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SOCIAL FEATS

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USING THE HUD FOR FEATS

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VERSUS DIFFICULTY

  • Use the Hud and select the roll option.

  • choose a difficulty (remember your difficulty may be raised or lowered depending on many factors)

  • Add your attribute + Skill + any relevant values

  • in the description field NAME your attribute + Skill +  bonuses so they can be checked.

  • Roll

  • The Hud will tell you if your feat was successful based on the difficulty + modifiers

  • If people can react to the feat then they roll as your feat instructs. If they score more successes they are successful in reacting to your feat.

RESISTING/OPPOSING/CHALLENGING A FEAT ROLL

  • Occasionally a feat will be rolled directly against an individual. For example "Spotting lies" Is a contested roll between two characters. Use the -targeted- dice roll as you would in combat, rolling the feat fields, they will be prompted to roll their appropriate fields as in your feat field.

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USING KNOWLEDGE FIELD  SPECIALITIES

Specialities fully round your character. Example if you are playing an actor it is essential to specialize in performance , acting + public speaking.

A museum curator should have several Academic history specialties... These less -immediately- useful specialties may well make your character the GOTO character regarding certain subjects.

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ROLLING A KNOWLEDGE :

If you don't have the relevant specialty add +5 to the roll difficulty. (specialty is the bracketed entry next to the knowledge)

  • It is NOT possible to botch a roll in your specialty field.

  • Natural rolls of 20+ when using your specialty field add 5 additional successes to the total

  • KNOWLEDGES ARE Academics/Tech/Craft/Performance

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  • SPOT LIE:

It is up to the character listening to determine if they believe a character is lying about something. When your character suspects a lie, they must make a spot lie roll. 

ROLL :          WITS + EMPATHY VS TARGETS HUD

The target gets to resist using different methods, depending on which offers them the better chance of success and of course by the actual means the -suspect- sentence was spoken.

TARGET ROLLS: MANIPULATION + PERSUASION  (Standard)

TARGET ROLLS: CHARISMA + PERSUASION   (Fast Talk)

TARGET ROLLS: MANIPULATION + EMPATHY   (Gas lighting: manipulate by psychological means into doubting your own sanity or reason for questioning your truth.)

SUCCESS: 

  • One Success: Player will reveal if there is untruth to their statements, but not particular details. If telling truth, they are telling truth.

  • Two Successes: Player will reveal one single detail (if any ), which is false but no details about the truth.

  • Three Successes: Player will reveal as above and tell if there were omissions in their statement that might change the context.

  • Four Successes: As above, and will draw attention to a key element of statement which was falsified. (again if any) Truth is Truth.

  • Five + Successes: As above , will point out every falsified sentence, you're like a lie detector or something.

FAILURE:  You have no way of determining a lie or not and must accept as truth.

BOTCH:   You are 100% sure the character is telling the truth. If the other character botches they must tell you the exact nature of the lie in private messages.

NOTE:   All information must be relayed through instant messages. 

NOTE II:   The absence of a spot lie roll does not mean characters believe blatant falsehoods like black is white and daytime is nighttime or any other typical "Nonsense" lies. You do not need to roll spot lie to discount utter gibberish, you automatically disbelieve it.

NOTE III:  You may add Acting knowledge to any lying roll. 

MORTALS TAKE NOTE: This includes "testimony" about the supernatural... that's clearly insane delusional nonsense.

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  • CREDIBILITY /BLUFF /CON

Flashing a phony ID and brushing past the rope line, perpetrating a scam or con, presenting false credentials to get a job, passing counterfeit artifacts, impersonating the authorities – tests of credibility take many forms.

ROLL :

MANIPULATION + PERSUASION Vs TARGET HUD INTELLIGENCE + WITS + (optional but not required ACADEMICS Relevant field of bluff)

Superior fake documents and other forgeries add 1 or 2 to the scammer’s roll.

The optional academics represents the chance that one with expertise in the field that the con is set in makes it harder to be taken in.

Example: Someone trying to sell "genuine artifacts" to a museum will have a hard time convincing a Curator With "Academics 5: Archaeology" that the statue they are selling is genuine. While the con artist would have better luck trying to sell it to an average citizen or less knowledgeable person.

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  • PERFORMANCE

Acting + Public Speaking, Singing, Ventriloquism, Mime, Puppetry, Stage/Street Magic,Stringed instruments, Brass instruments, Wind Instruments, Percussion Instruments, Dancing are the Performance skills available to players. Below are the various rolls required for each of the talents.

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TECHNICAL PERFORMANCES:

ROLL:

MANIPULATION + PERFORMANCE (Stage/Street magic, Ventriloquism)

DIFFICULTY: 12+

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ROLL:

DEXTERITY + PERFORMANCE (Dance, Mime, Stringed instruments, Brass instruments, Wind Instruments, Percussion Instruments,Puppetry)

DIFFICULTY: 12+

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ROLL:

CHARISMA + PERFORMANCE (Acting , Singing , Oration/ Public Speaking)

DIFFICULTY: 12+

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SUCCESSES:

Treat successes as one would a five star review. This is an "Objective" review and not "Subjective" 

BOTCH:     Embarrassing, Terrible.

0              IS bad, poor.

☆             Technically Acceptable.

☆☆          Average

☆☆☆       Above Average

☆☆☆☆     Good

☆☆☆☆☆  Phenomenal

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Observers should generally react as their characters would. The objective -scale- does not lie. Calling a "Phenomenal" performance "Trash" In character is going to be a hard sell. Your character cannot criticize the skill of the performance and will have to agree it was "Technically" good. They are within their rights to criticize the content or subject matter of the performance  as they wish.

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  • FACEDOWN

In some situations it is necessary to establish dominance. The facedown is simply a contest between characters to see who shows submission first.

Every character who is involved in the situation must

ROLL:

CHARISMA + RESOLVE vs CHARISMA + RESOLVE

Garou may risk gaining 1 rage point for every point they wish to add to their roll.

Supernatural powers that add an "intimidation" factor may also add to the roll.

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The loser will look or back away.

The loser will be at -1 to all rolls to resist social rolls from the dominator till the end of the scene.

 

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  • INTIMIDATION

Active Intimidation works through subtle coercion or outright threat.

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SUBTLE COERCION

ROLL:

MANIPULATION + PERSUASION Vs Opponent's COMPOSURE + RESOLVE

Subtle forms of intimidation include veiled or perceived threats (like losing one’s job, going to jail, a secret uncovered, etc.)

Loser Backs Down.

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OUTRIGHT THREAT

ROLL:

STRENGTH + PERSUASION Vs Opponent's COMPOSURE + RESOLVE (OR STRENGTH + COMPOSURE)

Begin with words and can escalate to minor physical damage (biting of fingers, that sort of thing). The loser backs down and takes 1 Bashing  damage per opponents success.

On a botch, the character looks patently ridiculous and does not impress anyone for the rest of the scene. 

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  • INTERROGATION

Interrogation covers two techniques, from simple questioning, to torture.

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QUESTIONING:

Most commonly used by the police.

ROLL:

CHARISMA + PERSUASION Vs Opponent's COMPOSURE + RESOLVE

Interrogating someone peacefully involves asking strategic questions designed to reveal specific facts.Well crafted lies, gaining the target’s confidence, etc can contribute to a bonus to rolls.

Rolls occur at the beginning of each new line of questioning.

SUCCESSES: (The player of the questioned subject can be spoken to in IM's where they will reveal.....)

  • One Success: Player will reveal straight away if they know something of relevence to the line of questioning or not.

  • Two Successes: Player will reveal if the current line of questioning is worth pursuing or not.

  • Three Successes: Player will tell about -weak- points in their character which will make them more talkative.

  • Four Successes: Player will give a generalized statement on how close you are to finding the truth, if any.

  • Five + Successes: Player will let you know what is needed to extract the full truth from them.

Roll Bonuses:

Buddy System: AKA Good Cop Bad Cop Routine = +1 to questioning roll.

Polygraph machine hooked up to subject = + 1 to questioning roll.

"Truth Serum" (illegal)  used on subject = +2 to questioning roll.

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MENTAL TORTURE

ROLL:

MANIPULATION + PERSUASION Vs Opponent's COMPOSURE + RESOLVE

Mental torture reduces one point of  victims Willpower per scene, which can not be regained until they have spent one night of freedom.

SUCCESSES: (The player of the questioned subject can be spoken to in IM's where they will reveal.....)

  • One Success: Player will reveal straight away if they know something of relevance to the line of questioning or not.

  • Two Successes: Player will reveal if the current line of questioning is worth pursuing or not.

  • Three Successes: Player will tell about -weak- points in their character which will make them more talkative.

  • Four Successes: Player will give a generalized statement on how close you are to finding the truth, if any.

  • Five + Successes: Player will let you know what is needed to extract the full truth from them.

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PHYSICAL TORTURE

ROLL:

DEXTERITY + Medical Vs Opponent's STAMINA + ATHLETICS

physical torture inflicts bashing or lethal damage (interrogator’s choice) at the rate of one Health Level per turn.

Doing lethal damage adds +2 to interrogation roll., but risks killing the target.

SUCCESSES: (The player of the questioned subject can be spoken to in IM's where they will reveal.....)

  • One Success: Player will reveal straight away if they know something of relevance to the line of questioning or not.

  • Two Successes: Player will reveal if the current line of questioning is worth pursuing or not.

  • Three Successes: Player will tell about -weak- points in their character which will make them more talkative.

  • Four Successes: Player will give a generalized statement on how close you are to finding the truth, if any.

  • Five + Successes: Player will let you know what is needed to extract the full truth from them.

On a Botch by an interrogator using mental or physical torture, the subject dies, enters torpor, or goes mad. The subject can be revived with first aid and then being dumped at a medical facility, but they are useless for torture anymore.

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  • ANIMAL KINSHIP FEATS

Animal Kinship covers many types of actions, everything from training an animal to knowing how to avoid them.

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EVADE ANIMAL:

The roll reflects the characters’ ability to maneuver around animals without being slowed or worse, attacked.

Example: One falls into a polar bears enclave at a zoo. One has no chance of tameing such an alpha predator, one must avoid it instead.

ROLL:

WITS + ANIMAL KINSHIP Vs  ANIMALS RESOLVE +10

Just one success is needed. To sneak by or not -activate- the animal. If there is a group of animals, test against the highest resolve rank.

Botch = Animal immediately attacks.

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COWING AN ANIMAL:

Cowing an animal is the act of intimidating an animal, this is usually something like making oneself big.

ROLL:

CHARISMA + ANIMAL KINSHIP Vs ANIMALS RESOLVE +10

Just one success is needed.If there is a group of animals, test against the highest resolve rank. The animal (or pack) will not attack if successful.

Botch = Animal immediately attacks.

 

SOOTHE AN ANIMAL:

Cowing a more humane application of the Animal Kinship skill allows you to soothe or comfort and animal that is in pain or calm it, if it is in a state of anger

ROLL:

CHARISMA + ANIMAL KINSHIP Vs ANIMALS RESOLVE +10

Just one success is needed. This is best applied against animals that are in pain, or scared. It won't work on animals trained /commanded to attack, but a dog barking or a horse braying as it is afraid of /angry at some source OTHER than yourself is fair game.

 

BOND AN ANIMAL:

Bonding an animal to yourself can be immensely rewarding. Bonding is generally feeding, petting and caring for the animal.

EXTENDED ACTION: 

ROLL:

CHARISMA + ANIMAL KINSHIP Vs ANIMALS RESOLVE +10

SUCCESSES: 10 successes are required.

Once your character has established an extensive bond with an animal.

She gains +2 on any rolls to influence or persuade the animal once per scene.

The animal may add your Animal Ken to any resolve rolls when in your character’s presence.

The animal may add your character’s Animal Ken to any one dot roll. 

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TRAINING AN ANIMAL:

Training animals can bring about many fringe benefits. You may train any animal, apart from house cats. (trust us)

You must have formed a bond with the animal before training commences.

EXTENDED ACTION: 

ROLL:

COMPOSURE + ANIMAL KINSHIP Vs ANIMALS RESOLVE +10

SUCCESSES: 10 successes are required.

Once your animal is trained it can be used to assist you in tasks.

Dogs can "Track" like Garou

Dogs can also be taught to attack on command. They do not attack unless trained to.

Horses can be taught to allow characters to ride them and to jump small obstacles.

Dogs and Horses and parrots and monkeys  can be taught to dance or perform novelty tricks. When performing tricks the human rolls.

ANIMAL KEN +ACADEMICS (Type)  (Obviously when choosing an animal choose one fit for the purpose)

ANIMAL KEN + LARCENY allows the trainer to teach Dogs, Birds, Monkeys to -steal- things... (Roll against targets PERCEPTION +WITS)

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  • IMPERSONATION

to effectively take on the same appearance as the person being impersonated. First to impersonate someone you must study them for at least 5 turns, preferably in person.

ROLL:

MANIPULATION + PERFORMANCE (Acting) vs PERCEPTION + WITS

SUCCESSES:

None: They know that you are not who you pretend to be.

One: Odd, they've never done that before.

Two: Okay acting a little weird maybe they're ill?

Three: Nothing out of the ordinary

Four:  Everything is fine here.

Five: I like this new you so much better!

SUCCESS CANCEL: (Only if using conventional disguise, since powers such as Obfuscate negate these flaws)

There is a notable height difference. Minus 1 success.

There is a notable weight difference . Minus 1 success.

They are a different gender. Minus 1 Success.

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MANNERISMS

If the character needs to interact with persons who know the target that’s being impersonated then

ROLL:

MANIPULATION + PERSUASION.

YOU MAY ADD +1 to the roll per success gained on Appearance roll.

Passing Acquaintance 12+

Professional Colleague 14+

Friend                        16+

Lover /Close Friend     18+                            

Blood Relative             20+

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  • CAROUSING

Effectively this feat is rolled during heated scenes to calm or stay others from violence and allow cooler heads to prevail.  It has NO effect on supernatural balance effects and cannot be used on those YOUR character has antagonised in anyway during this scene.

One must emote throughout the scene as though they genuinely are empathetic to the targets feelings, there is no such thing as HOSTILE Carousing- that falls under intimidation!

Also one cannot use Carousing Pre-emptively, only after tempers have flared.

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ROLL:

CHARISMA  + EMPATHY  vs PERCEPTION + EMPATHY

SUCCESSES:

​The amount of successes rolled versus the target determines just how effective your characters intervention is. No successes has no effect at all, one success may prevent the character immediately launching into an attack for a single turn , while three successes may stay the hand of the target for the duration of the scene, Five successes can prevent pre-existing mental derangements taking hold of the character for the remainder of the scene.

A Botch means the target see's your attempt as an attempt to manipulate them.

NOTE: Frenzy & Anger arising from imbalance or derangements inflicted -during- the scene can not be averted with this feat.

Characters can still be moved to violence if attacked, and they get to roll their initiative as per standard combat rules once an opponent has declared they will be attacking the target. There is no combat advantage to Carousing, other than the intent to avoid a combat situation altogether.​

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  • SEDUCTION (Vs NPCS ONLY)

This system is ONLY used when dealing with NPCs as most players prefer to RP seductions out.

Flirting with an NPC bartender to get more information, or serve as a distraction can be vital for carrying out missions.

Players "MAY" request Seduction rolls be made, but only the person being seduced can make such a request, the seduction can never use seduction rolls upon characters with out the character requesting the roll. This can be used in scenes where a character might have two potential suitors and cannot choose between them, and wants to make a "Fair" judgement on who to choose.

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STAGES OF SEDUCTION

Opening Line -

ROLL:              CHARISMA + PERSUSASION

VS TARGETS :  WITS + RESOLVE

SUCCESS: Each success adds +1 to the witty exchange roll.

FAILURE:    Next roll is made with no bonus

BOTCH:     Witty Exchange roll, the target adds +1 to their Wits + Intelligence roll.

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Witty Exchange -

ROLL: CHARISMA + MANIPULATION (+1 per success rolled in Opening line) 

TARGET ROLLS:      WITS + INTELLIGENCE (+1 Per botch rolled by seducer)

SUCCESS: Each success adds +1 to the Conversation Roll in addition to any bonus gained from opening line.

FAILURE:    Next roll is made with no bonus

BOTCH:     Conversation roll the target adds + to their wits + Perception roll.

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Conversation-

ROLL: CHARISMA + EMPATHY   (+1 per success rolled in Opening Line & Witty Exchange )

TARGET ROLLS:  WITS + PERCEPTION (+1 Per botch rolled by Seducer)

SUCCESS: The character has come off as very presentable and eligible.

FAILURE:    The character has not made themselves seem eligible

BOTCH:     The character has made a huge faux pas and has caused offense.

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Players "MAY" request Seduction rolls be made, but only the person being seduced can make such a request, the seduction can never use seduction rolls upon characters with out the character requesting the roll. This can be used in scenes where a character might have two potential suitors and cannot choose between them, and wants to make a "Fair" judgement on who to choose

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USING RESOURCES

Resources have several applications within the game.

NPC ALLOWANCE:

Using the chart below you can find out your daily NPC allowance.

BAIL FEES:

If one runs afoul of the NOPD, one can find someone to bail you out. (You can't bail yourself out) Characters with the appropriate resource rank can bail characters held on certain charges, again consult the chart below.

AUCTION POINTS:

Occasionally there will be auctions that characters can enter. Characters have a number of spendable points per Auction. Characters bid points against one another. The highest bid wins. Once an auction point is spent , it is lost for the duration of the Auction. Characters may "Pool" points together , the character who donates the most points ends up as the owner of the auction item. For example if Character X (Resource ranking 3) and Character Y (Resource Ranking 1) Pool their unspent auction points together they would have 9 points to spend on an auction item... 

This is the system all Auctions conducted in nocturne will use.

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USING RESOURCES
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