Nocturne V.2
A World of Darkness Sim
HUMAN
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The link above will open a new window.
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You will need a google account to access the above applications. Once you have filled out your sheet follow the steps below.
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Click the share button.
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Select change under "get link"
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Select viewer, commenter, or editor in the drop down box (viewer if posted to a forum, editor if given to staff more discreetly)
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Select copy link
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You will see a grey box pop up below that says "link copied"
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Put said link into the Notecard (edit format) in world and place it into the Character Submission Box at the landing area.
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REGULAR HUMAN
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Regular Human is the baseline or default for the world of darkness setting. They are unaware of the supernatural and are the most numerous inhabitants of the World of Darkness. Play a human opens many opportunities later on as well as gives a unique horror perspective at the things that are happening right below the surface. ​​
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ESSENCE + BALANCE
A human has no Essence trait. (Supernatural legacy may)
A human has a balance trait of 2 (this is a fixed value and is not likely to chance even with supernatural legacies )
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Delerium + The Wraith Fog.
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Conspiracy (the Watch), Cult, Kinain, kinfolk, Ghoul, revenants, consorts, Mediums, and projectors, are immune to Delerium & Wraith Fogs effects.
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Regular humans and gifted humans (with exception of mediums) ARE effected by the fogs and delirium
Regeneration: Humans heal 1 bashing damage per hour, 1 lethal damage per day, 1 aggravated damage per week. Being on more fragile scale, healing in hospitals or self patching is rather important for those that find themselves in constant danger.
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BREACH WITNESS:
Regular (read unenhanced, non supernatural legacy) human characters have the power of the crowd on their side. In a scene where a supernatural character breaks the secrecy of the supernatural with a blatant display of supernatural power in front of a regular human, the regular human gets to make a breach roll. Human characters with Fame are likely to have paparazzi or entourages following their every movements, this is why fame is rolled. For the same reason more Charismatic characters are more likely to be the center of attention.
SYSTEM:
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Only one breach roll is permitted per scene.
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If more than one regular human is in the scene ,Highest fame ranking (see backgrounds) decides which regular human makes the one roll.
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A breach roll MUST* be made when a supernatural character breaks the masque/veil/etc.
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Breach rolls are NOT permitted in private residences, nor are they permitted in alley ways.
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The human who makes the breach roll MUST report it to the relevant Supernatural species lead or storyteller. (They will deal with the breach too)
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ONLY blatant effects count (Invisible actions are invisible, mind powers do not matter) Super speed, shooting lightning, throwing cars etc are clear breaches.
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Delerium/Mists/Shroud still have an effect on the individual players and requires a roll as normal, but they have no effect on the crowd, so a breach roll is always made!
ROLL: FAME + CHARISMA + 1 per REGULAR HUMAN player character within the scene.
DIFFICULTY: The difficulty of the roll depends on the area where the breach has occurred.
Area Difficulty
Bourbon Street 12+
Any other Street 14+
Public Building 16+
Grave Yard 18+
Swamps/Woods 20+
Alleyway/Private Residence/Private Area = No roll permitted.
SUCCESS
Each success represents an NPC member of the public. NPC members of the public act as a gestalt entity in much the same way swarms and packs operate. This "Crowd" will have its attack and defence rolls made by the Regular Human who rolled the breach roll.
The crowd gains the following attributes.
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Health 5 x Successes rolled.
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Attack 5 x Successes rolled.
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Defence 5 x Successes rolled.
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Willpower 5 x Successes rolled. (For resisting social/mental feats and supernatural commands)
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The crowd does Lethal damage, However 5 successes means the crowd does Aggravated damage as they better arm themselves.
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The crowd loses 1 point from attributes per point of health lost.
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The crowd only rolls a single attack each turn, every member of the crowd ganging up on the target of their ire.
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Further more, each success adds +2 difficulty for vulgar magic attempts by mages and +2 difficulty to changeling art attempts. (So Five successes would add +10 difficulty to vulgar mage effects and changeling cantrips)
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The amount of successes also gives the species lead an idea of how -severe- the breach was. Which will no doubt play a role in deciding punishment assuming the supernatural survives the encounter. (Which could be unlikely if things go south)
FAILURE
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The crowd recognizes you and assumes the breach is some elaborate publicity stunt, no matter what is happening they pull their phones and record the event, hash tagging and tweeting the event, conveniently making the excuses -for- the supernatural and cynically calling the stunt "Lame" or "Desperate", The supernatural character who breached is not violently mobbed, however they should be extra careful not to breach any further. While there is no angry mob, there is still -evidence- of a breach that must be told to relevant species lead.
BOTCH​
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is an unusual turn of fate whereby everyone in the scene happens to be looking the other way or decides to evacuate or leave the scene the moment the supernatural character breaches, leaving you and the breached supernatural alone. Perhaps a really famous person is signing autographs on the next street over, perhaps a famous band spontaneously decided on an impromptu gig.. either through terror of the breach , or through unrelated reasons the area becomes player character occupied only for the remainder of the scene.
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*There may be circumstances in whereby a human character does not wish to make a Breach Witness roll. Generally a breach roll is compulsory. If ALL regular humans in the scene agree to avoid laying down the wrath of crowd and the wrath of species lead then they may chose to invoke a voluntary botch on their breach roll. No evidence, no witnesses. (Your own evidence mysteriously gets lost too!) If even one Regular human player is in disagreement, then the roll MUST be made.
SUPERNATURAL LEGACY
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These may be picked during the character creation in the BACKGROUNDS, and you may not pick more than one of these in the same time.
KINFOLK are the humans that have connection to fera and the spirits. They are often protected by the fera, take part in their society and have limited access to the fera gifts. For More Information Click Here
REVENANT is a human with genetic ties to vampires. They are born through the Ghoul on Ghoul Breeding and usually belong to certain families that are subservient to certain clans. Revenants have limited access to vampire powers. For More Information Click Here
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KINAIN is a human with genetic ties to fae. Kinain are the in between of humans and changelings who have limited access to fae powers through their heritage. For More Information Click Here
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GIFTED: humans that posses psychic abilities. These are usually manifested because of some trauma, physical or mental. For More Information Click Here
FAITHFUL: the faith is something that many posses yet only few posses True Faith. The ones that do are capable of repelling supernaturals, making them feel remorse, and even perform miracles. For More Information Click Here
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MEDIUM: Mediumship can be a innate ability or it can be a learned skill , Mediumship is a mixture of differing abilities For More Information Click Here
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PROJECTORS Projectors will be released in the future. Coming Soon
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ENHANCED BY SUPERNATURAL
Enhancement is a process that occurs through role-play events only. This is not something you can choose on character generation. It is something that happens when certain criteria in role-play are met. What you will find on the following pages are additional benefits your character can gain through role-play. Ghouls, Consorts and Thralls are all things that mortals may become. These conditions are bestowed in the following ways.
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GHOUL Humans also have opportunity to become Ghouls to a vampire. Ghouls are humans that drink vampire Blood and gain powers out of it, however they also become addicted to it and mentally bonded to a vampire. They also may be Blood Dolls, which are the people that willingly give their blood to vampires. However it is very common for Blood Dolls or Ghouls know very little of the vampire society. For More Information Click Here
CONSORT is a term used to describe a member of the Quick attuned to being used as a Host by a wraith. Generally consorts are used by wraiths as hosts to carry out some earthly plight. However becoming a consort is something that requires extended role-play and a process of Attunement.
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CONSPIRACY
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Humans that learn about the supernatural often find themselves to be restless, unable to forget or to move on. They become consumed by it and some become victims while others become HUNTERS. This is when they find others like them or they are found instead.
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There are many conspiracies in the world, the one that these humans conglomerate under in New Orleans is called THE WATCH. This Conspiracy houses several compounds with their own beliefs and goals, because the human strength is in numbers. The Watch provides several departments (Scouts, Soldiers, Researchers, and Archivists), and provides the access to their Special Armory and other perks.
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How does one join The Watch? This is done on sim through the role play or contacting the Storyteller for guidance.
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CLICK HERE FOR MORE INFORMATION ON THE WATCH
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CULT
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Some humans dabble into occult, and while it is mostly nothing, those that dig deep enough find their way into actual cults. One such cult exists in NOLA COTEB. It takes the ordinary life and turns it upside down, allowing a passage into world of unexplainable. Joining the cult comes with expectations of service, only the devoted prosper, the disloyal perish. Appointment to the cult is open ONLY to regular humans.(not hunters/gifted/sorcerers/ghouls etc) an is only by In Character Appointment. (Show OOC interest to Jo.Trimble and she will arrange an IC appointment with Tabitha Rael, the head of the cult.)
NOTE: None of this is considered IC information.
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CLICK HERE FOR MORE INFORMATION ON THE CULT
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CHANGING RACE
Every type of human that is mentioned above may undergo race change through role play or Storytellers assistance.
However by taking any of these options you purge the slate clean, refunding all of your unrelated powers with only few exceptions that are listed below.
Becoming Vampire - players may become a vampire via Embrace. When vampire drains their blood and then lets them drink their own blood. This player inherits their sires Clan and a Generation one above their sire. Newly Embraced Vampire may spend 3 points in clan Disciplines.
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Revenants simply get the clan and Generation above their sire but they do not get any extra Disciplines points from the Embrace, yet they also do not lose the ones they have.
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Ghouls treat it like any other human, wiping slate clean and relocating their 3 points on start. This needed to be mentioned specifically to avoid confusion.
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Becoming a Mage - to become a mage you must go through the awakening. This can be done through Storytellers assistance.
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Becoming a Changeling - this requires player to undergo Chrysalis. This can be done through Storytellers assistance.​
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Becoming a Fera - This one is harder and you wont get automatic yes to this request. Fera, be it garou or any other changing breed usually undergo their first change fairly early or under certain circumstances. This can be done through Storytellers assistance.
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If approved, the Kinfolk may keep their Gifts after changing into Fera.
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