Houserules and General etiquette.   Posted by Storyteller.Group: 0
Storyteller
 GM, 6 posts
Wed 14 Oct 2015
at 13:25
Houserules and General etiquette
General Etiquette

1. Ideally, you should post once every day. Iif you post significantly less than the others you'll receive less XP.

2. You should always make a minimum of 1 post per 3 days. During combat, this should be 1 post per day.
If you regularly post only once per 3 days you can expect to receive less XP for a scene.

3. If you cannot post once per 3 days, you should contact the ST to let him know why. Without a notice the thread will lag, you leave your fellow players waiting for you. If I know something is up I can take  measures to ensure the thread continues apace.

4. If you do not post for a week or more without contacting the ST, you will be removed from the game and your character will be suspended or transferred to another player or NPC status.
You may contact the ST to explain the situation, whereupon you may be re-added to the game or your participation terminated.

5. You are required to keep track of your own XP and to update your own character sheet as necessary.
However, all XP spending requests must be made to the ST before you update your sheet.

6. While conflict is good for drama remember that in general it is preferable to foster some bonds that keep the group together.
PvP should only occur if both sides agree and it serves the overal storyline.

7. If you have a problem with a player take it up with the ST.

This message was last edited by the GM at 12:55, Sat 04 Feb 2017.

Storyteller
 GM, 29 posts
Sun 21 Feb 2016
at 15:30
Houserules
XP (under construction)

I've recently reconsidered the XP reward system. The way we've done it so far is a little slow for play by posts. We've played about a year and it's only recently that one or two of you had a chance to increase something significant like Arete or Spheres.

Accomplishments
This is the xp I've given so far, usually at the end of a scene or a number of smaller scenes, to indicate you're making progress in solving situations, usually it's around 3, more for bigger threads with lots of interaction and overcoming of obstacles, and sometimes less if someone had barely posted.

Monthly XP
This is a regular 3 xp assuming you post regularly.

Advancement
Leadership isn't easy, even in a game. So I'm introducing Advancement xp. It may also inspire some of you to grab power.
Tier 1: 2 monthly bonus xp (team leaders, cotery leaders, pack leaders, household/motley leader).
Tier 2: 3 monthly bonus xp (Supervisor, Ancilla, Bishop, Noble, Mandarin).
Tier 3: 4 monthly bonus xp (Chairman, Prince, ArchbishopBaron, King/Queen, Ancestor).

Bluebooking XP
You can gain xp bonuses for writing up more character history in storyform, writing up reports for your superiors, etc. You can do so with a PM.

This message was last edited by the GM at 15:46, Tue 28 Feb 2017.

Storyteller
 GM, 33 posts
Sun 21 Feb 2016
at 18:55
Houserules
Technocracy

Social Conditioning (pages 89 and 214, Guide of the Technocracy)

Technocrats are subject to social conditioning.

A freshfaced Frontline recruit has status 3 conditioning. An agent enhanced in a lab has status 5 conditioning. A clone raised in a technocratic Construct has status 7 conditioning. This might become important when the war between Faith and Science heats up and factions seek to convince you to turn on the Technocratic Union.

Social conditioning may at first seem only restrictive. Instead consider it your protection against brainwashing attempts by outside parties. Because They will. They always try. Stay Loyal. It's for your own good.

Primary Apparati (page 47 of guide to the Technocracy)

In general you have one specific Foci/sphere. This gets a little silly if you pick Petry Dish for the Life sphere and are forced to use a petry dish regardless of exactly what you're trying to do. To make things a little less restrictive I'm implementing the Primary Apparatuses rule from Guide to the Technocracy (page 47).
In short this means you pick one specific Foci. Say you are an enforcer and you pick guns as your primary focus for Forces then you get a -1 difficulty if using a gun for Forces magic. You can still use other technological items as an apparatus but you won't get a -1 difficulty with those. It should go without saying a Technocrat cannot perform magic without a foci.

Drugs and Poisons

Upon looking into the drug and poison section in M20 i found the system terrible: cocaine gives an extra action/turn and the effects lasts an hour? Yea no, just .. no.

So we'll use houserules.
I'll write them up down here.

Alcohol
Vector: Oral
Appearance:liquid
Effect: Euphoria, dizziness.
Systems: -1 Dex. and Int. per ounce after the first.
OD: Incoherence, unconciousness, death.
Long term Use: Addiction. Liver disease. Memory Loss.

Amphetamines/Cocaine/Crack
Vector: Oral
Appearance: Pills. Powders.
Effect: Excitability. Sharpened perception. Paranoia. Vitality. Aggression.
Systems: +1 to physical dice pools. +1 perception. -1 on all dice pools the day after.
OD: Shakes. Breathing difficulty. Loss of coordination and judgment. Heart Attack
Long term Use: Addiction. Increased irritability. Sensory overload. Loss of Appetite. permanent anxiety. Psychosis.

Depressants
Vector: Oral
Appearance: Pills
Effect: Lethargy. Detachment. Mild Hallucinations.
Systems: -2 dexterity, skills and talents. Tasks require extra time.
OD: Extreme lethargy. Unconcious. Coma. Death.
Long term Use: Addiction. Sleep disorders. Depression. Chronic Fatigue.

Cyanide
Vector: Oral. Skin contact.
Appearance: Powder. Gas.
Effect: Dizziness. Convulsions. Difficulty breathing. Death.
Systems: 1 aggravated damage per turn until purged or cured.
OD: Death.
Long term Use: erm ..

Hallucinogenics
Vector: Oral/skin
Appearane: pills/mushrooms/paper/liquid
Effect: Altered Senses. Hallucinations. Loss of Concentration or Intense Focus. Nausea.
Systems: +1 Awareness. -1/+1  on tasks depending on whether the user is hyperfocused or withdrawn.
OD: Terror. Panic. Severe hallucinations. Nausea.
Long term Use: Flashbacks. Paranoia. Psychosis.

Home-brew poison
Vector: Oral/skin/injection
Appearance:liquid/powder
Effect: Nausea. Dizziness.
Systems: Damage-storyteller's option.
OD: Coma. Death.
Long term Use:

Marihuana/Hash
Vector: Oral
Appearance:leaves/resin
Effect: Euphoria. Mild Hallucinations.
Systems: none for small doses. +1 difficulty to mental rolls for large doses.
OD: panic. Nausea. Disorientation. unconciousness. Hallucinations.
Long term Use: Addiction.

Smart Drugs
Vector: Oral
Appearance: Pills. Drinks.
Effect: Increased focus. Nausea. Sharpened Senses. Nervousness. Paranoia.
Systems: +1 to all mental dice pools. Followed by deep sleep.
OD: Panic. Sensory Overload. Shakes. Difficulty Breathing. Heart Attack.
Long term Use: Addiction. Depression. Anxiety. Paranoia.

Opiates
Vector: Oral/Injection
Appearance: resin/liquid
Effect: Lethargy.
Systems: +2 difficulty on all tasks.
OD: Unconciousness. Coma. Nausea. Death.
Long term Use: Addiction.

Raw Sewage
Vector: Oral.
Appearance:Refuse/sludge.
Effect: Nausea. Vomiting. System Shock. Death.
Systems: storyteller's option, possible aggravated damage.
OD: Death most foul.
Long term exposure: stop drinking raw sewage you freak!

Tear Gas
Vector: Eyes. Inhalation. Skin Contact.
Appearance: Gas. Liquid
Effect: Burning eyes, throat and skin. Coughing Fits.
Systems: -2 to all dicepools for 10 minutes after escape from gas.
OD: Difficulty breathing. Possible short blindness or heart attack.
Long term Use: what .. ?

This message was last edited by the GM at 23:19, Mon 30 Oct 2017.

Storyteller
 GM, 132 posts
Sat 23 Apr 2016
at 11:22
Houserules
Fast-Casting in a Fight

In many cases, a mage in the heat of combat is fast-casting –
that is, making stuff up in the heat of that moment. Rules-wise,
a fast-casting character adds +1 to her usual difficulty, including
the difficulty of any Effect cast in a single turn during a fight.
Rituals that involve preparation before a fight, however, do not
suffer this fast-casting penalty. (See the Magickal Difficulty
Modifiers chart, Chapter Ten, p. 503.)
This rule does not apply to mages who use the martial arts practice
(including Do) or employ weapons as an instrument of focus. Such
mages are assumed to have both training and experience with
integrating magick, combat, and the reflexes involved in both.


Focused Magick: If that attack uses a normal attack – like a
punch or death-ray cannon – as a focus, the attacker needs
to make a successful Dexterity + appropriate combat
Ability roll. An Arete roll decides the success or failure
of the magick, and the attack roll determines whether or
not it hit the target. Such attacks, as mentioned earlier,
can be dodged.


If you use Golden Gunman your arete roll determines how many actions, your attack rolls determine if you hit. So if you roll 3 successes you get 3 actions in the round you rolled your arete to gain said actions. If you fail your Arete roll then you still make a normal attack. If you botch .. well things can go disastrously wrong.
Regardless of how many extra actions you're allowed to make you can only use 1 magic action/round.

This message was last edited by the GM at 19:09, Sun 01 May 2016.

Storyteller
 GM, 176 posts
Wed 1 Jun 2016
at 09:29
Houserules
Computers: Software, hacking and magic
(These rules are subject to alterations and are considered general rules. Some systems deviate)

Writing software
Minimum Computer 2 skill required.
*Encryption: Difficulty 8. 5 successes minimum.
*Creating a Virus: Intelligence + Computer, difficulty 8. Number of successes determines the dicepool and hitpoints of the virus. Each success also gives you one dot to spend on a virus' abilities: Alertness. Subterfuge. Repair. Stealth. Survival. Computer. Enigmas. Investigation. Linguistics.
*Blue Screen of Death: Reinstall everything. Difficulty 9, 6 successes.

Hacking
*Breaking Encryption: Even the simplest computers these days have security measurements, virus scanners, detection programs, adblockers, firewalls.
-Home computer: Breaking into an average home computer is difficulty 7, 3 successes required.
-Basic Company computer: Your local stores and supermarkets. Often there are several protected areas on civil service computer systems, not everyone has equal access to everything.
Breaking into the areas available to civilians is difficulty 7, 3 successes. These mostly cover public information sites.
Breaking into areas available to personell is difficulty 8, 4 successes.
-Civil Services: Police, hospitals, fire departments. Often there are several protected areas on civil service computer systems, not everyone has equal access to everything.
Breaking into the areas available to civilians is difficulty 7, 3 successes. These mostly cover public information sites.
Breaking into areas available to emergency services is difficulty 9, 5 successes.
Breaking into heavily secured areas available to only specific key personell is difficulty 10, 5 successes required.
-Military: Navy, airforce, army. Often there are several protected areas on civil service computer systems, not everyone has equal access to everything.
Breaking into the areas available to civilians is difficulty 7, 3 successes. These mostly cover public information sites.
Breaking into the areas available to military personell services is difficulty 9, 5 successes.
Breaking into heavily secured areas available to only specific key personell is difficulty 10, 10 successes required.
-Intelligence agencies (NSA/CIA/KGB): Often there are several protected areas on Intelligence Agencies networks, not everyone equal has access to everything.
Breaking into the areas available to civilians is difficulty 7, 3 successes. These mostly cover public information sites.
Breaking into the areas available to intelligence personell is difficulty 9, 10 successes.
Breaking into heavily secured areas available to only specific key personell is difficulty 10, 20 successes or more required.
*Copying, altering or deleting data, or installing monitoring programs undetected: Difficulty 8, 4 successes.

Digital Magic
*Increasing/decreasing ability rolls: Remember that magic can increase or decrease the difficulty of performing mundane tasks to a maximum of -3/+3. This includes hacking and software writing. A little enlightenment goes a long way.
*Entering the Digital Web: Data 1 for Wetware Entry. Hardware Entry. Data 2 for . Spirit 3 for entering dimensionally.
*Accessing an unconnected computer (): This vulgar procedure allows you to connect to a computer that is not connected to the internet or digital web.

Obviously there are many ways magic can affect computers but that's up to your imagination.

This message was last edited by the GM at 21:23, Thu 13 Oct 2016.

Storyteller
 GM, 808 posts
Thu 23 Mar 2017
at 21:20
Changeling Rules
Opening a trod
Wayfare 3 + Fae Realm 5. Successes required depend on a number of factors. Mages can slip through a trod opening with Spirit 3. Activating or closing a trod magically requires Spirit 4.

Wraith Crossover Rules
Sluagh Perception
In order to see a wraith, a sluagh must make a Perception + Kenning roll (difficulty 9). To hear a wraith, the character must spend a point of Glamour.
Keening
Keening is the wraith power to create emotions within a target. Changelings are affected by this power more easily than most. Any Keening roll made against a changeling has its difficulty reduced by one. A changeling and a wraith can work in unison to enhance the creation of Glamour from a Dreamer. For ever two successes rolled by a wraith using Keening, the difficulty for Reverie or Ravaging is reduced by one.
Pandemonium
The effects of this wraithly power often extend into the Near Dreaming. The chimerical effects created by the use of this power can be quite disturbing, not to mention dangerous, to any Kithain in the vicinity.

Werewolf Crossover Rules
Changelings who are actively in their fae mien are not affected by the Delirium.

Vampire Crossover Rules
Obfuscate
A sluagh can pierce the vampiric Discipline Obfuscate by rolling Perception + Alertness (difficulty 7). This perception works on any level of the Discipline.
Auspex
Any Kindred using Auspex 2 (Aura Perception) can perceive a changeling's aura as a flickering pattern of lights and colors. This adds two to the difficulty of attempting to read a changeling's aura. Additionally, an Intelligence + Occult roll (difficulty 8) allows the vampire to recognize the changeling for what she is.
Drinking Changeling Blood
Fae blood acts as a potent hallucinogen to any Kindred
drinking it. As soon as the vampire ingests the blood, the player must make a Courage roll
(difficulty 3 + the number of Blood Points ingested). If there are no successes, the vampire enters the second threshold of Bedlam (see Changeling: The Dreaming second edition pg. 208) A botch causes the vampire to enter the equivalent of third-stage Bedlam as well as gaining a permanent Derangement (Storyteller's choice).
The Embrace
Anytime a changeling is Embraced, the player must make a Glamour roll (difficulty equal to the vampire's Banality + 2). Only one success is needed to survive the transformation. If no successes are gained, then the character's faerie soul is forever destroyed and the character dies. Assuming he survives, any Kithain unlucky enough to be Embraced is immediately claimed by the Mists. He reverts entirely to his mortal seeming and loses all access to (as well as memory of) his Arts and Birthrights.
Chimestry
All illusions created by Chimerstry have chimerical reflections as well. These chimera often remain in existence long after the original illusion has faded. For every success earned in creating an illusion with Chimerstry, the chimera will remain for at least an additional day. How this chimera acts depends upon the nature of the illusion that was cast. Inanimate chimera generally remain in the area where they were created, and can be interacted with by changelings just like any other inanimate chimera. These are almost always considered to be Incidental chimera (see Changeling: The Dreaming second edition, pg. 218). Animate chimera can take on a life of their own, often with extremely unpredictable effects.
Detect Chimestry
A Kithain can sense the use of Chimerstry within a mile with a simple Kenning roll (difficulty 7). One success gives the Kithain a general idea of where the Discipline is being used, while five successes allows the Kithain to pinpoint the exact location.

Mage Crossover Rules
Detect magic
Mages affect reality, changing it to fit their vision. The Near Dreaming often reflects this change. When a mage changes reality, using subtle or obvious effects, the Dreaming may be affected as well. A successful Kenning roll (difficulty 8 for vulgar magick, 9 for coincidental — see Mage: The Ascension) allows a Kithain to know that a mage used True Magick in the vicinity (within 10 yards). Three or more successes may determine what kind of magick was used, and five or more may allow some gleaning of who performed the magick (i.e., what Tradition or Convention, and perhaps who it was, if it is a mage known to the Kithain.) the mage may be able to resist the effect of the enchantment. To do so requires a Willpower roll for the mage (difficulty 8). The mage must score one success for each point of Glamour that the changeling invested in the enchantment attempt.
Resisting Enchantment
The will and sense of reality of mages is stronger than that of most people. Therefore, when a changeling is attempting to enchant a mage, the mage may be able to resist the effect of the enchantment. To do so requires a Willpower roll for the mage (difficulty 8). The mage must score one success for each point of Glamour that the changeling invested in the enchantment attempt.
Counter magic
When a Kithain performs a cantrip that will affect a mage, the mage can use her Arete to counter the cantrip. The system for this is to roll the mage's Arete with the difficulty equal to the highest level of Art being used in the cantrip + 3. This is the formula regardless of whether the mage is using countermagick, unweaving or anti-magick. To resist mage magick, a changeling player must roll her Glamour against a difficulty of the highest Sphere rating used in the effect + 4. If successful in countering the effect, the changeling receives a point of temporary Banality for having removed some small bit of magic from the world.
Marauders
Insane mages existing in their own reality, twist and warp the Dreaming in their wake. Where Marauders pass, the Dreaming recoils and reforms in grotesque shapes, reflecting the mad ones' views of reality. Strange chimerical creatures and artifacts are spawned, and go on rampages.
Detect Kithain
Any mage with one dot in Spirit can attempt to discover if someone is Kithain by rolling his Arete (difficulty 7). To perceive the local Near Dreaming, the mage must roll Arete (difficulty 8). If the mage wants to scan an area for a Kithain presence, again, an Arete roll is called for (difficulty 9).
Locate Freehold
To locate a freehold, a mage must first actively examine an area and must use both Spirit 1 and Prime 1 on the location he thinks may be a freehold. He then must succeed in an Arete roll (difficulty 9). A failure indicates that the mage fails to notice the freehold and sees only the seeming of the place. If he succeeds, he sees a brief glimpse of the freehold's true nature.
Drain Freehold
To drain the freehold of its Glamour, the mage must have Prime 3 or higher. The amount of Quintessence gleaned without destroying the freehold is equal to its level. If the mage decides, he may drain double the points of Glamour, extinguishing the balefire within the freehold. Any points taken over the level of the freehold may damage the freehold at the Storyteller's discretion.

Werewolf Crossover Rules
The Delirium
Changelings who are actively in their fae mien are not affected by the Delirium.

Demon Crossover Rules
Resistant to illusions
A Demon can see right through a changeling's Seeming with a Perception+Alertness, difficulty 7 due to their resistance to illusions.
Detect Lore
A Kithain can sense the use of Lore within a mile with a simple Kenning roll (difficulty 7). One success gives the Kithain a general idea of where the Lore is being used, while five successes allows the Kithain to pinpoint the exact location.
Creatures From the Lower Depths

This message was last edited by the GM at 12:45, Sun 26 Mar 2017.

Storyteller
 GM, 826 posts
Sun 26 Mar 2017
at 12:44
Demon Rules
Vampire Crossover Rules

*Vampires do not count as mortals and cannot be subject to pacts. Vampires are abandoned by God and have no inherent Faith rating.

Disciplines versus Demons
*Animalism: Does not affect a Demon.
*Auspex: If a vampire uses Asupex 2 the vampires sees the Demon's Revelatory form. Level 4 does not affect a demon.
*Chimestry: Illusions do not affect demons.
Dementation: Does not affect demons.
*Dominate: Demons can't be mentally dominated.
*Obfuscate: Demons see through Obfuscate.
*Presence: Presence does not affect Demons.
*Serpentis: Level 1 demons are immune.
*Vicissitude: The mortal shells of demons are affected by vicissitude.

Lore versus Vampires
If a Lore is not mentioned beneath it either doesn't concern vampires specifically.
*Lore of Humanity: None of these powers work on undead.
*Lore of the Celestials: None of these Lore work on undead.
*Lore of Flame: Most of these powers incite Rotshrek in vampires and cause aggravated damage.
*Lore of Radiance: None of these powers work on undead.
*Lore of Awakening: None of these powers work on undead.
*Lore of the Firmament: Level 1,3,5 vampires cannot be thralls. Level 2 treat as Nightfolk. Level 4 treat as Nightfolk.
*Lore of the Forge: Level 4 Vampires can use enchanted objects. Level 5: Vampires can be bound to objects, Treat as Nightfolk.
Lore of Portals: Level 5 Vampires are unaffected by loss of willpower and sanity but they can be stranded in the shadowlands if they have no means of returning by themselves.
Lore of Longing: Treat as Nightfolk.
Lore of Transfiguration: Level 5 A vampire can only be altered until the next night.
Lore of Flesh: Level 5 Vampires can be altered only until the next night. None of the other levels affect vampires.
Lore of death: Level 1 affects vampires. Level 2 does not affect vampires. Level 3 Treat as Night Folk. Level 4 and 5 do not affect vampires.

Mage Crossover Rules
Sense Magic
A Demon can sense magic use with a Perception+Alertness, difficulty 7.
Detect Lore
Mages can detect Lore use with Prime 1, or Perception + Awareness.
Enthralling Mages
Mages can become thralls and enter into pacts.


*Lore of Humanity: Treat as Nightfolk.
*Lore of the Celestials: Treat as Nightfolk.
*Lore of Radiance: Treat as Nightfolk.
*Lore of Awakening: Treat as mortal.
Lore of Paths: Certain mages attuned to destiny and fate can detect Paths with Entropy 1.
Lore of the Forge: Level 4: Enchanted items possess 5 quintessence points which mages can harvest with Prime 3, but it renders the item magically inert. Mages are treated as mortals for the purpose of the mage activating an enchanted weapon.
Lore of Portals: Correspondence magic can block portals as well as detect them.
Lore of Longing: Treat as Nightfolk.

This message was last edited by the GM at 23:52, Sun 04 Feb 2018.

Storyteller
 GM, 1034 posts
Sat 15 Jul 2017
at 07:44
Mage Rules
Entropy
Entropy 4:

Forces
*Fire attacks trigger rothshreck.

Mind

*Mind magic can be resisted with a Willpower roll, difficulty 6. The target will need to score more successes than the mage.
*Demons are immune to mind control and illusions, rendering most Mind effects ineffective.
*Mind magic against supernaturals has an automatic difficulty of willpower+3. Certain supernaturals adept at Mind effects themselves may have a difficulty of Willpower+5.
*A roll to influence several mages or Night-Folk at once is difficulty 8 (Willpower 5 + 3) if the caster is being clever and sneaky about his influence, and difficulty 10 (Willpower 5 + 5) if he’s being blatant about it. If one target in that group has a Willpower that’s higher than 5, then the difficulty is that character’s Willpower + 3 or + 5. And if that takes the difficulty over 10, then the Optional Rule of Thresholds takes over. (See Mage 20, Chapter Eight, p. 387.).
If the caster is trying to use magickal Mind-force to compelNight-Folk to do things they do not want to do (as in being an “Unwilling Target” to Puppetry, as described below), then the difficulty gets the usual +3 modifier in addition to the other difficulty modifiers – that is, +6, +8, or highest Willpower + 6 or + 8.

This message was last edited by the GM at 01:14, Sun 14 Jan 2018.