Darkpack Pull 6/15/2026#64
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FalloutFalcon merged 21 commits intoJun 17, 2026
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## About The Pull Request Adds the Hemophiliac (VTM Ghouls and Revenants pg 136), Lame (VTM pg 482), Light Sensitive (VTM pg 495), Permanent Wound (VTM pg 482/483), and Short (VTM page 481) flaws. Please tell me if anything can be done better, I've been going insane. Lame applies paralysis on the chosen leg, so a _cane_ won't help movement, but crutches will (I'm not smart enough to figure out how to make an uncurable wound for limping to apply). Short applies the dwarf trait (please tell me if there's an easier way to set height to be below a certain number). Permanent wound applies some damage when you first spawn in. <details><summary>Details</summary> <p> I wasn't really sure what to show for testing for this honestly. Kindred character with lame, permanent wound, and light sensitive selected. <img width="547" height="430" alt="Screenshot 2026-06-07 163724" src="https://github.com/user-attachments/assets/15b36ccc-0b3d-481d-81d1-6ff1dedf1cc3" /> Lame character. <img width="581" height="188" alt="Screenshot 2026-06-07 205634" src="https://github.com/user-attachments/assets/2639bb90-bd32-4209-a856-7912520541e4" /> Hemophiliac after being shanked with a glass shiv (blood loss worsens, and was incredibly easy to begin bleeding) <img width="673" height="521" alt="Screenshot 2026-06-07 163622" src="https://github.com/user-attachments/assets/3b1b4abd-1f87-4169-b8b1-4cf2c91b5ab6" /> Character with a tall height set with the short trait selected (reverts to proper height on removal) <img width="741" height="595" alt="Screenshot 2026-06-07 163748" src="https://github.com/user-attachments/assets/e80402b7-a732-4f66-9e9a-8d033c0f794b" /> Light sensitive character being obliterated by the sun. <img width="672" height="481" alt="Screenshot 2026-06-07 213703" src="https://github.com/user-attachments/assets/58635290-6c80-433f-9245-2805fdaf5d64" /> </p> </details> ## Why It's Good For The Game More flaws are always fun. ## Changelog :cl: add: Adds Hemophiliac, Lame, Light Sensitive, Permanent Wound, and Short flaws /:cl:
<!-- Write **BELOW** The Headers and **ABOVE** The comments else it may not be viewable. --> <!-- You can view Contributing.MD for a detailed description of the pull request process. --> ## About The Pull Request Bit of a rehash of DarkPack13#873 I am instead atomizing that PR properly this time. I came back to the Terrifying Presence one after figuring out how to properly force mobs/players to flee the caster, so that's done. The extended action is still a little up in the air, I think it replicates TT's extended action pretty.. okay? But happy to hear alternatives for it. (Fine with axing it too if it's really not wanted, I just really think the forced-flee is a better mechanic.) This is what the V20 book reads for reference regarding the extended action: "The character may attempt Dread Gaze once per turn against a single target, though she may also perform it as an extended action, adding her successes in order to subjugate the target completely. Once the target loses enough dice that he cannot perform any action, he’s so shaken and terrified that he curls up on the ground and weeps." **Note:** I do have recordings of it working. Like usual, Github says too large to upload. Boo-womp. (Will supply if needed tho in the Discord) ## Why It's Good For The Game Overall tries more TT parity based off V20's Dread Gaze effects. The forced flee on 3 or more successes makes it viable as an ability to force enemies, from NPCs to players, to flee from combat or the vicinity of the user. The extended action is a little bit homebrew as we don't have the exact mechanics needed, but this works similar that while in TT you'd keep rolling till you exhaust your opponents rolls - instead you just have to have more successes than your opponent has dice. (This means people with low courage and wits would be very effected, as well as NPCs.) This would be rare-ish vs players, but you underestimate how many players only have 3 courage and 1 wits, etc. ## Changelog <!-- If your PR modifies aspects of the game that can be concretely observed by players or admins you should add a changelog. If your change does NOT meet this description, remove this section. Be sure to properly mark your PRs to prevent unnecessary GBP loss. You can read up on GBP and its effects on PRs in the tgstation guides for contributors. Please note that maintainers freely reserve the right to remove and add tags should they deem it appropriate. You can attempt to finagle the system all you want, but it's best to shoot for clear communication right off the bat. --> :cl: add: Adds forced-flee movement to terrifying presence. add: Adds extended action debuff+stun to terrifying presence. /:cl: <!-- Both :cl:'s are required for the changelog to work! You can put your name to the right of the first :cl: if you want to overwrite your GitHub username as author ingame. --> <!-- You can use multiple of the same prefix (they're only used for the icon ingame) and delete the unneeded ones. Despite some of the tags, changelogs should generally represent how a player might be affected by the changes rather than a summary of the PR's contents. --> --------- Co-authored-by: FalloutFalcon <86381784+FalloutFalcon@users.noreply.github.com>
## About The Pull Request Part 2/3 of tribe gift prs before all of them are filled out. This already has alot of them so im atomizing a little. ### Children of Gaia **Jam Weapon** TEMPORARY WILLPOWER. 1 Gnosis. makes every nearby mob unable to use "weaver-born" weapons. difficulty is based on highest nearby willpower ### Glasswalkers **Control Simple Machines** MANIPLUATION + CRAFTS. 1 Willpower. Highlights nearbly "simple" machine and lets you do a handful of interactions (infinite feature coding i had to cut myself off on so its as little slim rn) https://github.com/user-attachments/assets/cca4f87f-9ec8-4c28-8ce4-66a9c9e473c8 ### Red Talon **Hidden Killer**: INTELLIGENCE + LARCENY. Clears any blood with your dna, and and blood or fingerprints from you on any atoms nearby. <img width="464" height="176" alt="image" src="https://github.com/user-attachments/assets/c4f0c8bf-bf2f-4d8d-947a-b2e051a2b129" /> ### Shadow Lords **Aura of confidence** (so minor i gave them a second one) **Fatal Flaw** PERCEPTION + EMPATHY. Roll to spot a "weakness" which grants you a bonus dice on any attack on them for a scene ### Silent Striders **Speed of Thought** 1 Gnosis. Double run speed for 1 scene ### BSD **Bane Protector** STAMINA + LEADERSHIP. 1 Rage. Lets you tame any bane OR summon one if you do not target one. The summoning will prob be phased out when banes are a more common occurance ## Why It's Good For The Game 2/3s of tribes not having any features is bad acctually. ## Changelog :cl: FalloutFalcon, Major00 add: Adds new gifts: Jam Weapon (Children of Gaia), Control Simple Machine (Glasswalker), Hidden Killer (Red Talon), Aura of confidence & Fatal Flaw (Shadow Lords), Speed of Thought (Silent Striders), Bane Protector (BSD) add: Adds some little lesser banes qol: powers that spend willpower log it to chat qol: removes pointless to_chat that just says "you cast gift" as most have better built in feedback image: "Tribe gifts: Part 1" gifts now have unique icons code: adds signal that code can hook onto to change bonus dice of rolls /:cl: --------- Co-authored-by: chazzyjazzy <33268885+chazzyjazzy@users.noreply.github.com>
## About The Pull Request Mostly reproduces the same code as brawl. This needs a followup pr with a ton of balance tweaks for the weapons, we have some varibles that lets us replicate ttrpg stuff. (like attack difficulty) ## Why It's Good For The Game This has alot of balance effects but TTRPG accuraecy and parody with brawl is good. ## Changelog :cl: balance: Reworks melee to roll damage based off two rolls (to parody the TTRPG and brawl) balance: Protean claws use brawl refactor: Removes snowflake protean claws damage buff in favor of generic melee code /:cl: --------- Co-authored-by: chazzyjazzy <33268885+chazzyjazzy@users.noreply.github.com>
## About The Pull Request some new map goodies for mappers @DarkPack13/maptainers all sprites except for torches, barrels, pallets, and trash by @Major00 barrels, pallets and trash by INFRARED_BARON torches by me (@dwinters99) <img width="1075" height="954" alt="image" src="https://github.com/user-attachments/assets/b8401e45-f7f9-4359-a934-2c7eec3b3fd4" /> ## Why It's Good For The Game decor !! ## Changelog :cl: dwinters99, Major00, INFRARED_BARON add: sleeping bags add: carwash rollers, torches, and grates (2 kinds) add: fallout shelter signs (2 kinds) add: bollards (4 kinds) image: new urinal sprite add: new table type + addons add: cigarette shelves add: metal rack add: commercial freezers image: onfloors for ketchup, mustard, forks, knives, and spoons add: new trash and alleyway sprites (all by INFRARED_BARON) add: lectern and pulpit /:cl: --------- Co-authored-by: chazzyjazzy <33268885+chazzyjazzy@users.noreply.github.com>
## About The Pull Request The-Final-Nights/The-Final-Nights-Rebase#332 Mirrors fix on downstream, fixes Obten 5 still taking embeding damage which allowed you to shoot out eyes of targets despite being damage immune. Also Gangrel claws were fully ignoring the form, only fire-based Agg damage is supposed to effect them; not physical agg. Plus doubles the incoming burn damage as it says in TT material. Re-enables flying too since it's slower than mist form and very obvious anyway. (Think it's TT accurate, hard to tell due to vaugeness of what 'gravity immune' means.) ## Why It's Good For The Game Fixes Obten 5 to no longer be able to take damage from bullet embedding stuff. Plus TT accurate changes to let you actually counter people properly in shadow form still. ## Changelog :cl: fix: Fixes Obtenebrate embedding issue balance: Makes Obten 5 TT accurate with burns, agg damage, etc. /:cl:
## About The Pull Request clanbook tremere revised page 58 lists a ritual where tremeres can, via ritual, inscribe another ritual onto a piece of paper for non thaumaturgists to use ## Why It's Good For The Game ideally this will allow non thaumaturgists access to certain tremere rituals, furthermore i have plans to restrict rituals and lock the knowledge of them behind the research system so not every tremere is omniscient ## Changelog :cl: add: adds 'inscription' ritual for tremeres which allows them to inscribe a ritual onto a parchment for non thaumaturgists to use /:cl:
## About The Pull Request its literally just a fake obfuscate the core rulebook says that this ritual doesnt require ANYTHING to be used so i made it require a glass shard ## Why It's Good For The Game more tremere rituals ## Changelog :cl: add: adds 'donning the mask of shadows' a level two thaumaturgy ritual which is just a fake, bad obfuscate /:cl:
## About The Pull Request katanas have sprites for, and are supposed to be able to be worn on belt but that hasnt been the case thusfar ## Why It's Good For The Game weapon ## Changelog :cl: fix: katanas can be worn on the belt slot once more /:cl:
…o darkpack-pull-6-15-26
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