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setting:general_system_house_rules [2022/Mar/09 22:49]
j [Merits and Flaws]
setting:general_system_house_rules [2024/Apr/14 23:25] (current)
zechstein [Abilities]
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   * **Ritual Sleeper, Sleepwalker & Psychic Vampire**: Flaws affecting not just you but also other player's characters are nothing more than recoloured PvP merits. We discourage PvP and therefore those are banned.   * **Ritual Sleeper, Sleepwalker & Psychic Vampire**: Flaws affecting not just you but also other player's characters are nothing more than recoloured PvP merits. We discourage PvP and therefore those are banned.
   * **Abusive Partner**: A multitude of reasons, most of which should be obvious. Even putting aside the argument that this is WoD and bad things happen, even if we //did// allow a topic this serious and this potentially upsetting to players who (God forbid) may have to deal with this IRL and absolutely do not also need to deal with it in a game, the moment a lot of other PCs found out about it, said partner would be dead or in jail less than a day later, making this flaw unworkable in this game both mechanically and, frankly, morally. Take the Dark Secret flaw and pick something else if you absolutely must have something traumatic in your character’s private life.   * **Abusive Partner**: A multitude of reasons, most of which should be obvious. Even putting aside the argument that this is WoD and bad things happen, even if we //did// allow a topic this serious and this potentially upsetting to players who (God forbid) may have to deal with this IRL and absolutely do not also need to deal with it in a game, the moment a lot of other PCs found out about it, said partner would be dead or in jail less than a day later, making this flaw unworkable in this game both mechanically and, frankly, morally. Take the Dark Secret flaw and pick something else if you absolutely must have something traumatic in your character’s private life.
 +  * **Firearms License**: Rolled into the Certification Background.
 +  * **Flexible Job**: Due to the way the game works it is very unlikely that a character's day job will get in the way of their supernatural activities, whether they posses this merit or not. As such the merit is effectively obsolete.
  
 These merits are outright banned, don't ask, the answer is no. These merits are outright banned, don't ask, the answer is no.
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 ==== Abilities ==== ==== Abilities ====
  
-  * Technology is a Skill, in all system types. +It is an unfortunate reality that no two splats within the classic World of Darkness feature exactly the same list of abilities, which is of course a problem in a multi-splat game. To alleviate this issue we make use of the following lists of primary and secondary abilities for all splats. Please note that **Gremayre, Kenning, Primal Urge,** and **Rituals** are not mentioned on the lists, since only characters of specific splats have access to these abilities. However, those abilities are still available for members of the respective splats. Please consult the core books of //Changeling: The Dreaming// and //Werewolf: The Apocalypse// for details. Further it is worth mentioning that various abilities belong to different categories in different splats. So if you cannot find an ability, please check the other lists before consulting your ST. 
-  * Research is a Knowledge, in all system types. + 
-  * Martial Arts are no longer hard OR soft style.  All styles are both.  This is covered in depth in [[Combat System House Rules]].+|  [[setting:talents|Talents]]  |  [[setting:skills|Skills]]  |  [[setting:knowledges|Knowledges]] 
 + 
 +Additional rules and considerations regarding abilities: 
 +  * **Technology** is a Skill, in all system types. 
 +  * **Research** is a Knowledge, in all system types. 
 +  * **Martial Arts** are no longer hard OR soft style.  All styles are both.  This is covered in depth in [[Combat System House Rules]]. 
 +  * **Religion** has been subsumed in the more general **Belief Systems.**
   * We allow Dual Specializations, but they can only be purchased //after// character creation, never during. For the mechanics behind this, please see Page 277 of //Mage 20th Anniversary Edition// corebook, specifically the section titled 'The Well-Skilled Craftsman.'   * We allow Dual Specializations, but they can only be purchased //after// character creation, never during. For the mechanics behind this, please see Page 277 of //Mage 20th Anniversary Edition// corebook, specifically the section titled 'The Well-Skilled Craftsman.'
 +  * While most abilities receive a specialisation at four dots, there are some exceptions: **Academics, Art, Belief Systems, Crafts, Esoterica, Hunting, Performance** and **Science** receive a specialisation at the first dot.
 +  * Since the following abilities are defined differently in different game lines,  the following compromise shall apply to all splats:
 +    * **Art** is a talent and applies to visual art forms: Drawing, painting, sculpting, flower arrangement, etc.
 +    * **Performance** is a skill that applies to performance arts: Dancing, singing, acting, etc.
 +    * **Expression** governs activities that involve the effective use of language, including writing novels or poetry.
 +    * **Crafts** encompasses abilities for the creation of primarily functional objects, like tailoring, carpentering, forging, etc.
 +    * **Technology** refers to the building, operation, and maintenance of electronics and electromechanical devices.
 +    * **Computers** is the software side to Technology's hardware. Writing, operating, and maintaining computer programs is handled by this ability.
  
  
  
 ==== Backgrounds ==== ==== Backgrounds ====
- 
-[[Backgrounds]]\\ 
  
 === The Arcane Background === === The Arcane Background ===
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 ---- ----
  
 +=== The Certification Background ===
 +With this Background, your character has official papers that allow her to pursue some regulated activity.
 +Unless your character has managed to obtain a permit without the proper training, you’ll need at least one dot in a related Ability for each dot in this Background.
 +One can pursue this ability without it, but Certification grants a bonus on it when related to legal matters
 +For small permits one can also purchase merits to show a singular permit while certification is a general legal status that your character has X The usual stuff – driver’s license, government ID card, nothing special.\\
 +• Concealed weapons permit, Hunting license, business license, passport to an open country, Surge Tech \ Aid etc.\\
 +•• Teaching certificate, bodywork license, PADI certification, CPA, trucker’s or motorcycle license, basic firearms permit, LPN \ Paramedic etc.\\
 +••• HAZMAT disposal license, church-ordained clergy, lifeguard certification, private investigator’s license, private pilot’s permit, RN, PA, NA etc.\\
 +•••• Class C weapons permit, board-certified medical or legal professional, professional aircraft pilot’s license, government intelligence operative, Medical Dr,  etc.\\
 +••••• Diplomatic immunity, license to kill, Surgeon, .\\
 +
 +----
  
 === The Fame Background === === The Fame Background ===
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 Anything above that would require the conclusion of an entire character arc. By the time you get it, you'll probably be close to retirement. Also, keep in mind that having very high Resources is like having high Fame: It can be a double-edged sword in that you may attract attention, make enemies, and breed envy and jealousy. Last but not least, it only reflects your level of 'mundane' resources. As in, U.S. Dollars and other assets, //not// any sort of supernatural currency like Tass. Anything above that would require the conclusion of an entire character arc. By the time you get it, you'll probably be close to retirement. Also, keep in mind that having very high Resources is like having high Fame: It can be a double-edged sword in that you may attract attention, make enemies, and breed envy and jealousy. Last but not least, it only reflects your level of 'mundane' resources. As in, U.S. Dollars and other assets, //not// any sort of supernatural currency like Tass.
 +
 +The Finance and potentially even the Law Knowledges will become increasingly more important the higher your Resources. Financially illiterate people who nonetheless have a lot of money are the favorite target of con artists in real life, and all that money can disappear overnight from just one dumb decision, as has happened numerous times to lottery winners and heirs to vast fortunes who weren’t prepared for the day they’d be handed the keys to the castle.
 +
 +As the old saying goes, ‘mo money, mo problems,’ and while vast wealth can be a potent asset, it can also be a weakness. Remember, Al Capone was brought down not by the myriad murders he committed or the rackets he was running, but because he evaded taxes and got caught. Don’t be him. Learn how to manage your money, or your wealth will only be used against you by somebody else who knows how. And it’s not just the mundane IRS or the SEC who can make your life miserable: Keep in mind, this is a world in which the Ventrue, Pentex, and the Syndicate exists. In other words, **increase your Resources at your own risk.**
  
 ---- ----
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 ==== Rolling the Dice and Specialties  ==== ==== Rolling the Dice and Specialties  ====
-What happens if you roll one or several '1's? Count your total number of successes and remove 1 success for each '1' you rolled. '10's always explode if your specialty applies to the roll (at ST discretion) and then count as 2 successes+What happens if you roll one or several '1's? Count your total number of successes and remove 1 success for each '1' you rolled. '10's always count as 2 successes IF your specialty applies to the roll (at ST discretion). 
 Example: Roll = 10,10,9,6,4,1,1 # Difficulty is 6 and you have a spec that applies (per ST). This is then 4 Successes.  6 success - 2 for the 1' Example: Roll = 10,10,9,6,4,1,1 # Difficulty is 6 and you have a spec that applies (per ST). This is then 4 Successes.  6 success - 2 for the 1'
  
setting/general_system_house_rules.1646866186.txt.gz · Last modified: 2022/Mar/09 22:49 by j