Difference between revisions of "House Rules/Shifter"

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=The Curse=
 +
There seems to be some misunderstanding of who/what is exactly immune to various forms of supernatural innate powers. The following is a list of what's what for the races that have such:
 +
 +
The Curse - Other animals, especially humans, can sense the predator in a werewolf, and they shy from him. Whenever a Garou's Rage exceeds a human's willpower, the human will avoid contact with the Garou as much as possible. Since the average human's willpower is usually 2 to 4, the Curse is no laughing matter. Wolves are also subject to this dread, and most natural wolves will avoid Garou whenever possible. Garou call this phenomenon the Curse, for it makes normal relationships with humans or wolves all but impossible. (pg. 191-192 WtA Revised)
 +
 +
* Staff ruling for what is considered 'human' and 'animals' are plain, simple, vanilla, everyday mortals/animals with no supernatural powers at all.
 +
 +
=The Delirium=
 +
There seems to be some misunderstanding of who/what is exactly immune to various forms of supernatural innate powers. The following is a list of what's what for the races that have such:
 +
 +
The Delirium - Werewolves (and many other shifters) preyed on humans for over 3,000 years, and while most humans have no idea that werewolves truly exist, a part of them remembers. The horrible wolf-man the Crinos form (Or battle form for other shifters), incites a kind of madness in humans that Garou call the Delirium.
 +
 +
* Staff ruling for what is considered 'human' and 'animals' are plain, simple, vanilla, everyday mortals/animals with no supernatural powers at all. The following are immune to the Delirium:
 +
** Wraiths/Risen
 +
** All Shifters (Obviously)
 +
** All Mages
 +
** All Vampires
 +
** All Changelings
 +
** All Demons
 +
** All Ghouls
 +
** Sorcerers with at least lvl 3 in any numina.
 +
** Psychics with at least lvl 3 in any numina.
 +
** Possessed with the power: Immunity to the Delirium
 +
** Gorgons
 +
** Drones
 +
** All Kinfolk
 +
** All Kinain
 +
=Fera=
 +
For Fera, we prefer "Players Guide To The Changing Breeds" (WW3807). The individual breed books are used for things WW3807 does not specify.
 +
 +
=Kinfolk=
 +
* Characters that wish to be kinfolk in addition to something else must take the Kinfolk merit (4 points, 5 for vampire + non-BSD kinfolk)
 +
* 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. Sidestep at your own peril.
 +
* Kinfolk may purchase Gnosis merit, but only Kinfolk-specific Gifts.
 +
** The Gnosis merit is required for Kinfolk-specific Gifts.
 +
* Kinfolk with Pure Breed can automatically be identified by shifters of their race.
 +
** Shifters of other races must use Scent of the True Form and get 2+ successes.
 +
** Your character can start play unaware of their kinfolk-ness, this simply means that (up to that point) no shifter of their race has met them and told them about it.
 +
 +
=Rank=
 +
For a shifter to advance in rank, we impose a minimum amount of time in the current rank in addition to the renown requirement:
 +
 +
{| class="wikitable"
 +
|-
 +
! Rank !! Minimum time
 +
|-
 +
| 0 (cub) to 1 || None
 +
|-
 +
| 1 to 2 || 1 month
 +
|-
 +
| 2 to 3 || 3 months
 +
|-
 +
| 3 to 4 || 6 months
 +
|-
 +
| 4 to 5 || 8 months
 +
|}
 +
 +
By this chart, the fastest any shifter can advance from Rank 1 to Rank 5 is 18 months.
 +
 +
=Renown=
 +
In the books, spirits witness your deeds when no one else is around, Galliards sing your praises, and you gain Renown as a direct result of your bravery, and general awesomeness. In tabletop, the Storyteller manages this. On a MU it's generally left to one's peers and those peers don't always give credit where credit is due.
 +
 +
Renown requests can be submitted with +renownreq.
 +
 +
See Also: +help +renownreq
 +
 +
=Totem / Jamak / Nushi=
 +
* Totem is limited to 5 dots during chargen, 10 dots afterward
 +
**If you want to start with a 6+ Totem, you need at least one packmate
 +
* Buying Totem / Jamak / Nushi with XP costs 2 per dot, regardless of level (WW3801/123)
 +
* Totem powers come from:
 +
** A specific totem named in a book (e.g. WtA Revised pages 294-298)
 +
*** or from [http://garoumush.wikia.com/wiki/Totems GarouMUSH] with staff approval
 +
*** no other custom totems
 +
** Construction kit (WtA Revised page 123)
 +
* Totem, Numen, and Familiar Spirit may all be bought by individual PCs
 +
* Fera may contribute to a pack totem (WW3807/163)
 +
 +
=Wyrm Taint=
 +
* Sense Wyrm is over an area and doesn't pinpoint individuals
 +
** Everything in the city smells of the Wyrm, including parks
 +
* Demons with Torment < 6 do not smell of the Wyrm
 +
* Vampires with a path rating at 7 or higher don't smell of the Wyrm
 +
** Path of Night at any level smells of the Wyrm
 +
** Path of Evil Revelations at any level smells of the Wyrm
  
 
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Revision as of 12:29, 8 November 2013

Garou.png
Fera.png


House Rules - Shifter

"If you live among wolves you have to act like a wolf."

-Nikita Khrushchev


The Curse

There seems to be some misunderstanding of who/what is exactly immune to various forms of supernatural innate powers. The following is a list of what's what for the races that have such:

The Curse - Other animals, especially humans, can sense the predator in a werewolf, and they shy from him. Whenever a Garou's Rage exceeds a human's willpower, the human will avoid contact with the Garou as much as possible. Since the average human's willpower is usually 2 to 4, the Curse is no laughing matter. Wolves are also subject to this dread, and most natural wolves will avoid Garou whenever possible. Garou call this phenomenon the Curse, for it makes normal relationships with humans or wolves all but impossible. (pg. 191-192 WtA Revised)

  • Staff ruling for what is considered 'human' and 'animals' are plain, simple, vanilla, everyday mortals/animals with no supernatural powers at all.

The Delirium

There seems to be some misunderstanding of who/what is exactly immune to various forms of supernatural innate powers. The following is a list of what's what for the races that have such:

The Delirium - Werewolves (and many other shifters) preyed on humans for over 3,000 years, and while most humans have no idea that werewolves truly exist, a part of them remembers. The horrible wolf-man the Crinos form (Or battle form for other shifters), incites a kind of madness in humans that Garou call the Delirium.

  • Staff ruling for what is considered 'human' and 'animals' are plain, simple, vanilla, everyday mortals/animals with no supernatural powers at all. The following are immune to the Delirium:
    • Wraiths/Risen
    • All Shifters (Obviously)
    • All Mages
    • All Vampires
    • All Changelings
    • All Demons
    • All Ghouls
    • Sorcerers with at least lvl 3 in any numina.
    • Psychics with at least lvl 3 in any numina.
    • Possessed with the power: Immunity to the Delirium
    • Gorgons
    • Drones
    • All Kinfolk
    • All Kinain

Fera

For Fera, we prefer "Players Guide To The Changing Breeds" (WW3807). The individual breed books are used for things WW3807 does not specify.

Kinfolk

  • Characters that wish to be kinfolk in addition to something else must take the Kinfolk merit (4 points, 5 for vampire + non-BSD kinfolk)
  • 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. Sidestep at your own peril.
  • Kinfolk may purchase Gnosis merit, but only Kinfolk-specific Gifts.
    • The Gnosis merit is required for Kinfolk-specific Gifts.
  • Kinfolk with Pure Breed can automatically be identified by shifters of their race.
    • Shifters of other races must use Scent of the True Form and get 2+ successes.
    • Your character can start play unaware of their kinfolk-ness, this simply means that (up to that point) no shifter of their race has met them and told them about it.

Rank

For a shifter to advance in rank, we impose a minimum amount of time in the current rank in addition to the renown requirement:

Rank Minimum time
0 (cub) to 1 None
1 to 2 1 month
2 to 3 3 months
3 to 4 6 months
4 to 5 8 months

By this chart, the fastest any shifter can advance from Rank 1 to Rank 5 is 18 months.

Renown

In the books, spirits witness your deeds when no one else is around, Galliards sing your praises, and you gain Renown as a direct result of your bravery, and general awesomeness. In tabletop, the Storyteller manages this. On a MU it's generally left to one's peers and those peers don't always give credit where credit is due.

Renown requests can be submitted with +renownreq.

See Also: +help +renownreq

Totem / Jamak / Nushi

  • Totem is limited to 5 dots during chargen, 10 dots afterward
    • If you want to start with a 6+ Totem, you need at least one packmate
  • Buying Totem / Jamak / Nushi with XP costs 2 per dot, regardless of level (WW3801/123)
  • Totem powers come from:
    • A specific totem named in a book (e.g. WtA Revised pages 294-298)
      • or from GarouMUSH with staff approval
      • no other custom totems
    • Construction kit (WtA Revised page 123)
  • Totem, Numen, and Familiar Spirit may all be bought by individual PCs
  • Fera may contribute to a pack totem (WW3807/163)

Wyrm Taint

  • Sense Wyrm is over an area and doesn't pinpoint individuals
    • Everything in the city smells of the Wyrm, including parks
  • Demons with Torment < 6 do not smell of the Wyrm
  • Vampires with a path rating at 7 or higher don't smell of the Wyrm
    • Path of Night at any level smells of the Wyrm
    • Path of Evil Revelations at any level smells of the Wyrm