Basic Info

Since we’ll be using God Machine rules and exp, here’s what everything will cost:

Attribute 4
Skill 2
Specialty 1
New Key 3
Manifestation 3
Merit 1
Psyche 5
Synergy 3
Willpower 1

Reminder that Athletics factors into Defense now, so enjoy that boost those of you with the skill. I’ll be adding more to this page as it occurs to me.

But wait, you say, the experience system is different! How do I get experience points? To which I respond, “Slowly. Very, very slowly.” One experience point is acquired after you have earned 5 (five) Beats. What in the world is a Beat? It’s a dramatic pause where something important happens to your character. I will now detail a few ways to earn them:

  • Fulfilling an aspiration! Also known as your goals.
  • Resolving a Condition that has been placed on your character. Conditions replace flaws and status effects, they can be positive, negative and neutral. For the negative ones, you can earn a Beat each time it causes you a serious inconvenience.
  • Dramatic Failures. If you fail a roll, you can choose to take the dramatic failure instead for a beat.
  • Taking damage in your right-most health box.
  • Be an awesome roleplayer. If I think you did something really, really cool or appropriate to your character, you get a beat.
  • Every game session earns you a beat.

Hold on, we’re not done yet! There’s also krewe experience with its own experience track. Since krewe experience has its own track, it’s earned in a completely different way than character experience. It is given out at the end of a story, not a chapter, session or whatever. I’ll let you know what counts as a story, of course. For example, if Wailing Shadow manages to wipe out every vampire in the state of Texas somehow, that will probably entail the ending of a story along with ending a lot of other things. Ahem. There are, of course, personal character arcs and such that people can hash out with me that will also count as a story.

Now for a few details. Points are earned for a character’s actions in regard to their krewe. There are several categories: Ethos, Lore, Loyalty, Mythic Bonds and Zeal.
Ethos: Adhering to the duty or ban of the krewe when it would have been easier/more prudent to avoid it.
Lore: The character learns something about the supernatural nature of death, the underworld, or general metaphysics that develops their beliefs in regards to the krewe.
Loyalty: Exactly as it sounds. Would it have been easier/more prudent to run away and abandon your teammates for some reason but you stuck with them despite it sucking and putting you in danger? Points to you!
Mythic Bonds: Bringing your krewe’s beliefs, mythos and the like in and having it seriously affect your actions, such as using your symbols or creating a parallel story to your mythology. You aln, we’re not done yet! There’s also krewe experience with its own experience track. l accidentally did this in session one. As your mythology acquires more and more stories this will get more interesting.
Zeal: Doing something for the sake of the krewe such as recruiting a Sin Eater to join, unearthing a traitor of some kind despite it not really being part of your agenda, that sort of thing. Relates to loyalty, but to the group rather than the people in the group.

Also, the book tells me to penalize you guys if you’re learning krewe secrets using a codex or mentor but since nobody has that (yet) let’s not worry about it, yeah? Anyway… You can use the experience points acquired this way to get super sweet merits/ceremonies/etc that are specifically for the krewe. I’m not putting them all here because that’s not basic info. You could also use them to beef up your characters individually, if you want, despite the fact that they’re earned on different systems. I’m only allowing this due to the limitation on when you can receive these points.

Speaking of earning experience points, the greedier among you might want to look into conditions. They’re a good way to gain insight into your character and the persistent ones can be a renewable source of beats. I’m going to be making notecards for conditions later to help with this.

It’s kind of important and it occurs to me that I’m too used to Changeling’s Clarity to actually remember Synergy’s breaking points to use without a reference so… Here we go!
10 Opening an Avernian Gate, Entering the Underworld (roll 5 dice)
9 Using Plasm from a deathmask, violating an Old Law (roll 5 dice)
8 Closing an Avernian Gate (roll 4 dice)
7 Destroying a charm or fetter (roll 4 dice)
6 Destroying a ghost or Avernian Gate, ectophagia (devouring ghosts for plasm -tastes awful but sometimes useful if you’re into that) (roll 3 dice)
5 Destroying a vanitas, reviving a dead person (roll 3 dice)
4 Destroying a memorabilia or deathmask memento, accidental murder or manslaughter (roll 3 dice)
3 Destroying a keystone, destroying a geist (roll 2 dice)
2 Torture, serial murder (roll 2 dice)
1 Mass murder, suicide attempt, attempting to destroy one’s own geist (roll 2 dice)

At Synergy zero you become “Wretched” and your geist starts winning the battle for control over your body since you, obviously, weren’t doing anything good with it. Synergy above 7 gives you bonuses to opening Avernian Gates, communicating with Kerberoi, performing ceremonies and navigating the Underworld. If your Synergy falls below 5, you receive penalties in the same.

Basic Info

Cult-ivate Your Gods Kilacunae