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House Rules (Under Construction)

Posted by GMFor group 0
GM
GM, 27 posts
Sun 29 Nov 2020
at 15:26
  • msg #1

House Rules (Under Construction)

Combat Basics
  • Combat consists of turns
  • One combat turn lasts about three in-game seconds
  • One turn has three phases - Initiative, Attack and Resolution


Initiative. First, we will roll initiative. I will typically call for initiative when the situation warrants. This number is 1d10 roll + your Dexterity and Wits rating added together. The initiative should take into account any minuses due to wound penalties.

To speed up combat and dramatic scenes with rolls, do not wait to post, just go for it. But only post once. After everyone has posted I will make a single group response (based on character initiative ratings). After I've posted, everyone is free to post again. If a lag happens due to lack of posting I will roll initiative for you, I a lag happens due to lack of posting I will make a combat action for you.

Attack. First determine what your character is doing. If you would like to dodge and attack you will need to divide your poll as noted above. Roll to determine the results of your action. Assume all combat actions to be Difficulty 6. More complex attack actions will be of higher difficulty. After rolling, please post your number of successes.

The attack phase is the phase in a combat turn where the actual action takes place. Players roll for their attacks and other actions. Defensive actions are rolled in response to an attack and therefore do not adhere to the normal initiative rules as they are considered resisted rolls (they do, however, take up a full action for the defender, unless they are using the Desperate Defense rules). Once the first action is taken, the player goes to the resolution stage where the results of their rolls are handled including damage dealt and reactions to supernatural powers are decided.

It is during this phase that players also declare what powers they activate or modifiers they spend like Willpower,Glamour, etc. STs may not allow players to do this after, except in the case of Aborting Actions or Changing Targets.


Resolution. Roll damage, soak or other appropriate resistance rolls

Multiple Actions

Occasionally, a character needs to perform more than one action in a turn, such as trying to bypass an electronic lock in a busy office while attempting to avoid attention, or sidestepping an incoming attack while striking the oncoming chimerical monster with a hammer. In such situations, actions can be attempted normally, though all actions become more difficult as the character’s attention is split among them.

The player declares how many actions the character will take in a turn, determining which has the smallest dice pool. That many dice can then be split among the actions in proportions the player sees fit.

* * *

Example: Your character is being interrogated by the sidhe seneschal, due to an accusation of rabblerousing. Your eshu agitator wishes to lie, stating her innocence. As she’s never trusted the seneschal’s motives, she simultaneously reads the seneschal’s reactions to her answers. This is a Manipulation + Subterfuge roll (for which your character has six dice) and a Perception + Empathy roll (for which your character has five dice). Five dice is the smaller dice pool, so you may divide five dice among the number of actions you want to take. That is, you may allocate these five dice as you see fit between the bald-faced lie and the interpretation of the sidhe’s body language.

At the Storyteller’s discretion, certain wildly-disparate action combinations may incur a difficulty increase on top of the split dice pool limitations. Seducing a hoary old sluagh while fencing with a nocker rival is a challenge, and the difficulty will be altered to reflect that. Splitting dice pools to a certain degree may well be impossible in some cases, adjudicated by the Storyteller.

Multiple Actions(Quicksilver)- Repeat Attack and Resolution Phases until all actions are spent. Please note, Quickersilver actions may not be divided into multiple actions.


Initiative Complications: You can delay your action to prepare for someone else’s action or to react to surprises. The character who is delaying goes automatically before a character with slower initiative. So if your character has a higher initiative and decides to interfere with a character with a slower initiative if they make a hostile move, your character’s attempt to thwart the aggressor will go off first before the aggressor’s action.

All multiple actions are handled at the end of the turn and in normal initiative order. They are handled as extra combat turns until every character in a combat with multiple actions has used up all their actions.

[7 blank lines suppressed]

Defensive Actions

Dodging: To have your character X and weave herself out of harm's way, make a successful Dexterity + Athletics (or other similar maneuver example; Flying) roll. The difficulty depends upon the nature of the attack and the distance that the dodging character wants to cover during that dodge. Dodging a hand-to-hand strike is easy (difficulty 6), but dodging firearms at close range is far more challenging (difficulty 8). Dodging firearms at close range would require player to go prone.

Each success on this roll subtracts one success from the attacker's roll; thus, the dodging character needs to roll at least as many successes to avoid that blow as the attacker rolled to inflict it in the first place.

Blocking: To use a body part to deflect a blow, roll Dexterity + Brawl. The difficulty depends upon the attack but often ranges between 6 (for a fist) and 8 (a table). Like dodging, each success scored by the defender removes one success from the attacker's attempt.

Changelings may soak lethal in the grey world but not aggravated damage attacks like the teeth and claws of werewolves unless the character has is called upon the Wryd.

Parrying: When using a weapon to block an incoming attack, roll Dexterity + Melee at diff 6. Parrying cannot be used to defend against firearms (unless you have called upon the Wyrd). Parrying ranged attacks by bows, crossbows, or thrown weapons increases the difficulty of the parry roll by 2, but sufficiently-skilled characters can deflect or even cut arrows with their blades. If the defender is attacked with brawl and defender rolls more successes than the attacker (and the attacker is within the defender’s weapon’s range) the defender reflexively rolls the weapon’s base damage plus the parry’s extra successes that surpasses the brawl attack successes as a damage dice pool against the attacker. This type of attack via parrying does not cost the defender an extra action and is called a rebound attack.

Desperate Defense: If all you want is to get the hell outta Dodge, you can have your character perform a desperate defense. In this case, he's putting everything he's got into getting away from harm -- as noted earlier, he can't do anything else that turn.
For a Desperate Defense, roll your character's Dexterity + Athletics at diff 6. Your character gets to use his full dice pool against the first attack, but he must subtract one die from each subsequent dodge that turn, because it's harder to escape several attacks than it is to duck a single assault.



Resolution Phase

Once the degrees of success are established by the attack phase, players have to resolve the damage dealt by an attack or the results of supernatural power. This is also where opponents roll their soaks or roll to resist supernatural powers in order to determine how successful an attack was.

Damage dice pools typically consist of the base damage for the weapons or attack plus an additional dice per success beyond the first. Strength specialties do give exploding tens on damage rolls.

Players may then describe the results of their attacks and resolutions with as much flavor and style as is fitting and fun. But st’s can always have a right to say ‘’No thats not how that happened.’’

Once the first player in a combat turn ends their attack and resolution phases, then the second player in the initiative order goes through the attack and resolution phase, then the third, and so on.

Soaking Damage and Damage Types

Soaking damage refers to the roll a character makes to absorb the damage inflicted upon them by an attacker during the Resolution Phase. Normally soaking is done with a Stamina roll (Difficulty 6). However, there are mundane and supernatural methods of modifying this dice pool by using armor or certain supernatural effects. Some damage types cannot be soaked normally by certain types of characters without either mundane or supernatural assistance:

        Bashing Damage - All characters can soak bashing damage.
        Lethal Damage - Changelings can lethal damage without supernatural aid. Armor will allow greater proficiency to soak Bashing and Lethal. For example, a kevlar vest will protect even a mortal from a certain amount of damage done by a bullet and give the number of soak dice equal to the armor rating of the armor.
        Aggravated Damage - May not be soaked normally without a special ability or other specific means of protection in the grey world. A changeling who has called upon the Wyld may soak aggravated damage through the use of mundane and magical armor.  (In the dreaming all damage is considered chimerical damage after all). For example, an armored vest may protect a character’s torso from allowing a cold iron knife to penetrate down to the flesh. Again, the number of soak dice given in these cases is equal to the armor rating of the armor.
This message was last edited by the GM at 17:32, Sat 13 Feb 2021.
GM
GM, 28 posts
Sun 29 Nov 2020
at 15:54
  • msg #2

House Rules (Under Construction)

  • Riding on Fumes
    Unleashing can only be attempted once per real-life month. In order to realign your body with the energies of the Dreaming, you must willingly accept +3 points of temp Banality and make a Glamour roll versus difficulty 8. Only one success is required to realign your fae and mortal souls and reopen the ability to Unleash.

  • Kith Blessings
    Kith Blessing that modify attributes, modify the attributes of the mortal Body. If a Merit/Flaw gives a chimerical blessing, it will not affect the real world unless the PC calls upon the Wyrd.

  • Item Creature
    Only 1 person may work on a Treasure.

  • Affecting Multiple People
    If you wish to affect multiple people, in addition to appropriate realms, the scene realm must be included. I reserve the right to say no for any reason I deem fit for the sake of the chronicle and continuity.

  • Titles
    You must have at least the first level of Title to be a part of a house and claim its boon and Ban.

  • Holdings
    Holdings if created, inherited or occured in play cost no xp but require at least one dot of glamour as per freehold write in C20. For someone to be considered an owner of a freehold they must invest a dot of glamour.

  • CantripsYou may use fewer success than you rolled on a cantrip, except in the case of damage rolls.

  • Cantrips part 2
    Cantrips under your control may be dismissed as an action.

  • Cantrips part3
    Cantrips have a number of Health Levels equal half the number of successes rolled on the activation

  • Cantrips
    Cantrips have a title rating equal to the title of the person who cast the cantrip


    Bunks / Nightmare / Art: Suggested Errata.
    Bunks that are not in line with the arts nature, lose their efficacy by 1 point.
    The ST Assigns a Bunks Rating, if no ST is in a Scene no bunk may provide more than a -2 difficulty modifier however, Most bunks will only provide a -1 if no ST is present to assign a bunk difficulty modifier unless it is an approved Bunk.
     It is suggested that players write up a list of bunks for each art they provide, so ST’s may assign them a difficulty modifier to be used in a scene without a ST present
    If a nightmare dice shows a 1, and another nightmare dice shows a 10, they do not cancel each other out for the purposes of gaining a point of nightmare
    The 1 however, functions as a normal 1 for the purposes of determining success/fail/botch for the roll.
    Unleashing can only be attempted in a scene with the Changeling Head ST present
    Duration, unless a powers duration is specifically stated or has been errata'd , It lasts for One Scene.
    Cantrips can not be cast in quicksilver rounds.

    Arts Errata:
    Autumn 1, Creeping Shadows; If used in subtle ways, lower the difficulty of intimidation or Stealth rolls, It is Chimerical. if used to swallow a subject in it's own shadow Or other Blatant or Obvious ways, It is a wyrd cantrip.  ( No Difficulty can be lowered below 3)
    Autumn 2, Autumn Eyes; if used in combat, only affects the next attack roll.
    Autumn 3, The Poisoned Apple lasts for a number of days equal to your Rating the the Autumn Art, before the magic dissipates. This magic dissipates twice as fast in high banality areas, and half as fast in freeholds, or areas with high ambient glamour
    Chicanery 2, Veiled eyes; Changelings can counter the enchantment with a Perception+Kenning at Difficulty 8, But they must have an ST approved reason for looking for either the focus of the cantrip or for searching for something hidden. Other Supernatural splats can make the Same roll, under ST supervision, But must have some form of supernatural or Mystic Senses (Auspex, the gift Heightened Senses, etc) Their roll is Perception + Awareness / Primal-Urge, and this roll is Made at difficulty 8, Auspex Gets Standard Roll at Standard difficulty if they have reason to suspect something is hidden, or if they are looking for the subject of the cantrip.
    Chicanery 4, Veiled Mind; See ruling for Chicanery 2. Changelings employing Veiled Mind may unravel the effects any time they wish during the duration. As with Veiled Eyes, changelings and other supernatural creatures can resist the Art provided they have some reason to try to remember the subject.
    Chronos 1, Backwards Glance; You must be in the Area to use this art. It can't be used remotely unless used via Tattletale.
    Chronos 4, Deja Vu; rewinds time by a number of minutes equal to successes gained on the roll. If used in combat, it resets the combat to the beginning.
    Contracts: Any promise bound by this art relies on a level of trust between the players, and If a player breaks the promise and does not inform the ST staff and the other player involved. It will be considered willful and malicious cheating and dealt with accordingly. You have until the end of the day in which the session is recorded / text has happened to notify the parties involved.

    Dragons Ire 4,  Holy-Strike has a Chimerical and a Wyrd Version. The Chimerical Version can only be used on things like Nervosa and Chimera. Soak is stamina only if the target is able to soak with stamina. The roll is an attack roll, so attack roll modifiers apply.
    Legerdemain 2, Mooch; It only works on items in someone's possessions.
    Legerdemain 5, Smoke and Mirrors; Can not cause direct damage. Indirect damage is a different kettle of fish entirely.
    Metamorphosis 5, Chimeric Exultation; Stats will be made by the ST (or pulled from a book)
    Naming 2, Nickname; Attempts to use this cantrip on a Sidhe to give them a foolish nickname automatically fail because of the sidhe's birthright.
    Naming 3, Saining; If using a person, thing, place, etc The Subject must be in your presence for the entire time, Also Each personal Item or specific piece of information can only be used once.. If the Targets willpower increases during this time, the number of successes you need also increases by a relevant amount. The Target also becomes aware that someone is Trying to uncover their True name making them vulnerable to magics of anyone who knows it. You must have Naming 3, Saining, in order to claim the -5 Difficulty to Cantrip rolls.
    Naming 4, Runic Imprint; Successes must be divided between Attributes and Duration.
    Naming 5, Reweaving; The Number of successes that can be allocated for this cantrips duration of this Cantrip is 4 (1 year). Each Roll Costs 1 Glamour and 1 Willpower. This is an Extended Action, Each roll must be made right after the last, with no breaks for anything other than bunking.  A Target that has been Rewoven, has had their true name changed, and must have their name rediscovered.
    Oneiromancy. You may only maintain a number of Linked Dreams Equal to Glamour Rating + Willpower Rating, Oathcircles and Motely Members do not count towards the number of maintained dream connections. These Linked dreams must be bluebooked and kept in a singular post in your bluebooking thread.

    Pyretics 4, Engulf: If used to directly a target, Damage is a number of aggravated wounds equal to successes, This method has no duration available to it. Successes also affects the level of intensity for determining how hot the flames are. If used to wreath a target in flames, the number of successes determines how long the target remains alight.
    Pyretics 5, Phoenix Song; If the burning Ashe pile is smothered, spread, and the flames are extinguished before the resurrection can complete. The person remains Dead. Spreading and extinguishing the burning ash pile requires tremendous effort and is up to ST discrection.
    For Sails at Midnight We will be using 2nd Ed Skycraft.

    Soothsay 3, Tattle Tale; must be cast with the subject originally in your presence.
    Sovereign 1, Protocol; Everyone knows when they are about to break the rules of decorum. You can not accidentally break a Protocol.
    Sovereign 5, Geas; The cumulative cost of cantrip spent must be in equal amounts, until It's no longer able to be spent evenly.
    Spring 3, Well of Life; This Cantrip has both a Chimerical and a Wyrd version. Each heals their respective types of damage.
    Spring 5, Renewal; You must have an Intact body to use this on a person. If the body has been cremated, totally destroyed, or is at ST discretion too far gone. This cantrip can not be used.
    Summer 3, Aphrodisia; Red rule also applies. It can not force another player into a situation where they feel uncomfortable. IF YOU VIOLATE ANOTHER PLAYERS LIMITS, YOU WILL BE ISSUED A STRIKE. IF YOU PRESS THE MATTER YOU WILL NO LONGER BE WELCOME IN THE VENUE.
    Summer 4, Vestas Blessing, the benefits of this power do not come into effect unless someone stays the whole night inside the location that is enchanted. The benefits kick in on sunrise the following day.  E.G) If someone casts this cantrip on Thursday the 2nd, The characters must spend the entire night, resting (not specifically sleeping) in the area, On Friday the 3rd at Sunrise the powers benefits kicks in. This Cantrip must be Cast as a final action of the Day. It must be Bluebooked or witnessed by an ST.
    Summer 5, The Beltane Blade; The Number Dice of Damage Rolled is equal to the Casters Glamour Rating + Extra Successes. The Difficulty for this Damage roll is the Targets Banality rating.
    Winter 1, Chill; Can not cause Direct Damage.
    Winter 2: Hardened Heart, Can not undo a sovereign cantrip, It must be cast prior to being affected by Sovereign.

    1 success
    1 Minute
    2 Successes
    One Scene
    3 Successes
    One Hour
    4 Successes
    One Day
    5 Successes
    One Week

    Winter 3, Terror of the Long night; This serves as a trigger for Rotschreck, or Fox Frenzy and should be resisted as such for other supernaturals, For Changelings and Mortals, apply the rules as written out of the book.



    RULES FOR DUELS!

    The Challenged: Gets to set the Primary terms and rules
    The Challenger: Gets to set the location and add any additional terms.

    Both players will need to pick a second.

    The purpose of a second is to try and negotiate a peace between the two parties, if they negotiate a peace. It stops here and both combatants are bound by the negotiations.
    If a peace can not be reached then the duel continues under the originally agreed terms.

    Types of Duels:

    The scarlet Trip:
    Normally used for trivial matters or Matters of light consequence. Fought to first blood, usually with little or no armor, and with light weapons.

    Oath:
    "Tonight we trip for honor and right.
    Guide our hands, Mother Dream, as we fight.
    Fae are quick to anger, but quicker to mend.
    We swear, tomorrow our anger will end."

    The Dragon's Dance:

    This duel is regarded as the most honorable and as such, is the most common form of dueling. It is fought until one side or the other yields or is incapacitated. It may be fought with any weapons or armor the combatants agree to.


    Oath:
    "We dance the Dragon's Dance beneath the waning moon,
    And set the Dan, The chariot of Dream and doom.
    The reigns of reason slip as the star-hoofed horses race,
    And we hear the cackle of misrule beneath their frantic pace.
    Wide-eyed, the mares of terror to us draw you near -
    Come, sweet Mother Dream: our love, our lot, our fear."

    The Danse Macabre:
    A duel to the death can only be sanctioned by Kings and Queens. It may be fought with any weapons or armor the foes agree on.


    Oath:
    "We call for honor in deeds
    Let us rise about this petty seeming
    Death to S/he who flees
    Before the power of the dreaming"

    The invocation of these oaths costs nothing and there is no mechanical benefit other than the protection it affords as both parties are bound by the duel's limits. Failing to abide by the oath results in the immediate loss of 1 Dot (Permanent) Willpower.

    The Oaths must be invoked after the negotiations but before the first round of combat.

GM
GM, 29 posts
Sun 29 Nov 2020
at 15:54
  • msg #3

House Rules (Under Construction)


Freebie Chart

Abilities:   2 Freebies Per 1 Dot
Arts:        5 Freebies Per 1 Dot
Attributes:  5 Freebies Per 1 Dot
Backgrounds: 1 Freebie per 1 dot
Glamour:     3 Freebies Per Dot
Merits:      Merit Rating in Freebie points
Realms:      2 Freebies Per Dot
Willpower:   1 Freebie Per Dot

EXPERIENCE COST CHART

Attribute:           Current Rating x4
New Ability:         3
Raising Ability:     Current Level x2
New Background:      Dreamers, Retinue, Remembrance, Resources, Mortal backgrounds etc.
                     0 - Only At ST Discretion

Raising Background:  Dreamers, Retinue, Remembrance, Resources, Mortal backgrounds etc.
                     0 - Only At ST Discretion

New Art:             7
Raising an Art:      Current Rating x4
New Realm:           5
Raising a Realm:     Current Rating x3
Willpower:           Current Rating
Glamour:             Current Rating x3
Holdings background: Free if created in play, Each Level after the initial Creation is 3xp per
                     level. See below.
Title:               Free if earned in play
Chimerical Items:    Free if earned in play

Backgrounds/Merits/Flaws/ETC can be awarded at no cost at ST discretion.



This message was last edited by the GM at 16:14, Sat 30 Jan 2021.
GM
GM, 35 posts
Sat 30 Jan 2021
at 16:11
  • msg #4

House Rules (Under Construction)

An Example of "Final-Death" via Cold Iron



This message was last edited by the GM at 16:13, Sat 30 Jan 2021.
GM
GM, 43 posts
Sun 7 Feb 2021
at 04:18
  • msg #5

House Rules (Under Construction)

Our lovely local Balor has suggested an idea that I would like to implement. Everyone can submit any number of Bunks for "pre approval" That way you know, in the moment, how much your action will reduce the difficulty of your cantrip casting.

I would like players to focus on a cantrip which would qualify as a Level 1 Bunk, Level 2 Bunk, Level 3 Bunk, Level 4 Bunk and a Level 5 Bunk.

You may have multiple bunks that fall within the level one range if you choose.

Additionally, signature bunks have mean discussed. This would be a bunk that connects to the heart of your character (his or her thesis statement) so to speak.
Signature Bunks are Ranked from 1 to 5 but their modifier is 1 higher than their level. For example, a level 1 Signature bunk would provide a -2 modifier to cantrip casting while a level 5 signature bunk would provide a -6 modifier to casting. Signature bunks unlike other bunks are things that your character can do over and over without a diminishing return.

A pooka-wolf who huffs and puffs for example before using Hopscotch to move items great distances.

Or even chimerical (or Autumn Realm) alchemy!

This is an opt-in system. You do not have to participate or can participate later my PMing the below:

    Level One: Bunks -2 Modifier
  • Huff and puff: Ties into how my character has an affinity/draws strength from the stories of blah blah blah.

GM
GM, 75 posts
Fri 19 Feb 2021
at 13:28
  • msg #6

House Rules (Under Construction)

Preternatural Beauty

The sidhe are perhaps the most beautiful creatures in the World of Darkness. In game terms, they receive an additional two points of Appearance, even if this raises their total above the human maximum of 5. Few people appreciate what this really means. Imagine the most beautiful person you have ever seen, (it's Chris Evans for me!) Now imagine what it would be like if their beauty insinuated itself into your heart and soul every time they were around. That is how most humans react to an Appearance of 6 or more. Even the numbest of humans become elevated in the presence of such beauty. It is a beauty that can raise the soul to great heights, inspiring works of poetry, honor, and love-or it can kill.

A sidhe character with an appearance of 6 or 7 (some have even more) is not "merely" breathtakingly beautiful. Few individuals, human or fae, are able to grasp an attribute above the allowed human maximum of 5. A person with a 5 Intelligence is as hard-pressed to fathom the mind of a person with 5 as a person with an Intelligence of 1 would be to fathom the person with 5. (This is why vampire elders are so dangerous). The sidhe are well aware of how useful their beauty can be, and often use it as a powerful weapon. There is also a downside, however. An appearance of 6 or more can also inspire powerful negative emotions (possessiveness, jealousy, etc.)

Few creatures in the World of Darkness can compare with the sidhe in beauty. Several vampire elders and perahps fomor Enticers (see Werewolf the Apocalypse) are among the few who can. Creatures with such legendary beauty often become slowly, aware of each other. They often circle each other like sharks. Beauty comes more easily to the side than to any of the above groups. Numerically the sidhe have far more collective beauty than all of the above groups put together.
This message was last edited by the GM at 13:34, Fri 19 Feb 2021.
GM
GM, 83 posts
Sat 20 Feb 2021
at 13:44
  • msg #7

House Rules (Under Construction)

Specialities

If you can work your attribute or ability specialty into your post, you may assume (with confidence) that your specialty applies to the roll. Sometimes this is forced, and an attribute or ability specialty is applied to a scene post which doesn't make sense for the roll but these times are rare and I will correct as necessary.

Happy Gaming!
This message was last edited by the GM at 13:48, Sat 20 Feb 2021.
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