純美蘋果園
跑團活動區 => 苍空之下的高塔 => 網團活動區 => 冻土之花 => 主题作者是: 不朽食物 于 2018-05-20, 周日 16:36:16
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Thresholds, Keystones and Starting Keys
The book is contradictory about whether a Keystone's Threshold matches that of the character or his Geist and whether the choice of the character's two starting keys is limited by the threshold of the character, Geist or keystone. (See pages 64, 69 and 193 for contradictions).
Clarification:
The Keystone's Threshold always matches the Geist's Threshold as it is the spiritual heart of the Geist.
The Keystone's two Keys should be chosen based on the theme of the Keystone and do not need to match the Threshold.
The Character's Threshold need not match the Geist's Threshold but often does as "like attracts like".
At character creation, the players chooses 2 Keys, one of which is from the list determined by his Threshold, the other can be any key.
Purchasing Ceremonies
The rules for purchasing ceremonies are a little unclear.
Clarification:
The Ceremonies Merit is just a mechanic for using merit points to buy Ceremonies at character creation, It's not on our character sheet; there is a specific Ceremonies section instead.
Ceremonies may be purchased with merit dots at creation by spending a number of dots equal to the ceremonies' level.
They may be purchased with XP at creation at a cost of 2x the ceremonies level.
In play, they cost 2x the ceremonies level if the Sin-Eater has a teacher or 3x the level if he does not.
Purchasing Mementos
The book implies that Mementos may be purchased in play with XP which doesn't really make sense as they are either found as part of the story or created through well-defined mechanics.
Clarification:
You may purchase Mementos at creation by spending Merit dots or by buying them as Merits with your starting XP. However once your character is in play, you may not buy additional Mementos with XP. They are awarded (and lost) through roleplay and story.
Spending Plasm
Some Manifestations require the Sin-Eater to reflexively spend a large amount of plasm that may be greater than the amount he can spend in a single round.
Clarification:
The special rules listed on page 150 under level 5 of the Stillness Shroud are applied to all Manifestations: Whenever a Manifestation requires an expenditure of plasm that exceeds the amount a Sin-Eater can spend in a single round, he may choose to spend one willpower point to temporarily ignore the limit and spend the full amount.
This only applies to Manifestations; the Sin-Eater may not spend willpower to exceed the plasm spending limit for any other purpose.
The Sin-Eater Condition
The book is vague about the nature of a Sin-Eater and how they react to other supernatural powers.
Clarification:
The Geist is visible to any creature that can see into Twilight, it appears as a semi-transparent echo standing slightly behind the Sin-Eater. It cannot be attacked while the Sin-Eater is alive although it may still be affected by appropriate powers. If the Sin-Eater is killed, the Geist becomes more solid in appearance (to those that can see into Twilight) and is vulnerable to attacks that can affect creatures in Twilight, this vulnerability lasts until the Sin-Eater's resurrection is complete.
This functions the same in the Underworld or in other realms except that everyone can see the Geist even if they cannot normally see into Twilight (there is no Twilight in the underworld).
Using Aura Perception or similar on a Sin-Eater reveals two auras, the Sin-Eater's and the Geist's. The Geist's aura is very pale and usually consists of a small number of colours that move very slowly (a Geist's emotional state is very stable and unchanging). The Geist and Sin-Eater's auras bleed into each other a bit and although the condition may initially be mistaken for regular possession, those that know what to look for can tell the difference.
Using Telepathy or similar on a Sin-Eater will reveal that there are two minds in the body, the Sin-Eater's is the dominant mind and the Geist's is a small voice at the back of the Sin-Eater's consciousness.
Using Mementos
Clarification:
Although Mementos may be used for mundane purposes (a Memento gun can be used to shoot someone in addition to its normal magical effects), Mementos do not come prefilled with any sort of ammunition or supply required for this mundane function when used in the real world. However when used in Twilight they count as having unlimited supply. So a keystone gun can fire any number of times when in Twilight, however must be loaded with real mundane bullets when used in the real world. These bullets will not travel into Twilight with it so it must be reloaded whenever it is brought across.
Manifestations
Some Manifestations state that they inflict a certain number of "damage dice", implying that you roll for damage, but this isn’t how damage works in nWoD.
Clarification:
Replace all references to "damage dice" with "damage".
Eg. The Pyre-Flame Shroud Level 4 states that it inflicts "lethal damage dice equal to activation successes." Instead it inflicts "lethal damage equal to activation successes."
The Boneyard
Many of the rules of the Boneyard manifestation on page 114 are vague.
Clarification:
The Boneyard is stationary and created centred on its creator. If the creator is moved, the Boneyard does not move with him.
If the creator is disturbed and fails the roll to maintain the Boneyard or is moved from its area or simply chooses to wake up from the trance, he loses control of the Boneyard but the Boneyard itself remains for the remainder of its duration.
A Sin-Eater may only ever create one Boneyard at a time and even if he loses control of it, he cannot create another until the first ends. If another Sin-Eater takes control of the Boneyard they become the new Creator so the original is free to create a new Boneyard.
Anyone with at least one dot in the Boneyard Manifestation who is inside the area of an existing Boneyard can attempt to take control of it. Use the mechanics described under Fighting Over Boneyards, but if successful, the newcomer gains control of the existing Boneyard and counts as its creator instead of creating a second one as written in the book. The original creator can also use this system to regain control of a Boneyard he previously lost control of.
Two Boneyards can never overlap.
Phantasmal Boneyard - Level 5
Page 119: The rules mention spending "6 motes" but there is no such thing as "motes"
Clarification:
This should say "6 plasm".
Stillness Boneyard
On page 120, level 4 of the Stillness Boneyard contradicts itself, at one point saying it affects a single target but all of the mechanics are for affecting multiple targets.
Clarification:
It affects multiple targets.
The Cold-Wind Caul - Level 5
This power grants the user the ability to teleport but doesn't mention what happens to things you are carrying at the time.
Clarification:
You can take with you any objects or creatures of size 3 or less so long as you are touching them and they are not being held in place by someone (or something) else.
The Grave-Dirt Caul - Level 5
Page 121: This power states that you turn into a living statue that is unconscious and unaware of its surroundings unless you score an exceptional success. This is useless, why would you want to be an unconscious statue?
Also while it describes you as "The Cemetery Angel" it doesn't really describe what you look like.
Clarification:
You always remain conscious, you are aware of your surroundings and you don't need to sleep. Your perception is limited however to what your natural senses would be able to perceive and of course due to your stone form you cannot move to get a better view. While this power is active, you actually look like one of the stone angel statues often found in cemeteries however your face is recognisably yours to any that know you.
The Tear-Stained Caul - Level 4
Page 122: This power lists no cost and states that the Sin-Eater emerges from the lake at the end of a scene... that could be a long time.
Clarification:
Activating this power costs 2 Plasm and the Sin-Eater emerges from the lake after 1 minute.
The Tear-Stained Caul - Level 5
Page 122: This power lists no cost.
Clarification:
Activating this power costs 3 Plasm.
The Curse
This Manifestation describes several powers that could be used on oneself to gain benefits that are not really in line with the concept of this power.
Clarification:
The effects of The Curse may never be beneficial to the target and any attempts to subvert it into a beneficial effect will not work as intended. E.g. The Pyre-Flame Curse prevents the target from making use of fire by making fires go out when they get near, if a Sin-Eater attempts to use it to protect someone from fire, it will instead attract the fire.
In short: it’s a curse and will always behave like a curse.
The Passion Curse - Level 5
Page 127: Uses tabletop mechanics for dramatic failure that don't work in our LARP system.
Clarification:
The Sin-Eater gains the plasm whenever someone affected with the level 4 version of this power fails a roll related to the cursed emotion.
The Shroud
The summary of the power on page 113 contradicts the mechanics on page 146 in terms of how much armor is granted by this power.
Clarification:
Page 146 is correct: Shroud grants an Armor bonus equal to the users Shroud rating.
The Elemental Marionette
The rules for Homunculus presented on pages 131-132 have several issues:
The limited duration of the Homunculus and its high cost (permanent Willpower dot) don't fit well with our extended campaign.
The rules for the Homunculus' size are contradictory and the rules in the "Poaching a Homunculus" section do not describe how the owner of the Homunculus resists.
Clarification:
Ignore the rules giving the homunculus egg a duration; the power is permanent and the egg lasts until it is destroyed.
Ignore all references to the homunculus' size stat; all homunculus have a size of 1, so the power costs 1 plasm in addition to the permanent willpower dot.
To "poach" a homunculus, the poacher must be holding the homunculus egg and rolls Presence + Occult + Marionette. If he gets more successes than were rolled in the homunculus' creation, he may spend one permanent willpower dot to take control of it and his successes are the new target number to beat if someone else tries to poach it. Ignore the rules for an Exceptional Success on this roll, no additional benefit is gained.
Phantasmal Marionette
Page 134 - This power is vague on many details.
Clarification:
The geist-body may not have attributes or size above 10.
If the geist-body is killed, the Sin-Eater is also killed (and will resurrect as normal).
The geist-body can move any distance from the Sin-Eater's comatose body.
The Sin-Eater can end this power as an Instant action and is instantly returned to his body if he does so. Any damage the geist-body had taken is transferred to the Sin-Eater's body as bashing damage.
Stigmata Marionette
On page 136, level 2 and 3 of Stigmata Marionette refer to powers called "Conscription of Blood" and "Circumscription of Blood" but no such powers exist. The activation process for Level 2 is poorly worded.
Clarification:
The terms "Conscription of Blood" and "Circumscription of Blood" refer to level 1 of the Stigmata Marionette Manifestation.
When the Sin-Eater activates the level 1 power, he may choose to spend an additional 1 Willpower point to also activate level 2 at that time, it may not be activated on its own as it simply modifies the level 1 power.
Stillness Marionette
Page 137 - The zombies are described as having Durability and Structure instead of health levels, yet states that they take bashing damage from firearms and aggravated from fire which has no effect on Structure. This also makes for near unkillable zombies.
Clarification:
The zombies do not have Durability or Structure.
They have health levels equal to their Stamina + Size (just like everyone else).
They do not suffer wound penalties and cannot be knocked unconscious.
Fire damage inflicts one extra level of damage on them in addition to being aggravated.
Stillness Marionette - Level 5
Page 137 - The rules seem to allow for very intelligent zombies even though the fluff description describes them as only "quasi-intelligent". The rules also don't list attribute maximums.
Clarification:
Each point of plasm spent gives 3 points that can only be spent into Physical Attributes at a 1:1 ratio and the Brawl and Weaponry skill at a rate of +3 per point spent.
Attributes and skills cannot be raised above 5.
The Passion Oracle - Level 4
Page 141: This power mentions "Synthesis" (no such thing) and refers to a manifestation called "Aura Perception" (Manifestation levels don't have names).
Clarification:
Instead of telling you the targets "Synthesis" rating, it tells you the targets Synergy rating.
The reference to "Aura Perception" is referring to level 3 of the Passion Oracle.
The Passion Rage
Page 143: The rules are unclear about the type of damage that is dealt by higher levels of this power.
Clarification:
Levels 1 to 4 of this power deal bashing damage. Level 5 is activated as a separate power (not a modifier to the previous levels) and deals no damage as it reduces the targets Attributes instead.
The Phantasmal Rage
Page 144: This power has two level 2 powers and no level 3.
Clarification:
The second level 2 power (creating the dream hunter) is actually level 3.
The Tear-Stained Shroud - Level 5
Page 147: The rules state that this power is the same as level 3 except that damage is "automatic" but it's unclear what this actually means.
Clarification:
This power works the same as the level 3 version except damage is lethal instead of bashing.
The Passion Shroud - Level 4
Page 148: The mechanic for making the target lose Willpower is heavily based on the idea of rolling multiple dice which we don't use.
Clarification:
The Sin-Eater rolls Manipulation + Empathy + (activation successes) - targets Composure. Each success causes the target to lose one willpower.
The Phantasmal Shroud - Level 5
Page 149: Another power dependent on rolling multiple dice.
Clarification:
The Sin-Eater rolls Manipulation + Persuasion + (activation successes) - targets Composure. Each success inflicts one damage.
The Stygian Key
Page 77 (Book of the Dead): The rules state that learning the Stygian Key costs the Sin-Eater one dot from an Attribute of his choice which returns at the end of the next story. We don't really use the "story" unit of time.
Clarification:
The Attribute loss is permanent; it’s the terrible price for learning the Stygian Key.
The Stygian Oracle - Level 3
Page 80 (Book of the Dead): The rules state that the Sin-Eater knows every language ever spoken or written by man.
Clarification:
This manifestation only grants an understanding of mundane human languages. It does not work for the High Speech used by mages, the First Tongue used by Werewolves or any other spiritual, magical or supernatural language.
The Cold Wind Pit - Level 3
Page 83 (Book of the Dead): This manifestation is way too powerful; the rules for suffocation are harsh.
Clarification:
Instead of using normal suffocation rules, the target takes bashing damage equal to successes rolled.
The Cold Wind Pit - Level 5
Page 83 (Book of the Dead): This manifestation relies on level 3 (which has been changed above), and somehow causes permanent composure damage through suffocation which makes no sense.
It also lists no cost.
Clarification:
When using The Cold Wind Pit level 3, the Sin-Eater can spend 1 extra Plasm to add the Pit activation successes to successes generated by the level 3 activation roll, increasing the damage dealt.
The damage is still bashing damage and this power does not affect the targets composure.
Death, Resurrection and Synergy Loss
Throughout the book there are conflicting rules for what penalty a Sin-Eater suffers when resurrected by his Geist.
Clarification:
The rules on page 174 are correct: The Sin-Eater loses one point of Synergy and his maximum Synergy is reduced by two.
Kerberos Ranks
The table on page 251 lists Kerberos as having "Keys" and "Max Keys". This is probably left over from a previous version where Keys had ranks, it makes no sense now.
Clarification:
Kerberos have a number of keys as listed in the "Max Keys" column. Ignore the "Keys" column.
Ectoplasmic Flesh
Clarification:
The innate ability of Sin-Eaters to spend plasm to ignore damage may not be used to ignore any damage that the Sin-Eater intentionally inflicts upon himself during the activation of Manifestations or Ceremonies.
Eg. Pyre-Flame Caul level 2 allows the Sin-Eater to take one lethal damage to gain three plasm. He cannot spend one plasm to ignore this damage as it is the cost of activating this power.
Krewe Fate
The rules don't mention when the pool of "krewe destiny dice" is refreshed or how long conditional effects can last.
Clarification:
The pool of "krewe destiny dice" refreshes at the start of each month.
When a conditional effect is specified, it can only trigger once and then must be respecified again (at the cost of more destiny dice).
The condition expires if not triggered by the next dawn and any destiny dice used on it are lost.
Flesh Fair
It is unlikely we will ever have 10 Sin-Eater PCs let alone 20. Also the effect is fairly minor for a 3 hour long ritual involving up to 20 people.
Clarification:
The Flesh Fair must be led by a Founder who possesses this benefit.
Determine the level of the Flesh Fair as specified in the book, however everyone attending the Flesh Fair is counted towards the total participants, whether Sin-Eater or not so long as they take part in the ceremonies and festivities of the night. Additionally the level of the Flesh Fair can never be higher than the number of Krewe members present (counting the Founder leading the festivities).
After the festivities have gone on for an hour (instead of 3 hours), the Haunt's Fluidity gains a bonus equal to the Flesh Fair's level and all Sin-Eaters present also regain a number of Plasm equal to the Flesh Fair's level. While the fair continues, any ghosts in the area feel drawn to attend and may freely manifest without roll or cost even if they do not have the Numina to do so. The ghosts are restored to an echo of their living selves as if under the effects of Plasmic Infusion, they also feel compelled to take no violent act and any that do so are instantly returned to the Twilight and may not rematerialize for the remainder of the Flesh Fair. Any non-ghost that takes a violent action loses 1 willpower point as the ritual punishes them for disturbing a sacred event.
The Founder leading the Flesh Fair may end it at any time by simply announcing that it is over. At this time, the Haunt's Fluidity returns to normal and any remaining ghosts are returned to twilight.
Deathsoul Initiation
This benefit mentions ranked Keys which don't exist and it allows you to buy high levels of Manifestations without having the low levels which doesn't work since most high level Manifestations are just modifiers to the low levels which need to be activated first.
Clarification:
Ignore reference to the key's level, the Sin-Eater chooses the appropriate level of Manifestation from one founder and a Key from another founder and gains access to that power combination.
The Manifestation granted by this Krewe Benefit comes with all the previous levels of that Manifestation as well, for example the 3 point version is listed as granting access to a Level 2 Manifestation, it also grants access to level 1.
If one of the founders involved in this Benefit dies, the Sin-Eater loses this merit and only half the XP is refunded (as Krewe Experience).
Key Initiation
This benefit refers to mechanics that don't exist (different XP costs for keys based on whether they have a teacher).
New Rules:
To "Opt-In" to this benefit, the Sin-Eater must undergo a trial relating to the Krewes destiny, ethos or mythology. This could be a set of real life trials that lead the Sin-Eater to a greater understanding of the Krewe's destiny or a journey into the underworld in search of wisdom or even a drug induced hallucination that leads to an epiphany. Whatever form it takes, it forever marks the Sin-Eater's soul and flaws him in some way.
Benefit: After completing the trials (as determined by the ST), the Sin-Eater gains a new Key at no XP cost. This key should be one that in some way relates to the Krewe's channel.
Drawback: Key Initiation is permanent and a Sin-Eater can only ever do it once. The Sin-Eater gains a flaw as described in the Key Initiation Drawback on page 188 and he can never "Opt-Out" or get rid of this flaw in any way, not even via supernatural means.
The Weakened Attribute flaw states that when the specified Attribute is rolled, 1's subtract from successes. This doesn't work in our LARP so instead if a 1 is rolled, it counts as an automatic Dramatic Failure.
If the Sin-Eater leaves the Krewe, this benefit and its flaw remain.
Forge Key
This benefit refers to ranked keys which don't exist.
Clarification:
To "Opt-In" to this benefit, the founder must undertake an extensive journey through the underworld in search of understanding into the nature of his channel. Once complete, the founder may purchase his new key at normal cost (but with Krewe Experience).
Once created, the key becomes part of the Krewe's channel and other Krewe members may purchase the new key with Krewe Experience.
Revenance
The rules for the Revenance benefit on page 189 state that the benefit brings the Sin-Eater back to life if he dies with a loss of Synergy instead of Psyche, but coming back to life already costs Synergy and never costs Psyche. This seems like it's left over from an older version of the rules.
Clarification:
When a Sin-Eater with Revenance is resurrected by his Geist, he still loses one Synergy as normal but only loses one from his maximum Synergy instead of the normal two.