Houserules: Fundamentals & Clarifications

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Houserules: Fundamentals & Clarifications

Post by Paladin (ST1) on Wed Oct 21, 2015 12:59 am

Note: Rules are still being finalised. STs reserve the right to alter the following.

Base Rules Set
We are using the (new) World of Darkness rules set, NOT the Mind’s Eye Theatre rules set, however MET damage limits (MET p 211) apply. The optional rule ‘Weapons are deadly’ is not in use.

Draw System
We are using the 40 Card Draw System, with no reshuffle before drawing explosions.

Experience Points Awards
Characters who attend a game will be awarded 8XP, characters who put monthly actions on the forum by the due date will be awarded 2XP.

Werewolves and Humans
As the werewolf gains more Primal Urge, they become more akin to Spirits than their human cousins, and so gain a penalty to social interactions with humans, as per the table on WtF pg76. Note that this also applies to Influence draws.

Shape Changing and Grappling
When you change size in a grapple, you do not auto break a grapple as other games, instead you gain a bonus equal to the number of size categories changed to escape from a grapple

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Re: Houserules: Fundamentals & Clarifications

Post by Blackguard (ST2) on Mon Dec 14, 2015 10:32 pm

Retainer
The draw pool of a retainers speciality area is (Dots in retainer)*2, in other skills they have their dots. Additionally, retainers have a number of speciality areas (equivalent to character skills) equal to their dots.
For example, a three dot retainer could have specialities in Investigation, Computer, and Academics, and would have draw pool of 6 in each of those skills, in all other skill draws they would have a draw pool of 3.
You may use your retainers draw pool for one action a month instead of yours, however the multiple action penalty will still apply.  You may not use this for influence actions
Drawback:
Retainers are not wolf blooded by nature, therefore you cannot reveal you werewolf nature to them without breaking Oath of the Moon, and they will suffer the effects of Lunacy as would a normal human.

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Totem Merit

Post by Paladin (ST1) on Mon Mar 14, 2016 8:31 pm

Totem
Totem is restricted to one dot per month per pack member, however it is not a standard merit and you are able to purchase merits as normal the same month you purchase totem.

Totem Bans
A Totem spirit will require something from each member of the pack. This may be a way to behave, a specific task performed, or some deal or bargain struck. This is an obligation that each member of the pack must meet consistently, for to fail to do so is poor form at best, and risks angering and alienating the Totem spirit ally at worst.


Last edited by Paladin (ST1) on Wed Nov 16, 2016 1:25 am; edited 4 times in total

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Re: Houserules: Fundamentals & Clarifications

Post by Paladin (ST1) on Mon Mar 14, 2016 10:13 pm

Gaining Essence
A werewolf can gain Essence by the following means. Note that these means might be available during play, but for downtime actions they are less relevant.

1. When a werewolf sees her Auspice moon in the sky the first time in a night, she regains one point of Essence.
2. A werewolf can draw Essence from a locus. A locus generates Essence with a resonance that matches the locus.
3. Rites exist that can be performed to regain Essence.
4. A werewolf who eats the flesh of wolf or human regains one point of Essence for every point of damage inflicted with the intent of devouring the live target's meat. This is a grave sin against the Oath of the Moon and it will lose Harmony.

Game Essence
The Essence on which your character starts each game is equal to their Harmony.

Additional Essence can be gained by controlling a locus (or loci) and using actions:
The number of actions spent at a locus in your territory by pack members gives that bonus in Essence for all pack members, to a maximum of the locus value.

Scene Essence
The Essence on which your character starts a scene will be equal to the amount that they start a game on, provided that you have put in an action to prepare for that scene. If you have not put in an action for a scene, then your character may attend that scene, but as your character is unprepared they will only be on half base Essence, i.e. a number equal to half their Harmony rounded up.


Last edited by Paladin (ST1) on Sun Mar 20, 2016 5:24 pm; edited 3 times in total

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Approved Merits

Post by Paladin (ST1) on Sat Jul 30, 2016 4:31 pm

Metabolic Control (••)
Prerequisite: Stamina •••

Effect: Your character has more control over his body than most werewolves. This allows him to stop his body from regenerating, and in addition allows the werewolf to slow down other aspects of his physique. When normal people are out of breath, werewolves normally aren’t. When normal people are shocked by injury, werewolves normally aren’t. This Merit allows your character to appear no better than a normal human, slipping under the radar of anything that would hunt him.

Camouflaging himself in this way takes a Stamina + Survival roll, with a success indicating that your character has suppressed his metabolism for one scene, or one day for an exceptional success.

Drawback: Suppressing his metabolism does not take conscious effort to keep active, but instead it takes the conscious effort to force the body to slow down. Thereafter it takes the requisite time for the body to catch up again, such that regeneration is suspended for the duration of successes achieved. Any werewolf going into a dangerous situation would need to consider whether or not suppressing the body's natural regeneration is going to be wise.
As such, preventing regeneration in a particularly stressful situation may also require spending a Willpower point, at the Storyteller’s discretion.

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Re: Houserules: Fundamentals & Clarifications

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