Campaign:Contagion/HouseRules: Difference between revisions

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Here are RAWK LAWBSTAR's house rules for [[Campaign:Equinoctial|Equinoctial]], [[Campaign:Caged|Caged]], and [[Campaign:Contagion|Contagion]]
Here are RAWK LAWBSTAR's house rules for [[Campaign:Equinoctial|Equinoctial]], [[Campaign:Caged|Caged]], and [[Campaign:Contagion|Contagion]].


==LOCATION MERITS==
==LOCATION MERITS==
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*Banishing the hallucinations requires the changeling to make an extended roll of Resolve + Composure - the successes on the initial roll hallucination and gain more successes than they have Wyrd, rolling only as many times as they have dots in Clarity. If the changeling is unable to shake their hallucinatory attack, it will persist until they manage to sleep, though they will not regain willpower as the hallucinations persist into their dreams and nightmares before they are completely lost.
*Banishing the hallucinations requires the changeling to make an extended roll of Resolve + Composure - the successes on the initial roll hallucination and gain more successes than they have Wyrd, rolling only as many times as they have dots in Clarity. If the changeling is unable to shake their hallucinatory attack, it will persist until they manage to sleep, though they will not regain willpower as the hallucinations persist into their dreams and nightmares before they are completely lost.
*The maximum Glamour indicated by the changeling's Wyrd score indicates the maximum amount of Glamour they can hold safely. Though to actually achieve an overflow is rather difficult, as the changeling must harvest more than half their Clarity in Glamour at once otherwise the excess simply escapes their grasp. Once overflowing any further rolls to attempt to harvest Glamour require a successful roll of wyrd + composure - clarity, in the event of a dramatic failure the changeling's glamour surges out, losing all Glamour above their maximum and then half that again. The exact effects are up to the ST.
*The maximum Glamour indicated by the changeling's Wyrd score indicates the maximum amount of Glamour they can hold safely. Though to actually achieve an overflow is rather difficult, as the changeling must harvest more than half their Clarity in Glamour at once otherwise the excess simply escapes their grasp. Once overflowing any further rolls to attempt to harvest Glamour require a successful roll of wyrd + composure - clarity, in the event of a dramatic failure the changeling's glamour surges out, losing all Glamour above their maximum and then half that again. The exact effects are up to the ST.
*A changeling overflowing with Glamour may spend twice the amount of Glamour per turn than normal and if they pay twice the amount of Glamour a contract requires they may gain the 8 again property.
*A changeling overflowing with Glamour may spend twice the amount of Glamour per turn than normal and if they pay twice the amount of Glamour a contract requires they may gain the 8 again property or may lower the number successes required for an exceptional success to 3. If the changeling wants both, then they have to pay four times the original cost in glamour.
*There are some downsides to overflowing. First off, the excess Glamour interferes with the Masks function, causing their mien to flicker through. A mortal (or non-changeling) can briefly see through the mask with a successful roll of Wits + Composure + the changeling's wyrd score, contested by a roll of the changeling's Clarity. Additionally overflowing changelings leak excess Glamour at a rate of 1 point every hour, which does affect those near the changeling.
*There are some downsides to overflowing. First off, the excess Glamour interferes with the Masks function, causing their mien to flicker through. A mortal (or non-changeling) can briefly see through the mask with a successful roll of Wits + Composure + the changeling's wyrd score, contested by a roll of the changeling's Clarity. Additionally overflowing changelings leak excess Glamour at a rate of 1 point every hour, which does affect those near the changeling.
*Changelings with Clarity 8 and above gain 9 again on Kenning and Perception rolls.
*Changelings with Clarity 8 and above gain 9 again on Kenning and Perception rolls.


== VAMPIRES ==
== VAMPIRES ==
* The number of successes reuired to succesfully resist frenzy (of any type) is modified by '''5 - Humanity'''. If this reduces the number of successes required to 0 or below, the vampire can pretty much ignore the source. This way high humanity vampries do not flip out at the sight of a lighter while a low humanity vampire might just do so.
* The number of successes required to successfully resist frenzy (of any type) is modified by '''5 - Humanity'''. If this reduces the number of successes required to 0 or below, the vampire can pretty much ignore the source. This way high Humanity vampires do not flip out at the sight of a lighter, while a low humanity vampire might just do so.
* At high humanity (8 to 11), the vampire no longer needs to spend vitae to use blush of life.
* At high humanity (8 to 11), the vampire no longer needs to spend vitae to use blush of life.

Latest revision as of 15:05, 25 June 2023

Here are RAWK LAWBSTAR's house rules for Equinoctial, Caged, and Contagion.

LOCATION MERITS[edit]

  • Secure location merits that are not supernatural in nature pretty much all share the same fixtures in them. Provided you have a good reason I don't really care about letting the fixtures be switched about provided there is a good reason for them.
  • Any feature that adds a mechanical benefit is just being lumped into a sort of meta-category called services. So just about any service that adds dots to you or subtracts dots from an attempt against you or whatnot.
  • Each fixture is tracked separately because otherwise things get ridiculous fast, with the exception of size. For upgrading size, its the dots in size + the average of the dots of every other fixture.

RESOURCES[edit]

  • Dots in resources can be spent on a 1:1 basis for other merit dots that could feasibly be bought. Spending resources in this manner eliminates the dot as the resources are being wholly liquidated. This of course works for dots of resources that are transient.
  • Conversely resource dots can be spent to reduce the XP price of other merits than can reasonably be purchased by half. This is more or less for using your characters resources to work on a location rather than buying gear. This doesn't eliminate the dot, rather just eats from the characters disposable income provided by the resources merit. One dot cuts the price in half of one dot, so if you wanted ot halve the price of 3 dots, you'd need 3 dots of resources. Though if you have more dots in resources than the dots you want to buy each additional dot spent reduces it by half once again.

CHANGELINGS[edit]

  • Changelings are prone to experience vivid hallucinations due to their Wyrd infused nature, especially when they witness or are reminded by something that is reminiscent of their durance. Anytime a changeling experiences witness a flashback trigger they roll Wyrd + 10 - Clarity. If any successes are rolled the character experiences psychoactive hallucinations with the intensity depending on the number of successes and the strength of the trigger. Changelings experiencing these vivid hallucinations have a difficult time distinguishing them reality.
  • The penalty suffered during a hallucination attack is highly contextual, but most of the time simply having the changeling make a Clarity roll to see if they can distinguish reality from illusion before they act should suffice.
  • Banishing the hallucinations requires the changeling to make an extended roll of Resolve + Composure - the successes on the initial roll hallucination and gain more successes than they have Wyrd, rolling only as many times as they have dots in Clarity. If the changeling is unable to shake their hallucinatory attack, it will persist until they manage to sleep, though they will not regain willpower as the hallucinations persist into their dreams and nightmares before they are completely lost.
  • The maximum Glamour indicated by the changeling's Wyrd score indicates the maximum amount of Glamour they can hold safely. Though to actually achieve an overflow is rather difficult, as the changeling must harvest more than half their Clarity in Glamour at once otherwise the excess simply escapes their grasp. Once overflowing any further rolls to attempt to harvest Glamour require a successful roll of wyrd + composure - clarity, in the event of a dramatic failure the changeling's glamour surges out, losing all Glamour above their maximum and then half that again. The exact effects are up to the ST.
  • A changeling overflowing with Glamour may spend twice the amount of Glamour per turn than normal and if they pay twice the amount of Glamour a contract requires they may gain the 8 again property or may lower the number successes required for an exceptional success to 3. If the changeling wants both, then they have to pay four times the original cost in glamour.
  • There are some downsides to overflowing. First off, the excess Glamour interferes with the Masks function, causing their mien to flicker through. A mortal (or non-changeling) can briefly see through the mask with a successful roll of Wits + Composure + the changeling's wyrd score, contested by a roll of the changeling's Clarity. Additionally overflowing changelings leak excess Glamour at a rate of 1 point every hour, which does affect those near the changeling.
  • Changelings with Clarity 8 and above gain 9 again on Kenning and Perception rolls.

VAMPIRES[edit]

  • The number of successes required to successfully resist frenzy (of any type) is modified by 5 - Humanity. If this reduces the number of successes required to 0 or below, the vampire can pretty much ignore the source. This way high Humanity vampires do not flip out at the sight of a lighter, while a low humanity vampire might just do so.
  • At high humanity (8 to 11), the vampire no longer needs to spend vitae to use blush of life.