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  1. Notes

Precedents of the Conundrum

General Hasloch house rules that apply to all players.

Precedent of Timeframes

1 turn = 3 seconds
1 scene = 1 day
1 chapter = 1 week
1 story = 1 month
1 chronicle = 6 months

When you need to know the season or moon phase in a scene, roll a 1d2 or 1d4 respectively; time changes based on the region you're in.

Downtown = 1/Turn
Suburbs = 1/Scene
Forest = 1/Week (normal cycle, Week of the month = moon phase)

1
Northern Hemisphere
2
Southern Hemisphere


1
Crescent

2
Full

3
Gibbous/Half

4
New


 


Precedent of Occult

A note on Occult: you need this Skill to know about supernatural creatures.

0 Occult: you barely know what you are. You know what your kind needs to do to survive, and you know how to do it good enough, but anything supernatural is a surprise to you. i.e. a vampire may call themselves "vampire", but they don't have a clue what "kindred" means, let alone who actually rules over them. They barely fathom that other supernatural creatures exist.

1 Occult: you know what you are, you probably interacted with several of your kind before and you know the lingo and general politics of your own splat. You probably know that other supernatural creatures exist, but have only very vague concepts. i.e. a mage may know that "vampires exist, they suck blood and burn in the sun." That's it (unless they have a specialty).

2 Occult: you know what other supernaturals are, you probably interacted with several of their kind before and you are versed with their general lingo and politics. i.e. a werewolf may know that vampires have Elysium and Carthian Laws (and also what they are).

TL;DR

0 Occult = you don't know the Lexicon page from your own manual
1 Occult = you know the Lexicon page from your own manual
2 Occult = you know the Lexicon page from other splats' manuals.

Precedent of Status

You won't have access to the world spanning conspiracies that make up the factions of the various splats. All interactions are local for reasons that are stated in the premise of the game. That being said, a high status merit will be recognized even in this secluded setting, it just won't give you access to the same level of resources that the vanilla merit implies.

Precedent of Pivot

Pivots cannot be made, but are varied enough that one matching the desired setup could be found with a successful search. All pivots are unofficially claimed by the Triumvirate, but plenty are claimed by those outside of the faction. The Pivot merit can be found on the Hasloch Merits Doc.

Precedent of Beat Gain

Some manuals don't specify how often a Beat can be obtained per scene, others do. For the purposes of this server, all splats will gain 1 Beat/type/Scene. So if you resolve 3 Conditions in a Scene, you only get 1 Beat.
The exception is if a different time frame is specified for Beat acquisition, like "1 per story". In that case, you follow the specified time frame.

If you have a Persistent Condition, you may gain 1 Beat from it in addition to the 1 gained for resolving normal Conditions in a single Scene. Persistent Conditions only give 1 Beat per Week.

Also, you can gain 1 Beat per resolved Aspiration instead of just 1 for Aspirations in general. This means you can get up to 3 per Scene if you also worked towards your Long Term Aspiration.

Precedents of Resource Depletion and Secondary Threats

Resources used in Scenes have to be gained back via bluebook or “gathering” scenes. If a character is in more than one scene, costs synchronize when the scenes end. If someone ends with a resource in the negative after several scenes synchronize, a negative condition may be applied for the next scenes.

Things such as losing Sekhem, Deviant Conspiracies, Hunter Cells and the like all exist, but are handled based on the Scene. Most major threats like the Gentry are actually not present, but strange imitations of those form themselves in the putrid bowels of the mangled Hidden Realms.

Precedent of Discovery

You can find a Mentor in bluebooks, gaining their favor to be taught your desired power is a Scene.

You make one roll per day, using rules for extended actions. All rolls have -3 to finding the right teacher with the right skill. Your goal for successes is 5.
Exceptional success on the research roll gives the teacher two powers you're interested in, instead of one. They may ask either two normal favors or a single bigger favor (higher risk, multiple Scenes, etc.) to teach both; you pick.
To find Spirits to put in a Fetish, or other kinds of supernatural, it's the same but with -4 to the roll.

For Wonders and Place of Interest, you do an investigation with a scope of 5 and daily rolls, with a -2 modifier to all rolls.

When you resolve the Investigation, you know where to find the Wonder or PoI and generally what it does. To obtain/interact with it, you need an ST Scene. No Wonder is unguarded or easy to obtain and often other Factions send squads to retrieve them that you might need to fight off in some capacity (either physical or social).

Finding Wonders should be either Medium Danger if you're willing to back off, or High Danger if you're willing to risk your life for it. Or Lethal Danger if you want a challenge. But a Danger None Scene could be about mystery rather than combat. Maybe puzzles could be involved, rather than guards. Retrieving the Wonder is not guaranteed if the right conditions are not met.

Precedent of Protection

If a character has multiple abilities that would allow for a Clash-of-Wills for protection, are done so at the highest Clash pool, +1 for each additional ability that would apply. This is modeled after the concept of Multiple Withstands found in Spellcasting for Mage: The Awakening 2e.

Layering pieces of physical armor does not provide bonuses other than covering more parts of one's body - which is a benefit in and of itself, but not one that involves numbers.

Precedent of Companionship

Characters cannot spend their XP on other characters (whether PCs or NPCs) unless they have the mechanical means to do so, such as being a part of a Motley.