Homebrew
Supernatural Influence:
Replaces Demonic Influence. Supernatural Influence is rolled based on the current situation, or on the situation under which the injury you are trying to heal was acquired. If more than one situation applies, use only the one with the most dice.
You are at sea, or around seafaring people (More or less default): 1d10
You are actively opposing somebody who seriously dabbles in the supernatural: 2d10
You are actively opposing a minor supernatural creature: 2d10
*You are on ground considered holy by any religion or cult: 2d10
*You are actively seeking to harm the property, clergy, or ceremony of any religion or cult: 3d10
You are actively opposing a supernatural creature: 3d10
You are actively opposing somebody in possession of one of the Nine Pieces of Eight: 4d10
You are in a location spoken of only in myth or legend: 4d10
You are dealing with an injury caused by supernatural means: 4d10
You are actively opposing a truly mighty supernatural creature: 5d10
You are actively opposing somebody in possession of two or more of the Nine Pieces of Eight: 5d10
*These two conditions can stack in cases of the same religion or cult
The Supernatural and PCs/Recurring NPCs:
PCs are more than welcome to dabble in the occult and/or use any supernatural items up to or including the Nine Pieces of Eight. That said messing with the supernatural comes with its own costs. If you use any dice obtained via supernatural means and then take fallout, you must designate one of the fallout choices you make as Supernatural Fallout.
When taking Supernatural Fallout, the GM picks from the list and his choice will often serve to damage the sanity or humanity of the player or NPC taking the fallout.
Each time supernatural dice are added to a conflict after the first, each party whom has added supernatural dice takes 2d6 fallout dice after the conflict.
Progression Rules:
I have done my homework. I know the biggest issue facing a long term game of Dogs is that the PCs will quickly become overpowered compared to the Proto-NPCs the GM has to work with. Therefore the following rules are in place to keep things sane.
1: When increasing or decreasing the denomination of dice for a trait, relationship, or thing by any means; you must do it in increments. d4 <> d6 <> d8 <> d10
2: You may not add dice to a a trait, relationship, or thing if it already has a number of dice greater than the number of ports you have visited.
3: When taking your second choice for reflection fallout, you may only pick from the EXP/Reflection fallout list a second time if you have not taken any EXP fallout since the last time you reflected.
4: Starting after the first IRL week of play, a player can only take EXP fallout during one session per week. This is to keep the rest of the party from running ahead of Serc, Fel, and any other alternates we may get. This rule does not apply to reflection fallout. EVERYBODY gets to reflect after each port, even if they didn't participate.
5: Recurring NPCs gain reflection fallout when the PCs do. In addition they gain EXP fallout equal to the mean average of EXP fallout taken by the party since the last reflection fallout.
6: Most recurring NPCs will respect rules 1-2. Ones meant to be particularly threatening or powerful will not.