Ce que l'on sait : voici un thread qui synthétise tout et est mis à jour régulièrement : [
forums.white-wolf.com]
Terminology and Setting
Demon tries to be plain-spoken in its terminology; it helps maintain cover.
Protagonists: the Unchained
The Unchained are former angels of the God-Machine. In contrast to their initial Fall, the game is about the subsequent ongoing Descent.
Troupes: Rings
Local Power Structure: Agencies
A city can have more than one Agency, or none at all; and the majority of demons aren't actually members of one.
Stats and Splats
Power stat: Primum
Primum sometimes (always?) comes with glitches.
Fuel stat: Aether
Spending Aether sends out a ping that can be detected by angels and demons.
Integrity Substitute: Cover
When they were angels, demons had false identities provided by the Infrastructure that summoned them, but they're the paper-thin Men-in-Blackish described in God-Machine Chronicle.
When they Fall, though, that Infrastructure gets burned into reality, retroactively. They have a life history. A family. A job. The whole shebang, and they remember all of it. They're just also a demon machine-being (although they go from being ephemera to being very, very solid and physical). A demon and its Cover exist in a quantum state - entirely human unless they flicker it to assume demonic form.
Act out of character, raise your Primum too high, get caught using your powers, and Cover is compromised and picks up glitches. You repair it by taking parts of someone else's life through Pacts and grafting them in, or if they sell you their soul taking their entire life as a brand-new Cover. You can maintain more than one, at different ratings.
The nature of a Cover can be changed, with a short-term risk from acting out of character that's hopefully offset by a long-term benefit of having a Cover that's more closely aligned with the demon's goals.
When your Cover is reduced to 0, you're Burned and are forced to stay in your demon form until you can get a new Cover. A new Cover can be pieced together through "patch jobs", or it can be taken whole-cloth as described above.
Demons can have more than one Cover rating at a time, and switch between them.
Demonic Forms:
Your demonic form is built from lists of abilities in the core. You can partially or fully transform, but you risk Cover when you do.
Incarnations and Catalysts: Destroyers, Psychopomps, Messengers, Guardians
Incarnations are more like Changeling Seemings than Vampire Clans, with each Incarnation being refined by a broad Catalyst of the demon's Fall. Put another way, Catalysts are to Incarnations as Kiths are to Seemings.
Each Incarnation will include stereotypes for five other gamelines: vampires, werewolves, mages, regular humans, and one other (Sin-Eaters for Psychopomps, Prometheans for Messengers, mummies for Guardians, and hunters or changelings for Destroyers). If they don't get cut. [Noteworthy in that it hints at each Incarnation's nature]
Agendas: Saboteurs, Integrators, Inquisitors, Tempters
These are more like Promethean's Refinements than Vampire's Covenants.
The Agendas give the mechanical benefit of a Condition you start every story with, which gives you a Beat when you use it. There's a Merit to have two Agendas.
Powers: Embeds and Exploits
There are 80 Embeds and 40 Exploits in the core book, and the list isn't intended to be exhaustive; there are also guidelines for making more. Powers are not grouped into point progressions, but are broken up into categories corresponding to Agendas and/or Incarnations. In particular, there are four classes of Embeds, each corresponding to an Incarnation.
Characters have Ciphers that Embeds can be plugged into, with four Embeds needed to fully unlock a Cipher. Which Embeds plug into your Cipher is determined ahead of time, but is something that the demon has to figure out as he goes. Plugging the right Embed into your Cipher gains you an Interlock, a dot of Primum, and a glitch.
Gadgets are built by putting an Embed or Exploit into an object. An Embedded Gadget isn't as flexible as an Embed.
Les factions ou "Agendas" :
Ce sera 4x4, 4 étant un chiffre symbolique pour le jeu.
Nom de l'échelle d'Intégrité/Moralité : "Cover" ou Couverture, qui mesure sa capacité à cacher son existence par rapport au Dieu-Machine.
Suite à un pacte, un démon peut voler l'existence d'un humain pour se cacher du Dieu. A chaque fois qu'il fait quelque chose qui n'est pas cohérent avec sa couverture, il doit risquer son score d'Intégrité (Moralité version God-Machine Chronicles)/Couverture. A 0 en Couverture, le démon reprend sa forme apocalyptique/monstrueuse naturelle et doit vite trouver une autre couverture avant que les Anges ne viennent le chercher. C'est à dire qu'à 0 la mort/injouabilité n'est pas automatique contrairement à l'équivalent chez les autres jeux.
Divers :
- ville mise en avant (signature city) : sans doute Las Vegas
- il y aura un système pour faire des Pactes d'Ame, en gros échanger un objet démoniaque contre l'âme d'un humain.
- ambiance "espionnage" et 'techno-magie gnostique" hum désolé pour les termes...
- ces Démons n'ont rien à voir avec les esprits démoniaques et les Possédés présentés dans WoD : Inferno.
- Après le livre de base et le translation guide, on aura droit à un premier supplément au nom délicieux : The Flowers of Hell...
- Il y aura une corporation antagoniste, la Deva Corporation...
- Les démons disposent d'une Forme Apocalyptique comme dans The Fallen.
- Il y aura à priori un Kickstarter similaire à celui de Mummy, c'est à dire au prix relativement normal et pas hyper élevé comme les versions deluxe de la Mascarade ou Apocalypse par exemple, ainsi qu'une version en PoD.
Une longue discussion là : [
forum.rpg.net]
Modifié 13 fois. Dernière modification le 06/21/2013 17:56 par batronoban.