by Jon G.
February 26th, 2013
Summon is a discipline (Presence 4) often in need of clarifications. Like many other things in Echoes, it has been subtly changed. Here is a bullet point list of the changes. Many of these are new, or only now going into effect.
- The person being summoned knows who they should be seeking out.
- The person being summoned does not know that they are summoned, though they begin to seek out the summoner.
- The person being summoned knows how to get to the summoner, though it's more a "turn right here" sort of knowledge than a "37 23.516 -122 02.625" sort of knowledge.
- Summon will not cross an ocean boundry unless the summoner has Presence 7+.
- Summon won't bring someone from one city to another unless the target has a safe and reliable means of travel from city to city.
- Summon will not bring someone to a person whom they are reasonably certain intends their imminent destruction and could possibly carry it out.
- Summon will break if it would otherwise lead someone into a deathtrap/killbox/warren of doom (oh Nosferatu, why do you make my life so difficult)
- The summoner does not need to stay in one place, and the summon will keep the target moving towards their new location.
- Summon will not provide updates if you are moving quicker than a walk. (This rules tweak is designed to allow you to move around an Elysium, not circle the city to keep someone chasing you). Feel free to
- You approach the person who summoned you regardless of whether they are masked as someone else.
- The identity conveyed by summon is the identity by which the target best knows the victim (oh Malkavians, why do you make my life so hard).
- If the the target knows the summoner well by multiple identities, the staff will select the identity that best matches the situation and the forces of story and sense. (oh Multiple-Identity Malkavians, why oh why do you make my life so hard).
As usual in Echoes, if the challenge fails, the victim is entitled to an Awareness challenge (dif 10 traits, but with no retest against the Awareness user), to realize that a supernatural influence has been used, and then a Kindred Lore (Tier 1 in this case) to determine the power's identity.
by Chris
February 18th, 2013
I like to take pictures at game. If you don't want to have you picture taken, or don't want your picture taken in ceratin situations, or don't want to be tagged, please let me know.
All game related photos are subject to veto by the players in said photos.
- Chris
by Jon G.
January 19th, 2013
If you posted a journal entry on one of these three days, and haven't posted anything in the thread since, I have lost it :-(.
Please bump them so that I can see them and get to them. If they were submitted on the 19th or more recently, I still have it and am answering it now :-)
by Jon G.
December 24th, 2012
Boons are a big part of the Vampiric life. Not everyone tracks these explicitly. It's not an exact science. In the end though, sometimes there's little one can do but take an elder on faith that his word is golden. Here's a general guidline of values that have become a common reference point. That by no means means any given individual will be looking at this, but it's a frame of reference. How did they become that? Well... It's what you can get out of the Crown for a boon of a given level over them.
Boons and Boon Values as Paid by the Iron Crown
A boon is an amount of social currency recognized by all parties and enforced by the harpies and the prince.
Trivial Boon: A debt in exchange for a simple favor. A lift in a car, getting you something to eat. Something simple and disposable. Use of an influence that does not even temporarily expend that influence. Cannot go above resources 2 in cost and does not take more than a scene.
Minor Boon: A debt in exchange for some effort. Participating in a combat for someone where there's a group going, and relatively little danger to the group. The temporary expenditure of an influence below 5 (uses of five or above are worth multiple minor boons. Serious amounts of cash (no more than resources 5. $ 20,000 - $30,000 but can be as much as $100,000) The casting of a thaumaturgical ritual. Loaning one's herd. The ability to hunt someone's domain for a night. Training in a skill or common disciple (more minors possibly for rare disciplines or high end training, 6 bonus or more.) Use of a level 5 or lower discipline on someone else's behalf. Things that can be gotten with a mixture of these two things (ie. a kindred-warded quality katana) would be worth two minor boons, one for the sword and one for the enchantment. (If the sword was a piece of crap, perhaps a trivial and a minor instead.)
Major Boon: A debt in exchange for significant permanent gain. The permanent expenditure of an influence or the gift of an influence. Ludicrous amounts of cash ($1,000,000.) A trained ghoul (powerful ghouls or ghouls with particular talents or influences may be worth more than one major boon.) The non-fatal beating of someone that poses no danger to the beater. High end training in a discipline. Use of a level 6 or higher discipline on someone's behalf. Permission to embrace. Permission to reside in one's Domain indefinately, and to feed there (generally what a prince charges to move in). Granting the death or hearts blood of a kindred to someone. (Caitiff count as a minor.) Feeding territory. Domain is worth several majors, depending on the quality of the domain, but so long as it contains actual feeding grounds never less than two.) Taking someone else under your accounting.
Blood Boon: A debt in exchange for serious risk to the well-being of the giver, but without a certitude of destruction. Someone going with you or for you into a serious and dangerous fight (people eager for combat will often lowball this) All of any type of someone's material goods (all of their influenes, all of their items, all of their retainers.) A trained vampire (often the price of taking someone's childe, but if you can provide vampiric slave, good on you. Caitiff count as a major. Worth more for highly skilled or for large influence base.) Leaving the domain for a season or more. Being blood oathed.
Life Boon: A debt in exchange for one's life. Unquestionably save someone's life. To pay it off: Kill yourself. Save their life, Eternal servitude in every way. Giving everything you have to someone