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Published Rules Deviations

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Published Rules Deviations Empty Published Rules Deviations

Post by Ac1ds0ld13r Mon Mar 23, 2009 11:03 pm

This thread contains any deviations from the published material we are taking with regard to story, and rules. This thread focuses specifically on mechanics with regard to the rules. Hydro and I have made some pretty heavy changes to the WW canon in previous settings and will continue to pull meta-plot information from those settings to maintain consistency. Those of you who have played in previous games we have ran will be familiar with most of these rules. However, please read them anyway as we are jointly running this game in an experimental way; which will likely result in several new rules to prevent the game from self-destructing.


I. Botches: I don't care how many successes you got if there are more ones (1's) than successes then you botched. Doesn't happen very often, but it makes the threat of a botch a little more meaningful.

II. Fortitude: Fortitude auto soaks any damage that is not aggravated for it's ratings worth. You still have to have and roll Fort to soak aggravated damage.

III. Guns Cause Lethal Damage: I like this rule because I hate when characters load up on swords and end up looking like bad impressions of the Highlander. If you have to pick either the Glock or the Katana, go with the Glock. Also, overages apply as extra damage to firearms damage. Further, Guns work just fine in Celerity.

IV. Military Grade Weapons, Dragons Breath, Explosives: Don't ask for them, don't try to start with them, and don't try to make them. I've shot enough machine guns and blown enough stuff up to know that a bunch of angry vampires do not need a 240Bravo (For those of you not in the know that is the successor to the M60) or 88mm Mortar systems.

V a. Experience: YOU are responsible for updating your sheet, keeping track of your EXP, and getting expenditures approved before making any changes to your sheets. You can now receive 1 extra experience point per comment you leave on the photos of the NPCs / PC. You can get 78 for responding to the NPCs, or 100 for responding to them all.
V b. Experience is awarded at the default amount of 2 at a thread's end. ALL "On the spot experience will be awarded when a thread concludes. You can get no more than THREE (3) Experience points per thread.
V c.Expenditures can happen anytime, they take effect at the end of your PC's current IC thread. EXP expenditures must be approved by the Storytellers prior to them being noted on the sheet.

VI. Merits & Flaws: Play them or lose them. Simple enough. I keep track of them and try to avoid taking some of the dumber flaws. If you don't know if I'll allow it I probably won't, but ask anyway. A few merits and flaws are banned for different reasons and there's a list under the Character Creation post further down on this thread. No more than 7 points in merits and flaws combined.

VIIa. Dice rolls: Don't make a roll unless a Storyteller calls for it. Sometimes we give out freebies, and if you make a roll before we call for it and do crappy on it, we'll use that roll for your success. Trust me, my case in point: A player wanted some information and rolled without asking me. I was going to give him good information without rolling. However since he rolled (and got 1 success) he got 1 success worth of information, which was substantially less than he would've gotten without it. Just give us a chance to think about it.
VIIb. If your PC ends up in a position where you're not comfortable RPing the problem out, you may call for a roll. If you do so, please wait for an ST to tell you what to do before posting.

VIII. The Rule of Sixes: Roll any amount of dice and get 3 sixes (whether you failed the roll or botched or succeeded, you get +1EXP. The stipulation is this: You can only get this once per roll, and ONLY when you have exactly 3 sixes. EX: You roll 8 dice and get: 4,7,6,6,6,6,6,6. You get no EXP because you have more than 3. OR You roll 8 dice and get: 5,1,1,6,6,6,6,10, you get no EXP because you have more than 3 sixes. Got it? If not ask.

IX. Way of the Levinbolt: Way of the Levinbolt's DMG is considered aggravated and can only be handled according to the published rules for aggravated DMG.

X. Looking Human: If you have a Humanity of less than 6 you MUST spend a BP to Look human i.e. mortal. This is not automatic, and I do not assume you do it. You must tell me you do it. If you are on a Path other than Humanity you CANNOT spend Blood to look Mortal, at all.

XI. Posting Requirements: TWO IN CHARACTER posts a week. Now we are not game nazis, and understand stuff comes up IRL to prevent this. If something has come up, and you cannot meet these requirements, send us a PM and we'll work something out. Consistently failing to meet posting requirements will result in bad things.

XII. PC Identity: We'll be giving everyone an OOC alias. When you post in any thread Out Of Character please use that alias. This is done to help us keep track of Posting Frequency and other things.

XIII. Specialties: Disciplines and Virtues may also have Specialties. Potence 4, for example, an have a Specialty...say, leap. Anytime you jump with Potence, you get to reroll 10s.

XIV. Dodge: You cannot Dodge at all without this ability and you cannot Dodge more attacks in one turn than your rating in Dodge.

XV. Vicissitude: I use the following rules for Vicissitude should it come up, and this is only here because my rules for it are drastically different from those used by Hydro in his Braddock game. This comes straight out of the revised core book: When a Tzimisce uses Vicissitude to alter mortals, ghouls, and vampires of higher generation, the effects of the power are permanent; vampires of equal or lower generation may heal these effects as though they were aggravated wounds. Further: From Vicissitude's Bonecraft power and higher, damage inflicted by Vicissitudal weapons is Aggravated just like Wolf Claws, a level two Protean power.

XVI. Colors: All PC speech needs to be in color. Thoughts do not have to be colored. Your PC's speech color is the color the coterie's name is written in The Setting Thread. i.e. Team Nos uses red, Desert Spiders brown, etc... PCs not in a coterie can use whatever color they want not in use by a coterie, but once you pick one stick with it.

XVII. Nine Again: In some situations you may be allowed to reroll 9s as though they were 10s.

XVIII. Auto Success: If your dice pool for a non combat action exceeds the difficulty, you may forgo the roll in exchange for 1 success. The Storyteller may overrule this on occasion.

XIX. Standard Difficulty: Unless otherwise specified by the storyteller, the difficulty for all dice rolls is 6.

XX. Secondary Abilities: Secondary Abilities such as Camarilla Lore, (Your) Clan Lore, Style, and Game Playing are all used in game. Secondary Skills are bought with freebies on a 1 for 1 basis or with your initial dots on a 1 for 2 basis. Remember your creation rules though.

XXI. Coterie Bonus: Your Coterie Bonus applies after all freebie points are spent, and cannot be used to override any other creation rules like minimum requires or restrictions. Additional Merits or Flaws gained in this fashion do not count against your 7 point total. Because the bonus is gained from affiliation with the coterie, leaving the coterie means you lose the bonus. However, due to guilt by association (When does a Justicar ever need anything more?) coterie penalties do not go away just because you leave the coterie.
Ac1ds0ld13r
Ac1ds0ld13r
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