Despair: Difference between revisions

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(Created page with "Despair the world of darkness is a dark and tragic place. To better represent this, a new mechanic for the game has been created called Despair. Once per game session, a player character may elect to gain 1 Despair point. The player Character may then spend their Despair point at any point for the remainder of the game session. Despair Points may be spent for the following: Players may Gain Despair for: • The character may restart the challenge they lost as if the o...")
 
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Despair
The world of darkness is a dark and tragic place. To better represent this, a new mechanic for the game has been created called Despair. Once per game session, a player character may elect to gain 1 Despair point.  The player Character may then spend their Despair point at any point for the remainder of the game session.  Despair Points may be spent for the following:
the world of darkness is a dark and tragic place. To better represent this, a new mechanic for the game has been created called Despair. Once per game session, a player character may elect to gain 1 Despair point.  The player Character may then spend their Despair point at any point for the remainder of the game session.  Despair Points may be spent for the following:
Players may Gain Despair for:


The character may restart the challenge they lost as if the original one never occurred. However, if a player character chooses this option
*The character may restart the challenge they lost as if the original one never occurred.  
Increase the damage of their next attack by 3 levels
*Increase the damage of their next attack by 3 levels
Have an Item in the scene they didn’t start the scene with, but they possess elsewhere.
*Have an Item in the scene they didn’t start the scene with, but they possess elsewhere.
Have 1 power instantly activated, as if they had prepared it beforehand to be buffed before the scene
*Have 1 power instantly activated, as if they had prepared it beforehand to be buffed before the scene
Gain a clue or insight into a scene/plot
*Gain a clue or insight into a scene/plot
Ask the Storyteller to alter something in the scene to be for the benefit of the player character.
*Ask the Storyteller to alter something in the scene to be for the benefit of the player character.


However, when a Player chooses to gain a point of Despair, the Storyteller also gains 1 point of Despair into a pool they can use later during the game session.  The storyteller may choose to spend their point of Despair in any scene or against any player character for the remainder of the game session.
However, when a Player chooses to gain a point of Despair, the Storyteller also gains 1 point of Despair into a pool they can use later during the game session.  The storyteller may choose to spend their point of Despair in any scene or against any player character for the remainder of the game session.
The Storyteller may spend Despair For:
The Storyteller may spend Despair For:


Interrupt a player’s action and immediately trigger an NPC action
*Interrupt a player’s action and immediately trigger an NPC action
Increase the damage of an attack a player received by 3 levels
*Increase the damage of an attack a player received by 3 levels
Negate a negative effect placed on an NPC or in the scene
*Negate a negative effect placed on an NPC or in the scene
Force the character Redo a challenge they have succeeded at as if the first challenge never occurred.
*Force the character Redo a challenge they have succeeded at as if the first challenge never occurred.
Bring in reinforcements or spawn new adversaries mid-combat.
*Bring in reinforcements or spawn new adversaries mid-combat.
Trigger Environmental Dangers: Suddenly activate room hazards, security measures, or environmental changes.
*Trigger Environmental Dangers: Suddenly activate room hazards, security measures, or environmental changes.
Raise the Stakes: Inflict conditions or apply disadvantages to player characters to reflect mounting narrative pressure.
*Raise the Stakes: Inflict conditions or apply disadvantages to player characters to reflect mounting narrative pressure.


Despair may not be used against other player characters. All Despair points clear at the end of the game session.
Despair may not be used against other player characters. All Despair points clear at the end of the game session.

Latest revision as of 12:36, 24 August 2026

The world of darkness is a dark and tragic place. To better represent this, a new mechanic for the game has been created called Despair. Once per game session, a player character may elect to gain 1 Despair point. The player Character may then spend their Despair point at any point for the remainder of the game session. Despair Points may be spent for the following:

  • The character may restart the challenge they lost as if the original one never occurred.
  • Increase the damage of their next attack by 3 levels
  • Have an Item in the scene they didn’t start the scene with, but they possess elsewhere.
  • Have 1 power instantly activated, as if they had prepared it beforehand to be buffed before the scene
  • Gain a clue or insight into a scene/plot
  • Ask the Storyteller to alter something in the scene to be for the benefit of the player character.

However, when a Player chooses to gain a point of Despair, the Storyteller also gains 1 point of Despair into a pool they can use later during the game session. The storyteller may choose to spend their point of Despair in any scene or against any player character for the remainder of the game session. The Storyteller may spend Despair For:

  • Interrupt a player’s action and immediately trigger an NPC action
  • Increase the damage of an attack a player received by 3 levels
  • Negate a negative effect placed on an NPC or in the scene
  • Force the character Redo a challenge they have succeeded at as if the first challenge never occurred.
  • Bring in reinforcements or spawn new adversaries mid-combat.
  • Trigger Environmental Dangers: Suddenly activate room hazards, security measures, or environmental changes.
  • Raise the Stakes: Inflict conditions or apply disadvantages to player characters to reflect mounting narrative pressure.

Despair may not be used against other player characters. All Despair points clear at the end of the game session.