Difference between revisions of "House Rules/Shifter"
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* Staff ruling for what is considered 'human' and 'animals' are plain, simple, vanilla, everyday mortals/animals with no supernatural powers at all. | * Staff ruling for what is considered 'human' and 'animals' are plain, simple, vanilla, everyday mortals/animals with no supernatural powers at all. | ||
+ | |||
+ | * Most PCs are not plain vanilla mortals. Most NPCs '''are''', and they greatly outnumber PCs. (+rules in public) | ||
+ | |||
+ | * Reaction is based on '''their''' Willpower compared to '''your''' permanent Rage. For NPCs, see '+rules npc willpower'. | ||
+ | |||
+ | * Even if their Willpower is greater than or equal to your Rage, that doesn't mean they feel nothing. Rather, they're able to control that primal feeling and ignore its influence. You still make them instinctively think of a serial axe murderer, but they just chalk it up to a bad fashion choice on your part, or you reminding them of someone they don't like. | ||
+ | |||
+ | * This should be roleplayed as a serious pain in the ass. Going to college is '''hard'''. Holding down a 9-to-5 job is '''hard'''. You scare people. When you say something like "Don't use my stapler" or "Where's the TPS cover sheet?", they see it as a threat. They may not confront you directly, but they'll complain to the boss, or do little things to hinder you or try to drive you away. | ||
+ | ** Exception: When you have kinfolk acting as a buffer between you and normal people. | ||
+ | ** Exception: When everything is handled online or over the phone. | ||
=The Delirium= | =The Delirium= | ||
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=Fera= | =Fera= | ||
For Fera, we prefer "Players Guide To The Changing Breeds" (WW3807). The individual breed books are used for things WW3807 does not specify. | For Fera, we prefer "Players Guide To The Changing Breeds" (WW3807). The individual breed books are used for things WW3807 does not specify. | ||
+ | |||
+ | =Frenzy (shifter)= | ||
+ | Here are some things that may trigger a Frenzy roll, at ST discretion. In the absence of a ST, this depends on player consensus. (WtA 191) | ||
+ | * Embarrassment or humiliation (such as botching an important roll) | ||
+ | * Any strong emotion (such as lust, rage, envy) | ||
+ | * Extreme hunger | ||
+ | * Confinement, helplessness | ||
+ | * Being taunted by an enemy | ||
+ | * Large quantities of silver in the area | ||
+ | * Being wounded or seeing a packmate wounded | ||
+ | |||
+ | This can happen multiple times per scene. If you really want to bed this one person, but you smack your shin on something hard and they make fun of you in front of a crowd, that's three rolls. | ||
+ | |||
+ | Highly emotional and personal circumstances require rolling more dice. (WtA 190) | ||
+ | * Black Fury encounters a rapist | ||
+ | * Silent Strider with claustrophobia is threatened with imprisonment | ||
+ | |||
+ | Other game mechanics stuff: | ||
+ | * Difficulty depends on moon phase, see '+moon'. | ||
+ | ** Rank 3: +1 diff. Rank 4: +2 diff. Rank 5: +2 diff, only 5+ successes results in a Frenzy. (WtA 125) | ||
+ | ** Calm Heart merit: +2 diff. (WPG 2nd 12) | ||
+ | * 1 to 3 successes results in an angry reaction (e.g. snarl, lunge, glare). | ||
+ | * 4+ successes results in a Frenzy. You can spend a Willpower to end it immediately. Otherwise, it lasts until the trigger goes away '''and''' you succeed at a Willpower roll (difficulty = your Rage). | ||
+ | * 6+ successes results in a Thrall of the Wyrm Frenzy. You cannot spend a Willpower to end it immediately. | ||
+ | * Any Rage roll may trigger Frenzy, including activating a gift. (WtA 190) | ||
+ | * You roll your permanent Rage, not temporary. '+roll Rage' accounts for this. | ||
=Kinfolk= | =Kinfolk= | ||
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** Shifters of other races must use Scent of the True Form and get 2+ successes. | ** 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. | ** 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. | ||
+ | |||
+ | =Miscellaneous= | ||
+ | * Camp gifts cannot be learned by a shifter not belonging to that camp. (Ditto for house, lodge, etc.) This includes swiping. | ||
+ | * Tribe rites cannot be learned by a shifter not belonging to that tribe. | ||
+ | * Gifts from another tribe's tribebook may be limited at staff discretion. | ||
+ | |||
+ | Your Rage is screaming at the world that you're a dangerous alpha predator animal. You will '''not''' be mistaken for a dog, cat, or other domestic animal of any sort. | ||
+ | * Exception: When a relevant supernatural power is used. | ||
+ | * Exception: When it's dark and you're at a distance. | ||
+ | * Exception: When the person looking at you is dumb (Intelligence 1 or less). They'll still mistake you for a '''scary''' dog, cat, etc. | ||
+ | * Not an exception: Youthful Appearance. This is a flaw, not a merit. You will '''not''' be mistaken for a puppy, kitten, etc. | ||
=Rank= | =Rank= |
Revision as of 19:33, 14 September 2015
"If you live among wolves you have to act like a wolf."
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The CurseThere 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)
The DeliriumThere 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.
FeraFor Fera, we prefer "Players Guide To The Changing Breeds" (WW3807). The individual breed books are used for things WW3807 does not specify. Frenzy (shifter)Here are some things that may trigger a Frenzy roll, at ST discretion. In the absence of a ST, this depends on player consensus. (WtA 191)
This can happen multiple times per scene. If you really want to bed this one person, but you smack your shin on something hard and they make fun of you in front of a crowd, that's three rolls. Highly emotional and personal circumstances require rolling more dice. (WtA 190)
Other game mechanics stuff:
Kinfolk
Miscellaneous
Your Rage is screaming at the world that you're a dangerous alpha predator animal. You will not be mistaken for a dog, cat, or other domestic animal of any sort.
RankFor a shifter to advance in rank, we impose a minimum amount of time in the current rank in addition to the renown requirement:
By this chart, the fastest any shifter can advance from Rank 1 to Rank 5 is 18 months. Falling in rank due to renown loss:
RenownIn 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
Wyrm Taint
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