Vampires, Werewolves And Humans Roleplay

Vampires, Werewolves And Humans Roleplay => Guides & Tutorials => Topic started by: Raven on November 09, 2019, 21:02:50 PM

Title: HOUSE RULES: General House Rules & Clarifications
Post by: Raven on November 09, 2019, 21:02:50 PM
These rules ovewrite the ingame /help menu as well as the books and take top priority. Additionally, you can check your race specific rules here:











  • Hard-Cap: Players are limited to three *combat trait specialties.
  • Specialities can be changed by paying a fee of 4 experience points.
  • Combat Trait Specialty - Any specialty that will give you the upper hand in a combat, that also means for traits like Intimidation (@True Fear), Occult (Obtenebration Disc), Sphere specialities, etc, that are used in combat in one way or another are considered a Combat Trait Specialty. If you intend to get a Specialty that will buff a specific Supernatural or mundane action that can and will be used in combat it will be considered as a Combat Trait Specialty. Ultimately, it is up to the Moderator whether it is acceptable or not.

    Stuff like Fast-Draw, Alertness (Detect ambushes), Stealth (Ambushes) and so on, despite affecting combat, are not combat traits.
  • Multiple Specialities per Trait: Unless it's a skill that comes under Well-Built Craftsman, you can buy your first Speciality at rank 4; the second at rank 5. For non combat traits, you can buy the first at rank 1, and the second at rank 4, and the third and ongoing at rank 5.

    But, yes - you can get 2 Brawl specialities now. This does not however extend to Attribute specialities.
  • The Well-Skilled Craftsman optional rule from MTA p. 279 is in effect. You can buy more than 1 speciality per trait at rank 4 to define a new field of study, at the cost of 4 experience points after the first. This means that you no longer need to buy a specific secondary trait to define a skill.
    HOWEVER: if you have 3 maximum combat specialities chosen already, and you buy the Firearms: Heavy Weapons speciality so you don't have to buy the Secondary Skill: Heavy Weapons, this 4th speciality will NOT double your successes. It merely implies you are able to use them.


























Title: Re: HOUSE RULES: General House Rules & Clarifications
Post by: Raven on January 19, 2021, 10:21:01 AM
Revised telekinesis
Attacks are no longer automatic successes on targetting others
Damage now benefits from net succeesses on top of the automatic dmg from path rating
Difficulty of attack depends on user's proficiency
Title: Re: HOUSE RULES: General House Rules & Clarifications
Post by: Raven on February 12, 2021, 21:41:33 PM
Expertimenting with a significant nerf to Shields (and soon possibly armor as well)

Shields are now no longer an impenetrable wall of protection that can be easily cheesed. If someone strikes you through them, their rating will count as automatic soak. If the damage is TRIPLE your shield's rating, it will break until the end of the story and cannot be reused.

For example:
Tychus Rodriguez can either cut off someone's legs at difficulty +2, trying to go under their wooden shield - OR he can simply send that Strength 10 Potence 5 hit directly into your shield - smashing it to pieces (https://qph.fs.quoracdn.net/main-qimg-aafa6ead831db78199a849c10b5c4ecc). Assuming a metal shield's durability is 4, if Tychus does more than 12 levels of damage, it simply "breaks". Since items cost a fortune in vwh's economy, you won't need to discard them - but you will still be unable to use them in that conflict unless repaired.

Likewise, this applies to ranged attacks. They can either try to hit your pinky toes at +2 diff to bypass your ballistic shield, or they can shoot through it and hope they can blast past it. A plexiglass riotshield grants you 5 automatic soak, after which the remaining damage must be soaked normally. If more than 15 levels are dealt, it leaves a gaping hole in your defenses.





Title: Re: HOUSE RULES: General House Rules & Clarifications
Post by: Raven on February 04, 2022, 14:37:58 PM
Update for specialities
Title: Re: HOUSE RULES: General House Rules & Clarifications
Post by: Raven on February 22, 2022, 14:38:07 PM
Update to crossover mechanics.

-Buffs are lost on a PK
-You can keep buffs if you are a Thrall, Ghoul, etc subservient to the person who gave you the buff.
-IF you have a crossover relic and that race wants to take it back, donation packages do not protect the item from being robed!
Title: Re: HOUSE RULES: General House Rules & Clarifications
Post by: Raven on March 04, 2022, 23:19:24 PM
Knockdowns and automatic recovery
also the changeling ones got edited