Mortals Chapter Four

SYSTEMS (4.0)

THE MORTALS VENUE (4.1)

No Mortal venue game is required to be focused toward the extermination of supernatural creatures (as might have been implied by the title "Laws of the Hunt"). For the purpose of Mortal venue games, the Storyteller must also supply a Setting. This can sometimes be defined in as little as a single phrase or sentence, such as 'FBI Special Affairs Department' or 'A Cabal of shamans dedicated to worshiping Rat, and defending her people'. Obviously these two Settings have little or nothing in common, meaning that cross-Setting play would be as difficult as or more difficult than cross-venue play. If the excuse for a character to show up in another Setting of the Mortals venue is too improbable, the Storyteller is encouraged to deny it.

Storytellers must be very careful with games in the Mortal venue, lest they turn into 'zoos' supporting many different characters types who have nothing in common. Venue Style Sheets are extremely important for letting players know what sort of Mortal game is being run. Storytellers will deny vague Settings in a Mortal game’s Venue Style Sheet. Play of a mortal character in a Setting that is not appropriate to it is considered to be “cross venue” play, and is handled according to the rules in the Prime supplement.

METAMORPHOSIS (4.2)

Note that additional rules for metamorphosis exist in Prime, and additional rules for metamorphing into specific Types (including rules for non-mortal metamorphosis) may be found in the appropriate Supplements.

Things Lost, Things Retained
Mortals that undergo metamorphosis normally lose access to all their Numina. (The possible exceptions are listed in the book beginning on page 274, all of which require High Approval.) Mortals with Arts, Disciplines, or Gifts lose access to them upon metamorphosis unless they are morphing into a character Type that normally has access to them (in which case keeping them requires no special approval).

Mortal to Mage: Awakening (4.22)

As a full-fledged will-worker, the mage who receives special approval to retain one or more praxis now suffers Paradox for using them (as per the optional rule on page 196). Notes for Paradox are found throughout the descriptions of mortal sorcery in Laws of the Hunt.

Mortal to Ghoul: Enthrallment (4.23)

A mortal whose ghoul condition has lapsed because of lack of blood regains all Discipline levels upon being ghouled again, provided her new domitor’s generation is powerful enough for her to access them (see the guidelines under the Ghoul Merit, above). If her domitor’s generation is not sufficient to allow access to all levels, switching to a powerful enough domitor later can allow her access to these Disciplines again.

Ghoul and Revenant Embrace (4.24)

When Embraced, ghouls and revenants may keep any Disciplines that are now in clan for them, with no special approval. Any other Disciplines that the player wishes her character to keep require Storyteller approval - the same level that would be needed for a vampire to get the Discipline out-of-clan (see the Vampire Supplement for Discipline approval levels). It is not common for former ghouls to keep out-of-clan Disciplines that do not fall into the eight that are inherent to all vampiric blood (Animalism, Auspex, Celerity, Dominate, Fortitude, Obfuscate, Potence, and Presence). If approval is not obtained, the Experience Traits are refunded.

Wraith: into Oblivion (4.25)

Contrary to the implication on page 277, no character with True Faith can become a wraith.