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setting:combat_system_house_rules [2020/Oct/17 17:26]
127.0.0.1 external edit
setting:combat_system_house_rules [2021/Apr/05 00:15] (current)
j [Purity of Silver]
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 **Aggravated damage:**\\ **Aggravated damage:**\\
-Certain types of attacks are deadly to anyone. Fire, sunlight, and the teeth and claws of vampires, werewolves, and other supernatural beings are considered aggravated damage. Vampires cannot soak aggravated damage naturally without the discipline Fortitude, Some werewolves naturally can (depending on form and breed), same goes for Abominations and other races depending on their setup and forms.+Certain types of attacks are deadly to anyone. Fire, sunlight, and the teeth and claws of vampires, werewolves, and other supernatural beings are considered aggravated damage. Vampires cannot soak aggravated damage naturally without the discipline Fortitude, Some werewolves naturally can (depending on form and breed), same goes for Abominations and other races depending on their setup and forms. **All splats can suffer Aggravated Damage; yes, __even Hunters and mundane mortals__.** The only real exception (if that's even the right term) here is Wraiths, since all types of damage are treated the same way for them due to how Corpus works.
  
 ==== Soaking Damage: ==== ==== Soaking Damage: ====
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 - If the target camouflaged themselves or otherwise concealed their position by other means, the Perception difficulty increases, or the difficulty of their own Stealth decreases. As decreed by the power in use. - If the target camouflaged themselves or otherwise concealed their position by other means, the Perception difficulty increases, or the difficulty of their own Stealth decreases. As decreed by the power in use.
 +
 +
 +----
 +
 +===== Player versus Player Interactions =====
 +
 +__**Important Note**__: PVP is not and never will be the primary focus of this game. There is no 'PVP splat' (no, not even Hunter), and with the way the game has naturally developed plotwise over its years-long existence, any serious attempt at starting PVP between splats **without a very good reason** will be met with swift retribution often by your own splat's leaders. However, just because it isn't the focus of this game doesn't mean that it cannot happen; PVP is not banned here, and there are very rare and very far-between instances in which it can happen, such as a PC turning traitor. As such, we need to have mechanics for it.
 +
 +
 +----
 +
 +==== Types of PVP Rolls ====
 +
 +
 +We generally separate dice-rolling against other players into two categories: **Non-Hostile**, and **Hostile**. What is the difference?
 +
 +**Non-Hostile Dice-Rolling**: We define this as any dice-rolling that, by themselves, //cannot cause harm to the character//. Using a non-hostile roll on a player character is fair game in nearly all situations. Examples include, but are not limited to:
 +  * Awareness checks, when triggered by a supernatural event or use of powers (this is activated reflexively, anyway; such calls are made by STs, and sometimes by the user of the power themselves).
 +  * Social rolls, such as lying (the liar's Manipulation + Subterfuge in a contested roll against the recipient's Perception + Empathy). Seduction against a player character must be played out, //not// rolled. Otherwise that's just asking for trouble, and we're not going there.
 +  * Reading auras. Note that whether or not this is considered 'hostile' can be situational.
 +  * Scrying. Same as above; spying on somebody without their permission, if you get caught, can result in consequences for your character.
 +
 +Non-hostile dice-rolls against another character are allowed in nearly all situations, though there are exceptions (see Aura Reading or Scrying above). An ST's presence will only ever be necessary if it //becomes// hostile. This means that they are perfectly fair-game in social scenes, in which an ST's presence is not required and usually absent.
 +
 +**Hostile Dice-Rolling**: These are the rolls whose primary purpose is to intentionally cause harm to another character, either directly or indirectly. This includes mind-control effects //intended to coerce a character into doing something they otherwise would not want to do//, as it robs a player of agency over their character, and thus requires an ST to adjudicate. This also includes things such as non-consensual feeding by vampires. Both of these are considered PVP by default. **PVP in what are supposed to be social scenes is highly discouraged and will almost certainly result in consequences for your character**. We handle PVP thusly:
 +  * It __**must**__ be made clear to all parties involved if a scene whose intended purpose is PVP carries a risk of permanent harm or death to one or more characters involved. Tricking players into entering scenes in order to kill their character is bad form. If such an attempt at tricking a player is made, the scene will be retconned. 
 +  * We **__will not__** allow players to abuse the rule above in order to provide a 'get-out-of-jail-free' card for a player to avoid in-character consequences for their character's actions. If your character has been violating the Balance, breaking the Masquerade and the Litany, cavorting with infernalists, poisoning the water supply, kicking puppies, and Rickrolling Hunternet, your character will have to face the consequences eventually. **Don't start what you aren't prepared to finish!**
 +  * Any time PVP breaks out in any scene, no matter the degree or risk to characters involved, one or more STs must be present to play referee to ensure fairness. The ST(s) should be familiar with the splats involved, and made aware of the context (including all plot-related details) in which the PVP is occuring. The ST should also //not// have any //player characters// of their own present in the scene in order to ensure impartiality. If no ST is available, the scene will be paused until one is. **This is non-negotiable and no exceptions will be made**. Proceeding with the scene without an ST will result in the scene being retconned and a possible strike against the players involved.
 +
 +To be perfectly clear, if the violence against the character is your own fault and the result of //your own actions//, these rules cannot and will not save you. Violating the Masquerade in front of the Sheriff, murdering innocent people for shits and giggles in front of more virtuous player characters, wandering into the middle of the Sept wearing an "I <3 The Wyrm" shirt, or trying to convert that Imbued or Celestial Chorus mage to infernalism and then whining to an Admin about how it's a social scene when the fangs and claws come out will earn you zero sympathy.
 +
 +In short, don't be an idiot.
 +
 +==== Social PVP ====
 +
 +Social PVP is defined as PVP by means other than direct physical violence. Starting (false) rumors designed to destroy another character's reputation, having the City Council vote to demolish a vampire's haven at noon on a sunny day, having somebody's financial assets frozen, or getting mortal law enforcement to think that the guy with a bunch of guns in his house is planning a terrorist attack are all examples of Social PVP. **Just because there is no risk of dying does not make something //not// PVP.** The following rules are enforced for Social PVP:
 +
 +  * An impartial ST (with no PCs involved or otherwise connected to what is happening) must be kept appraised of what is happening in order to ensure fairness.
 +  * Any attempt at Social PVP **requires dice rolls.** Difficulty will be decided by the presiding ST, who must be made aware of factors such as NPCs involved, different laws (mortal or otherwise) involved, etc.
 +
 +This is presented for the sake of having a overview of what is possible within the frame of a plot. But just like any other kind of PVP, it is discouraged, and these methods are better used against an NPC.
 +
 +----
 +
 +==== 'Special' Ammunition And You ====
 +
 +We'd actually made this ruling a while back due to people abusing this type of ammo for an 'I win' button against Vampires and Werewolves, but it's been brought to our attention that we should probably post it here to make it official, and for convenience's sake. 'Flare rounds' and 'silver bullets' are, well, a silver bullet against Vampires and Werewolves respectively. They can easily turn the tide of a fight against either character type in the hands of the right type of character.
 +
 +There's just one major problem: They are (or at least, should be) extremely hard to come by. Incendiary rounds of any kind are banned in all fifty states on the civilian market, and the military keeps these kinds of rounds locked up tight, to the point where the small handful that somehow find their way onto the black market are extremely expensive. Silver bullets, on the other hand, would be considered a novelty item at best, and would neither be mass-produced nor sold in bulk. The reason for this is that silver is an extremely flimsy metal and make for poor weapons, and for obvious reasons, silver bullets are prohibitively expensive to manufacture. Only Pentex has a large stockpile of silver bullets.
 +
 +So how do you get your hands on these? Simple: You make them yourself.
 +
 +**__Incendiary Ammo/Flare Rounds__**:\\
 +In order to acquire flare rounds, you must have a minimum of Crafts 3, with two successes equalling one flare round. Botching this roll will cause the round to be faulty, and to explode in your own gun when fired, likely dealing severe Lethal damage to your character, not to mention destroying your weapon.\\
 +Attempting to buy the rounds on the black market will require a minimum of Resources 4, an in-character justification for how your character has black market contacts, and even then, it will be impossible to buy these rounds in bulk, due to how tightly these types of weapons are regulated.\\
 +Mages may produce these types of flare rounds with Matter 3/Forces 3, and by infusing 1 quintessence into each bullet produced. to lock the effect. A less costly method would be to create a batch of Charms with the same effect (Charms 3, 9 Quint for twenty bullets). But unless you really need these fire dealing bullets, you're better off just using Prime 2 to make your weapon deal aggravated damage for the duration of the scene.\\
 +\\
 +**__Silver Rounds__**:\\
 +These cannot be purchased in bulk. The only companies that produces them in an amount where this would even be possible, Pentex subsidiaries, do not sell these on the civilian market, and are used almost exclusively by their First Teams. Certain (small) businesses may make them as novelty items, but they're not meant to actually be fired. Botching a roll while using 'novelty' silver rounds will break your firearm.
 +You may attempt to get these rounds from Pentex itself, but make sure you have IC justification for it, such as having a Pentex operative as a background dot... or having enough Resources to ensure some "accidentally fall off the back of a truck." Make sure your character is not hostile with Pentex, or that bullet will be in their skull instead.\\
 +Mages may produces these with Matter 2. Much simpler than incendiary rounds.\\
 +Just like with flare rounds, you need a minimum of Crafts 3 to make them, or to make silver-plated weapons. But unlike flare rounds, you also need Resources 3 in order to buy the materials to make ten bullets (possibly less depending upon the caliber of the round you're making). Pure silver is not cheap, and it's a relatively flimsy metal that makes for a poor weapon unless you know exactly what you're doing. For details, see the ST of your splat.\\
 +It is not possible to buy these weapons on the black market. Again, the consensus opinion among arms dealers is that they're a stupid vanity item, with no real practical military use. Since, y'know, werewolves don't exist.
 +
 +==== Purity of Silver ====
 +
 +The amount of silver used in a weapon matters when it comes to Werewolves, Fera, or anything with the 'Vulnerable to Silver' Flaw.
 +
 +  * At **80% silver,** it is possible for Werewolves, Fera, etc. to soak up to __50%__ of the damage, but they're just like any other bullets, swords, etc. against anything else.
 +  * **At 90% silver**, Werewolves, Fera, etc. can't soak any damage at all (without the appropriate gifts), but these bullets/weapons are borderline useless against armor due to being brittle. //If the attacker tries to use this weapon against something that **isn't** a Garou or Fera and doesn't have the 'Vulnerable to Silver' flaw and botches the roll, the weapon breaks. If it's a bullet, the gun jams.//
 +
 +Naturally, getting hurt with Silver //freaking hurts//, even if you're not a Garou or a Fera. Imagine getting cut with something that also granulates and leaves shards in the wound that are liable to give you heavy metal poisoning. Yeah, it sucks. We expect this to be roleplayed appropriately.
setting/combat_system_house_rules.1602955586.txt.gz · Last modified: 2020/Oct/17 17:26 by 127.0.0.1