Beyond the Edge of Reason
Make a character
This game will be a Halloween one-shot using the 2nd edition WoD rules that you are already familiar with. There will be some modification to existing rules as stated in the descriptions below.
Player characters will be familiar with each other through their mutual employment as independent contractors routinely employed by Gulf Coast Investigations (Paranormal Division) to prove or disprove spiritual hauntings, monster sightings, and alien abductions.
1. Define Your Character’s Past
Who is your character and how they became who they are today?
2. Select Attributes
Prioritize the three categories; mental, physical, social (5 / 4 / 3). Your character begins with one dot in each Attribute automatically, already filled in on the character sheet. Dots spent now are in addition to these starting ones.
3. Select Skills
Prioritize the three categories; mental, physical, social (11 / 7 / 4).
4. Select Skill Specialties
Take three Skill Specialties of your choice. You can assign each how you like, whether each to a separate Skill or all three to a single Skill. There is no limit to how many Specialties can be assigned to a single Skill.
Rolls involving a Skill Specialty gain a +1 modifier over and above any other situational modifiers. So, if your character has Crafts, but also has a Specialty in Automobiles, you gain a +1 bonus when he works on cars.
5. Determine Advantages
Defense (the lowest of Dexterity or Wits)
Mental Defense (the lowest of Resolve or Composure)
Size = 5
Maximum Health (Stamina + Size)
Initiative (Dexterity + Composure)
Speed (Strength + Dexterity +5)
Maximum Willpower (Resolve + Composure)
Memory (Intelligence + Composure)
Perception (Wits + Composure)
Sanity (Resolve + Composure)
6. Choose a Virtue. Choose a Vice
7. Select Merits
8. Instead of defining Breaking Points, familiarize yourself with Sanity, then kiss it goodbye
Every potentially mind-twisting horror, every hidden truth that man was not meant to know, has a Madness rating that delineates the potential of that hideous thing to unhinge the human mind. Characters roll to prevent Sanity Loss when:
- They witness a unique supernatural phenomenon for the first time. (Roll 3 Dice)
- Following any period when the player was not responsible for character action. (Roll 4 Dice)
- Whenever they undeniably come face-to-face with a supernatural creature. (Roll 3 Dice)
- … multiple supernatural creatures. (Roll 2 Dice)
- … a singularly powerful creature. i.e. An Antediluvian, or a True Fae (Roll 2 Dice)
- … an Eldritch horror. i.e. Cthulhu, Shub-Niggurath, Azathoth (Roll 1 Die)
- When they witness an ally fill their last hit box with lethal damage. (Roll 4 Dice)
- When they read certain truths about the universe that were meant to be left unlearned. (Roll 2 Dice)
- “Jump scares” (Roll 5 Dice)
Willpower may not be used in an attempt to maintain Sanity.
Characters regain one point of Sanity when:
- They achieve an extraordinary success without using willpower.
- They stabilize a dying character.
9. Outfit your character
Define the equipment in their field-investigation kit.
10. Your Character’s Aspirations
Don’t die. Don’t go insane.