World of Darkness: Aeon

World of Darkness: Aeon / Site Information / Site Rules

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Site Rules


Age and Content

This is a mature site. Mature subject matter, including violence, sexuality, cursing, intense emotional content, etc. is part of the fabric of the game. Because of this, players must be at least 18 years of age.

In order to avoid potentially problematic scenarios, all PCs and their playbys must also be at least 18 years old.

When writing about the sexual experiences of underage characters, keep the rating PG-13 or under. (This includes mood posts, etc.) Explicit sexual content involving children is strictly and absolutely prohibited.

Game Edition

On this site, we use the 20th Anniversary Edition games. Players should always default to this edition unless the system rules state otherwise. (This is to avoid confusion in regards to setting and game mechanics.)

We do require that players have access to the relevant core book of any system(s) they're active in. If you do not, talk to the Director or one of the Admins and we can help you get the information you need. You do not need to be an expert to play here, you just need to be willing to learn.

Playtesting

Players are allowed a one week grace period to playtest their character prior to approval. You may playtest with or without a submitted sheet. However, there are two caveats:

1: Playtest characters may not use dice. If they end up in a contested situation, they automatically lose.

2: If anything at all about the character is considered "restricted" (traits, affiliation, equipment, etc,) then you must get special permission from the Admin before you can playtest.

(When doing a scene with a playtest character, please write "playtest" in their tag.)

Storytelling and the Golden Rule

Storytellers are the final arbiters of rulings and system mechanics within their scenes. They are allowed to change and ignore various rules and dramatic systems, within reason. They can even forgo dice altogether if they choose. Basically, what they say goes. (This applies both to the official Storytellers and to other players who are acting in the capacity of Storyteller.)

Dice Rolls

On this site, we do not follow the rule of ones. This means that ones do NOT cancel out successes on your rolls, as they typically would under the standard WoD dice rules. While the theory behind this rule seems reasonable, in practice we feel it just doesn't work the way it's meant to. However, we DO still follow the standard rules for botching, so if you make a roll with no successes then those ones are going to count. Zero successes + at least a single 1 will result in a botch (or a double botch, etc.)

Our dice roller has been modified to accommodate this change.

Player-Characters

We do not restrict PC count on a site-wide basis. Storytellers may choose to set guidelines for the maximum number of PCs a player can keep active in their region, but there are no broader restrictions on the number of characters a player can control.

Interactions and relationships between PCs who are controlled by the same player are allowed. If you wish to RP more than one PC in the same scene, you may do so. However, there are two things to keep in mind:

1: Only one PC controlled by the same player can claim XP for a given scene.

2: Any benefit that a PC might provide for another PC controlled by that same player must be purchased the same way it would if that character were an NPC. This could include anything from combat assistance to mentoring to passing along useful information (or any information at all about another PC.) If two of your PCs are friends, they need to buy each other as Allies.

Please note that any abuse of this policy may result in a stricter ruling. For now, we trust players to be responsible.

NPCs

Players are freely encouraged to create and play NPCs associated with their character. NPCs used only for narrative purposes do not need to be approved. (Within reason, obviously. Don't toss a Master-level mage or an Elder werewolf into a scene just for fun.)

Crossover Characters

The standard character build on this site allows for a maximum of 50 freebies. Any characters who receive more than this at creation, or whose builds are otherwise increased beyond what would be considered standard, will be treated as non-standard characters. The only exception would be characters whose additional XP came from the player's own XP bank. Additionally, any character type that is not normally allowed at creation (this could include antagonist PCs such as Black Spiral Dancers or bloodlines thought to be wiped out, etc.) will also be considered non-standard.

Storytellers are more than welcome to allow non-standard characters in their region. However, in the interest of fairness and game balance, these characters will not be allowed to participate in any crossover RP except under special individual circumstances. (Talk to the Director if this is something you'd like to work out.) "Crossover RP" in this instance refers to any RP that involves characters from different regions, even if they are from the same game system.

Activity

Inactive characters and game regions will be automatically closed and retired. This is not intended to be punitive in any way, merely a matter of keeping the site current and up to date with player interests and activity (as per the site's mission statement.) If a player wishes to reactivate a retired character, they are welcome to do so. Similarly, if anyone wishes to play in an inactive region, steps can easily be taken to re-open it.

Characters will be considered inactive if the Admin does not receive an activity journal for three consecutive months. Game regions will be considered inactive if they have no active characters in their region for three consecutive months (starting at the time that character submissions become open.) Additionally, XP-earning player accounts (under the cast list) will be retired if that player has no active characters and no site activity for three months.

To clarify: mood posts do count as activity, provided they are substantial enough to be XP-worthy. When determining activity in a game region, the Director will only count a month as inactive if there are zero PCs based in that region in the cast lists. In other words, assuming there was at least one PC to start, they will effectively have a six month grace period (3 months before the PCs are retired, then another 3 before the region is closed.) Players and Storytellers can of course retire and close down before that if they choose, this is just the schedule for automatic actions.

Some notes regarding game regions:

We respect creative content here. Inactive regions will not be deleted. Creative content will only be removed if the Storyteller wishes it, or if a new Storyteller takes over and wishes to make changes to a region. In the latter case, the former Storyteller will be given time to make backups of their content if they need to do so.

If players wish to reactivate an inactive region, the former Storyteller of that region will usually be given the option to resume their position, assuming they are still available and do not have any issues that might prevent them from being suitable for the role. If another player wishes to take over the region, the former Storyteller (again, assuming availability and appropriateness) will be consulted before a determination is made.

Those who hold official site roles will be expected to be active enough to reasonably fulfill these roles, but there are no set quotas that they need to meet. In the event of Admin/ST/etc. inactivity, the Director will check in twice (and provide adequate warning) before making any attempt at removal.

Alternate Universe Games

Alternate Universe games are allowed on this site. Players do not need permission to engage in AU RP. If you want to play something that falls outside of the canon Aeon universe, you are free to do so. There is an AU tab in the locations menu that is designated for this purpose, as well as an AU forum category. We do ask that AU play and content be restricted to these areas, and to the site's Wiki (if you wish.)

AU games are exempt from most site and system rules, but the Code of Conduct and those rules regarding age and content (top of this page) are still in effect. 


Crossover Mechanics

This section of the rules details how WoD Aeon handles crossover mechanics. Some of this information is taken from the books, while other things are judgment calls intended to facilitate better integration between the systems. These rules will evolve as more games become active on the site.

As a note, these mechanics are intended to address crossover between Changeling, Mage, Werewolf and Vampire, with a particular emphasis on player characters. Storytellers may choose to adjust or ignore these rules with regards to NPCs.

Lore and Occult

Crossover knowledge about different (playable) supernatural groups must be reflected either through a specialized Lore or (for those with high Occult) a relevant Occult specialty. This is a universal ruling on WoD Aeon. Rolling Occult (or any other Knowledge) without that specialty can, at best, represent the kind of broad, frequently inaccurate myths that any mundane person might know. It is not indicative of actual experience with these groups. That kind of knowledge is rare, and should be treated as such. So, for example, if a Werewolf has an Awakened relative or a Mage has a lot of experience infiltrating Vampire sects, they might take Mage Lore or Occult 4: Vampires. Storytellers should ask for these rolls where appropriate.

Identifying Supernatural Characters

1: Roll Perception + a relevant sensory trait: Awareness, Kenning, Primal Urge, Intuition or Alertness. Note that these traits are not the same, and will provide different information/sensory experiences. Awareness and Kenning will give mystical feedback, while Primal Urge and Intuition are more of an instinct. Alertness will only reveal what the mundane senses can pick up (though sometimes that can prove quite helpful.) The standard difficulty for this roll is 6, though an ST may raise or lower the difficulty where appropriate. This roll determines how much information your character is able to glean from the target(s) of their observation. How your character interprets this information will depend on their level of background knowledge and experience with the supernatural group in question. In order to accurately identify a (playable) supernatural being outside of one's own group, a character must have at least one dot of relevant Lore, the relevant Occult specialty or the Philodox gift Scent of the True Form. Without it, they won't know how to interpret the information they're picking up. They may know that what they're looking at isn't human, but they won't know what it is. Players and Storytellers may request an additional Int+Lore/Occult roll in certain circumstances.

2: Use Mind 1, Prime 1 or Auspex 2 to read the target's aura. As with the above, relevant knowledge is required to identify supernatural heritage.

3: Mages can use sensory magick to glean in-depth information about a target's pattern:

Werecreatures - Life 1 / Spirit 1

Vampires - Life 1 / Matter 1 or Life 1 / Entropy 1

Changelings - Life 1 / Mind 1

(Adding Prime to any of these may provide additional insight.) Again, relevant knowledge is required to fully comprehend what the mage is sensing.

Defending Against Mental Influence

There are many forms of supernatural mental influence: the Dominate discipline, Mind magick, various Werewolf gifts and Changeling cantrips... but a number of the books do not offer a clear, universal system of mental defense. Mind control has very serious ramifications. Even excluding any crossover issues, we believe it is problematic not to allow targets of mental influence the ability to resist. True, in many instances they can burn WP, but this doesn't actually prevent or dispel the influence, it only allows the character to maintain some measure of control for a turn. In Mage, all forms of mental influence can be resisted with a Willpower roll, if the target suspects the influence is happening. On WoD Aeon, this system of mental defense is applied universally across the site. Essentially it functions like an evasion roll. Successes on the defender's WP roll will negate successes from the attacker's roll to influence. This roll is usually made at difficulty 6, unless an ST rules otherwise. So, to reiterate:

All characters who suspect they may be the target of mental influence can roll WP at diff 6 to attempt to resist. If they fail to resist, they may still be able to spend WP to fight against the effects (though this is not always the case: successful Possession, for example, can override the character's mental agency entirely.)

Countering Supernatural Abilities

In M20, there is a system presented for countering supernatural abilities in crossover scenarios. We've adjusted this system and applied it to the site as a universal ruling:

1: Mages may attempt to counter the abilities of other supernatural groups (Gifts, Disciplines, Cantrips, etc.) in much the same way they would counter a magickal effect. First, they must succeed at a reflexive Awareness roll. If this roll is successful, they can attempt to perform countermagick by rolling Arete at difficulty 7. In order to attempt this form of countermagick, the mage must have at least one dot in a relevant sphere, just as they would when countering Awakened magick. For example, Mind to counter Dominate, Spirit to counter the Command Spirit Gift, etc. The number of successes needed to counter the ability will depend on that ability's mechanics.

  • If the ability involves a dice roll, then the Arete roll will counter successes one for one (as usual.)
  • If the ability simply involves some form of supernatural activation (expenditure of a Gnosis point, etc.) then the Mage must achieve a number of successes equal to or exceeding the trait that was used to activate the ability. So, in the case of a Gift that was activated with Gnosis, the countermagick roll would need to earn a number of successes equal to the Werewolf's Gnosis rating in order to counter the Gift.
  • If the ability is always active, then it is considered innate and cannot be countered this way.

2: Werewolves can attempt to counter some supernatural abilities (Awakened Magick, Disciplines, Cantrips, etc.) using either their Gnosis or their Rage (whichever is higher.) In order to do this, they must first succeed at a reflexive Wits+Primal Urge roll. Additionally, Werewolves can only counter those abilities that directly influence them (for example: a Life/Spirit attack on their own pattern, or a Vampire using mind control.) Abilities that influence other characters, spaces or objects, or indirect attacks such as a thrown fireball, cannot be countered. If the initial sensing roll is successful, and the ability in question meets this guideline, then a counterspell roll can be made at difficulty 7. As per above, the specifics will vary.

  • If the ability involves a dice roll, then the Gnosis/Rage roll will counter successes one for one.
  • If the ability simply involves some form of supernatural activation (expenditure of a WP point, etc.) then the Werewolf must achieve a number of successes equal to or exceeding the trait that was used to activate the ability.

3: Vampires can attempt to counter some supernatural abilities (Awakened Magick, Gifts, Cantrips, etc.) using their Willpower. In order to do this, they must first succeed at a reflexive Awareness roll. Additionally, Vampires can only counter those abilities that directly influence them. Abilities that influence other characters, spaces or objects, or indirect attacks such as a thrown fireball, cannot be countered. If the initial sensing roll is successful, and the ability in question meets this guideline, then a counterspell roll can be made at difficulty 7. As per above, the specifics will vary.

  • If the ability involves a dice roll, then the WP roll will counter successes one for one.
  • If the ability simply involves some form of supernatural activation (expenditure of a Gnosis point, etc.) then the Vampire must achieve a number of successes equal to or exceeding the trait that was used to activate the ability.

4: Changelings can attempt to counter some supernatural abilities (Awakened Magick, Gifts, Disciplines, etc.) using their Glamour. In order to do this, they must first succeed at a reflexive Kenning roll. Additionally, Changelings can only counter those abilities that directly influence them. Abilities that influence other characters, spaces or objects, or indirect attacks such as a thrown fireball, cannot be countered. If the initial sensing roll is successful, and the ability in question meets this guideline, then a counterspell roll can be made at difficulty 7. As per above, the specifics will vary.

  • If the ability involves a dice roll, then the Glamour roll will counter successes one for one.
  • If the ability simply involves some form of supernatural activation (expenditure of a Gnosis point, etc.) then the Changeling must achieve a number of successes equal to or exceeding the trait that was used to activate the ability.

Resisting the Vampiric "Kiss"

In the standard rules for Vampire, it states that the effects of a vampire's bite when feeding from a victim (willing or otherwise) are automatic. The recipient of the bite feels intense ecstasy and is unable to resist while the vampire feeds. Only those mortals with a WP rating of 9+ may attempt to resist the vampire after they are bitten. Other vampires can always resist, regardless of WP, by rolling Self-Control/Instinct at difficulty 8. Nothing is mentioned about other supernatural beings.

On this site, all player-characters have the option to roll WP to resist the effects of the vampiric kiss. For other supernatural beings (mages, werewolves, changelings, etc.) the difficulty for this roll starts at 8 and goes up based on the attacking vampire's age. Neonates and Ancilla are at difficulty 8, Elders are difficulty 9 and Methuselah are difficulty 10. For mortal characters (including kinfolk, kinain and consors,) these difficulties rise by one. For them, Neonates and Ancilla require difficulty 9, Elders difficulty 10 and Methuselah are difficulty 10 with an additional success required (2 instead of 1.)

Because this system slightly advantages other targets (WP ratings are usually higher than Virtues,) vampires who attempt to resist the bite of another vampire may also elect to use WP to resist instead of Self-Control. In this case, their difficulty thresholds would be the same as other supernaturals.

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