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Darkpack Pull 6/15/2026#64

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Jun 17, 2026
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Darkpack Pull 6/15/2026#64
FalloutFalcon merged 21 commits into
ApocryphaXIII:masterfrom
FalloutFalcon:darkpack-pull-6-15-26

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Icarus-The-Sun and others added 20 commits June 13, 2026 18:51
## 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

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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
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: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,
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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:
@FalloutFalcon FalloutFalcon requested a review from a team as a code owner June 16, 2026 02:17
@FalloutFalcon FalloutFalcon added the Upstream Merge Copy and paste Darkpack code. If it compiles, it ships! label Jun 16, 2026
@FalloutFalcon FalloutFalcon requested a review from a team as a code owner June 16, 2026 02:17
@FalloutFalcon FalloutFalcon enabled auto-merge June 16, 2026 02:25
@FalloutFalcon FalloutFalcon disabled auto-merge June 16, 2026 02:38
@FalloutFalcon FalloutFalcon enabled auto-merge June 16, 2026 02:38
@FalloutFalcon FalloutFalcon merged commit bc17212 into ApocryphaXIII:master Jun 17, 2026
31 of 34 checks passed
@FalloutFalcon FalloutFalcon deleted the darkpack-pull-6-15-26 branch June 17, 2026 02:49
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5 participants