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06:04, 5th May 2024 (GMT+0)

House rules (may add some)

Posted by AzraileFor group 0
Azraile
GM, 11 posts
The Storyteller
Wed 27 Jul 2011
at 02:58
  • msg #1

House rules (may add some)

You can re-roll all 10's.  (except with magic)

You can gain willpower from meditation.

You can gain quintessence from meditation up to your avatar rating.

You can spend a willpower to make a willpower roll to ignore pain levels for one action.... repetitive successes will return willpower in life or death situations.

Study points may be accumulated and spent with XP on Knowledges, certain other abilities, and spheres.

You MAY be rewarded Arete or Willpower... you do not have to spend XP on them when they are given to you.
This message was last edited by the GM at 23:12, Sat 06 Sept 2014.
Azraile
GM, 38 posts
The Storyteller
Dislexic
Sat 20 Aug 2011
at 07:22
  • msg #2

Re: House rules (may add some)

Oh yes...

Multiple actions per turn:

Time magic, and certain gen mods or implants will let you have turns between turns letting you have more actions than other people. In this case an extra round is added to where anyone moving at that speed are the only ones allowed to act. Depending on just how fast they are going other people are usually allowed a defensive action though, letting them try stop an attack and that only.


Inside a turn however you may have more than one action by splitting your action up. This is kinda complicated to do but it can be rewarding and is necessary to defend yourself from multiple attacks at a time.

First off you may only split your actions as many times as you have dexterity or wits (one or the other, or the lower of the two, depending on the actions your taking.)

When you do so you subtract as many dice as the number of actions you are going to take away from your dice pool for the first action, each action after that you take away another dice and increase the difficulty by 1 (to the max of 3)



so if you dice pool is 8 and your taking 3 actions at difficultly 6 it would work out like:
Action 1 - 5 dice diff 6
Action 2 - 4 dice diff 7
action 3 - 3 dice diff 8

I also allow moving the dice around a little (if you focus more on one action than the other) but that increases diff by 1 all around (still limited to 3)





As a general rule any given diff will never be raised or lowered by more than 3
Azraile
GM, 581 posts
The Storyteller
Dislexic
Sun 26 Feb 2012
at 23:02
  • msg #3

Re: House rules (may add some)

Making a rule for my free seekings

you can fight them if the timing is bad.... hold them at bay

if you fail you also lose most of your active willpower  (more willpower loss than a normal seeking fail)

if you succ and get a new arete you lose a perminate willpower point (you can buy back even if you don't have the exp for it at the time i'll just put you in negitive exp for a bit)

I think this is more than fair as willpower is curent raiting and arete is curentx8

I am doing this because the exp and time spent on buying a seeking is preparing for it and meditating and getting ready and all that

getting a seeking out of no where is mildly traumatizing even if it goes well.

so there you go
Azraile
GM, 1895 posts
The Storyteller
Dislexic
Sat 6 Sep 2014
at 23:12
  • msg #4

Re: House rules (may add some)

I'll be using a mufti sectioned health system

Basically this works that the head, torso, right arm, left arm, right leg, and left leg all have there own health levels. Death being replaced by useless or lost for the limbs.

The overall health you have though is not affected the same by the limbs and such, and some creatures have vestigial appendages. (tails or the like, and vampires torso's are completely useless to them save there hearts.)

Physical RollsArea Type
DamageHeadTorso/LegArmVestigial
HL 1BruisedBruisedBruisedBruised
HL 2Hurt -1BruisedBruisedBruised
HL 3Injured -1Hurt -1BruisedBruised
HL 4Wounded -2Injured -1Hurt -1Bruised
HL 5Mauled -2Wounded -2Injured -1Hurt -1
HL 6Crippled -5Mauled -2Wounded -2Injured -1
HL 7IncapacitatedCrippled -5Mauled -2Wounded -2
HL 8DeadIncapacitatedCrippled -5Mauled -2


Mental RollsArea Type
DamageHead TorsoLegsArmsVestigial
HL 100000
HL 2-10000
HL 3-1-1000
HL 4-2-1-100
HL 5-2-1-1-10
HL 6-5-2-2-10
HL 7Incapacitated-5-2-2-1
HL 8DeadIncapacitated-5-2-1


These tables show the overall heath that the health of any given limb affects you. The worst among them is taken.

So say one of your arms is cut off or lost, but you try and use the other one. But if your otherwise unhurt you would still be in bad condition (if lethal/agg probably in critical condition) but instead of being unconscious and dying you would be at -5 dice instead. (-6 if your tring to use an off hand)

That sucks, but your still alive.

On the bright side this makes combat more survivable (in particularly with body armor.) And each area will have it's own recovery rate. On the bad side this means trying to heal, being you can take a lot more damage you will have a lot more to heal too.   And some things will damage all the areas at once (explosions and the like).  Though some things will heal all areas at once too.

The other hand it takes an extra damage to kill you from torso damage, and you can only die from blood loss if you lose an arm or leg.
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