Larp:Proposals

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Revision as of 08:13, 13 November 2024 by FinaleXen (talk | contribs) (Formatting fixing)
This is a proposal for a change to the Dark Skylines House Rules.
It may not be approved for play, or may be in testing. Please check with a member of the Narrator Team if you are unsure.

These are some proposed additions to our game. If you want to add a proposal, create a new section and use Template:Proposal. Sign your proposal, or added discussion, with 3 tildes: ~~~~

For the semi-annual House Rule proposal updates, see Larp:House Rules Proposals.

Proposed

Testing


Sense the Beast

Proposed by Vampurica

Animalism 3, Auspex 1

Cost: Simple Action

The user challenges the target in Social + Animal Ken vs Social + Willpower. If successful, the user learns if the target has a supernatural beast (generally, this returns true for Vampires, Shifters, and some Kith), and their general level of hostility. On an exceptional success against a creature with a beast, the user also learns the exact type of creature if they have the appropriate knowledge or lore, and their current Beast Traits or equivalent (Rage, or Ennui)

Additionally, as a passive effect, the user of the power becomes aware if someone within 10 steps has 3 or more Beast traits (or equivalent), and may not be Surprised by that person. In the case of obfuscate, they will know someone around has 3 or more traits, but this does not grant the ability to attempt to notice them with obfuscate unless the user also has the appropriate level of Auspex. This effect will not detect an obfuscated Nosferatu with Hidden Advantage.


Daunt

Proposed by Vampurica

Presence 1, Potence 3

Cost: 1 Blood, Standard Action

To activate Daunt, spend 1 Blood and expend a standard action. For the remainder of the scene, you seem threatening and exude an aura of menace powerful enough to make mortals avoid you, and even kindred think twice before acting against you.

With Daunt active, you may add your dots in Presence to your Intimidation pools. Characters affected by your Daunt cannot hold your Gaze & Focus and must look away. Mortals taking mental or social actions against you fail without test, and cannot target you with ranged attacks. Stock NPC mortals of 3 dots or higher, and mortals who spend 1 willpower, suffer a -5 penalty to fight blind if they wish to attack you. Supernatural creatures may spend 1 Willpower to ignore Daunt for 1 hour.

You cannot have Daunt and Awe active at the same time, and may not use powers which require Gaze & Focus.


Supernatural Allies

Proposed by Toast

If adopted, characters with the Supernatural Companion Merit will have this merit converted into 3 dots of this background for free.

This background represents a supernatural version of the Allies or Contacts background. These supernatural allies or contacts are your broodmates, paramours, friends and/or supernatural colleagues.

A character may purchase multiple sets of this background (for example, a 2-dot and a 1-dot ally) but a character may not ever have a total of 5 dots in this background. Supernatural Ally is always purchased at a cost of 2x, regardless of the character's level in Generation. In general, your Supernatural Ally will be a supernatural stock NPC, but may have a character sheet if deemed necessary. All supernatural allies require narrator approval.

A supernatural ally with the appropriate discipline may teach those disciplines, with narrator approval. A supernatural ally can teach up to its rating in common disciplines, or up to half its rating (rounded down) in uncommon disciplines. Supernatural allies rarely teach rare disciplines, Thaumaturgy, or Necromancy, and if they do they will never teach more than a single dot of it.

Supernatural allies may provide advice, lore, do research or occasionally supply favors. Such things often come with a price.


{{Proposal|: Speedrunning

Proposed by Boosh

Dementation 3, Celerity 3

Cost: 3 Blood, Varies

Expend 3 blood over 3 or less turns, along with a standard and simple action on the last turn to canonically abuse any way to bypass normally locked doors, get into areas you shouldn't be able to, and use other such pathways that you can get to. This effect lasts for 14 minutes, 35 seconds, and 500 milliseconds (rounded to 15 minutes). The user can only utilise this once per night, and the user cannot use any other Dementation power or related technique while it is active.

In physical sets this can look like using utility paths, staff walkways, or moving set pieces to slip by, and in virtual spaces this can be exploits, or other such unintended paths.

Usage of this Technique should be talked to with your Narrator to cover what is allowed, what is safe, and what breaks the masquerade. Make sure you know your location well before taking this.}}