Probably depends a lot on the Storyteller, but my take is that doing something for a good reason is irrelevant to the subject of losing Humanity. The "impassioned" vs. "premeditated" thing is really about whether you made a decision to do it or if it was an accident/physically unavoidable. There's no "pre-emptive self defense" here.
So your example sounds ...
In short: It basically does. But there are exceptions, including Damnation City.
God Machine Rules Update
The God Machine Rules Update (the Appendix of the God Machine Chronicles) invalidated large portions of the pervious nWoD books. Each section is labeled as to what sections of the existing books it either updates, replaced or supplemented:
Connections and Lack Thereof
World of Darkness (Classic) and Chronicles of Darkness (formerly known as 'new' World of Darkness) are a spiritual predecessor/successor pair, not part of the same setting.
Changeling the Lost 2nd edition is not a 4th edition because is only connected with its namesake through the very broad theme of dealing with fae. They ...
The simplest way is to rely on your gut instincts and your knowledge of the country in question, make a quick judgement that sustains suspension of disbelief and doesn't bog down the flow of the game. In my opinion, this is also the best way.
However, if you're more crunch-oriented and like your realism, use google (combined with google translate, if needed)...
Proxy voting is going to be your best friend here. Have a few NPC's representing different sides of the vote represent by proxy the votes of the members who are too numerous (and in game terms, too uninterested or unavailable) to cast a vote for themselves.
Make it clear, or at least discoverable, who holds how many votes and what side of the issue they ...
There are a couple of the classic "Campaign Archetypes" (a topic for an essay?) that I think may work. First is:
The Deadly Peril
Something is out to get the PCs, something bigger than them. You need to make it very, very clear that they cannot survive without working together.
Problem is, when one of them inevietably goes off on their own. To keep the ...
The Bygone Bestiary, for Mage: The Crusade, Mage: The Ascension, Changeling: The Dreaming and Vampire: Dark Ages has stats for Dragons and other mythical beasts.
As @BrianS found, Dark Ages: Mage contains stats for several types of Dragons, including some weird ones incarnating the deadly sins.
The God Machine corebook implies that in the absence of Concealment Infrastructure, the gears and cogs of the God-Machine are visible. Concealment Infrastructure has two main effects - mundane camouflage such as a storefront or warehouse shell, and a supernatural cloaking effect which renders the gears invisible to mortals. The two-dot merit Unseen Sense: ...
I had this problem in an Exalted game (which is virtually the same system, if you're not familiar), and it took a while before they got in the habit of using Willpower for important rolls (although saved Willpower is a bit more important in that system, so that could be a reason). A few tricks I used to make sure they knew it was a resource meant for them ...
These powers have built-in limitations that can be used to help you. Change how run things to take this into greater account. Let your players know in advance that this is happening, so they don't feel like the rug is getting pulled out from under them.
Dominate fails when the subject would clearly be endangered by complying. From your examples,...
Both of these are core, player-facing rules:
Spend temporary Willpower for one automatic success before a roll.
Automatic Success when the dice pool size is greater than or equal to the difficulty and when the story isn't hinging on the outcome. This counts as a single success and isn't usually applicable for combat.
You could conceivably choose a static ...
it is no longer the case in Chronicles of Darkness.
From the FAQ:
In first edition, purchasing the fifth dot of a trait at character creation cost two dots. Is this still true?
Note: the actual FAQ is listed here
Whenever I ask players to make a roll I have the following two things into consideration:
Would it be dramatic for the players to fail at this point in time?
Is this a place where the failure or success of the players can lead to a branch or some other consequence in the story?
A practical example:
The current plot requires that two characters sneak into ...
It seems to me like you've taken the wrong message from some of the previous answers; I haven't read them, so I don't know exactly where they were coming from, but here's the gist:
While "don't make the players roll for something they have to find to proceed" is an okay rule of thumb, it's not very nuanced. A better version of that rule is "do not give ...
What you're looking for is the Chronicles of Darkness core rulebook, released in advance form in mid-December 2015 to commemorate the rebranding of the nWoD lines. You can acquire it at DriveThruRPG here.
There is no RAW answer.
Looking in the 2nd Ed core, 68-73, it describes forming and rolling dicepools, but it never specifies when players can back out - eg, "just before the dice hit the table", wherein they know how many dice they will roll before they are committed - or "as soon as it's said."
Three things to bear in mind:
Characters don't "think in ...
Yes, but not the way you think, and not forever.
Mages are the greatest detectives in the universe, at least as far as Chronicles of Darkness is concerned. It is by design that very little can be kept a secret from Mages for too long, and for that very reason, really successful Mages are masters of misdirection: make your opponents think they have the truth,...
Hunter: The Vigil / "Horrors" from CoD Core
Because of the expectations that Hunters run into all kinds of preternatural threats, the Hunter books features "Monsters" as antagonists, which come in various flavors: "witches (Mages)", "vampires", etc.
Essentially, they all use the same template, with "Dread Powers" in place of Contracts, Affinities, innate ...
Dave (the Developer) here - I and Meghan Fitzgerald invented most of the new Ministries mentioned during the writing of the next Mage book, an antagonist sourcebook called Night Horrors: Nameless and Accursed, and there was just enough time post-editing of Signs to slip their names in. A writer wanted to do a Seer from a new Ministry, we came up with it, we ...
Mostly correct, with the following extra abilities:
All Demons can sense Aetheric Resonance so that they can tell if an Angel is around.
They can run to a Bolthole with the No Twilight add-on to make fighting the Angel easier.
The Ephemeral Cover Exploit lets you get a Twilight form.
Gadgets bend the rules, letting you be more versatile... and one example ...
You're right; it's never stated explicitly. It does say this:
In short, a demon’s dual nature affords him absolutely no special advantages against the physical needs and afflictions of the world…Over time a demon may develop skills, amass glitches, and recall Embeds that permit him to sidestep these mortal restrictions, but never again will he experience ...
The demons in the "Lesser Demons" section are mostly Hunter-ized versions of creatures from World of Darkness: Inferno. They're not Fallen agents of the God-Machine; they're ephemeral beings from the mysterious realm of Hell.
The "devourer" might be a Diaboli from that book, or it could just be a spirit with some interesting Numen/Manifestation combination, ...
Blood and Smoke, p197:
When in motion, a Strix half-flies, half-flows... a Strix can lose all of its owl-shape entirely to flow through any crack.
Seems like the Strix has the option. In-character, I'd suspect it's whatever the Strix prefers, probably based on what will cause the most horror in observers.
You are right that Demiurge is a term already in use by another game line. The Lexicon of Promethean: the Created defines a Demiurge as a mortal human who wields Divine Fire to create a Promethean, who then becomes the Progenitor of a new Lineage of the Created. (p. 26) Saturnine Night Chapter 1: "Demiurges in the Modern Age" goes into extensive detail on ...
No, they are not immune, but resistant.
From the Demon:The descent (Page 198) describing demonic forms:
Sense the Angelic
All angels are agents of the God-Machine and are capable
of recognizing that connection when they encounter each
other. The Cover that demons adopt shields them from angelic
scrutiny. Some angels are designated to seek and ...
While I haven't seen this translation guide, I can safely assume it follows other guides between oWoD and nWoD - which is changing old splat into new splat, not into new kind of splat.
So when you use this guide, you combine both D:tF and D:tD creatures into exactly same thing, so you won't have two kinds of creatures (one opposing Abrahamic God, one ...
There's no stacking
If you have 9 again on brawl and it's improved to 8 again. Then you have 8 again on brawl.
In order from best to worst:
8 again (reroll all dice which come up 8, 9 or 10)
9 again (reroll all dice which come up 9 or 10)
10 again (reroll all dice which come up 10)
The dice penalty should apply even if the target is a Demon/Angel in Deep Cover.
Aetheric Resonance, found on page 184 of Demon: The Descent states that Demons are able to detect nearby Aether (and "aether-flavored" essence) expenditures. However, a cover is able to "seal in" the Aether - in other words, Demons cannot actively identify Demons or Angels ...