Shattered Ground
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House Rules?

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House Rules? Empty House Rules?

Post  Trevor Tue Dec 01, 2009 10:10 pm

Are there are any house Rules?

Trevor

Posts : 17
Join date : 2009-11-30
Age : 34

Character sheet
Deed Name:
Rank: Cliath (1)
Tribe: Bone Gnawer

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House Rules? Empty House rules

Post  Amanda Tue Dec 01, 2009 10:54 pm

Lol, yeah... Let me see what I can think of. I'll post more as they show up. Basically anything we end up needing to mitigate in game will show up. Eventually I'll turn this topic into a post in the "Goddess has spoken" section, but until I think of everything, it can hang out here. The following is subject to change...

Traits
Rage

Upon the first time a Garou sees the moon in the evening, he recovers a number of rage traits dependent upon the phase of the moon, the rage traits may never take the Garou above his maximum number of traits.

* New Moon- One Rage Trait
* Crescent Moon- Two Rage Traits
* Half Moon - Three Rage Traits
* Gibbous Moon- Four Rage Traits
* Full Moon- Five Rage Traits

A Garou whose Auspice matches the phase of the moon instead recovers all of his rage traits.



Willpower


A willpower trait may be spent in order to replenish all levels of one ability. This may be performed once per ability per night.


Abilities

The canceling rule will be used in Shattered Ground... I'm not sure if that's in the book or not, but I thought I'd mention it.


Health Levels

Health levels gained from gifts such as troll skin or luna's armor can not be used to fuel gifts, fetishes, or other powers that require the sacrifice of health levels. Wound penalties garnered during the sacrifice still apply, but a werewolf will not drop to mortally wounded until those gift based health levels are also expended. Permanent health levels, such as those gained by "Huge Size" act as normal and can be sacrificed.


Combat

Aggressive Defense

* You may not respond aggressively in a challenge in which you are the defender (IE, you can not punch while someone is punching you), even you have an action unspent that round.
* In situations in which a gift or other power prevents you from initiating a physical challenge you may respond aggressively in a challenge as the defender. This is a specific exception to the normal rule.



Overbidding

Overbidding requires the challenger to risk an additional applicable trait in order to make another test. If the challenge is still lost the player loses both traits, otherwise the player keeps both.


Movement

During combat each character is allowed to take three steps per action in a round. Taking one step is considered "walking" and results in no penalties. If the character takes two or more steps, he is considered running and is down one trait in all challenges for the rest of the round. If you have multiple actions, but only take one step per action, there is no penalty.



Weapons

Crinos

* Most normal weapons are not designed for use when in Crinos or other forms, when not in homid, such a weapon does not grant the user bonus traits. Special abilities, negative Traits and damage all remain the same. Most melee weapons require little or no modification to use (generally requiring a melee or craft challenge). Most firearms require significant modifications to both the trigger guard and the body of the weapon (generally requiring industry or a more complex craft or firearms challenge).
* Improvised Weapons can be wielded in Crinos, but the wielder must win (not tie) a simple test after every challenge or the weapon will be destroyed and be unable to be further used.
* Weapons that require two hands to be wielded may be wielded in one hand in Crinos. The traits and other abilities of the weapon remain the same.
* Traits gained from shifting forms are not applicable when initiating a firearms challenge, they may not be bid or declared in the case of a tie.



Dual Wielding

* There are no special penalties or bonuses involved when dual wielding two or more weapons. You do not gain extra actions for Dual wielding and there is no special requirement to do so.
* The normal offhand penalty (-1 trait) applies when dual wielding unless the "Ambidextrous" merit is taken.




Forms

Werewolves have the ability to change their shape from man to wolfman to wolf. In addition to the traits and bonuses listed in the book, they gain special benefits from transforming.

Homid

* no change

Glabro

* Glabro may inflict lethal damage with a successful brawl attack.

Crinos

* As with Glabro, Crinos werewolves may inflict lethal damage with a successful brawl attack, in addition they inflict an additional level of damage with such an attack. If the werewolf uses their claws or teeth, they may instead inflict two levels of aggravated damage. Finally a Crinos werewolf may take four steps per action.

Hispo

* Hispo werewolves may inflict lethal damage with a successful brawl attack and two aggravated damage with a successful bite attack, in addition, they may take up to five steps per action.

Lupus

* Lupus werewolves inflict a lethal damage with a bite attack. They may also take six steps per action.

Regeneration

Garou regenerate one level of lethal or bashing damage at the end of each round unless physically active. Garou in combat or otherwise physically active may attempt to heal as normal by winning or tying a simple test at the end of the round. Homid and Lupus in their breed forms (Human and Lupus respectively) do not heal at an accelerated rate.


Silver

Homid and Lupus Garou in their breed form do not take any additional damage from Silver (though they will still lose gnosis if they carry silver with them). Metis always take damage from silver regardless of their current form.



Frenzy

A Garou in frenzy can not be talked down from frenzy without the use of a supernatural gift or other power. A Garou in frenzy always ignores wound penalties until they reach "Mortally Wounded" and will continue to either flee from (in case of Fox Frenzy) or attack (in case of Rage Frenzy) the situation or individuals who provoked the frenzy. In frenzy the Garou can not distinguish friend from foe and will attack all targets in the area. Garou who have more permanent rage than permanent gnosis will even attack pack mates during this time. Once the provocation has been removed, the player may test to see if his character drops out of frenzy.


Gifts

Gifts from sources other than the main LARP book can be used in Shattered Ground subject to staff approval. Gifts will be examined on a case by case basis and either accepted or rejected for the player base as a whole. However, most gifts from a different tribe, auspice, or breed are incredibly difficult to learn because you need to find a willing teacher. Once the gift is approved a copy of that gift must be brought to game.


Rituals

Rituals must be learned in game. They are learned in real time. Each level of ritual takes a different amount of time to learn (per the larp rules). You must find a Garou willing to teach you and pay them the boon they expect for their time.

Experience

* Players can earn 2 experience points for attending a session of Shattered Ground and staying in character for the majority of the game.
* Additional experience can be earned during game for actions such as excellent roleplaying, leadership, helping new players or assisting the Staff
* Players can earn 1 additional experience point per month for roleplaying done between game sessions. This includes the online forums, chat room meetings, stories, diaries, and meeting in person to roleplay scenes. Staff needs a record of any between game roleplaying that they are not involved in for experience to be awarded.


Last edited by Amanda on Sun Dec 06, 2009 7:22 pm; edited 1 time in total

Amanda
Admin

Posts : 55
Join date : 2009-11-05

Character sheet
Deed Name: The Boss
Rank: Athro (4)
Tribe: Black Fury

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House Rules? Empty Re: House Rules?

Post  Trevor Tue Dec 01, 2009 11:36 pm

few questions.
Why Xp cost for ritiuals?
No costume XP
Are you using the rule you have to be 2nd rank to use basic ritiuals and 4th rank to use intermeditate ritiuals?


The cancel rule is on the top of page 120 in the Laws of the Wild Book.

Im guessing this is with gifts such as True Fear?
*In situations in which a gift or other power prevents you from initiating a physical challenge you may respond aggressively in a challenge as the defender. This is a specific exception to the normal rule.*.


Last edited by Alex Eveningdawn on Sun Dec 06, 2009 4:30 pm; edited 1 time in total

Trevor

Posts : 17
Join date : 2009-11-30
Age : 34

Character sheet
Deed Name:
Rank: Cliath (1)
Tribe: Bone Gnawer

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House Rules? Empty Questions

Post  Amanda Tue Dec 01, 2009 11:59 pm

Xp cost for rituals is to keep every character from having every ritual. It also makes individual characters that take rituals in specific areas more important to sept functions. If a group or individual character wants to go on an in-game quest for a ritual, it can negate xp cost completely or by one more point, but there is no guarantee that you will be successful at your quest.

As far as costumes... we'll be playing on campus, and some may not feel comfortable wearing costumes. Besides that, werewolf clothing is pretty mundane typically. Just normal clothing. My NPC wears a leather jacket and Dan's Bonegnawer wears gloves with holes in the fingers. But some characters would typically dress in normal street clothes anyway.

Basic is 1-2, int is 3-4, and adv is 5.

And that is one of the gifts it's referring to. Basically if you have already spent a rage at the start of the round, you can take the defensive action if you weren't going to be able to because of a gift.

Amanda
Admin

Posts : 55
Join date : 2009-11-05

Character sheet
Deed Name: The Boss
Rank: Athro (4)
Tribe: Black Fury

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House Rules? Empty Totems

Post  Amanda Sun Dec 06, 2009 4:44 pm

There were questions on spending points for totems. In normal larp rules, you have to spend a certain number of points in totem from individual character's experience pool to 'have' a totem for your pack. You spend these dependent on what level the totem is. If you are getting a level 5 trait totem, it's five points of experience (Spread out throughout your pack however you deem appropriate). However, for our game when a pack is created the pack automatically receives 5 points to use for pack totem.

For anything higher than five, or for any pack totem abilities you do have to spend experience points in your totem. However, you can "buy" several basic totems with 5 dots.

Amanda
Admin

Posts : 55
Join date : 2009-11-05

Character sheet
Deed Name: The Boss
Rank: Athro (4)
Tribe: Black Fury

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House Rules? Empty Rites

Post  Amanda Mon Dec 07, 2009 2:39 pm

Rites/rituals seem to be causing a good deal of confusion, so let me lay down the final rules for rites:

At character creation you may learn basic rites by taking the "rituals" background. All charactes can learn one rite for the dot of background they spend in rituals. Philodox can learn two for the same cost (one point) if at least one is a punishment right. And Theurge can learn up to three rites/rituals for one dot of the background. Each additional rite (after those mentioned) is 2 points at character creation.

After character creation Rites/rituals can be learned in character and are free. However, they will take real time to learn (As mentioned in the larp book). You can learn rites from other characters or NPCs, NPCs will generally send you on a quest or ask for payment, deals between Player characters can be figured out however each player decides.

If you'd like to change your character based on these rules, feel free, just get me a copy of the new character sheet. If you have extra points to spend because of the new rule, I'll let you know, since I'm imputing all characters into the database currently.

Amanda
Admin

Posts : 55
Join date : 2009-11-05

Character sheet
Deed Name: The Boss
Rank: Athro (4)
Tribe: Black Fury

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