


2

Five million dollars does not equal five dots of Resources. No amount of loose cash (or stocks or bearer-bonds or Marlboro Miles) equals a Resource rating any more than a pile of mana equals a Hallow. I fully admit the nWoD Merit system can sometimes seem problematic to reconcile with story, like with learning skills, I think it fair to let experience go ...


1

From Hunter: the Vigil p248 Dart gun: used primarily for animal control and zoological research. Does no damage but delivers a dose of tranquilizer upon a successful hit. Modifying a dart to contain a different substance requires a successful Dexterity + Crafts roll with a -2 penalty; failure results in destruction of the dart and loss of its ...


2

You can find it in WoD: Armory on page 53: A character must have Firearms 2 with a Revolvers Specialty to fan. She may expend three shots to fire a short autofire burst. If the revolver has at least six shots loaded, she may completely empty it to fire a medium autofire burst (see p. 160, the World of Darkness Rulebook). In either case, fanning raises ...


4

In short: Two World Eyes does not suffer from any perception penalties. Duel Sense (WTF Appendix 1, page 252) To perceive into the Shadow (or the martial world if already in the Shadow) Roll Wits+Occult+Primal Urge - Gauntlet Strength Irraka have +2 bonus dice to this from Auspice as a Instant action. Success: gets a vague impression of what is going ...


4

Firstly, from what I remember from Equinox Road, a True Fae itself isn't really what's coming through, rather one of its Actors. Killing an Actor is akin to destroying a True Fae title. When all of its titles are gone, so is it. As far as consequences, I think a Degeneration role might be appropriate depending on your current Clarity level, probably with a ...


-3

There are rules of drinking Fae blood, but they are for Vampires, and it's hardly the same. But essentially vampires gain derangements, one for each BP they drink. Purely as a suggestion, I'd say your character now considers himself somewhat of a vampire, and their mien now comes with glowing red eyes and pointy fangs :)


3

Auspex I is Heightened Senses, i.e. increasing one of your five senses to supernatural levels (NOT aura perception). I personally always make my players define what sense they enhance. So if it is anything other than Sight or Smell - use as normal. Hearing footsteps is perfectly fine. Smell would be overloaded, possibly leading to WP roll to avoid Frenzy, ...


2

Depending on your GM, the Exorcist's Eye spell (Spirit 1) can detect a possessing entity, although your GM may rule that the Azlu's situation doesn't count as possession (despite being described in Predators under the heading "Possession"). The Healer's Trance spell (Life 1) would surely be able to diagnose the medical condition of having your brain ...


2

The easiest way to come back from the dead is to be a supernatural that does that innately. A Sin-Eater, a Promethean, a Purified, a Mummy. That isn't really what you are getting at, though. Many powerful beings in the World of Darkness can bring back the dead. Powerful Beings who can raise the dead: Jadasc covered Mummies and Archmages Malleus ...


1

The Book of the Dead explores the Underworld, and one of the plot seeds it presents is the challenge of bringing someone back from the dead. In order to go the Underworld route, the character would need to have left behind a ghost. The book leaves the details of such a resurrection up to the ST. Of course, the ST can create any number of things that would ...


3

The practical answer is "no." The impractical answer is "be a Mummy or an Archmage." There are many ways to restore the dead to a semblance of life — the Death arcanum in Mage can do it, as can the post-death Embrace of the Hollow Mekhet in Requiem. And, naturally, becoming a Sin Eater in Geist is all about being a dead character that comes back to life, so ...


3

-1 to attack enemy whose position you can accurately approximate. -3 in subsequent turns. Describe combat scene in terms of abstract shapes and silhouettes. ALL combatants are fair game. The GM should keep a mental picture in their head of where everybody is. Confuse PCs through vague descriptions. To figure out where allied/friendly PCs are, have them ...


2

One of the developers of the new Demon line wrote about how he hates the idea of game balance. I tend to agree. You are never going to equalize the potential of nWoD beings across all situations; their powers are too different and versatile. Forget about balance. Instead, you can make sure that no character overshadows another. Each template has something ...


1

The damage of a stun grenade — or any weapon — affects vampires normally unless there's a specific exception (e.g. firearms do bashing in nWoD 1.0 and all weapons do bashing in nWoD 2.0). A vampire with Auspex active would likely have a chance to be stunned just as if startled by a bright flash or another loud noise. If the Auspex writeup ...


4

I'd give the penalties of all ammo in a burst. Since a burst gives you a slight bonus and hollow points give you a slight bonus (against unarmored targets), I'd apply a -1 to the roll to reflect the fact that one of the bullets you're firing isn't quite as good but gives the benefits of tracers. Alternately, if you wanted a simpler and more powerful game, ...


4

Fighting Style: Boxing (World of Darkness, page 110) Duck and Weave (••): Your character is trained to instinctively duck and evade an opponent’s blows. Use the higher of your character’s Dexterity or Wits to determine his Defense when dealing with Brawl-based attacks only (not against Weaponry attacks). If a combination of Brawl- and Weaponry-based attacks ...


1

Try looking into the Centimani in Promethean. They are not vampires, but they have some pretty cool ability to transform themselves using Flux. A Centimani would also have the ability to turn corpses into Pandorans, which can be all sorts of weird and inhuman. One of the creep factors I felt about the Tzimisce and their fleshcrafting was their ability to do ...


4

There are a few ways to make that kind of thing happen. If you're looking for ways for mortals to be spellcasters that don't have a major template, that's in WoD: Second Sight. If you'd like there to be rituals that can be found in books, you might do well with magical items from WoD: Reliquary. Plus, there's a pretty good answer to this question about ...


3

The book you want is Predators. It's the one with all the Hosts you list.


2

On extended actions, you usually get results on the 5th, 10th, 15th etc. accumulated success'. so by definition the amount of success' rolled on extended action rolls, have a direct impact on the result, for instant actions a single success is mostly enough to achieve desired result. With that said, if the ST wrote down what would happen on 5, 10 and 15th ...


0

NB: This answer is based on NWOD, not GMC. My Mage game last week. Two players split from the rest to go on a sidequest. While travelling to objective, at one point they encountered two street thugs trying to break into their car. Players confronted them: thugs were spooked but didn't leave. PC1 rolled [Presence + Intimidation] vs Thug's [Resistance]. PC1 ...


2

Give your NPCs every advantage they can, because the deck is stacked against them. What you're seeing is the "focused fire" problem that pops up in supernatural games pretty often. It's in genre for there to be one big adversary, like Dracula or Freddy Krueger or IT, pit against a team of hunters or investigators or even just mortals. The problem is that in ...



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