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Alpha (ST)
Alpha (ST)
Admin


Posts : 50
Join date : 2011-07-07
Age : 37
Location : Fort Lauderdale, Florida

Character sheet
Character Name: Jim Taki
Auspice: -N/A-
Tribe: -N/A-

House Rules Empty
PostSubject: House Rules   House Rules Icon_minitimeThu Jul 07, 2011 3:48 pm

House Rules which have been requested and implemented:

  • Character Creation Maximums -
    • During Character Creation you may take a maximum of 5 Negative traits, 7 Flaws, and 1 derangement for purposes of gaining 14 additional points, on top of the 5 Brownie (a.k.a. "freebe") points and between 1-3 for completing and handing in the Questionnare for a total of 21 'bonus' character creation points before your lotto bonus is applied. (Please note what you purchase with these additional points on the character sheet you send me for expedited analysis and approval.
      Shorthand examples are as follows:
      Negative trait points = NP, Flaw points = FP, Derangement points = DP, Brownie Points = BP Questionnaire Points = QP and Lotto Bonus = LB

    • Maximum individual Fetish level at Character Creation is 3, so with five points in the Fetish background, you may have one 3 point Fetish and one 2 point fetish (or two 1 point fetishes, or 4 talens, or one 1 point fetish and 2 talens, etc.)

  • Glass Walkers Do not get 1 free point of influences, in stead they receive a free point in backgrounds. Additionally, Glass Walkers may purchase points in the Mentor background BUT the mentor may be only another Glass Walker

  • For the first three games after a character has entered play, the player (with ST approval) may make minor alterations to their character to suit gameplay or personal preference.
    Alterations will not be allowed if item of requested change (eg. gift, background, abilities, fetish, talen) has been regularly used or spoken about as it will have become a recognizable aspect of your character

  • After initial character creation, a player may partake in a one-time lottery, gifting the character with a bonus of some kind, ranging from extra points in a specified category, to a special item or gift.
    Whatever is gained from the Lotto MUST be applied to the character immediately and can not be used on another character or called into play at a later time.
    • Additional notes for the lotto: Player will have a choice when it comes time for their lotto, Random or ST Selection:
      1. Random: Bonuses will be selected randomly from a list. the average value of the bonuses gained in this fashion is 4
      2. ST Selection: The ST will look over your sheet and select a bonus for you based on areas your character might be lacking, or something your character might find useful in the future. The Average value of the bonuses gain in this fashion is 3


  • All characters receive two free points in a lore. One point in Lore: Garou and one point in your character's tribe.

  • New characters will begin with additional XP in an attempt to prevent new characters from being forced to the background due to differences in overall 'strength'. The additional XP will be the average XP of the current members minus 10. If that number would be below zero, then it is the average XP divided by half, rounded up. (Inquire with the ST as to your bonus XP)
    This rule effects only XP and not renown or rank. All players begin at Cub or Claith rank until otherwise noted, be mindful however, a stronger character can earn renown at a higher rate, so catching up will not be difficult.

  • Damage will be capped at a maximum of 3 AGG per turn unless ST approval is granted. (Circumstances warranting ST approval are: A collapsing building falls on you, You curl yourself around an incendiary explosive containing silver shrapnel to dampen the explosion, etc.)

  • You may purchase only ONE new rank of any ability between each game. Ergo, you cannot start with Survival 1 and jump to Survival 3 in the span between one game, the difference between ranks represents a substantial amount of knowledge. (reference tabletop descriptions for the different ranks in a single skill) This rule has been put in place for a two-fold reason,
    1: Your character can't get hit on their head and unlock a storehouse of knowledge they never knew beforehand.
    2: This ensures diversity in XP spending by encouraging you to spread your points around.

  • Some tribes and abilities grant traits that 'cannot be lost', I interpret that to mean even if used in a bid and you lose, they are not lost for the night, simply for that scene. In stead they simply drop to the bottom of your list as "last resorts". Ergo even if a Child of Gaia horribly looses an argument (and 'all' of her traits) she can still enact a social challenge with the ability to bid her two traits, so she can attempt to make a point, albeit a whiny, downtrodden one, but still.
    Please mark on your sheet which traits they are to minimize meta-gaming. >THIS IS A PROBATIONARY RULE<

  • Regarding the Meditation ability: You may NOT use Mental traits to exchange for Gnosis. You must expend a point of Meditation and after sitting out of game for 10 minutes you regain a Gnosis. If multiple points in Meditation are used at once, the time out of game stacks to suit.


Clarifications or denied house rules:
  • Bidding at max - DENIED - You do not have to bid your maximum traits as it can easily lead to meta-gaming.

  • Explosions/Explosives - Clarification - Yes, they are allowed (in game only, obviously), but be mindful 'actions have consequences' especially in todays political climate.
    Damage is both elemental (usually Fire) and bashing/lethal (depending on type of explosive) Damage is calculated by distance from source, type of fuel and size of explosion. There are many factors to consider, so please consult ST for information at the time for more accurate details.

  • Purchase costs at Character Creation - Clarification - Because of confusion due to character creation examples given in the books, it has been deemed that ALL purchases using additional points and/or XP are to use the costs listed in the experience chart on page #171 of LotW(revised)

  • Rites - Clarification - Rites and rituals may NOT be purchased at character creation as par the capabilities of the Cub and Claith ranks on page #181 & #182 LotW(revised), HOWEVER they can be learned in game at Claith rank through roleplaying and XP expenditure or through repeated expenditures of appropriate backgrounds and multiple approved downtimes.

  • Jumping - Clarification - The rules for jumping are being taken from the tabletop rules located in Werewolf: The Apocalypse - Core book, page 197. The chart is also available for viewing below.

    Maximum distance per Strength* trait (Points in Athletics contribute if jumping horizontally with a running start)

    + H G C H L
    V 2 3 4 5 4
    H 4 4 5 6 7


    Hare's Leap (or equivalent) x 2

    Legend: H = Homid, G = Glabro, C = Crinos, H = Hispo, L = Lupus, V = Vertical jumping, H = Horizontal Jumping.
    *Take note of which Physical traits are Strength. Dexterity, Stamina and Miscellaneous, do not contribute to jumping.
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Admin
Alpha (ST)
Alpha (ST)
Admin


Posts : 50
Join date : 2011-07-07
Age : 37
Location : Fort Lauderdale, Florida

Character sheet
Character Name: Jim Taki
Auspice: -N/A-
Tribe: -N/A-

House Rules Empty
PostSubject: Rules for Hunger and the Hunt   House Rules Icon_minitimeSun Sep 25, 2011 12:57 pm

  • Hunger & Thirst
    • Food
      • 5 points/Meal = Full

      • 2 points/Meal = Rationing (Hungry)

      • <2 points/Meal = Starving


    • Water
      • 5 points/Day = Hydrated

      • 2 points/Day = Rationing (Thirsty)

      • <2 points/Day = Dehydration


    For each game a character (including NPCs) remain at Starving/Dehydrated they will lose 1 health level from their max health.
    When the character again has a Full set of Meals, they will regain the missing health levels at a rate of 1 per game.


  • Resource Gathering "The Hunt"
    Those wishing to participate in "The Hunt" will make a simple test for each point of the Survival or Scrounge Abilities their character has, results are as follows:
    • Survival
      • Win = +1 Minute

      • Tie = +30 Seconds

      • Loss = +0 time


    • Scrounge
      • Win = +30 Seconds

      • Tie/Loss = +0 Time

    Those who still wish to participate, but have no points in either Survival or Scrounge will have a maximum of 30 Seconds if they win a simple Mental test, (Perception based trait) but any gathered resources are divided by half.
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