Author Topic: HOUSE RULES: General House Rules & Clarifications  (Read 688 times)

Offline Raven

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HOUSE RULES: General House Rules & Clarifications
« on: November 09, 2019, 08:02:50 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:



  • Damage Nets: The successes for a damage roll carry over entirely. You don't need to substract one from the attack nets.

  • Tresholds: The maximum difficulty that may be rolled for any given action is 9. If the difficulty exceeds 10, tresholds from Mage: The Ascension apply for everyone and everything.
    Spoiler for Tresholds Mechanics:
    If the difficulty of a roll is higher than 10, the maximum is set to 9, but for each difficulty point above 10 you will lose 1 success on the roll. For example, casting a very complicated ritual in strenuous situations might call for a difficulty 13 roll. (13-9=4). This means that your roll is made at a difficulty of 9, with a treshold of 4. You will need to get a minimum of 5 successes for the ritual to be considered an abyssimal success. 6 successes will count as though you had 2, and so on.

  • Joint Lock: The second roll for Damage is rolled at Difficulty 6. Net successes do not carry over to the damage roll. You only roll Dexterity + Martial arts 6.

  • Martial Arts Styles: You can only choose moves partaining to either the Hard or Soft style. You cannot have Martial Arts above 3 dots and Dirty Fighting Maneuvers on the same character.

  • Specialities: Players are limited to three combat trait specialities. The change is not retroactive.

  • Advantages:
    Lucky Merit can be used 3 times per IC month.
    Fair Glabro Merit's cost has been raised from 2 to 5.
    Infertile Vitae Flaw's cost has been reduced from 5 to 1.
    Silence Merit's cost has been raised from 1 to 3.
    Crack Shot Merit's cost has been raised from 2 to 3. (For non-Changeling and non-Human characters, the cost is still doubled on top of that.)
    Deceptive Aura Merit's cost has been raised from 1 to 3 for Abomination characters. (Humanity rating is still taken in consideration for any character applying for this Merit.)
    Firearms License Merit's cost is 2 no matter what game line your character belongs to.
    Self-Confident may only be used three times per IC hour.



  • Turn-based powers: Powers that have Turns as the specified duration are treated as 1 turn = 10 IC minutes when outside of combat. When entering combat, substract 1 effective turn for every 10 minutes spent before initiative is rolled. 


  • Desperate Defense: You can perform Blocks, Parries and Dodges in your desperate defense mode.


  • Soaking: Humans, Hunters, Mages, etc can soak Stamina at a difficulty of 8 by default. Creatures with supernatural bodies such as Werewolves and Demons can soak lethal even in their breed/human forms, at the normal difficulty.


  • Grapples:Grapples will follow the custom system devised in May 2019 in MPRP.
    If the attacker grapples a victim successfully, they engage in a contest of raw Strength.
    The attacker adds his Maneuver Successes to a Strength (difficulty 6) roll against the defender, who also rolls Strength (difficulty 6).
    If the defender declared a deliberate action to break free, he may roll it: Strength + Brawl, normal difficulty. The successes are added against the grappler's Strength (difficulty 6 for both) roll.

    Multiple Celerity and Rage actions may be declared to break free, in each case you continue to roll until you break free.

    New (!) At the storyteller's discretion, certain people/creatures cannot be grappled at all. If the disparity in Strength between an attacker and a defender is greater than 7 dots, assume they cannot be held at all. The same applies to creatures with multiple limbs (i.e. Ananasi) or large predators (i.e. Rhinocerus).

    Clinches allow a target to be damaged in the second turn after being grappled. You are not able to immediately roll damage upon a successful clinch. Net successes do not carry over to the damage roll on clinches nor on Joint Lock.

    Breaking Free is not considered a defensive maneuver. It does not bypass the Initiative order, BUT you can roll Willpower 6 or cancel a pre-existent action in favor of breaking free. You can also use extra actions to do so, but again - they happen on the regular order.

    Letting go does not take an action, but follows the initiative order and must be declared accordingly.

  • Changing Targets: Changing targets in combat is only possible under dramatic circumstances or with the allowance of a storyteller. You can't change targets at will. If the criteria fits, you can roll Willpower (difficulty 6) to change your target. The subsequent attack is done at a +1 difficulty penalty.

    Circumstances that allow you to change targets imply something like: the target cannot be reached anymore (ward, teleportation, flight, etc),  or something obstructs your way to it. A grenade tossed at the feet at someone you're about to claw may prompt you to choose someone else and not get caught up in the crossfires.

  • Stuns: Humans, Changelings, Mages, Hunters, Ghouls, Numina Users and so on are stunned when the damage they receive in a single hit equals or exceeds their Stamina rating.
    Werewolves, Vampires, Fera, Demons (both forms) and other beings with innately supernatural bodies are stunned when the damage received in a single hit equals or exceeds their Stamina + 2 rating.

  • Multiple Opponents: A character who battles multiple opponents in close combat suffers attack and defense difficulties of +1, cumulative, for each opponent after the first (to a maximum of +4). This penalty applies if you declare actions against more than 1 character, or if more than 1 character declares actions against you. If you spin around the battlefield and attack 5 enemies in 1 turn, even if you use Celerity - you must add the penalty. In large but even group fights, provided there is mutual agreement - the penalties may be skipped. Counting moves in a clusterfuck is not a good idea.

  • Tasers: Electrical taser weapons inflict 5 bashing damage by default. This damage is static. It isn't rolled and nets do not increase the damage. The users soak normally. For each unsoaked level of damage they reduce their dicepool in subsequent turns by -2. If the soak roll fails, they are stunned for a turn, and receive the -2 dice penalty for 5 turns. If the Stamina roll botches, they are stunned for 5 turns or 5 minutes if combat is over. 

  • Touch Based Powers: Supernatural powers that require touch as a basis of activation (Lore of the Flesh, Thaumaturgy, etc) require only one action, but you make two rolls. One to touch (but never damage) the opponent, via Dexterity + Brawl/Martial Arts, and the power roll itself. Enemies can dodge normally.

  • Dodging Bullets: You can dodge bullets with a normal Dexterity + Dodge/Athletics roll at difficulty 9. This difficulty is static and can never be lowered by any means.

  • Ambush Mechanics: There are several powers that benefit a would be ambusher in certain situations. Though things like Obfuscate are meant to give a clear advantage against a defender, often in the form of an automatic ambush - that should not be the case. The same goes for sniper ambushes. Ranged ambushes are rolled with a Wits + Stealth dicepool instead of Dexterity.
    Spoiler for Elaboration:
    * Powers:
    Things such as Invisibility, Obfuscate and other powers will contribute by reducing the Stealth difficulty of the player (to a minimum of 3), or by adding extra dice.
    > Obfuscated players add their Discipline rating as extra dice when ambushing.
    > True Invisibility powers benefit the user in a reduction of the ambush difficulty by 3.
    > Powers like Blur of the Milky Way increase the Perception difficulty instead, and as such do not provide other bonuses.

    * Camouflage:
    Players using camouflaged suits in a forest environment, or black clothes at night - may benefit additionally from a reduction of stealth difficulty. Though this is normally added in the details of the item, if it isn't - assume that proper camouflage can grant the ambusher anywhere from 1 to 2 extra dice on the roll.

    * Ranged Ambushes:
    Any attack initiated from beyond 20 yards follows these mechanics.

    The roll for sniper ambushes is Wits + Stealth, rather than Dexterity + Stealth. It encompasses your ability to pick an inconspicuous spot, as opposed to maneuvering around your target's field of view in your approach or launching quick attacks.

    This is the complicated part. Ranged ambushes do not benefit from dexterity and sneakiness as much, but rather concealment in advance. There are three modifiers to pay attention to. Weather/camouflage/cover, distance and line of sight.

    > Every 100 yards of distance between the ambusher and the target results in a +1 difficulty of detection for the defender.
    > During the night, fog, or other severe conditions where visibility is lower - the defender suffers from a +1 or +2 difficulty of detection. Keep in mind that these conditions may impair the attacker as well.
    > If the target is not facing the hiding location of the sniper at the moment of attack, increase the difficulty by an additional +2. After all, how would you know you're about to be shot from behind unless you had danger sense?
    > Camouflage works the same as normal ambushes, by providing from 1 to 2 extra dice on the Stealth roll.
    > Taking Cover provides a benefit to the user in the form of a difficulty reduction on the Stealth roll. Half covers results in -1, where as taking a prone position gives the user -2.

    (Note that standing up from proned position may take an action.)

    Important: The ranged ambush roll is made at the time when you set your sights on the target and intend to fire, not after you've pre-charged your shot or aimed for several turns.
    Ranged ambushes do not benefit from extra dice on the attack roll, instead each success that you have over your opponent's is a turn in which you can hone in your aim.

    If the Sniper scored 4 successes on the W/S roll, and the defender scored 2 on the P/A roll, then the sniper enjoys 2 extra turns, just enough for him to use his Sniper scope to aim in and get a -2 difficulty on the main shot.


    Important Sidenote: Having been sniped, especially with a silencer - the defender may not automatically know where he was shot from. In cases where the initial ambush failed, the defender may roll a reflexive Perception Alertness roll, at difficulty -3 of the previous one given their alertness state. This is contested by the Wits + Stealth roll. If the defender fails to score more successes, then he does not know where he was shot from. The second roll may reach the difficulty of 2 to spot the ambusher. Loud guns are easier to trace, so reduce the difficulty by -4 overall.

    You can still run away and hope you escape their line of sight, but if you wish to take actions against the ambusher - a successful roll to detect them is required.


  • Danger Sense: The Danger Sense merit or effect requires a succesful Perception + Alertness roll.
    Spoiler for Elaboration:
    This roll is reflexive and can only be performed once. Willpower may not be spent on it.
    In case of ranged ambushes, this is done before the player is being aimed at.

    If the attacker is unaware the defender possesses the merit, their attack will be rolled back by a number of turns which allow the defender to prepare accordingly.

    Enhanced Senses do not lower the difficulty of this. Auspex offers a premonition system and at the storyteller's discretion may stack to offer extra dice. In such cases, add Auspex to your dicepool.

    The difficulty of the roll depends on the nature and closeness of the threat.
    Quote
    • difficulty 5 - The attacker is within 5 yards and lunging at your character with a drawn weapon.
    • difficulty 6 - The attacker is within close proximity but has not yet shown any signs of aggressiveness.
    • difficulty 7 - The attacker is employing ranged attacks against your character. (I.E. thrown knives, guns)
    • difficulty 8 - The attacker is far away (100 yards or more) and employing a sniper.
    • difficulty 9 - The attacker is using magic, explosives or other subtle means of attack that may not be easily discovered.
    Note that the Storyteller may increase or lower the difficulty as they see fit.

    The effect of your Danger Sense is determined by the number of successes rolled.
    Quote
    • Failure - The defender remains unaware of an impeding attack. Roll Ambush normally.
    • 1 successes - The defender is immediately alert, and may defend themselves. You don't need to beat the enemy's successes to be able to react. You also gain a general direction of where the impeding danger might originate. (South/North/East/West/Above/Below)
    • 2 successes - The defender is immediately alert and may act fully. This calls for an Initiative roll. You gain an accurate assesment of the threat's direction and distance.
    • 3 successes - The defender is made aware of the impeding threat and gains a free turn to act before it comes to pass.
    • 4 successes - The defender can now distinguish the general nature of the threat.
    • 5 successes - The defender gains two turns in which they can prepare to deal with the threat or find ways to avoid it alltogether.
    • 6 successes+ The defender reaches a higher state of alertness for the scene. They can no longer be ambushed and no threats will elude them. Each attempt counts as though they scored 5 successes. Additionally, each 2 successes after the fifth will add 1 turn in which they may prepare a response.


« Last Edit: March 28, 2020, 07:39:13 PM by Raven »

Offline Raven

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Re: General House Rules & Clarifications
« Reply #1 on: November 25, 2019, 12:31:37 AM »
Updated some things.

Offline Raven

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Re: General House Rules & Clarifications
« Reply #2 on: November 27, 2019, 01:00:47 PM »
Posted elaborate ambush & ranged ambush mechanics.

Offline Raven

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Re: General House Rules & Clarifications
« Reply #3 on: November 30, 2019, 07:11:07 PM »
Updated multiple opponents.

Offline Raven

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Re: HOUSE RULES: General House Rules & Clarifications
« Reply #4 on: March 05, 2020, 10:32:15 PM »
added danger sense

Offline Raven

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Re: HOUSE RULES: General House Rules & Clarifications
« Reply #5 on: March 09, 2020, 10:16:43 PM »
Updated grapples.