Oh, you know what! This isn't complete and needs work, but I'll just drop it anyways!

New Supernatural Merit I thought of.

Past-Lives Memories (*, ***, *****)
Description: Whether you've had your mind imprinted with the memories of another human being by some made being, or whether you're a dreamer whose dreams touch lives far in the past, the bearer of this merit has a connection, one significant and able to be used by those with the skill to withstand their drawbacks. A character can have dreams or memories of a past life without the advantages. This would be a flaw, or merely a character element. But to use it, that takes practice. You may not have more than one set of past-life memories that you dive into deep enough to use in this beneficial way.
*: Declare one skill as 'tagged' from the past life. A number of times per chapter equal to half your Resolve, you may roll Wits+Resolve as a reflexive action. If successful, you may roll for something involving that action with an 8-again on the roll.
***: In addition to being able to tag one skill, you can also access the knowledge and memories of your past life. This can give you hints based on what they previously experienced: a time they were betrayed, an understanding of strange creatures that in this life are unfamiliar, or other such details. Once per chapter, by rolling Wits+Resolve as an instant action, you may ask your ST one of the following questions. *What is the worst choice? *Is there something about this situation that I haven't realized? *What are the risks of this action? * What choice is the safest?
The ST should decide ahead of time, in part based on the tagged skill, what areas and ways a past-life would be most likely to help out. An exceptional success allows you to ask two questions. (Yes, this is essentially a reskinned Common Sense merit.)
*****: You may declare one other skill tagged. Once per chapter, you may roll Wits+Resolve-1 as an instant action. If successful, the next roll involving one of your tagged skills gets +1. You may spend one WP to refresh this ability to use it again, up to a number of times equal to half your Resolve.
Drawback: Diving deep into the memories of a past can be traumatic. Besides the potential for plot and danger, there is another common drawback. Having used any of the Past-Life powers, the next roll you take after taking advantage of it loses 10-again and cannot have Willpower spent on it, unless it is an actual blessed again by the Past-Lives powers (such as spending another WP to get the five-dot bonus again.)

******

I actually made it as an idea for a non-past-life idea, involving someone who had the memories of other people inserted into his head. It's not meant to be super-duper weak, but it's definitely not meant to be super powerful, or the kind of thing that should upstage anything a major splat can easily do: thus, it's more something you'd add to a less-than-pure-natural Hunter, or as part of Second Sight game, or something.
 

Nice! More will have to wait until I have time, access to something better than a smartphone to write with, and access to my notes;

But until then, an idea for a Tempesta Charm: Namely one that explodes a Barrier Jacket, Palladion, or Bubble Shieldof the user, dealing huge area damage proportional to the base item's remaining strength, in exchange for destroying it.
AoE would (usually) be hemi-spherical for a normal Palladion, or spherical for a Jacket or Bubble Shield or a thrown Palladion, and for the Bubble could be switched to be on the in- or the outside of it.
Anything that would normally have been protected by the base item may or may not be partly or wholly protected from the explosion.
An upgrade would exist to tie the Charm to certain triggers, such as being struck or being damaged enough.
Call it Death or Glory or somesuch, maybe.
 
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"Imposter Syndrome: The Game"
Exquisite Replicas?

Oh, you know what! This isn't complete and needs work, but I'll just drop it anyways!

New Supernatural Merit I thought of.

Past-Lives Memories (*, ***, *****)
Description: Whether you've had your mind imprinted with the memories of another human being by some made being, or whether you're a dreamer whose dreams touch lives far in the past, the bearer of this merit has a connection, one significant and able to be used by those with the skill to withstand their drawbacks. A character can have dreams or memories of a past life without the advantages. This would be a flaw, or merely a character element. But to use it, that takes practice. You may not have more than one set of past-life memories that you dive into deep enough to use in this beneficial way.
*: Declare one skill as 'tagged' from the past life. A number of times per chapter equal to half your Resolve, you may roll Wits+Resolve as a reflexive action. If successful, you may roll for something involving that action with an 8-again on the roll.
***: In addition to being able to tag one skill, you can also access the knowledge and memories of your past life. This can give you hints based on what they previously experienced: a time they were betrayed, an understanding of strange creatures that in this life are unfamiliar, or other such details. Once per chapter, by rolling Wits+Resolve as an instant action, you may ask your ST one of the following questions. *What is the worst choice? *Is there something about this situation that I haven't realized? *What are the risks of this action? * What choice is the safest?
The ST should decide ahead of time, in part based on the tagged skill, what areas and ways a past-life would be most likely to help out. An exceptional success allows you to ask two questions. (Yes, this is essentially a reskinned Common Sense merit.)
*****: You may declare one other skill tagged. Once per chapter, you may roll Wits+Resolve-1 as an instant action. If successful, the next roll involving one of your tagged skills gets +1. You may spend one WP to refresh this ability to use it again, up to a number of times equal to half your Resolve.
Drawback: Diving deep into the memories of a past can be traumatic. Besides the potential for plot and danger, there is another common drawback. Having used any of the Past-Life powers, the next roll you take after taking advantage of it loses 10-again and cannot have Willpower spent on it, unless it is an actual blessed again by the Past-Lives powers (such as spending another WP to get the five-dot bonus again.)

******

I actually made it as an idea for a non-past-life idea, involving someone who had the memories of other people inserted into his head. It's not meant to be super-duper weak, but it's definitely not meant to be super powerful, or the kind of thing that should upstage anything a major splat can easily do: thus, it's more something you'd add to a less-than-pure-natural Hunter, or as part of Second Sight game, or something.
... Fuck, I knew I forgot something. Sorry...
 
So, I'm thinking of running a Vampire: The Requiem 1e game for Halloween, most likely with my brothers IRL.

I'm also going to buy a hard copy of Changeling: The Lost 1e off of Amazon next week, since the PDF of it I had was on a laptop that crashed a long time ago.

I have a decent sized collection of Classic World of Darkness books, but not many New World of Darkness books. Really, I only own the First Edition corebooks for WoD, Vampire: The Requiem, and Hunter: The Vigil, all of them on hard copy.

I love Requiem and Lost (the 1e versions, anyway), and I am thinking of getting into Werewolf: The Forsaken and Mage: The Awakening as well.
 
Anybody ever do crossovers of WoD or CofD with other media?

I like the idea of doing a period piece game set in the universe of the Mafia video games. Something like Empire Bay in the 1950's or New Bordeaux in the 1960's, most likely either Vampire or Mage.
 
So question about the effects of the Abyss in Mage. When a sleeper witnesses Supernal magic they have a pretty good chance of it writing itself out of their mind, either by forgetting, rationalizing or going a bit crazy. What effect does Disbelief have on media, like if it's caught on tape?

In my game I have a Magistos Banisher pulling a terminator and teleporting into the middle of a crowded police station to assassinate a group of newly awakened mages. There are obviously going to be security cameras around and bystanders with cell phones. So i need to know the effects of Disbelief on recorded media. Does the same effect happen to anyone who views the tape? Or do the tapes warp and files suddenly corrupt themselves to prevent evidence from spreading? Is it generally just left up to the story teller?

All I have is the core first edition core book and the concept of Disbelief is basically just mentioned briefly, and is clearly just there mechanically as something that helps maintain the masquerade, given the prevalence of cellphones and such.
 
So question about the effects of the Abyss in Mage. When a sleeper witnesses Supernal magic they have a pretty good chance of it writing itself out of their mind, either by forgetting, rationalizing or going a bit crazy. What effect does Disbelief have on media, like if it's caught on tape?

In my game I have a Magistos Banisher pulling a terminator and teleporting into the middle of a crowded police station to assassinate a group of newly awakened mages. There are obviously going to be security cameras around and bystanders with cell phones. So i need to know the effects of Disbelief on recorded media. Does the same effect happen to anyone who views the tape? Or do the tapes warp and files suddenly corrupt themselves to prevent evidence from spreading? Is it generally just left up to the story teller?

All I have is the core first edition core book and the concept of Disbelief is basically just mentioned briefly, and is clearly just there mechanically as something that helps maintain the masquerade, given the prevalence of cellphones and such.

Considering Sleepers visiting Atlantean Ruins retcons them into other places, I'm going say the tapes warp and files corrupt themselves.
 
Considering Sleepers visiting Atlantean Ruins retcons them into other places, I'm going say the tapes warp and files corrupt themselves.
That happens because the ruins themselves are magical, sort of, and dissonance hits them like a truck.

So question about the effects of the Abyss in Mage. When a sleeper witnesses Supernal magic they have a pretty good chance of it writing itself out of their mind, either by forgetting, rationalizing or going a bit crazy. What effect does Disbelief have on media, like if it's caught on tape?

In my game I have a Magistos Banisher pulling a terminator and teleporting into the middle of a crowded police station to assassinate a group of newly awakened mages. There are obviously going to be security cameras around and bystanders with cell phones. So i need to know the effects of Disbelief on recorded media. Does the same effect happen to anyone who views the tape? Or do the tapes warp and files suddenly corrupt themselves to prevent evidence from spreading? Is it generally just left up to the story teller?

All I have is the core first edition core book and the concept of Disbelief is basically just mentioned briefly, and is clearly just there mechanically as something that helps maintain the masquerade, given the prevalence of cellphones and such.
As far as I'm aware non magical recordings of magic aren't affected by the quiescence. I believe Brookshaw has mentioned before that you can re-expose sleepers to the same recorded instance of supernal magic and it just further degrades their sanity.
 
Any know where I can read the Void engineers book for free
 
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I dunno, there are also Imposter themes? Because you inhabit a life, but as it turns out, you are in fact a 'theft' of that life. You think you grew up around people you knew, but you didn't. Whereas Prometheans start out inhuman and find humanity as part of a journey, this is someone who always thought they were humanity having the mask ripped away.

And without the empowerment fantasies of the major splats, since while they have a few small tricks, a Fetch is mostly going to be playing a mortal+A supernatural merit or two game.

Do we start with the assumption that human is something worth being? Pretty much all the WoD games, except Beast (and Beast is terrible), do. But that's not really necessary. There's no reason you can't play a game in which the goal is to find your inhumanity.

The Journey of the Fetch is a simple question. Who am I? Who am I, really? This is such a simple question, but the answer is so complex as to be almost impossible. It's a question that starts a journey of suffering and terror and beauty and love and joy and hate and rage and sorrow. It's a journey that few dare undertake, and even fewer are capable of surviving.

Thus, instead of being a quest for Humanity, a Fetch game is a quest for Identity.

And that Identity might be 'the monster at the end of the book.' The Fetch doesn't have to be the good guy in the end, or even a guy at all, he just has to be who he is, whomever that is. As long as its more than just a few twigs held together by candle wax, it's all good.

The bad end for the Fetch is reverting to those building blocks. The mediocre end is allowing himself to fully become his human guise. The interesting end is becoming something great and terrible, but perhaps very inhuman. And there are all sorts of ends in between those three extremes.
 
The only ones I can think of are Changelings, whose perspective is probably somewhere between "fuck youuuuuuuuu[1]​" and "well, I'm not going outdoors until daylight on November 1st; anyone who wants me can leave a message with my shotgun and the roll-down plating on my windows.[2]​"

Courtwise, you'd have Spring types organizing big Halloween bashes to suppress the PTSD flashbacks help laugh off their worries, while the Autumn Court's membership went around providing wayward children with quick object lessons on why you shouldn't fuck with spooky shit, especially the Scarecrow Ministry[3]​.


[1]​ I mean, it's all about how awesome weird monsters are, how awesome not knowing peoples' real identities are, and how fun and safe it is to take gifts from strangers. I'd bet that more children get grabbed by the Gentry on Halloween than any other night, just by virtue of target density and the "appropriateness" of a real haunt showing up on the holiday.

[2]​ Because again, Halloween is a night where lots of people are out and weird spectacle is less likely to stand out - if you aren't the type to fear your Keeper returning by cover of night, you should at least be afraid of privateers deciding to take advantage of the season.

[3]​ For the uninitiated, the Scarecrow Ministry are an order of changelings that try to scare people away from places that are known True Fae "hunting grounds" - by playing the part of monsters; the idea is that even if the Gentry only show up once a decade, there needs to be a continuous impression in locals' heads that the place they show up is Forbidden Ground to keep new victims from occurring, even if that means cooking up urban legends and manufacturing evidence to keep that impression alive. They're the guys who keep idiot teenagers away from the abandoned house at the end of the row by spreading rumors that the place is haunted, and if necessary having a member pose as Old Man MacLeary's vengeful zombie if they need to refresh everyone's memories by frightening off some co-eds.

I mean, sometimes a member decides to crank things up to the level of actual murder as a last-ditch effort to keep people from screwing with forces best left undisturbed, but it's not that common.
 
The only ones I can think of are Changelings, whose perspective is probably somewhere between "fuck youuuuuuuuu[1]​" and "well, I'm not going outdoors until daylight on November 1st; anyone who wants me can leave a message with my shotgun and the roll-down plating on my windows.[2]​"

Courtwise, you'd have Spring types organizing big Halloween bashes to suppress the PTSD flashbacks help laugh off their worries, while the Autumn Court's membership went around providing wayward children with quick object lessons on why you shouldn't fuck with spooky shit, especially the Scarecrow Ministry[3]​.


[1]​ I mean, it's all about how awesome weird monsters are, how awesome not knowing peoples' real identities are, and how fun and safe it is to take gifts from strangers. I'd bet that more children get grabbed by the Gentry on Halloween than any other night, just by virtue of target density and the "appropriateness" of a real haunt showing up on the holiday.

[2]​ Because again, Halloween is a night where lots of people are out and weird spectacle is less likely to stand out - if you aren't the type to fear your Keeper returning by cover of night, you should at least be afraid of privateers deciding to take advantage of the season.

[3]​ For the uninitiated, the Scarecrow Ministry are an order of changelings that try to scare people away from places that are known True Fae "hunting grounds" - by playing the part of monsters; the idea is that even if the Gentry only show up once a decade, there needs to be a continuous impression in locals' heads that the place they show up is Forbidden Ground to keep new victims from occurring, even if that means cooking up urban legends and manufacturing evidence to keep that impression alive. They're the guys who keep idiot teenagers away from the abandoned house at the end of the row by spreading rumors that the place is haunted, and if necessary having a member pose as Old Man MacLeary's vengeful zombie if they need to refresh everyone's memories by frightening off some co-eds.

I mean, sometimes a member decides to crank things up to the level of actual murder as a last-ditch effort to keep people from screwing with forces best left undisturbed, but it's not that common.

Actually, you're wrong! Changelings actually have a real and meaningful Halloween. And Fall is in charge of such parties, not Spring. Halloween Bashes can depend on court, but many Fall Courts have an annual haunted house contest.
 
I can totally see a Mage who can use Halloween to do spooky stuff with Spirits, or else put actual magic in the rituals said to keep evil spirits away or appease them.
 
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