



If Vulgarity dominates, the mage suffers Paradox as described below.Įach mage has a Tradition, with an associated Skill. GMs should attempt to come up with a way for any effect to work as coincidental if the player wants it to for example, a coincidental teleportation may somehow arrange for an available taxi cab and clear traffic (though going vulgar would obviously be faster). Thus, the more vulgar the effect, the more Vulgarity dice can be added (up to six). The more vulgar the effect, the more power the mage can usually unleash. Vulgarity: When casting magic, a mage often has a choice of how coincidental or vulgar to make the effect.The higher a mage’s Resonance, the more likely other supernatural beings will be to notice and identify her.

If Resonance exceeds six dice, the mage experiences a Quiet. Additionally, if Resonance dominates, she must take on an extra die of Resonance as reality gets strange. A mage can voluntarily take on one die of Resonance each roll. Reality, already bending, is easier to adjust, and this spills over even to mundane activities (just like Arete, Resonance is rolled for everything). Resonance: As a mage bends reality, his or her changes tend to build up a mystical “tone” that makes further changes to reality both easier, and more dangerous.When Arete dominates, the player may reduce Resonance by one die or remove a Paradox check as her mage masters reality sufficiently to undo previous mistakes. It is very similar to Discipline in standard DRYH. It is also a good reference for the character’s skill at mundane activities, so will generally be rolled for everything. Arete: The sum of a mage’s fully controlled magical potency, Arete is a fixed pool that rarely changes in the course of an adventure (though it might increase over time).Player characters have three major traits: Familiarity with both DRYH and Mage will probably make this make more sense. You could probably run Mage: the Awakening with it by changing a few trait names and groups. But best of all, it’s got you and your imagination to kick off one hell of a good time.This is Mage: the Ascension converted to Don’t Rest Your Head, as inspired by Fred’s recent post about hacking DRYH. Produced as a result of a highly successful Kickstarter project, it’s got random charts, monster stats, examples, illustrations, page numbers, and a ton of fancy words. This book - packed with tabletop roleplaying rules based on the Fate RPG system - has everything you need for playing Demon Hunters and creating badass adventures so they can strut their stuff. Finally, you select a set of characterdefining aspects and stunts that give you the edge you need in kicking demon butt. You rank your expertise in various fields of Brotherhood lore and training, including the mystic arts, covert operations, or combat and tactics. When creating a character, you decide what approaches to fighting bad guys are your strongest, and which are your weakest. Using magical spells, huge guns, mad science, and ninja skills, you and the others in your Brotherhood chapter respond to threats straight out of myths and legend, occasionally screwing up big time. In Demon Hunters: A Comedy of Terrors, you play the titular Demon Hunters, who are members of an ancient Brotherhood tasked with defending the world from the forces of darkness. In your line of work, that’s called Tuesday. Every one of them edging the world one more step toward the next demonic apocalypse. Crazed cultists masquerading as doortodoor religious nuts. Another kraken making its way upstate along the river. Demon Hunters: A Comedy of Terrors RPG The Game | The Story | Downloads | The Comic
