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NWoD COMBINED: THE ACCORD ADDENDUM Effective Date: 01 May 2013 Last Updated: 15 April 2013 This addendum

is organized into the following sections: I. II. III. IV. V. VI. VII. VIII. IX. X. XI. Changing Breeds Dampyr Fae-Touched Ghouls The Possessed Proximi Psychics Purified Thaumaturges Wolfblooded Second Sight

Text in red indicates new or changed items in this addendum cycle. Text in blue indicates new or changed items from the last addendum cycle. Some materials are copyright 2013 and trademarked by CCP hf. All rights reserved. 1. Changing Breeds (WW55103) a. Changing Breeds are distant cousins of werewolves, whose origins are lost to the mists of time. b. Breeds: i. Archunem: Add Stash at 3 dots to Breed Favors ii. Baitu: Add Fortunes Favor at 3 dots to Breed Favors. iii. Brythians: Add These ferals have a wide range of abilities based on the folklore surrounding them and receive two free Skill Specialties that can be placed in the following skills: Empathy, Weaponry, or Occult. iv. Corvian: Insert Players choose at character creation either Dire Beast or the Flock Form Aspect. If the player chooses the Dire Beast they may purchase the Flock Form Aspect later at normal cost. v. Nanekisu: Add Swarm Form at 4 dots to Breed Favors vi. Qualma ni: Replace Attributes with Skills vii. Reynardi: Add Catwalk at 3 dots to Breed Favors viii. Sicarius: Venom Breed Favor is the 4 dot version ix. Vargr: Their Primal/Dire form are Size 6 x. Wapathemwa: Add Gross Eater at 2 dots to Breed Favors xi. Custom Breeds: Not Sanctioned c. Feral Heart: Use the table for Primal Urge in Werewolf the Forsaken pg. 76 instead of that found in Changing Breeds. The social penalty for prey animals is always 1 less, to a minimum of 0. d. Aspects i. Aspects (except Beast Magic, see below) are purchased with Simple/Graduated costs, as with Merits. For example: Spook the Herd is a Simple 3-dot Aspect and costs 15XP; Catwalk is a graduated 5-dot Aspect and each dot gained must be purchased (three dots would cost 30XP). ii. Hybrid Forms (save for ones listed for a breed) are Not Sanctioned. iii. Nine Lives is replaced by the mechanics of Charmed Life from Rites of Spring p.88. This power may be used once per day.

iv. Characters may not have more than one of the following aspects: Beast Magic, Spirit Gifts, and Spirit Secrets. v. Unless noted in this addendum or in the writeup, activating an Aspect is an Instant Action. vi. Beast Magic: 1. It is not Supernal, despite using Rote rules. It cannot be dispelled by Awakened magic. 2. When this Aspect is purchased, the users Feral Heart is lowered to 3 if higher, with the XP difference refunded. The PC can purchase mage rotes up to level 3, using XP costs noted in the Changing Breed book. 3. These rotes use the listed Attribute + Skill dice pool. 4. If there is a mana cost, the character pays it with essence. 5. If vulgar, the spell still adds to action RQ and draws Paradox as if the character were at Gnosis 6. 6. The character may not take spells with two or more associated arcana or spells that allow for the creation of magical items. 7. The character may have no more than 30 total dots of rotes from this power. 8. If a rote has an effect that is based on the Arcana rating of the user, use the number of dots in the rote as the Arcana rating. 9. Only rotes that are available to all mages may be purchased (no order-specific rotes, etc). 10. For Breeds that have this as an innate Breed Favor, they receive three free dots that can be split among three 1 dot powers, a single 2 dot and single 1 dot power, or a single 3 dot power. vii. Earthbond: This is a Reflexive action. viii. Keen Senses: Each sense must be bought separately unless multiple senses are listed in the Beasts Free Breed Favors. Listed senses in Free Breed Favors may be bought as a group - as a single aspect. All others must be bought separately. Senses not listed in a Breed write up are considered Out of Breed. ix. Mothers Fury: This Aspect can be used to protect pack or band mates as well as family or loved ones. It can be used to protect supernatural creatures. x. Shadow Bond: This uses the same rules for Stepping Sideways found in Werewolf the Forsaken. xi. Spirit Animal: This is not a familiar. This Aspect may be purchased multiple times with different animals and skills. xii. Spirit Gift: 1. The cost for gifts are new dots x7 XP (out of tribe costs). 2. Spirit Gifts: Any gift up to level 3 can be taken from this combined list, and only from this list, which includes recommendations on which Breeds and Accords might take said gifts. 3. The dice pools for Spirit Gifts mirror those found in Forsaken material, substituting the appropriate Respect for the Renown listed. xiii. Spirit Secrets 1. Only the numina listed in the Purified section of Immortals p.110 can be purchased. 2. Changing Breeds use the listed dice pools, substituting Feral Heart for Chi. e. Favors i. Breed Favors: Changing Breed characters gain Breed Favors with no additional approvals required. ii. Other Favors: 1. Purchasing new Favors has the same cost as Aspects. 2. Not available outside of Breed Favors: Aquatic, Bioluminescence, Echolocation, Extra Limbs, Limbless, Many-Legged, Musk, Needleteeth, Quills, Razorskin, Water Breath, Webbing, Wings. iii. Changing Breed characters can only purchase Favors that normal animals of their species could conceivably possess. The "bizarre mutations" optional rule is not sanctioned for play. iv. Favor Rules Changes

1. Extra Limbs: The character must choose whether he is applying his extra limbs for Defense or Attack. The PC may not gain extra actions from this Favor, instead their attack becomes an Advanced Action. This Favor is a 1 to 5 graduated cost power. 2. Size: This is built into the breed form and cannot be purchased later. 3. Speed: This is built into the breed form and cannot be purchased later. f. Merits i. Animal Companion: This merit is sanctioned at Low Approval for any character who has the ability to charm, influence, or control animals via supernatural means. ii. Den: This merit is sanctioned at Low Approval for Forsaken PCs as well as Changing Breed PCs. iii. Pack: This merit is sanctioned at Low Approval for any character who has the ability to charm, influence, or control animals via supernatural means. iv. Predators Bearing: This merit is sanctioned at Low Approval for Forsaken PCs as well as Changing Breed PCs. g. War Form Weaponry: Not Sanctioned 2. Dampyr a. Advantage i. 8 agains are unchanged, but only apply to non-supernatural draw pools. ii. Second Advantage 1. Daeva: Change to Spend 1 WP to create a positive infatuation in one character that results in +3 to mundane Social interactions. 2. Gangrel: Change to Spend 1 WP to downgrade 1 point of lethal damage taken in that turn to bashing. 3. Mekhet: Change to Spend 1 WP to turn an Investigation roll into an Advanced Action. 4. Nosferatu: Unchanged. 5. Ventrue: Change to Spend 1 WP to take on a mantle of authority that results in +2 to mundane Social interactions with all characters around them. b. The Penetrating Eye: Replace with: When resisting or contesting a social or mental discipline, willpower spent by the Dampyr counts double. c. Lure: Enacting a Lure on a vampire is a contested instant action of Manipulation + Occult vs Resolve + Composure. Resistance is reflexive. i. Vampires immediately proceed to stage 2 after gaining 3 or more willpower from stage 1. ii. PCs at stage 2 may Escape a Lure by spending two months without interacting with the Dampyr for each month they were ensnared, in addition to the listed Escapes. iii. PCs will never go to stage 3. Instead, they must make a Resolve + Composure draw to avoid feeding on the Dampyr when they get the chance. d. Doom: Replace with Each time a vampire ensnared by a Lure feeds on the Dampyr who has Lured them, they must make a Humanity test as if performing a level 2 sin. A Wits + Occult draw may be made to notice the connection between the act and any Humanity loss. e. Dampyr provide no real nourishment to vampires. When a vampire spends that phantom Vitae they instead vomit up blood. 3. Fae-Touched a. Fae-Touched gain the 5 dot merit Fae-Touched for free, and may take the three dot Seeming merit for free from Equinox Road p.107. b. Fae-Touched have 5 Glamour that can only be used to open Hedge gates, power their Seeming blessing, or power Tokens. They may spend one Glamour per turn. c. Fae-Touched may only regain Glamour by eating Goblin Fruit, or through Pledges. All Goblin Fruit affect Fae-Touched as if they were Changelings. d. Fae-touched add +3 to resisting various natural deleterious supernatural Masquerade effects, such as Lunacy, Disbelief, and Disquiet, etc. e. Fae-Touched may purchase the following changeling-only merits: Court Goodwill, Goblin Fruit, Hedgespun Item, Hedge Gate Sense, and Token. Note that Court Goodwill does not give access to contracts.

f. Fae-Touched may carry Goblin Fruit as if they were Wyrd 1. 4. Ghouls a. Possessing vampire Merits: Not allowed (see Universal House Guide for Haven equivalent). b. Possessing their regnants covenant specific powers: Only allowed for Niriti and Delousi families. c. Possessing bloodline-specific Disciplines: Capped at 3rd dot. Immediately lost and XP refunded if regnant is changed. d. Ghoul Families: All Low Approval e. Ghouls are created as above in II.A.1.b, then add the Ghoul template from the Ghouls book. f. Ghouls purchase all disciplines at next level x10 XP, regardless of the clan of their regnant, and must have a teacher for each level. g. Having an NPC regnant: Not Sanctioned h. Switching Regnants takes one month, and does not negate any bond the previous regnant had. i. Ghouls add +3 to resisting various natural deleterious supernatural effects, such as Lunacy, Disbelief, and Disquiet, etc. 5. The Possessed [Inferno] a. The Possessed are the result of Demons and humans merging (not spirits, ghosts, Strix, etc.). All Possessed are a synthesis: the symbiotic pairing of demon and human, even if the initial possession was forced. The player chooses whether to focus on a balance vs slightly more host control vs slightly more demonic control, but neither side is wholly in power. i. This allows for RP along the three paths: Demonic Partnership, Host Resisting the Infernal, and Demonic Ascendance. ii. Without a human host, a Demon is more an alien mind obsessed with the insidiousness of its Vice. While sentient, it is like a spirit in that it cannot really be understood or have grand designs. b. If a Possessed Believer is killed, the Demon is taken by The Truth and lost forever. Demons are aware of this and are suitably annoyed with the situation. c. Possessed PCs, via their agreement to join the Accord, are immune to Abjurism, Exorcisms, and the removal of the demon by sacred sites. Successes on Abjurism and Exorcism are instead Lethal damage. d. Possession by Angels (pg 158) is not sanctioned for PCs. PCs are free to think of themselves as Fallen Angels or any other variation of the legends. e. The optional rule Double Down (Inferno pg 121) is sanctioned. f. Only Chapter 3 of Inferno is Sanctioned for play. g. Merits i. Animal Familiar: This merit works exactly as noted, providing the Possessed with an attending animal. Other than the listed mechanics, this animal is not inherently supernatural. ii. Familiar, Imp: See Universal Familiar Guide iii. Familiar, Twilight: See Universal Familiar Guide iv. Dragons Tongue: Low Approval for any PC with appropriate justification. This merit cannot be used to summon a demon without a ritual, but the 2 dot version adds a +3 to such attempts. h. Vice i. Possesed do not get three free dots in Vices, instead they start with their Primary Vice at 3 dots for free. ii. Gift of Tongues: The Possessed receive a free, non-supernatural language per Vice dot purchased. iii. Infernal Rank 1. Demons with the power to create the Possessed bond are all Infernal Rank 2. 2. All demons and Possessed can immediately determine anothers rank. 3. As the Possessed gain more dots in Vices, their Infernal Rank rises or is remembered. For every seven dots of Vices, the Possesseds Infernal Rank rises by 1, to a maximum of Rank 5. 4. Every level of Infernal Rank gives the Possessed a +1 to social draws with demons and Possessed. 5. When required by a power, use the Possesseds Infernal Rank as their Power Stat. iv. Each Vice is considered its own progression, starting at one dot.

i.

v. Pacts i. ii. iii. iv. v.

Vices cost new Dots x10.

j.

Possessed may offer pacts to any PC or NPC. Pacts with NPCs provide no benefit to the Possessed. Possessed may have a number of Pacts currently in effect equal to their Infernal Rank. Possessed may not enter into pacts with other Possessed. Each Pact must have a physical representation (a contract, token, etc). Each month, each of the Pact objects they possess will provide them with 1 Infernal willpower, which takes an instant action to absorb. The Possessed must be in physical contact with the item to do this. If lost or destroyed, the pact continues to fruition but no longer provides this benefit to the Possessed. vi. A pact takes at least 10 minutes to perform. vii. Nobody may be supernaturally forced into signing a pact. viii. After a Pact has ended, any benefits derived from it also go away. For example, a fancy car bought with Resources from a Pact breaks down or is repossessed. ix. Possessed may offer the following pacts: 1. Minor a. Benefit: Signer gains 4 dots in a merit. This may not take them over the usual limit of 5, but they do not have to have any dots in it initially. b. Cost: Sacrifice of a three or more dot merit. This merit must have been purchased with experience points or creation dots. This merit is not returned as normal by the Sanctity of Merits rule. c. Duration: Two months. 2. Medial a. Benefit: The signer gains levels 1-3 of one of their template-specific powers. This must be a power they could normally purchase with experience points. b. Cost: One willpower dot and a permanent decrease of maximum morality by one. c. Duration: Two Months. 3. Major a. Benefit: If the signer has a power stat, it is increased by two. If not, their maximum willpower is increased by three. If their template uses a supernatural fuel, they gain fuel equal to the difference between their old maximum and new maximum. b. Cost: One morality dot, and a permanent decrease of maximum morality by one. c. Duration: One Month. Vestments i. Three Vestments from the Primary Vice are gained as normal during character creation from the three free initial Primary Vice dots. ii. Each dot of Vices purchased gives a free Vestment of the appropriate level in the appropriate Vice. iii. Vestments may be directly purchased at 10XP, 15XP and 20XP for Innate, Lesser and Greater Vestments respectively. Possessed may only use XP to purchase Vices from their Primary Vice. iv. Burnout: The Fiery Damnation optional rule (pg 148) is always used. A Possessed may choose to take damage equal to their primary Vice instead of paying the willpower cost as long as they have less than half of their total willpower unspent. This damage is considered Resistant and thus cannot be healed through supernatural means. v. Vestments with a negative effect do not affect the Possessed character upon activation. vi. Greater and Lesser Vestments take an Instant Action to activate, unless otherwise specified. vii. Using a Vestment against a character who has that Vice adds +2 to the Possesseds draw pool if a draw is required. viii. Using a Vestment from a Possesseds Primary Vice against a character who has that Vice counts as the Possessed having fulfilled their Vice for the purposes of regaining a Willpower at the end of a Scene (MET p.110). ix. The switching out optional rule on p.129 is not in play.

x. Envy 1. Epicaricacy: Instead of a dramatic failure, change this to a penalty equal to the users dots in the Envy Vice. 2. Liars Tongue: Change the benefit of this to 9 again on Subterfuge rolls. 3. Your Pain, My Pleasure: Only opponents damaged by the Possessed count for this power. 4. Anything You Can Do: The skill is instead penalized by the Possesseds dots in the Envy Vice. 5. Sour Grapes: This does not work on Corruptions. Instead of suppressing active powers, it penalizes the activation of new ones that require a draw by -5. 6. Steal Vitality: The victims health total is not recalculated, but the users is. The user may not steal more Stamina than the victim possesses. xi. Gluttony 1. Eating human flesh is a Morality sin of at least level 3. 2. Camels Hump: The reference to Primary Virtue should be Primary Vice. 3. In Excess: The willpower is lost when the time limit expires and damage is taken. 4. Discriminating Palette a. The Possessed can only benefit from Skill dots from one person at a time. b. The ratio is 1 lethal damage consumed per dot of skill or a single specialty. c. The maximum rating in a skill gained in this way is limited both by the users dots in Gluttony and the skill level of their meal. d. The flesh must be consumed directly from a persons body. 5. Feed on Pain: The damage must be at least Lethal. 6. Beelzebubs Breath: The maximum starting size for a swarm is 6. 7. Regurgitate: This is defended against as a normal ranged non-firearms projectile attack. xii. Greed 1. Bribing the Soul: The Defense lasts for the remainder of the night. The user may not sacrifice temporary resources dots for this power. 2. Capital Gains: For the duration of the power, the character can designate one particular act as an Advanced Action. On the second draw, if a one, two or three is drawn, the entire action fails. 3. Hired Hands: This power acts as the Requiem Dominate power of Mezmerize, with the Possesseds dots in Greed used in the pool in place of Dominate and no requirement for eye contact. Normal and trigger-based commands end when this power does. 4. Midas Touch: Living flesh reverts to normal when the duration of the Vestment ends, but aggravated damage dealt by this power must be healed normally. Converting flesh during a grapple requires a successful overpowering maneuver and does Aggravated damage equal to the the actions Successes. 5. Petty Theft: Replace with all non-holy-weapon based physical attacks against the Possessed are penalized by the users dots in Greed. xiii. Lust 1. Honeyed Tongue: The user adds their dots in Lust Vice, and once during the scene the user can elect to have a mundane social draw be an Advanced Action. 2. Succubus Kiss: Willpower drained from a willing target cannot be recovered in any way for the remainder of the night. 3. Flight of the Seducer: These wings last only for the duration of the power. xiv. Pride 1. Dominant Sphere: The positive and negative effects happen at most once per scene. 2. Armor of Contempt: Replace with: The user gains 2/2 armor and does not suffer from wound penalties. 3. Arrogance: This power may not be used in a scene where the Possessed has attacked anyone. If the attacker fails the draw, they may elect to take a different action, and try again next turn. Attackers must attempt to break the power each round they wish to

attack the user. 4. Eyes of Above: The bonus is equal to the users dots in Pride, and once during the scene the user can elect to have a mundane Perception check be an Advanced Action. 5. Denial: Replace with: For the Duration of this power, the Possessed character suffers no wound penalties/bleeding out, does not test for unconsciousness due to damage, and adds their Pride Vice dots to Health. Should the character fill his health boxes with aggravated damage, he dies as normal, but on his feet. It is also possible to die when the power ends due to the extra health levels going away. 6. Gloating Flesh: the drawback to this Vestment is that Holy and Blessed items do an extra level of damage, potentially beyond damage cap. This power may only be used three times per scene. 7. Lightbringer: Though the red light is visible, only the Possessed can see what it reveals. This power adds the users Price dots to Perception (this stacks with Eyes of Above). This power allows use of the Universal Class of Wills, utilizing the characters Pride Vice dots as the power in the dice pool. Only add the dots from lightbringer to the UCoW draw once. xv. Sloth 1. Something For Nothing: Not Sanctioned. 2. Enervation: The derangement gained by this power lasts for the night. 3. Maladroit Victims: Replace with Physical Actions suffer Automatic Failures on a 1 or 2 within 5 yards of the Possessed. 4. Idle Hands: Only one object may be controlled at a time. Living beings are not objects. 5. Miasma: Anyone who fails the initial vomiting roll may still take an action. 6. The Immovable Object: While in effect, the user may not take any actions, except for reflexive resistance. xvi. Wrath 1. Slayer of Men: The pool for this power is Presence + Intimidation minus Composure. 2. Surprise, Youre Dead: Killing Blows are still damage capped, and a target can only be surprised once per scene. 3. Tooth for Tooth: All mirrored damage is Bashing. 4. Boiling Blood: The damage is bashing. 5. Burning Wrath: This is still subject to damage cap rules. 6. Spite: This counterattack may only be used once per turn. 6. Proximi a. Proximi PCs gain the 4 dot Sleepwalker merit for free as well as the Proximi merit for free, which includes all the benefits listed above. b. Proximi are created as Lesser Templates per the Universal Addendum; do not use the Illuminated Proximi rules from the Silver Ladder book. c. Custom Dynasties are not Sanctioned. Dynasties in sanctioned material are Low Approval. A PC need not be a member of a Dynasty. d. Proximi may not buy Psychic merits nor may they be Thaumaturges. e. Proximi Purchase blessings with XP at an XP cost of dots x5. They are capped level 4 spells and may only ever purchase 30 total dots in blessings. f. Rotes they buy as blessings do not cost one dot more than the actual rote. g. If a rote has an effect that is based on the Arcana rating of the user, use the number of dots in the rote as the Arcana rating. h. Proximi can choose any single arcana rote for Blessings. They may not choose any that require two or more arcana nor any that allow the crafting of magical items. Only rotes that are available to all mages may be purchased (no order-specific rotes, etc). i. Blessings that are Vulgar do cause Paradox and thus add to the Action RQ. Paradox draws are done as if they are Gnosis 5. j. Proximi may purchase the following mage-only merits: Destiny, Dream, Imbued Item, Enhanced Item. 7. Psychics [Second Sight]

a. Psychics may purchase Psychic merits from Chapter 2 of Second Sight with XP. b. Pyrokinesis: If used as an aimed attack, Defense and Armor both apply. c. Cryokenesis: Targets are neither immobilized nor killed by temperature extremes. Penalties from this power cannot exceed -5. 8. The Purified [Immortals] a. It takes at least one month for a purified to find their way back to their body after they have been ejected because of its destruction. Ritual Crypt does not speed this process. b. Despite the higher number of Merit creation points, a Purified can still only spend 6 merit points on Chi, raising it at creation to a maximum of three dots. Further dots must be purchased with XP. c. The extra skills may be spent anywhere and it does not cost two dots for the purchase of a 5th dot in a skill. d. Spirit Numina: Only the numina listed on page 110 can be purchased by Purified characters. e. Warding: Temporary Wards are Not Sanctioned. The gauntlet affecting aspect of the first level ward can be done as a lasting ward. f. It takes 24 hours for a Ward to take effect. g. The Purified uses their normal stats while in spirit form. Any effect dealing with Corpus instead targets their Health. 9. Thaumaturges [Second Sight] a. If a Tradition offers multiple Defining Merits, a player may switch to a different one once at Low Approval. Further switching is Not Sanctioned. b. Defining Merits are free. c. Alchemy (external) may not be used to create radioactive, magical, or exotic materials. A good rule of thumb is for VSTs to disallow any material that was not in common use before 1930. Exceptional Successes do not grant additional properties. d. Alchemy (Internal): The ephemeral state is Twilight. e. It is Top Approval to target the Truth with Communion or Invocation. When writing the application, it is best to also be planning for your next character. 10. Wolfblooded [Blood of the Wolf] a. All wolfblooded, Kin, and Beast kin are defined by this merit instead of their respective mechanics found in the Forsaken core, Spirit Slayers, and Changing Breeds. Wolfblooded are the Kin of werewolves (Forsaken or Pure) and Beast Kin are the kin of Changing Breeds. A Changing Breed Kin must choose what animal type/breed he is associated with at character creation. b. Wolfblooded and Beast Kin receive the 5 dot Wolfblooded merit for free, found in Blood of the Wolf on pg. 126. i. Wolves Rapport: Unchanged for wolfblooded, but Kin receive the specialty most associated with their native Breed. This specialty is added to the skill whenever it is purchased, even after character creation. ii. Lunacy Mitigation: The +2 bonus is also added to resisting other deleterious effects caused naturally by supernaturals, including Disbelief and Disquiet, among others. iii. Unseen Sense: For the purpose of this effect, the Blooded/Kin PC can sense spirits and both werewolves/changing breeds. c. All wolfblooded merits in Blood of the Wolf are Low Approval, save for Watched, which is Not Sanctioned. Animal Companion is also low approval for Beast Kin, as defined in Changing Breeds.

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