Rulings

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Revision as of 03:59, 30 May 2024 by Vampurica (talk | contribs) (Proposed New Techniques)

This is a list of current rulings, experimental rules or systems, or other rulings made by the Narrator Team, which have not been formalized into the House Rules. These rulings may be overruled and are not to be relied on as hard and fast rules!

Game Rulings

Please only add rulings by narrators here.

Proposals

Retainer Actions

5 dot retainers and higher may perform 1 downtime action per downtime cycle related to one of their skill specialties, however, the total number of actions performed by all of your retainers may never exceed 3.

New Background: Supernatural Ally

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.

Mechanics

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.

Supernatural allies may teach common disciplines up to their rating, and do research or favors. Such things often come with a price.

New Techniques

Sense the Beast

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, and their hostility level, whether they are ready to do harm or determined to cause it. On a critical success, the user also learns the exact type of creature (if they do have a beast), and their hunger or equivalent fuel level.

Additionally, the user is passively notified if someone around them has malicious intent. This allows them a surprise action against the aggressor when combat starts if the aggressor is within 10 steps.

Daunt

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 actions against you fail without test. Supernaturals may spend 1 Willpower to ignore your Daunt for 1 hour.

You cannot have Daunt and Awe active at the same time. Daunt does not work with Dominate powers as affected targets avoid your Gaze & Focus.