Campaign:Contagion/HouseRules: Difference between revisions
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* 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. | * 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. | * 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 == | |||
== VAMPIRES == | == VAMPIRES == |
Revision as of 22:36, 19 November 2010
Here are RAWK LAWBSTAR's house rules for Equinoctial, Caged, and Contagion
LOCATION MERITS
- 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
- 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
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.
- At high humanity (8 to 11), the vampire no longer needs to spend vitae to use blush of life.
GUN RULES
STEP 1: Determine Target
- Size penalty: Target's Size - 5.
- Torso, size 4.
- Center of Mass, size 3.
- Head, size 2.
- Hand, size 1.
STEP 2: Roll for Accuracy
- Firearms + Dexterity + Accuracy Bonus +/- Circumstances - Size Penalty - Range Penalty.
- Multiple Shots Penalty: Strength - (Recoil + #Shots).
- Multiple Target Penalty: Strength - (Recoil + #Targets - 1).
- Fully Automatic: Strength - (Automatic Fire Recoil + #Shots/10 + 1).
- Range Penalty: -1 per Range Increment.
- Double Range Penalty if using Automatic Fire without laying prone or using a mount.
- Double Range Penalty if #shots > the highest of wits or dex.
- Circumstantial Penalties
- Concealment
- Poor Lightning
- Running, -2
- High Speed Difference, -5
- Evasive Movement, -defense
- Rain
- Firing from the hip, -2
STEP 3: Apply Stopping Power
- Multiply successes from accuracy roll by the stopping power ratio.
STEP 4: Roll for Damage
- Succusses from Accuracy Roll + Damage Bonus +/- Circumstances - Armor/Cover
- Semtiautomatic Fire, Multiple Shots: #Shots + 1 Damage Bonus.
- Selective Fire Multiple Bursts: #Shots + Burst Count.
- Automatic Fire: +Automatic Fire Damage Bonus/10 shots, 9 again.
- Torso, +1 Damage.
- Center of Mass, +2 Damage Bonus, +1 Automatic Damage.
- Head, +3 Damage Bonus, +2 Automatic Damage.
- Point Blank, the damage roll gains the rote quality if the accuracy roll succeeds, if it fails, roll damage as normal.