Notices.   Posted by Storyteller.Group: 0
Storyteller
 GM, 751 posts
 Harbinger of Doom
 Keeper of the Prophacy
Thu 12 Nov 2015
at 04:49
Re: Specializations.
Here is another concept for you an example you might say..

Character concept: martial artist.

Puts 4 points dex : takes peternatural grace. Has good brawl too say 4 dots chinese kungfu, but didn't put many points into malee say only 2 dots .. now put a Chinese broadsword in his hand.

As this is a weapon used by martial artists and it falls inline with the concept of the character I would carry through the peternatural grace to his rolls with this weapon. Because
1. The weapon and it's forms are very graceful.
2. It is in line with the concept of the character.

I hope this makes it clearer on how I would like to be applying specialities for this game.. I have only gone down the path of asking and limiting the rolls specialties apply to because they are being missused.
Ryan Fox
 Ryan Fox, 392 posts
 Silver Fang
 Cliath
Thu 12 Nov 2015
at 05:20
Re: Specializations.
Well, when I get my 4th point of Brawl, I'll probably be glad my Dex specialty doesn't overlap. Because...as it is, no matter what specialty I put on leadership, my charisma specialty will overlap every time, and there's no discernible benefit to being double specialized. That is, there's no rule where 9s explode (as can sometimes happen in Legend of 5 Rings) or 1s are rerolled (also legend of 5 rings)
Storyteller
 GM, 752 posts
 Harbinger of Doom
 Keeper of the Prophacy
Thu 12 Nov 2015
at 05:23
Re: Specializations.
quote:
It's why Ryan normally carries Boar's +2 Brawl bonus. He can give it up at need though.


Again another reason that there is no need for more combat ability with your character than what you have without the specialty applying to combat. Ryan should keep preternatural grace as your specialty but apply it correctly.

E.g. Ryans Performance is 2. Ones grace and poise in court especially amongst wolves where actions speak louder than words, isn't that fantastic.. But he has preternatural grace and this is where it's benefit should be applied.

Rolls that you wouldn't normally get a bonus for but that suit your concept.
Storyteller
 GM, 753 posts
 Harbinger of Doom
 Keeper of the Prophacy
Thu 12 Nov 2015
at 05:29
Re: Specializations.
In reply to Storyteller (msg # 54):

What about command with leadership.. Your silver tongue / howls will not overlap with that.

Wen you command someone to do something I really feel that it has nothing to do with persuasion.For persuasion implies you get a choice or at least think you do. Command makes someone do things like it or not.
Storyteller
 GM, 918 posts
 Harbinger of Doom
 Keeper of the Prophacy
Wed 25 Nov 2015
at 22:18
Thanksgiving
HAPPY THANKSGIVING TO ALL THE AMAZING AMERICAN PLAYERS WE HAVE.
Storyteller
 GM, 928 posts
 Harbinger of Doom
 Keeper of the Prophacy
Fri 27 Nov 2015
at 04:44
Re: Specializations.

I hope you don't mind Lockjaw But I wanted to share these with everybody, this took a lot of back and forth negotiation between us, but the results were very clear and these make perfect examples of what I am wanting in this game for specialisations. They are specific in what they effect all are limited and none too broad. This is what I am hoping to get with everyone's specialisations.

quote:
Powerful: 10's count as 2 successes on rolls made for feats of strength
Lower Body: 10's count as 2 successes on rolls required for Jumping
High Tolerance: 10's count as 2 successes when rolling to soak silver
Tireless: 10's count as 2 successes when rolling physical endurance tests
Likeable: 10's count as 2 successes on social rolls with friends and allies
Hardened Gaze: 10's count as 2 successes with Facedown rolls
Uncanny Instincts: 10's count as 2 successes with sense rolls

Storyteller
 GM, 1031 posts
 Harbinger of Doom
 Keeper of the Prophacy
Sun 20 Dec 2015
at 06:41
Holidays and posting
As it is Christmas and I am moving early in the new year I am going to be really flexible on the posting rule. I don't know how often I will be posting in the new year as my phone is getting taken away ( it is a company phone and I have to give it back) so any games I am running may slow down some. Sorry but things will be unpredictable until we complete our move and my internet is switched over. This will be all sorted by the 20th of January. I will post as much as I can until then but I can't guarantee my usual high volume of posts and quick responses.
Storyteller
 GM, 1046 posts
 Harbinger of Doom
 Keeper of the Prophacy
Thu 24 Dec 2015
at 19:43
Xmas
MARY CHRISTMAS EVERYONE!!!
Storyteller
 GM, 1058 posts
 Harbinger of Doom
 Keeper of the Prophacy
Thu 31 Dec 2015
at 12:32
Xmas
HAPPY NEW YEAR EVERYONE
Sean Selmetzi
 player, 401 posts
 homid, philodox stargazer
Thu 31 Dec 2015
at 16:49
new year
Yeah happy new year everyone
Storyteller
 GM, 1215 posts
 Harbinger of Doom
 Keeper of the Prophacy
Tue 12 Apr 2016
at 21:33
Multiple actions
Actions: I apologise if I gage lead you astray..

When burning blood or rage for extra actions these must all be stated at the start of the round and can only be changed as per the change action rules... I have realised that I have made an error in my interpretation of the rules by waiting until after the first action for you to state your second. By doing so it is like you can see the future.
Storyteller
 GM, 1409 posts
 Harbinger of Doom
 Keeper of the Prophacy
Mon 22 Aug 2016
at 07:42
Rules Errata
In reply to Storyteller (msg # 3):

I am re-canting the house ruling of reducing the diff to soak silver from 8 to 6 as I believe the one character with it is gaining an un fair advantage....

Lock jaw if you have an issue with this pm me and we will re visit your merits..
Lock Jaw
 player, 367 posts
 I will crush you
 *Flex and Kiss bicep's*
Mon 22 Aug 2016
at 08:01
Rules Errata
In reply to Storyteller (msg # 63):

quote:
I am re-canting the house ruling of reducing the diff to soak silver from 8 to 6 as I believe the one character with it is gaining an un fair advantage....


:o

:(
Nancy Pride
 player, 383 posts
Mon 22 Aug 2016
at 08:54
Rules Errata
If it helps, I'm more than happy to have LJ continue to soak up all that silver for us in an easier to deal with fashion.  :D

Assuming you mean an unfair advantage over the rest of his packmates.. >.>
Storyteller
 GM, 1410 posts
 Harbinger of Doom
 Keeper of the Prophacy
Mon 22 Aug 2016
at 10:00
Rules Errata
In reply to Nancy Pride (msg # 65):

It is hard to get through him to you I have been speaking to him regarding that soon it may be easier..
Nancy Pride
 player, 384 posts
Mon 22 Aug 2016
at 10:09
Rules Errata
(ಥ╭╮ಥ)
Storyteller
 GM, 1411 posts
 Harbinger of Doom
 Keeper of the Prophacy
Mon 22 Aug 2016
at 10:24
Rules Errata
In reply to Nancy Pride (msg # 67):

I made an allowance at the beginning without realising all the thought that went into the balancing of that merit. Now I see why it was nerfed each edition and as soon as I changed it back Lock jaw asked to change the merit to one that that better suits his background anyway(HHHhhhhmmm suspect maybe a little over powered). This change has been done with a little negotiating so he is still a good meat shield for you Nancy.
Storyteller
 GM, 1559 posts
 Harbinger of Doom
 Keeper of the Prophacy
Tue 4 Oct 2016
at 20:34
Training
If a spirit a spirit teaches you a Gift it is instant. Therefore as spirit speech can be taught by any spirit you could ask the totem to teach you this gift otherwise you need to find the type of spirit as per the gift. Others can train you but this takes a lunar month per level of the gift. Chimmage will need to be paid to any spirit for the gift. With skills and attributes these can be increased one dot per story and as many as you like in between stories during down time with training at a rate of one week per skill dot you currently have and 1 month per attribute dot you currently have. This time can be reduced with a Trainer/Mentor, getting the results you want quicker. Learnig Rites and Gifts are outlined in the book.

E.g. So Lock jaw has increased his dexterity this story from 1-2. After the story if he has the experience he could spend 2 months practicing pahkor in central park to raise his dexterity from 2 to 3.

This is the fairest way I could think of .. I added the training option, as long as you have the experience. This allows you all to improve during the story and I guarantee I will put enough down time between stories for everyone to use all their experience.

quote:
Spending Experience Points
Experience points are spent to increase Traits (most of
them, at least; see below). The chart in the sidebar shows
the various costs for each kind of Trait. Most costs are based
on the Trait’s current rating multiplied by a particular
number. If, for example, a player wanted to increase her
Politics from 3 to 4, it would cost six points, whereas a
Level Four tribe Gift would cost 12. If the player wants to
gain a new Ability the character doesn’t currently possess,
she pays three points to get the first dot. Traits can only
be raised by one dot per story.

EXPERIENCE CHART
Trait                                       Cost
Attribute                                 current rating x 4
Ability                                     current rating x 2
New Ability                              3
Gift                                        Level of Gift x 3
Gift from other breed/auspice/tribe Level of Gift x 5
Rage                                       current rating
Gnosis                                     current rating x 2
Willpower                                 current rating

This message was last edited by the GM at 21:56, Tue 04 Oct 2016.

Storyteller
 GM, 1560 posts
 Harbinger of Doom
 Keeper of the Prophacy
Tue 4 Oct 2016
at 21:53
Training
I am always willing to make special considerations of course.

Anyone have any opinions on this?

This message was last edited by the GM at 21:57, Tue 04 Oct 2016.

Nancy Pride
 player, 450 posts
Tue 4 Oct 2016
at 22:57
Training
The only thing to consider, and I'm not saying it should go one way or the other, is that a lot of these things are in consideration of table play in terms of passage of time.

So "It'll take you two weeks in game to accomplish X", where as in this format two weeks might take two years of real time to pass, which might as well mean it'll never happen.

The first post of the current IC day was made on Thu 22 Oct 2015, so, almost a full year ago and it hasn't even passed yet.

I don't know how you're planning on structuring "stories" and the quantities of downtime between them, but it's worth considering advancement and pacing not only in terms of in game passage of time, but out of game as well.
Storyteller
 GM, 1562 posts
 Harbinger of Doom
 Keeper of the Prophacy
Wed 5 Oct 2016
at 00:35
Training
In reply to Nancy Pride (msg # 71):

This is why I am giving training time. On line you would receive more XP because i am giving it out more frequently in game time than you would receive it on the table top. Where you would have received one set of exp for all that we have done so far being that group of good players would do all this in a day over the table top I have given out triple the xp, Though some would disagree with me. So at the end of this war I will allow you to burn up all your EXp points and start the next story from the end of the time it takes to do that. To me it is all about In character time this war is a week long you get the experience now but how are you to learn 5 dots in rituals in a week?
Storyteller
 GM, 1563 posts
 Harbinger of Doom
 Keeper of the Prophacy
Wed 5 Oct 2016
at 01:37
Training
You do make a valid point Nacy how can we approach this to give the players the feeling they are advancing and still remain true to in character advancement vs in character time.

(wish i could finish my engineering degree in a week.. oh i can it is called the university of guam online.)
Nancy Pride
 player, 452 posts
Wed 5 Oct 2016
at 02:03
Training
I think what you have now is a start.  Since we haven't experienced the end of a story yet, or a period of downtime, it would be difficult to say if using that sort of pacing mechanism is going to give the right feel or not.

I simply thought I would bring up the issue in case others might have specific thoughts on the subject, as generally in PbP games, that time dilation effect is what can really cause things to feel "bogged down" for players who are shooting for certain character goals.
Storyteller
 GM, 1564 posts
 Harbinger of Doom
 Keeper of the Prophacy
Wed 5 Oct 2016
at 03:38
Training
In reply to Nancy Pride (msg # 74):

Basically my plan is to dish out a big bunch of exp over the course of the war if you want one dot here or there go ahead. If you are using your skill allot then I may agree to improving a trait by 2 dots, E.G. your Gnosis all the interaction with the totem and you donating so much exp has increased your spiritual bond by 2 dots not one. If you can find a spirit then you can learn gifts instantly. You all know where one sept is that has a theurge. Learning the Rite Summon Spirit takes time as per the learning rites rules. There is the boar spirit and  I have already pointed out other spirits that dwell here in the garden. For the other spirits than the boar need someone who can talk to spirits to act on your behalf.

This message was last edited by the GM at 04:02, Wed 05 Oct 2016.

Storyteller
 GM, 1616 posts
 Harbinger of Doom
 Keeper of the Prophacy
Mon 17 Oct 2016
at 06:21
Training
With 2 votes and one abstain following has been clarified:

quote:
Walking Between Worlds
Some supernatural creatures, including werewolves,
have learned methods of crossing the Gauntlet from the
physical world into the Umbra. All Garou have this Gaiagiven
ability — it’s their birthright, their legacy, and an
intuitive ability they inherit from the time of their First
Change. However, most werewolves are unaware of this
talent, and they usually don’t attempt it until an elder
shows them the way. Garou call this practice “stepping
sideways.”
Traveling through places where the Gauntlet is thick
is virtually impossible; crossing over where the Gauntlet
is thin comes as naturally as controlling one’s breathing.
Spiritualists can learn more exotic methods of crossing
this barrier, such as circumventing the Gauntlet entirely
by traveling to the spirit world in dreams. Mages and
other willworkers have their own methods for crossing
the Gauntlet; in fact, packs of werewolves may encounter
such visionaries on their travels.
System: To step sideways, a werewolf needs to meditate
on a highly reflective surface, such as a clear pool of
water or a mirror. When a character attempts this, roll
that character’s Gnosis; the difficulty is the strength of
the local Gauntlet. The Gauntlet is strongest near certain
types of environments; every place on Earth has a Gauntlet
rating between 2 and 9.
Gauntlet Chart
Area Difficulty Rating
Science lab 9
Inner city, downtown 8
Average city street 7
Rural countryside 6
Deep wilderness 5
Urban caern 5
Active caern 4
Powerful caern 3
Greatest caerns 2
Some shapeshifters cannot attempt this or have different
methods for crossing the Gauntlet. The time it takes
to enter the Umbra depends on the number of successes
on this Gnosis roll.
Successes Shift Time
Botch “Caught”
0 Failure (wait another hour before
trying again)
One 5 minutes
Two 30 seconds
Three+ Instantly
If the roll is botched, the werewolf is “caught” in the
Gauntlet, temporarily suspended between the mundane
Realm and the Umbra. He’s held in a web the Weaver
has woven until assisted by another Garou. Half of him
is spiritual, and half is physical. While trapped, he’s subjected
to soul-shattering visions. Although the werewolf
cannot be seen or attacked by physical entities (like
human beings), evil spirits wander the Gauntlet looking
for trapped and vulnerable travelers. Another werewolf
can attempt to free the traveler by making a successful
roll to step sideways; otherwise, the Garou must wait in
his shameful, dishonorable, and dangerous state for an
hour before trying again. If that second roll botches, he
cannot leave on his own. Until he’s rescued, he’s trapped
there forever.
Garou who have learned the Theurge Gift: Pulse of
the Invisible don’t need to use a reflective object when
stepping sideways; they can enter at will. Even blind
werewolves can enter the Umbra, as long as they know
that Gift. (At the Storyteller’s discretion, carrying your
own reflective object may make stepping sideways slightly
more difficult, since the object isn’t “anchored” to its
surroundings; in these cases, increase the difficulty by 1.)
Werewolves in a pack may choose one among them
to lead them into the Umbra; that individual makes the
Gnosis roll for all of them. (It’s usually the werewolf
with the highest Gnosis, who may in this instance act as
the temporary alpha of the pack.) If the pack is caught,
however, the shapechangers can make their second attempts
as individuals. Usually, the roll succeeds; all the
pack’s members arrive at the same time. All of the pack
members must be capable of stepping sideways, and they
must all be willing. Garou (or other shapechangers) who
are not part of the pack cannot travel with them; they
must travel through on their own. However, Garou with
the Theurge Gift: Grasp the Beyond can take non-Garou
with them into the Umbra.


When Crossing over if your roll means you will take time to transition (1 or 2 successes) this is spent in meditation as you focus on the reflective surface aligning yourself with the next world before crossing. At the end of that time you cross the gauntlet instantly. A botch instantly traps you in the gauntlet between worlds.

Should you be in a situation such as combat you have the option to change your action as per the change action rules, but you will not be able to attempt another crossing until the time it would have taken for you to cross has elapsed. This doesn't prevent someone else taking you across.

For example Nancy is in combat and wants to jump into the umbra. She rolls one success meaning it will take 5 minutes of meditation to focus her self enough to cross. As she is about to be attacked she aborts the crossing to defender her self (as per the aborting to defensive action rules in combat). After which she will be unable to attempt another crossing for 5 minutes. Leaf-storm in the following round choses to lead Nancy through to the umbra, and rolls 3 successes. The transition is instant and Nancy is able to transition with leaf-storm to the umbra the following round.

Is this clear?

This message was last edited by the GM at 06:23, Mon 17 Oct 2016.