Changing the Graveyard subsystem to an event#1189
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FalloutFalcon
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Jul 3, 2026
Co-authored-by: FalloutFalcon <86381784+FalloutFalcon@users.noreply.github.com>
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About The Pull Request
changes the graveyard subsystem + role to being just a random event
Why It's Good For The Game
addresses role bloat and a random subsystem in favor of a random event
Changelog
🆑
add: adds the 'graveyard' random event in place of what we had before which fires once per round with about the same rarity as the sarcophagus event. in this event, 20% of the graves across the map will spawn 2 zombies max each
add: artifacts and all tremere spellbooks can now be sold at pawn shops
add: masquerade sensitive items can now be sold at pawnshops, but you may breach if you don't pass a manip + subterfuge diff 8 roll
add: adds three new zombie types, the fat zombie, the skeleton, and the suit zombie
add: the graveyard zombies now have bloodpoints and can be bitten
add: necromancy users can now purchase an 'obolus' (a coin forged from a Wraith's soul) from the necromancy tome, which can be sold
add: necromancy users can now purchase graveyard keys from their necromancy tome, giovanni start with them as they are assumed to control the graveyard's mortal front
add: adds being able to speak to observer ghosts to necromancy 1 Shroudsight similar to spirit speech for Garou
balance: Shroudsight now has triple the cooldown (3 minutes -> 9 minutes) to compensate for the 'talking to ghosts' trait which has been shown to be too powerful, it also now has a vitae cost of 1
add: graveyard keys can now open and shut the graveyard gate
fix: fixes shroudsight double-rolling, it now only rolls it's appropriate roll datum (perception) + awareness
del: removes the 'graveyard keeper' role
code: deletes the 'graveyard' subsystem
config: extends the lobby time to 5 minutes, 2 minutes was too short
config: multiplies the time between events by 10x since they were firing once every 2.5 minutes which is way too short in a 3 hour round
/:cl: