Difference between revisions of "Rules Entries"
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* [[Rules_Entries#Vampire_Merits_and_Flaws|Vampire Merits and Flaws]] | * [[Rules_Entries#Vampire_Merits_and_Flaws|Vampire Merits and Flaws]] | ||
* [[Rules_Entries#Willpower|Willpower]] | * [[Rules_Entries#Willpower|Willpower]] | ||
− | * [[Rules_Entries# | + | * [[Rules_Entries#Wyrm_Taint_References|Wyrm Taint References]] |
| style="vertical-align: top; width: 20%; padding-right: 25px" | | | style="vertical-align: top; width: 20%; padding-right: 25px" | | ||
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* [[Rules_Entries#Wanga|Wanga]] | * [[Rules_Entries#Wanga|Wanga]] | ||
* [[Rules_Entries#Wraith_Misc|Wraith Misc]] | * [[Rules_Entries#Wraith_Misc|Wraith Misc]] | ||
− | * [[Rules_Entries# | + | * [[Rules_Entries#XP_Costs|XP Costs]] |
| style="vertical-align: top; width: 20%; padding-right: 25px" | | | style="vertical-align: top; width: 20%; padding-right: 25px" | | ||
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* [[Rules_Entries#Weapons|Weapons]] | * [[Rules_Entries#Weapons|Weapons]] | ||
* [[Rules_Entries#Wyrm_Taint|Wyrm Taint]] | * [[Rules_Entries#Wyrm_Taint|Wyrm Taint]] | ||
+ | * [[Rules_Entries#Yava|Yava]] | ||
|} | |} | ||
{{collapse bottom}} | {{collapse bottom}} | ||
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* ''[[Abilities#Primary_talents|Awareness]]'' is not a power, it just detects powers, so Ability Aptitude: ''Awareness'' is allowed. However, ''Awareness'' is not consistently tied to any of the five senses like ''Auspex 2'' is, so the ''[[Merits|Acute Sense merits]] don't apply to Awareness. | * ''[[Abilities#Primary_talents|Awareness]]'' is not a power, it just detects powers, so Ability Aptitude: ''Awareness'' is allowed. However, ''Awareness'' is not consistently tied to any of the five senses like ''Auspex 2'' is, so the ''[[Merits|Acute Sense merits]] don't apply to Awareness. | ||
− | + | f* A changeling doesn't need a power to create a chimerical item, nor does a wraith need a power to soulforge an item in the Shadowlands, so those are unaffected. | |
− | |||
− | * A changeling doesn't need a power to create a chimerical item, nor does a wraith need a power to soulforge an item in the Shadowlands, so those are unaffected. | ||
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* Old Arete 5, new Arete to 4: 1 month | * Old Arete 5, new Arete to 4: 1 month | ||
* Old Arete 5, new Arete to 5: 3 months | * Old Arete 5, new Arete to 5: 3 months | ||
+ | {{collapse bottom}} | ||
+ | |||
+ | ==Autonomy== | ||
+ | {{collapse top|title=<font style="font-size: 10pt"><center>Details</center></font>|padding=20px|bg=lightblue}} | ||
+ | We don't allow PCs to reduce permanent Autonomy below 4. | ||
+ | |||
+ | Temporary Autonomy can drop to 0. If it would drop below 0, then 1 permanent Autonomy is converted to 10 temporary Autonomy to make up the difference. | ||
+ | |||
+ | If permanent Autonomy drops below Willpower, then Willpower is dropped to match. | ||
+ | |||
+ | Kami do not have Autonomy. For the purpose of die rolls involving Autonomy (e.g. Spirit Kinship, Fading, Urges), we treat kami as if they have Autonomy of 6 permanent / 0 temporary. | ||
+ | * They cannot raise Autonomy with XP, nor lower it to gain powers or remove taints. | ||
+ | * Anything else that affects Autonomy also affects these effective values, e.g. a Kami with Consecrated 2 would have effective Autonomy of 5 permanent / 5 temporary. | ||
{{collapse bottom}} | {{collapse bottom}} | ||
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==Awareness== | ==Awareness== | ||
{{collapse top|title=<font style="font-size: 10pt"><center>Details</center></font>|padding=20px|bg=lightblue}} | {{collapse top|title=<font style="font-size: 10pt"><center>Details</center></font>|padding=20px|bg=lightblue}} | ||
+ | Awareness may not be available to all races and anything non-standard will have to have staff approval. | ||
+ | |||
'''These rules apply to rolling Awareness to detect the use of a supernatural power.'''<br> | '''These rules apply to rolling Awareness to detect the use of a supernatural power.'''<br> | ||
* They apply to anything in the 'Powers' section of a PC's +sheet, as well as magic items in +equip or +notes. | * They apply to anything in the 'Powers' section of a PC's +sheet, as well as magic items in +equip or +notes. | ||
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* +2 difficulty if the power is used to conceal something (e.g. ''Obfuscate'') | * +2 difficulty if the power is used to conceal something (e.g. ''Obfuscate'') | ||
* If the final difficulty is greater than 10, the roll automatically fails | * If the final difficulty is greater than 10, the roll automatically fails | ||
+ | |||
+ | "Level" is the level of the power being used: If you have Auspex 5 but you're only using Spirit's Touch (Auspex 3), that's level 3. | ||
+ | * Mages use highest sphere level | ||
+ | * Changelings use art level | ||
+ | * Magic items use item level | ||
+ | * Anything that isn't on a scale of 1 to 5 (or rarely 6), ask staff for clarification | ||
{{collapse bottom}} | {{collapse bottom}} | ||
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| (Assamite sorcerers) | | (Assamite sorcerers) | ||
|- | |- | ||
− | | ''[[Rules_Entries#Koldunic_Sorcery+rules koldunic sorcery]]'' | + | | ''[[Rules_Entries#Koldunic_Sorcery|+rules koldunic sorcery]]'' |
| (Old Clan Tzimisce) | | (Old Clan Tzimisce) | ||
|- | |- | ||
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* Flaws can exceed 7, but freebies from flaws are capped at 7 or top two (whichever is higher). Stat them as positive, not negative. | * Flaws can exceed 7, but freebies from flaws are capped at 7 or top two (whichever is higher). Stat them as positive, not negative. | ||
* Potent Blood is not available to Shifters (they already provide more blood, if you manage to not have them kill you). | * Potent Blood is not available to Shifters (they already provide more blood, if you manage to not have them kill you). | ||
− | * Awareness is available to all races. | + | * Awareness is available to all races. Although some races, justification is required and only approved at staff discretion. |
* Crossing three or more game lines may be restricted at staff discretion. | * Crossing three or more game lines may be restricted at staff discretion. | ||
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''[[Rules_Entries#Demon_Misc|Demon Misc]]''<br> | ''[[Rules_Entries#Demon_Misc|Demon Misc]]''<br> | ||
''[[Rules_Entries#True_Faith|True Faith]]'' | ''[[Rules_Entries#True_Faith|True Faith]]'' | ||
+ | ''[[Explain_Entries#Faith|+explain Faith]]'' | ||
{{collapse bottom}} | {{collapse bottom}} | ||
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* Gurahl can advance to a new auspice once each month (proper ritual required). | * Gurahl can advance to a new auspice once each month (proper ritual required). | ||
* Rip Van Winkle lets you buy gifts from your past auspice(s) at the in-auspice XP cost. This does not apply to Early Maturation, as you skipped auspices rather than going through them in backstory. | * Rip Van Winkle lets you buy gifts from your past auspice(s) at the in-auspice XP cost. This does not apply to Early Maturation, as you skipped auspices rather than going through them in backstory. | ||
+ | |||
+ | '''Kitsune''' | ||
+ | * Kitsune do not have a claw attack in any form. They may not take any Gifts that require a Claw Attack. | ||
+ | * Eji Path starting gifts have been updated. Falling Touch has replaced Razor Claws. | ||
'''Nuwisha''' | '''Nuwisha''' | ||
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==Generation== | ==Generation== | ||
{{collapse top|title=<font style="font-size: 10pt"><center>Details</center></font>|padding=20px|bg=lightblue}} | {{collapse top|title=<font style="font-size: 10pt"><center>Details</center></font>|padding=20px|bg=lightblue}} | ||
− | On City of Hope staff feel that vampires should have a chance to lower their generation via xp. It is up to the individual player to decide on how to rp out this change. Keep in mind that it's a significant faux pas for any vampire to disclose their generation. | + | On City of Hope staff feel that vampires should have a chance to lower their generation via xp. It is up to the individual player to decide on how to rp out this change. Keep in mind that it's a significant faux pas for any vampire to disclose their generation. This is still Diablerie and you still have all the downsides that that entails |
+ | |||
+ | {|class="wikitable" style="text-align: center;" width="25%" | ||
+ | ! style="min-width: 75px" | From #dots to #dots | ||
+ | ! style="min-width: 75px" | From Gen to Gen | ||
+ | ! style="min-width: 75px" | XP Cost | ||
+ | ! style="min-width: 200px" | Blood Spending | ||
+ | |- | ||
+ | | 0 to 1 | ||
+ | | (13th to 12th) | ||
+ | | 10 XP | ||
+ | | | ||
+ | |- | ||
+ | | 1 to 2 | ||
+ | | (12th to 11th) | ||
+ | | 15 XP | ||
+ | | | ||
+ | |- | ||
+ | | 2 to 3 | ||
+ | | (11th to 10th) | ||
+ | | 20 XP | ||
+ | | | ||
+ | |- | ||
+ | | 3 to 4 | ||
+ | | (10th to 9th) | ||
+ | | 30 XP | ||
+ | | can spend 2 blood per turn (''VtM 139'') | ||
+ | |- | ||
+ | | 4 to 5 | ||
+ | | (9th to 8th) | ||
+ | | 40 XP | ||
+ | | can spend 3 blood per turn | ||
+ | |} | ||
− | |||
− | |||
− | |||
− | |||
− | |||
'''House rule:''' If a power involves spending more blood than your Generation permits in a single turn, then you can spend the blood over multiple turns (reflex, does not count as an action) and then take an action during the last turn to use the power, unless the power explicitly prohibits this. | '''House rule:''' If a power involves spending more blood than your Generation permits in a single turn, then you can spend the blood over multiple turns (reflex, does not count as an action) and then take an action during the last turn to use the power, unless the power explicitly prohibits this. | ||
− | '''See Also:''' ''[[Policies# | + | |
+ | '''See Also:''' ''[[Policies#Hand_Waving|+policy Hand Waving]]'' | ||
{{collapse bottom}} | {{collapse bottom}} | ||
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A Grimoire/Principia (''Forged by Dragon's Fire pages 65-71'') may help a mage raise Arete and/or spheres. | A Grimoire/Principia (''Forged by Dragon's Fire pages 65-71'') may help a mage raise Arete and/or spheres. | ||
* Grimoires must be created by a PC, they are not available via background such as Wonder or Mentor. | * Grimoires must be created by a PC, they are not available via background such as Wonder or Mentor. | ||
+ | |||
'''Studying a grimoire:''' | '''Studying a grimoire:''' | ||
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::- Gain temporary insight (perform a single effect as if the mage had received one of the above raises with no XP cost) | ::- Gain temporary insight (perform a single effect as if the mage had received one of the above raises with no XP cost) | ||
* The mage may then start a new study period with the same or a different grimoire | * The mage may then start a new study period with the same or a different grimoire | ||
+ | |||
'''Creating a grimoire:''' | '''Creating a grimoire:''' | ||
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* One Arete roll per week spent doing nothing else but eating, sleeping, and attending to other such immediate personal needs | * One Arete roll per week spent doing nothing else but eating, sleeping, and attending to other such immediate personal needs | ||
* Requires 2 successes per level of Arete taught, plus 1 success per level of sphere taught | * Requires 2 successes per level of Arete taught, plus 1 success per level of sphere taught | ||
− | ::<nowiki>*</nowiki> Example: A grimoire that teaches Arete 2 + Forces 2 + Matter 2 would require 4+2+2 = 8 successes | + | ::<nowiki>*</nowiki> ''Example:'' A grimoire that teaches Arete 2 + Forces 2 + Matter 2 would require 4+2+2 = 8 successes |
− | * Prerequisites: | + | |
+ | |||
+ | * '''Prerequisites:''' | ||
::<nowiki>*</nowiki> If the Grimoire teaches a sphere at level N, you must have it at level N+1 or higher | ::<nowiki>*</nowiki> If the Grimoire teaches a sphere at level N, you must have it at level N+1 or higher | ||
::<nowiki>*</nowiki> If the Grimoire teaches Arete 3, you must have Arete 5 | ::<nowiki>*</nowiki> If the Grimoire teaches Arete 3, you must have Arete 5 | ||
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::- For a freehold that previously belonged to another PC, you can buy Holdings from 0 up to its previous level as quickly or slowly as you want. Until then, the rest is assumed to be used by NPCs (if needed to explain why PCs aren't using it). | ::- For a freehold that previously belonged to another PC, you can buy Holdings from 0 up to its previous level as quickly or slowly as you want. Until then, the rest is assumed to be used by NPCs (if needed to explain why PCs aren't using it). | ||
* Increasing Holdings above 3 is at staff discretion. | * Increasing Holdings above 3 is at staff discretion. | ||
+ | |||
'''Trod background:''' | '''Trod background:''' | ||
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* Increasing Trod is not time-limited. | * Increasing Trod is not time-limited. | ||
* Increasing Trod above 3 to reach the Far Dreaming or Deep Dreaming is at staff discretion. | * Increasing Trod above 3 to reach the Far Dreaming or Deep Dreaming is at staff discretion. | ||
+ | |||
'''See Also:''' <br> | '''See Also:''' <br> | ||
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* Nephandi may ICly call it a '''Labyrinth''', Technocrats may ICly call it a '''Construct'''. | * Nephandi may ICly call it a '''Labyrinth''', Technocrats may ICly call it a '''Construct'''. | ||
* Other examples: vampire clans/coteries, shifter tribes/packs, changeling baronies, demon courts. | * Other examples: vampire clans/coteries, shifter tribes/packs, changeling baronies, demon courts. | ||
+ | |||
If some of the members buy dots in the Home Base (or Chantry) background, then every two dots of that background supports one dot of some other communal background that is collectively available to those members. | If some of the members buy dots in the Home Base (or Chantry) background, then every two dots of that background supports one dot of some other communal background that is collectively available to those members. | ||
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* '''House rule:''' Limited to 30 dots of communal backgrounds, regardless of contribution levels. | * '''House rule:''' Limited to 30 dots of communal backgrounds, regardless of contribution levels. | ||
* Members may also share their personal backgrounds, magic items, etc. with the group on any terms they want. This does not count against the 30-dot cap. These included in +homebase / +chantry documentation for convenience, along with things like wards on the building. | * Members may also share their personal backgrounds, magic items, etc. with the group on any terms they want. This does not count against the 30-dot cap. These included in +homebase / +chantry documentation for convenience, along with things like wards on the building. | ||
+ | |||
A larger group may contain multiple sub-groups, in which case the group background is counted separately for each sub-group. | A larger group may contain multiple sub-groups, in which case the group background is counted separately for each sub-group. | ||
* Players may have alts join different sub-groups within the same group, but in that case, each alt may not draw on their own sub-group's communal backgrounds, nor on the personal backgrounds of another alt of the same player. | * Players may have alts join different sub-groups within the same group, but in that case, each alt may not draw on their own sub-group's communal backgrounds, nor on the personal backgrounds of another alt of the same player. | ||
* Players with only one alt in the group may draw on another sub-group's communal backgrounds, though lower priority than that sub-group's members (in case of limited resources such as Nodes). | * Players with only one alt in the group may draw on another sub-group's communal backgrounds, though lower priority than that sub-group's members (in case of limited resources such as Nodes). | ||
+ | |||
Each PC may only benefit from the communal backgrounds of one group, though they may be associated with others for RP purposes. | Each PC may only benefit from the communal backgrounds of one group, though they may be associated with others for RP purposes. | ||
+ | |||
'''References:'''<br> | '''References:'''<br> | ||
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For the purpose of these rules, Dimensional Science can be substituted for Spirit. | For the purpose of these rules, Dimensional Science can be substituted for Spirit. | ||
+ | |||
'''References:''' <br> | '''References:''' <br> | ||
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* Hunters are immune to the Kiss if they have Conviction defenses active or succeed at Willpower vs 6. (''The Nocturnal 91'') | * Hunters are immune to the Kiss if they have Conviction defenses active or succeed at Willpower vs 6. (''The Nocturnal 91'') | ||
* Hunters can't be Embraced or ghouled/bound. (''The Nocturnal 96'') | * Hunters can't be Embraced or ghouled/bound. (''The Nocturnal 96'') | ||
+ | |||
'''Hunters vs werewolves and other shifters:''' | '''Hunters vs werewolves and other shifters:''' | ||
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* Hunters can't have a shifter or kinfolk as a biological parent, grandparent, uncle/aunt, or child, nor can they conceive a child with one. (''The Moonstruck 90'') | * Hunters can't have a shifter or kinfolk as a biological parent, grandparent, uncle/aunt, or child, nor can they conceive a child with one. (''The Moonstruck 90'') | ||
* Hunters are immune to the Delirium if they have Conviction defenses active. (''The Moonstruck 101-102'') | * Hunters are immune to the Delirium if they have Conviction defenses active. (''The Moonstruck 101-102'') | ||
+ | |||
'''Hunters vs mages:''' | '''Hunters vs mages:''' | ||
* Hunters count as sleeper witnesses. (''The Spellbound 104'') | * Hunters count as sleeper witnesses. (''The Spellbound 104'') | ||
+ | |||
'''Hunters vs changelings:''' | '''Hunters vs changelings:''' | ||
* Hunters can't see into, enter or be taken into the Dreaming without Transcend (Solitude 4), though they get a normal chance to perceive effects reaching from the Dreaming back into normalspace. (extrapolated from ''The Moonstruck 87'') | * Hunters can't see into, enter or be taken into the Dreaming without Transcend (Solitude 4), though they get a normal chance to perceive effects reaching from the Dreaming back into normalspace. (extrapolated from ''The Moonstruck 87'') | ||
+ | |||
'''Hunters vs wraiths:''' | '''Hunters vs wraiths:''' | ||
* Hunters can't see into, enter or be taken into the Shadowlands without Transcend (Solitude 4), though they get a normal chance to perceive effects reaching from the Shadowlands back into normalspace. (''The Walking Dead 93'', also extrapolated from ''The Moonstruck 87'') | * Hunters can't see into, enter or be taken into the Shadowlands without Transcend (Solitude 4), though they get a normal chance to perceive effects reaching from the Shadowlands back into normalspace. (''The Walking Dead 93'', also extrapolated from ''The Moonstruck 87'') | ||
+ | |||
'''Hunters vs demons:''' | '''Hunters vs demons:''' | ||
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How to deal with a gray area in the rules: | How to deal with a gray area in the rules: | ||
− | * Work out something acceptable to everyone in the scene. (''[[Policies# | + | * Work out something acceptable to everyone in the scene. (''[[Policies#Hand Waving|+policy hand waving]]'') |
::- Don't be a dick. Being a dick will make people not want to RP with you any more. | ::- Don't be a dick. Being a dick will make people not want to RP with you any more. | ||
::- If there's a ST (staff or player) present, they should take the lead. | ::- If there's a ST (staff or player) present, they should take the lead. | ||
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* If you're in the Deep Forest, Desert, or Deep Ocean, +dice 1. If you get 1, there's at least one person somewhere nearby. If you get anything else, there's no one around (probably). | * If you're in the Deep Forest, Desert, or Deep Ocean, +dice 1. If you get 1, there's at least one person somewhere nearby. If you get anything else, there's no one around (probably). | ||
* If you're in a private space behind a locked door, there's no one around (probably). | * If you're in a private space behind a locked door, there's no one around (probably). | ||
− | * If your location is not in the above list, there are people around. This includes alleys (bums), parks (joggers, dog walkers, | + | * If your location is not in the above list, there are people around. This includes alleys (bums), parks (joggers, dog walkers, muggers), and the beach (more muggers). |
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==Kinain== | ==Kinain== | ||
{{collapse top|title=<font style="font-size: 10pt"><center>Details</center></font>|padding=20px|bg=lightblue}} | {{collapse top|title=<font style="font-size: 10pt"><center>Details</center></font>|padding=20px|bg=lightblue}} | ||
+ | *Please disregard what is on the game for +rules kinain - it is in the process of being updated to C20* | ||
+ | |||
We do not use the rules from Changeling: the Enchanted. | We do not use the rules from Changeling: the Enchanted. | ||
* Subrace:Kinain has the effects of the Kinain merit (see below) in addition to their arts and realms. This includes the equivalent of An-da-shealladh (fae sight) and Parted Mists. | * Subrace:Kinain has the effects of the Kinain merit (see below) in addition to their arts and realms. This includes the equivalent of An-da-shealladh (fae sight) and Parted Mists. | ||
− | |||
Characters that wish to be kinain in addition to something else must take this merit: | Characters that wish to be kinain in addition to something else must take this merit: | ||
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<center>'''[[Merits|Kinain (4 pt. Merit)]]'''</center> | <center>'''[[Merits|Kinain (4 pt. Merit)]]'''</center> | ||
− | Although your character is not a changeling, they've got their heritage running through their veins - literally. This merit allows the character to walk in the Dreaming as if they were Fae themselves. While doing so exposes the character to chimerical attack, it also opens them to a new and wondrous world. Their Banality is also quite low (typically two to five) and their presence is often welcome in the courts of the Fae. Naturally, this sort of gift carries an obligation to play Faerie politics. Nevertheless, it can be a wondrous game. This merit also allows the character immunity to the effects of the mists. ( | + | Although your character is not a changeling, they've got their heritage running through their veins - literally. This merit allows the character to walk in the Dreaming as if they were Fae themselves. While doing so exposes the character to chimerical attack, it also opens them to a new and wondrous world. Their Banality is also quite low (typically two to five) and their presence is often welcome in the courts of the Fae. Naturally, this sort of gift carries an obligation to play Faerie politics. Nevertheless, it can be a wondrous game. This merit also allows the character immunity to the effects of the mists. (pg. 296 MtA Revised) |
* Note: This merit has been altered some so as to ensure game balance. | * Note: This merit has been altered some so as to ensure game balance. | ||
− | * PCs with this merit may buy arts/realms, in which case they start with Glamour | + | * PCs with this merit may buy arts/realms, in which case they start with Glamour 2. This must fit within the limits from '+rules multiclass'. |
− | * Kinain may have faedescs, but they | + | * Kinain may have faedescs, but only to state that Kithain can notice that they are Kinain. |
− | + | ::- ''Exception:'' If you have specific relevant birthright for certain kiths. | |
− | ::- ''Exception:'' If you have specific relevant | ||
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{{collapse top|title=<font style="font-size: 10pt"><center>Details</center></font>|padding=20px|bg=lightblue}} | {{collapse top|title=<font style="font-size: 10pt"><center>Details</center></font>|padding=20px|bg=lightblue}} | ||
* Characters that wish to be kinfolk in addition to something else must take the [[Merits|Kinfolk merit]] (4 points, based on ''Kinfolk: Unsung Heroes page 65''). This merit is available to the following races: | * Characters that wish to be kinfolk in addition to something else must take the [[Merits|Kinfolk merit]] (4 points, based on ''Kinfolk: Unsung Heroes page 65''). This merit is available to the following races: | ||
− | ::<nowiki>*</nowiki> | + | ::<nowiki>*</nowiki> sorcerer-psychic |
− | |||
− | |||
::<nowiki>*</nowiki> Demon | ::<nowiki>*</nowiki> Demon | ||
::<nowiki>*</nowiki> Wraith, including Risen | ::<nowiki>*</nowiki> Wraith, including Risen | ||
− | + | ::<nowiki>*</nowiki> Possessed characters who were ICly kinfolk prior to possession should take Skinchanger Kinship instead. | |
− | ::<nowiki>*</nowiki> Possessed characters who were ICly kinfolk prior to possession should take Skinchanger Kinship instead | + | |
+ | |||
+ | <center>'''GOING INTO THE UMBRA AS A KINFOLK IS A <u>VERY BAD IDEA</u>'''</center> | ||
+ | * '''House rule:''' Kinfolk with Gnosis may roll their Gnosis vs the Gauntlet to sidestep into the penumbra. This carries the same risk of getting stuck in the Gauntlet. Kinfolk are also usually woefully unprepared to defend themselves in the umbra, with death being one of the better outcomes (possession being one of the worst). Sidestep at your own peril. (''Umbra: the Velvet Shadow page 13''. Think "Joe Average wanders through downtown gangland".) | ||
+ | |||
− | |||
* Kinfolk with Gnosis may also Peek into the Gauntlet (''WtA 233-234''). | * Kinfolk with Gnosis may also Peek into the Gauntlet (''WtA 233-234''). | ||
+ | |||
* Kinfolk gifts: | * Kinfolk gifts: | ||
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::<nowiki>*</nowiki> Gifts requiring Rage: Not available. | ::<nowiki>*</nowiki> Gifts requiring Rage: Not available. | ||
− | * Shifters and kinfolk with Pure Breed can automatically be identified by shifters of their race, including what tribe they're kin to. | + | |
+ | * Shifters and kinfolk with Pure Breed can automatically be identified by shifters of their race, including what tribe they're kin to. All Kinfolk will have Lore Garou 2 at chargen - we do not allow Lost Kinfolk. | ||
::<nowiki>*</nowiki> Shifters with Pure Breed cannot automatically be identified by kinfolk. Recognize Garou (''K:UH 52'') works as usual, but only within your race, and Pure Breed doesn't affect the roll. | ::<nowiki>*</nowiki> Shifters with Pure Breed cannot automatically be identified by kinfolk. Recognize Garou (''K:UH 52'') works as usual, but only within your race, and Pure Breed doesn't affect the roll. | ||
− | ::<nowiki>*</nowiki> Your Pure Breed kinfolk | + | ::<nowiki>*</nowiki> Your Pure Breed kinfolk cannot start play unaware of their kinfolk-ness. We do not allow lost kinfolk. They must have Lore Garou 2. |
::<nowiki>*</nowiki> To identify someone without Pure Breed and/or of a different race, see ''[[Explain_Entries#Scent_of_the_True_Form|+explain Scent of the True Form]]''. | ::<nowiki>*</nowiki> To identify someone without Pure Breed and/or of a different race, see ''[[Explain_Entries#Scent_of_the_True_Form|+explain Scent of the True Form]]''. | ||
+ | |||
* Corax do have kinfolk (''[[Rules_Entries#Fera|+rules fera]]''). | * Corax do have kinfolk (''[[Rules_Entries#Fera|+rules fera]]''). | ||
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==Mage Merits/Flaws== | ==Mage Merits/Flaws== | ||
{{collapse top|title=<font style="font-size: 10pt"><center>Details</center></font>|padding=20px|bg=lightblue}} | {{collapse top|title=<font style="font-size: 10pt"><center>Details</center></font>|padding=20px|bg=lightblue}} | ||
+ | * '''Dual Perception:''' Must have Spirit Sight to take this merit. Lets you temporarily turn off parts of Spirit Sight so you can concentrate better. See ''[[Rules_Entries#Spirit_Sight|+rules spirit sight]]'' for details. | ||
+ | |||
* '''Spark of Life:''' If you and someone else are both in perfect health, then physical contact just feels good. Really, unusually, addictively so, depending how long it's kept up. Gives -1 diff to M+ healing powers. | * '''Spark of Life:''' If you and someone else are both in perfect health, then physical contact just feels good. Really, unusually, addictively so, depending how long it's kept up. Gives -1 diff to M+ healing powers. | ||
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* Kindred agree between themselves on the Credit Rating value of a boon and the circumstances under which it is considered repaid. | * Kindred agree between themselves on the Credit Rating value of a boon and the circumstances under which it is considered repaid. | ||
− | * A negative Status Rating carries no explicit penalties, just the lack of social power. | + | * A negative Status or Credit Rating carries no explicit penalties, just the lack of social power. |
* In the case of dispute about whether or not a boon has been repaid, a Harpy can make a judgement about the repayment criteria and potentially dismiss a boon. | * In the case of dispute about whether or not a boon has been repaid, a Harpy can make a judgement about the repayment criteria and potentially dismiss a boon. | ||
* Some decisions will be made by individual vote. The weight of an individual's vote is their Status Rating. | * Some decisions will be made by individual vote. The weight of an individual's vote is their Status Rating. | ||
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* '''Clear Sighted''' merit (pre-Revised): | * '''Clear Sighted''' merit (pre-Revised): | ||
− | ::- 3 dot version only works if the target consents (''[[Policies# | + | ::- 3 dot version only works if the target consents (''[[Policies#Hand Waving|+policy hand waving]]''). |
::- 5 dot version can also be used if you have reason to be suspicious (''[[Rules_Entries#Sniping|+rules sniping]]''). This is an active effort, so you can spend Willpower for an auto-success. | ::- 5 dot version can also be used if you have reason to be suspicious (''[[Rules_Entries#Sniping|+rules sniping]]''). This is an active effort, so you can spend Willpower for an auto-success. | ||
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{{collapse top|title=<font style="font-size: 10pt"><center>Details</center></font>|padding=20px|bg=lightblue}} | {{collapse top|title=<font style="font-size: 10pt"><center>Details</center></font>|padding=20px|bg=lightblue}} | ||
'''Title background:''' | '''Title background:''' | ||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | '''See Also:''' ''[[Rules_Entries#Holdings|Holdings | + | * Chargen limit is Title 1. Must set a +note. Approved at staff discretion. Good idea to run your concept by staff prior to submitting for approval. |
+ | |||
+ | * This background is limited to Changelings only. Those such as Kinain, Bygones, Enchanted mortals or the like may not take this background moving forward, in compliance with our changeover to C20. (WW92041 Changeling: the Dreaming (20th Anniversary) pg.#460) | ||
+ | |||
+ | * Increasing is at staff discretion. | ||
+ | |||
+ | * Subject to ''+policy PC leadership''. | ||
+ | ::- PCs not actively leading (staff discretion) will be reduced to Title 1 (with XP refund) until that changes. | ||
+ | |||
+ | * Title 4 and 5 is reserved for NPCs. | ||
+ | |||
+ | '''See Also:''' ''[[Rules_Entries#Holdings|Holdings]]'' | ||
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− | * '''Additional house-rule options''' | + | * '''Additional house-rule options''' |
+ | **''Packs are limited to 10 points from this section'' | ||
::- 1 point for +1 dice or -1 difficulty to an ability | ::- 1 point for +1 dice or -1 difficulty to an ability | ||
::- 3 points for +1 dice or -1 difficulty to an attribute (may be reduced if the bonus only applies in a limited context) | ::- 3 points for +1 dice or -1 difficulty to an attribute (may be reduced if the bonus only applies in a limited context) | ||
::- 1 point for +1 dice or -1 difficulty to Willpower (3 points if it applies to powers with Willpower pools) | ::- 1 point for +1 dice or -1 difficulty to Willpower (3 points if it applies to powers with Willpower pools) | ||
::- 1 point for a miscellaneous improvement (e.g. faster running speed) | ::- 1 point for a miscellaneous improvement (e.g. faster running speed) | ||
− | ::- These only apply to one pack member at a time, unless points are also spent to allow multiple pack members to get bonuses in the same turn | + | ::- These only apply to one pack member at a time, unless points are also spent to allow multiple pack members to get bonuses in the same turn. |
+ | |||
+ | :* ''Gifts'' | ||
+ | ::Limited to rank 1-3 | ||
+ | ::Cost is 2x/level | ||
+ | ::Gift must be appropriate to the Totem spirit. Doesn't necessarily have to be FROM that spirit, but someone with the totem of Rat isn't going to get Spirit of the Bird. | ||
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==Vampire Disciplines== | ==Vampire Disciplines== | ||
{{collapse top|title=<font style="font-size: 10pt"><center>Details</center></font>|padding=20px|bg=lightblue}} | {{collapse top|title=<font style="font-size: 10pt"><center>Details</center></font>|padding=20px|bg=lightblue}} | ||
+ | '''* Character Generation:''' Only Common type disciplines may be purchased with Freebies during character generation. | ||
+ | |||
'''Disciplines''' | '''Disciplines''' | ||
* '''Animalism:''' Feral Whispers (''WW2300/146'') can communicate with (but not command) PCs shapeshifted into animal form. | * '''Animalism:''' Feral Whispers (''WW2300/146'') can communicate with (but not command) PCs shapeshifted into animal form. | ||
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'''See also:''' ''[[Rules_Entries#Wyrm_Taint_References|+rules wyrm taint references]]'' | '''See also:''' ''[[Rules_Entries#Wyrm_Taint_References|+rules wyrm taint references]]'' | ||
+ | {{collapse bottom}} | ||
+ | |||
+ | ==Wyrm Taint References== | ||
+ | {{collapse top|title=<font style="font-size: 10pt"><center>Details</center></font>|padding=20px|bg=lightblue}} | ||
+ | '''Werewolf Storytellers Handbook page 85, "The Customary 'Of the Wyrm' Warning":''' | ||
+ | |||
+ | ::Players who rely too heavily on the Sense Wyrm Gift to discern between "evil and needs to be killed" and "not evil and should be protected" are SOL in the city. Wyrm-taint is a pervasive spiritual force, and it clings to victims as well as abusers, the violated as well as the violator. Although certainly not everyone in a city is going to smell of the Wyrm, using Sense Wyrm in any crowded area will probably register multiple instances of taint. In a nightclub, that taint might belong to a few frat boy date rapists, the bouncer who augments his bulk with Magadon "nutritional supplements", the young lady who unintentionally sipped a little vampire blood during her "hot date" last night, the drunk who's attracted the attention of a tiny Bane of despair, the habitual drug user on the dance floor, the "special" bottle of King spirits behind the bar, and yes-- any fomori that might be present. How does the Garou discern which instances of taint are a direct threat, which need slightly less immediate attention, and which are probably beneath his notice? | ||
+ | |||
+ | ::He uses his head, like any werewolf who wants to survive in the city does. | ||
+ | |||
+ | ::... Garou need to pay attention to their surroundings, the better to recognize and prioritize the threats facing them. ... the city is the ideal environment for the spread of Wyrm-taint, and ... they can't rely on Sense Wyrm alone for that very reason. The Garou didn't survive two Wars of Rage and millennia of battle against the Wyrm because they attacked everything that smelled funny-- they survived because they're wolves, and wolves know how to /hunt/. | ||
+ | |||
+ | |||
+ | '''Book of the Wyrm (2nd ed) page 12, "On 'Sense Wyrm'":''' | ||
+ | |||
+ | ::... Sense Wyrm is a /sense/ ... If the players are in a nightclub, don't tell them that the guy in the Sesame Street T-shirt over there smells of the Wyrm. Tell them "There's a faint, stale smell of rot pervading the dance floor. It's a warm, familiarly sickly-sweet smell - but wait, there's a distant whiff of something stronger, something putrid - no, wait, it's gone." Now they have to work the room, getting closer to something that they don't recognize yet, and they /know/ they'll have to come within arm's reach of it to pick it out. | ||
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Revision as of 14:53, 19 September 2024
These Rules are also viewable in House Rules, but this page is a collection of everything in one single place.
Rules Changes and Clarifications
The following topics are areas where we've needed to depart from the books or clarify our stands on them. The most updated version of each will be available on game by using "+rules" for a listing, or "+rules <insert name of topic>".
General
Mortal+
Mummy
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Alphabetical List with Text
Ability Aptitude
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Abyss Mysticism
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Ahku
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Alternate Arcanoi
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Alternate Identity
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Animal Ghoul Retainers
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Apocalyptic Form
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Appearing Human
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Arcane
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Arcane Clarifications
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Arcane Concepts
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Arcane Game Mechanics
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Arcane Races
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Arcanoi
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Arete
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Autonomy
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Avatar Storm
Same as +rules maelstrom
Awareness
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Awareness Demons
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Awareness Difficulties
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Awareness Results
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Awareness Timing
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Awareness Triggers
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Awareness vs Kenning
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Banality
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Banality by Race
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Birthrights
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Blood Bond
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Blood Bond Immunity By Race
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Blood Bond Levels
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Blood Bond Removal
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Blood Magic
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Buying Disciplines
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Bygone Misc
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Changeling Damage
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Changeling Misc
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Chantry
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Chargen
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Chimerical Items
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Combat
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Combination Disciplines
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Dailies
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Degeneration
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Demon Lores
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Demon Misc
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Difficulty
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Domitors
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Drive
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Dross
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Dur-an-ki
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Faith
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Fera
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Fera Breeds
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Frenzy
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Generation
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Ghoul Retainers
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Ghouls
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Grimoire
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Holdings
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Home Base
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Horizon Realms
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Hunter Misc
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Hunters versus Others
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Implicit Game Mechanics
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In Public
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Increasing Lores
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Infernalist
AKA Nephandi
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Influence
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Instruction
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Jack of All Trades
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Kinain
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Kinfolk
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Koldunic Sorcery
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Kryptonite
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Kuei-jin
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Kuei-jin Retainers
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Linguistics
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Lores
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Lost Creeds
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Maelstrom
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Maelstrom2
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Mage Backgrounds
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Mage Merits/Flaws
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Mage Misc
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Mage Rituals
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Magical Items
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Magical Items Carrying and Use
Expand How many can you use?
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Magical Items Creation
Expand What can you create?
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Magical Items Genre
Expand When can you cross genres?
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Magical Items Limiting Stats
Expand Occult, mostly.
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Magical Items Rate of Creation
Expand How many can you create?
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Magical Items Types
Expand Permanent, single-use, shelf-life.
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Medium
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Mind Control
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Minimum Time
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Missing Stats
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Multiclass
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Mummy Misc
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Necromancy
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Nightmare Dice
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No Free Lunch
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Nodes
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NPC Willpower
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Numina
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Nunnehi
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Paradox
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Pattern Bleeding
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Phobia
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Possessed
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Prestation
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Realms
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Renown
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Revelation
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Revenants
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Road Auras
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Rotschreck
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Sabbat Thaumaturgy
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Sadhana
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Shadowlands
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Shifter Frenzy Rolls
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Shifter Frenzy Triggers
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Shifter Frenzy Types
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Shifter Gifts
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Shifter Misc
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Shifter Offspring
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Shifter Rank
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Shifter Rites
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Shifter Thralls
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Sniping
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Sorcerer Aspects
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Sorcerer Merits and Flaws
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Sorcerer Rituals
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Sorcerer/Psychic
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Specialties
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Spirit Sight
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Spirit Slaves
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Stacking
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Stat Caps
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Status Stats
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Targeting Wraiths
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Technocratic Equipment
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Technology
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Thaumaturgy
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The Curse
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The Delirium
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The Fog
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The Mists
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Thralls
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Time
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Title
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Totem
AKA Jamak, Nushi, Orisha Bond
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Totem Caps
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Totem Fera
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Totem Individual
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Totem Kinfolk
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Totem Powers
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Trod
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True Faith
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Vampire Disciplines
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Vampire Frenzy
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Vampire Merits and Flaws
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Wanga
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Weapons
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Willpower
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Wraith Misc
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Wyrm Taint
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Wyrm Taint References
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XP Costs
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Yava
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