Mortal Rules

Quarter Splats

The following Quarter Splats are available for play

  • Atariya (Hurt Locker)

  • Dreamers (Hurt Locker)

  • Psychic Vampires (Hurt Locker)

  • Psychics (Second Sight)

  • Shadow Occultists (Night Horrors: Shunned By The Moon)

  • Skin Thieves (Dark Eras)

  • Thaumaturges (Second Sight)

Retainer

We will be using the version of the Retainer Merit found in Geist. For those without access, the wording is as follows:

If a retainer must roll for an action, double the Retainer Merit dots and use them as a dice pool for any action core to his primary focus or concept. For example, an auto mechanic would get that on Crafts or perhaps Drive rolls. For other rolls, use the Merit rating by itself as a dice pool. Additionally, a Retainer can have access to twice the Merit dots in her own Merits. These are limited to Merits that don’t create additional Storyteller Characters — your Retainer can’t have a Retainer, who then has another Retainer, for example. But he could have Resources, Status, or a fighting Style Merit.

Weapon Ranges and Distance

We will be using the range bands system from Hurt Locker

Ambidextrous

Only costs 1 XP instead of 3 as stated in the book and can be bought after character creation

Quick Draw

This applies to any weapons, even those that fall under Athletics like bows, not just Weaponry and Firearms

Mage Rules

Ephemeral Magic

Rules as written, you need Spirit to affect Ghosts and Goetia for some effects but not others. We believe that a Moros shouldn’t have to master their Inferior Arcanum, nor should a Mastigos have to Master a Common Arcanum to fully affect entities that are tied to their realms and Ruling Arcana. 

Any spell that could affect a Spirit, but has ‘add Death or Mind’ as part of its description can instead be considered to have a mirrored spell in those respective Arcana instead. For example, the Spirit 1 spell: Exorcist's Eye is worded:

The first spell most Spirit mages learn, this spell allows the mage to perceive and speak with spirits in the physical world, whether they are roaming freely in Twilight, slumbering within an object (including discorporated spirits in hibernation), or possessing a living being. She can also sense any spirit-related Manifestation Conditions in the area. Finally, she can see the conduit of any spirit with the Reaching Manifestation, but cannot communicate across the Gauntlet.

+1 Reach: The mage may shift her perceptions to see across the Gauntlet and into the Shadow (or into the physical world if she’s in the Shadow). The spell is Withstood by the Gauntlet Strength.

Add Death • or Mind •: These benefits extend to ghosts or Goetia, respectively.

Instead, assume there is a Death 1 and Mind 1 version of this spell that works for ghosts or Goetia, respectively. All three of these spells can be combined with the other two Arcana, however, so as to not necessitate a combined spell.

Familiars

When creating a familiar, assume your familiar has maximum dots for a spirit of their rank. Ex. Per the rules for creating ephemeral entities, a Rank 1 entity has 5-8 Attributes and 1-3 Numina. A PC’s Rank 1 familiar would have 8 attributes and 3 Numina.

Rote Skills

Players may choose one of the suggested rote skills for any listed spell or one of their Order’s rote. Please exercise your judgement, this is meant to allow flexibility not to have all your Rotes use only your Order Rote Skills.