Author Topic: HOUSE RULES: General House Rules & Clarifications  (Read 3237 times)

Offline Raven

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HOUSE RULES: General House Rules & Clarifications
« 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:



  • Dicepool Caps: The number of dice that can be rolled for any given action cannot exceed 20. The only exception is for soak rolls, but only when the opponent's damage potential exceeds 20. I.E. Using autoPotence attacks for 5 automatic damage, and then rolling an additional 20 dice.

  • 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.


Rear Flank/Side attack Difficulty Modifiers: As per MTAv20, in /close combat/ and active initiative (not ambush), you may apply the -2 difficulty for attacking someone's ''Rear'' ONLY if he's not defending against your attack, same applies for ''side'' attacks which grant you the benefit of -1 difficulty.

Example: Malcolm is fighting Lilia Mayes in close combat, Lilia tries to bite and Malcolm declares to dodge her, Evelyn decides to back-stab Malcolm while he's busy dodging Lilia (and isn't facing Evelyn), if Malcolm had any dice left to dodge against Evelyn or Extra Actions to defend against her attack, he can defend against her without her enjoying the -2 difficulty for Rear attack, but if he doesn't, she simply enjoys the -2 difficulty as a ''Rear'' attack. cheesing this mechanic isn't allowed, such as moving behind a person while you were literally infront of him just to get that -2 difficulty is not allowed. this is a situational modifier, apply common sense to it.

  • 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.

  • Specialties: Players are limited to three *combat trait specialties. The change is not retroactive.
  • Combat Trait Specialty - Any specialty that will give you the upper hand in a combat, that also means for traits like Stealth, Intimidation, 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.

  • 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.
    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. You may opt to get certification background instead as it serves a similar purpose.
    Self-Confident may only be used three times per IC hour.

    We follow the strict code of the Great Index update, you may not apply for things outside your race books. For more information check the thread out - http://vwh-rp.com/index.php?topic=20.0




  • 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 to Defense: Changing Targets or Aborting your main action to a defensive one may /only/ be done in the /declaration/ phase, there's a little grey area where the highest initaitive is declaring/performing his action, this is your window to make a roll to switch targets with the +1 penalty as per usual, or to abort to a defensive action instead, if you have multiple actions declared and wish to abort a few of those Extra Actions to defense, you only have to make 1 roll (willpower difficulty of 6) and choose how many actions you're changing to defense, same goes for Changing Targets, you may only switch targets /once/ per turn.


  • 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.

  • |(!) - REVISED|Shields: A deployed shield adds to the opponent's frontal attack difficulties when trying to go around it, effectively acting as cover. Assuming your character can move freely, directing a shield to face someone is reflexive and does not cost an action or require higher initiative.

     -- In close combat, shield adds +2 diff to those trying to strike you,  the +2 difficulty doesn't apply for
     people trying to attack you in ranged combat as mentioned in MTA V20, in ranged combat, if someone shoots/throws a projectile at you, you must employ your shield actively to block, this means you must spare an action (or dice) to block said attack with your shield (Dexterity + Melee normal difficulty of 6), you may split your block dice normally to block multiple shots, or you can simply declare a desparate block and block all incoming shots in that given turn as per normal, only 1 success is needed to employ a single block, upon success, you may add the Shield's Rating to your total soak dicepool against the shot/projectile launched at you, even if you're unable to soak said damage with your character's normal stamina (for example, aggravated damage to humans), you can still only roll the Shield's Rating to soak it.

    Example: Malcolm shoots Tychus, Malcolm rolls damage and scores 10 lethal on Tychus, Tychus has a riot Shield which has a Rating of 5, and Tychus has 5 Stamina. Tychus rolls his Stamina at difficulty of 6 (since he can normally soak lethal as a vampire) and on top of his Stamina, he adds the Shield's Rating to his soak roll, meaning Tychus rolls a total of 10 dicepool to soak that 10 lethal, and unsoaked damage is added to your character as per normal.

    -- Breaking the shield, you can strike it in an attempt to break it so you no longer have to deal with this +2 that it incurs in close combat or for whatever reason you wish to destroy it,  destroying it requires 3x damage done to it's rating just like how it's ruled now, but suppose you score 10 damage in a single blow when you need 15 to destroy it, this 10 damage will instead have to be soaked, via rolling the shield's rating + whatever your soak is granted you can soak that form of damage with your race/character, any unsoaked damage will pass down to your person as Bashing damage, since it's a blunt force trauma.

     

  • 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.

     Snipers preparing an ambush will require a NPC placeholder in the position they are sniping from. When setting up your den, /cnpc 0 Sniper_[your unique ID]. Players will be able to interact with you until you move on from the area. Ambushes that do not have an NPC spawned in will be deemed illegitimate.
    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.
    Danger Sense also applies to regular premeditated attacks, but not spontaneous combat.
    Walking over to someone and rolling Initiative will let them try and pre-empt the threat, possible preparing beforehand. Insulting someone and having them punch you a second thereafter in the face - does not.


    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.


  • Telekinetic abilities: Be it Psychokinesis, Telekinesis or Movement of The Mind, the following rules will be adopted for a global crossover system.
    Spoiler for Hiden:
    Duration : The player first performs an activation roll which determines the duration wherein they can enforce control over an object. Entities other than inanimate objects are held for 1 turn per success. Inanimate objects can be held under passive control for an entire scene if 5 or more successes are achieved.

    Focus : A player needs to dedicate themselves entirely to controlling an object or entity throughout the process. They may talk normally, but are otherwise unable to split their dicepools or use extra actions. The only workaround is with Dual Thought - however - averting your gaze or losing track of your object in heated combat will still break your focus.

    Battle of Wills : After activation, an immediate and reflexive Willpower (difficulty 6) is made for each opponent. If the victim fails, they are subjected to the caster's control. Very elaborate actions are improbable (such as aiming at someone else and pulling the trigger), but you can halt them in their tracks.
    If the victim succeeds, they shake off the control for that specific turn. However, a new check is made in the following turn so long as the caster maintined focus throughout the entire turn. The Battle of Wills check is made reflexively at the start of each turn, BEFORE initiative is rolled.

    Strength : When determing the damage rate, disarm resistance and other aspects where Strength may be a factor, use the caster's used Total Path Rating as the equivalent. As suggested in Hunter's Hunted II, the caster can determine the velocity of the item at will. The damage levels are based on the total rating of the path used and are rolled as damage dice as per normal. The item thrown determines the type of damage. Net successes and targetting modifiers are then rolled separately for additional damage.
    [!] You cannot use telekinetic force to directly damage an item within your control by crushing it. You can throw a boulder at a wall, resulting in its destruction, but you cannot dismantle it with your sheer will alone. In much the same fashion, you can throw a living target against a wall to incur damage, but you cannot directly subject them to damage from outside pressure.

    How to disarm with Telekinesis:
    Roll as per normal to take control of a weapon/item depending on it's weight, once you succeed, successes translate into duration of control as per normal. roll your total Telekinesis/Movement of the Mind rating at a difficulty of 6 in a resisted action against your target's Strength, both of you roll it at diff 6, whoever scores the highest wins the contest, if the defender equals the attacker's succesess, the defender wins as per normal.

    Aiming & Dicepool associated with throwing items telekinetically : The successes achieved from your activation roll both translate into the duration of the control of the item, aswell as a dicepool for you to roll to throw an item/object. For example, controlling a knife calls for rank 1 given the light weight, you scored 8 succeses, 8 is now your dicepool to throw the item at your target, difficulty depends on the area you're targetting as per normal (+2 for head, +3 eyes, etc), so you basically /mroll 8 8 if you're going for a head throw. [/color]

    Levitation & Performing actions while levitating : You may float yourself at a speed equaling your own running speed, regardless of the weight you possess, you require atleast Rank 3 in the power to be able to levitate, Carrying someone with you - on the other hand - will reduce the speed dramatically.

    You may use Telekinesis while levitating, but you /may/ not levitate AND use Telekinesis to hold someone in place in the /same/ turn, only 1 application of Telekinesis may be be used in a turn. you may for example, levitate yourself for the first turn, and then hold someone while levitating the /next/ turn.

    You may use Telekinesis WHILE levitating for a duration of ONE TURN ONLY, regardless of how many successes you score on the activation roll, this is to ensure you don't hover over the town like a giant magnet and pluck people from the ground all the way up to yourself as if it's a ''God is calling'' situation, you may for instance utilize this 1 turn to push someone away who's in your way or whatever other creative uses you can think of for 1 turn, after cashing in your 1 turn while levitating, a different instance of 1 turn usage may be done, but after 5 turns of recovery from the initial usage, given it puts alot of strain on the brain.''

    Velocity : The speed and range at which you can move objects and people is dependent on your currently used path rating, the ''used path rating'' thingy basically calls u to roll at diff 8 activation roll just to move a plastic cup 18 yards, makes no sense, it should be > Depending on your total rank in the path, you can move objects/people with the following speed in any given turn:
    1 - 5 + Wits / yards 10 yards.
    2 - 7 + Wits / yards 20 yards.
    3 - 9 + Wits / yards 30 yards.
    4 - 11 + Wits / yards 40 yards.
    5 - 13 + Wits / yards 50 yards.

    Telekinetic push, and having people suffer Fall Damage:
    The chart above is regarding how far you can move an object/person in a single turn using Telekinesis/Movement of the Mind, ADDING to this, you may for instance, lift someone high up and drop him down to have him suffer Fall Damage, or pushing someone back with Telekinesis to inflict Fall Damage, you may use this system for determing Falling Damage which is taken from VTM V20:

    The Storyteller rolls one die of  bashing damage for every 10 feet or 3 meters (rounded down) that your character falls before hitting something solid. Falling damage may be soaked normally. Landing on sharp objects can change the damage from bashing to lethal at the Storyteller’s discretion, If your character plummets 100 feet (30 meters) or more, she reaches terminal velocity. The damage effect reaches a maximum of 10 dice at this point, and it is considered lethal damage. Additionally, any armor your character wears in a terminal-velocity fall functions at only half its rating (rounded down), since it’s not designed for this sort of punishment.



    - Performing actions with manipulated objects: Aside from throwing objects at people which has the system mentioned above, you may for instance, want to manipulate a sword or a gun and have it move around and shoot/swing at people, this is possible since all the books clearly mention that ''you may manipulate objects as if you held them.''

    System: you simply determine the object's weight, and follow the Telekinesis chart based on how much you can lift depending on the level of Telekinesis/Movement of the Mind you have, and roll the activation roll as per normal, successes translate into duration of manipulation as normal, once the object is under your control, you may freely perform actions with it replacing the attribute that's normally needed for actions with your Telekinesis/Movement of the mind rating, for example, shooting someone with a gun calls for a Dexterity + Firearms roll, in this case you're not employing your Dexterity, so replace that with your Telekinesis total rank + the relevant ability (for example a rank 5 telekinesis with 5 firearms, does a simple /mroll 10 [difficulty] as per normal. you may split your dicepools in this manner incase you wish to perform multiple actions with the object you're manipulating as per normal, it's like shooting a normal gun for instance except this gun is not being held by your hands, but instead with the power of your mind, you may split dice to fire a gun you're manipulating twice depending on the weapon's fire rate for example, or you may split to perform 2 swings at someone, same as the normal split rules.

    Fluff Control : Numina do not need to spend a Willpower point, nor do vampires require to roll when controlling simple objects, such as lifting a coin or levitating a pack of cigarettes to someone. This restriction is gone if the task at hand is a dramatic one and can affect the chronicle progression in any way. Lifting someone's keys from the nearby table and bring them subtly in your hand will still require a roll.

    Multiple Objects : You may control multiple objects, but this is merely fluff and gives you no mechanical advantage. You can lift and throw multiple pebbles, or animate several floating tomahawks - however only a single damage check is made for all of them, and dodging 1 knife is no more difficult than dodging 8. Assume that you can control one object per your Willpower rating, HOWEVER they must be symbolically linked. You could lift a bunch of nails or rocks, but you can not throw a wooden pole, a car tire and also a nearby dog at someone.

    Weight : Assume that you require a given level to carry specific objects or people.
    • One pound/one-half kilogram
    •• 20 pounds/10 kilograms
    ••• 200 pounds/100 kilograms
    •••• 500 pounds/250 kilograms
    ••••• 1,000 pounds/500 kilograms
     


  • Enhancements/Effects upon death: RPF Enhancements/Effects such as MindShield or other magickal effects that are given to you by either a mage or a demon, are lost upon death and you'll only be able to re-acquire them after 10 days from your death, this does not apply for Mages, Demons or any other race capable of bestowing enhancements/effects upon themselves, it's only effect for the receipents of said effects who are unable to replicate it on their own, this DOES NOT apply to Demonic pacts (being a thrall) or Blood Bonds and vice versa.


Restraints (Handcuffing, tying people with ropes or chains and how to break out of it):

Not all vampires have superhuman strength, and even those who have the Potence Discipline aren’t necessarily strong enough to break out of good restraints. Handcuffs are commercially available, but good quality nylon rope is cheaper.

Breaking out of restraints requires Strength 4 to 7 (see Lifting/Breaking, p. 260 on VTM V20). The better the quality of the restraints, the more Strength it requires, this goes for handcuffs and other ready mate restraints.

Astute readers will note that the chart on page 261 of VTMV20 lists breaking down a steel door
as requiring Strength 5, but here we’re saying that snapping some restraints might require as
much as 7? Well, yes. Breaking down a door doesn’t really require breaking the door itself, just the hinges. The hinges are a weak point. It’s still hard, especially a metal door, but the fact is that doors are meant to open and that gives the character an edge.If the character is properly restrained, though, he can’t get the leverage he needs to pull the restraints apart. It’s the lack of leverage and the inability to exert one’s full strength, not the material, that makes restraints effective.

Tying up or otherwise restraining a character requires a successful Dexterity + Crafts roll, difficulty 5 if the target is insensate or incapacitated. Increase the difficulty to restrain the individual to as much as 10 for a fully awake and struggling character. The more successes the character doing the tying achieves, the harder the restraints are to break, this applies to tying someone down with chains, or ropes and other similar means.

- Handcuffs require a Strength rating of 8 to break if you're cuffed from the front, given being cuffed from the front allows for more power to be generated given the angle and positioning of the hands/arms/shoulders, being cuffed wih your hands back, raises the Strengh requirement to 10 due to the awkward positioning and inability to generate the most of your power, no roll is required, the Strength rating simply needs to be met, and a /full/ dedicated action, Vampires may add their Potence rating to their Strength rating for this purpose.

- Tying someone with a rope/chains hooked to a wall or other tying methods: tying someone unconscious or unresistant requires a Dex + Crafts roll at diff 5, start with Strength 3 requirement to break and add +1 to the Strength requirement per success you achieve on your restrain roll, if someone is /fighting/ back or /resisting/ as you're trying to tie him up, increase the Dex + Crafts difficulty from 5 to 8.

Example: Malcolm knocks out Tychus and restrains him with metalic chains hooked to a wall, Malcolm rolls Dexterity + Crafts once he finishes chaining Tychus down, Malcolm scores 10 successes on that roll, which mean's he's done a good job on tying him down and figuring out a position that is awkward or doesn't allow for Tychus to utilize his full strength, thus Tychus will need a total Strength rating of 12 to break out of the restraints and 1 full dedication action to do so.

- For characters with lower Strength ratings, they may instead channel their Willpower into performing such feat, they simply roll their willpower at a difficulty of 9, if success, consider your Strength rating 1 higher for the purposes of the system above, you may keep repeating the roll to climb the Strength ladder until you reach your goal, failure means you may not try again for the scene, while a botch means you hurt yourself trying and incur a 1 lethal level of damage.
« Last Edit: September 30, 2021, 08:37:17 AM by The Eternal Stud »

Offline The Eternal Stud

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Re: HOUSE RULES: General House Rules & Clarifications
« Reply #1 on: August 05, 2021, 00:58:24 AM »
Updated Telekinetic abilities:

- Performing actions with manipulated objects: Aside from throwing objects at people which has the system mentioned above, you may for instance, want to manipulate a sword or a gun and have it move around and shoot/swing at people, this is possible since all the books clearly mention that ''you may manipulate objects as if you held them.''

System: you simply determine the object's weight, and follow the Telekinesis chart based on how much you can lift depending on the level of Telekinesis/Movement of the Mind you have, and roll the activation roll as per normal, successes translate into duration of manipulation as normal, once the object is under your control, you may freely perform actions with it replacing the attribute that's normally needed for actions with your Telekinesis/Movement of the mind rating, for example, shooting someone with a gun calls for a Dexterity + Firearms roll, in this case you're not employing your Dexterity, so replace that with your Telekinesis total rank + the relevant ability (for example a rank 5 telekinesis with 5 firearms, does a simple /mroll 10 [difficulty] as per normal. you may split your dicepools in this manner incase you wish to perform multiple actions with the object you're manipulating as per normal, it's like shooting a normal gun for instance except this gun is not being held by your hands, but instead with the power of your mind, you may split dice to fire a gun you're manipulating twice depending on the weapon's fire rate for example, or you may split to perform 2 swings at someone, same as the normal split rules.

Offline The Eternal Stud

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Re: HOUSE RULES: General House Rules & Clarifications
« Reply #2 on: August 06, 2021, 04:15:37 AM »
Updated, added a Restraints (Handcuffing, tying people with ropes or chains and how to break out of it) system.
« Last Edit: August 21, 2021, 19:57:27 PM by The Eternal Stud »

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Re: HOUSE RULES: General House Rules & Clarifications
« Reply #3 on: August 21, 2021, 19:59:31 PM »
Updated.

-Telekinesis/Movement of the Mind no longer deals automatic damage based on the Max rating of the path, instead you simply /roll/ your total path rating for damage when throwing items via Telekinesis, net successes from the initial attack roll apply, also targetting modifiers apply.

Offline The Eternal Stud

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Re: HOUSE RULES: General House Rules & Clarifications
« Reply #4 on: August 27, 2021, 06:14:15 AM »
Updated Telekinesis/Movement of the Mind.


Activation successes are no longer automatically used as the attack successes (too broken), instead, the activation successes form a dicepool for you to telekinetically throw with, read more:

Quote
''Aiming & Dicepool associated with throwing items telekinetically : The successes achieved from your activation roll both translate into the duration of the control of the item, aswell as a dicepool for you to roll to throw an item/object. For example, controlling a knife calls for rank 1 given the light weight, you scored 8 succeses, 8 is now your dicepool to throw the item at your target, difficulty depends on the area you're targetting as per normal (+2 for head, +3 eyes, etc), so you basically /mroll 8 8 if you're going for a head throw.''

Offline Raven

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Re: HOUSE RULES: General House Rules & Clarifications
« Reply #5 on: August 29, 2021, 03:53:23 AM »
EDT
Dicepool Caps: The number of dice that can be rolled for any given action cannot exceed 20. The only exception is for soak rolls, but only when the opponent's damage potential exceeds 20. I.E. Using autoPotence attacks for 5 automatic damage, and then rolling an additional 20 dice.

Offline The Eternal Stud

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Re: HOUSE RULES: General House Rules & Clarifications
« Reply #6 on: September 26, 2021, 05:07:21 AM »
Updated.

Added:
-Rear Flank/Side attack Difficulty Modifiers: As per MTAv20, in /close combat/ and active initiative (not ambush), you may apply the -2 difficulty for attacking someone's ''Rear'' ONLY if he's not defending against your attack, same applies for ''side'' attacks which grant you the benefit of -1 difficulty.

Example: Malcolm is fighting Lilia Mayes in close combat, Lilia tries to bite and Malcolm declares to dodge her, Evelyn decides to back-stab Malcolm while he's busy dodging Lilia (and isn't facing Evelyn), if Malcolm had any dice left to dodge against Evelyn or Extra Actions to defend against her attack, he can defend against her without her enjoying the -2 difficulty for Rear attack, but if he doesn't, she simply enjoys the -2 difficulty as a ''Rear'' attack. cheesing this mechanic isn't allowed, such as moving behind a person while you were literally infront of him just to get that -2 difficulty is not allowed. this is a situational modifier, apply common sense to it.

Offline The Eternal Stud

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Re: HOUSE RULES: General House Rules & Clarifications
« Reply #7 on: September 30, 2021, 08:39:01 AM »
Updated.

Added:
-Changing Targets + Changing to Defense[/color]: Changing Targets or Aborting your main action to a defensive one may /only/ be done in the /declaration/ phase, there's a little grey area where the highest initaitive is declaring/performing his action, this is your window to make a roll to switch targets with the +1 penalty as per usual, or to abort to a defensive action instead, if you have multiple actions declared and wish to abort a few of those Extra Actions to defense, you only have to make 1 roll (willpower difficulty of 6) and choose how many actions you're changing to defense, same goes for Changing Targets, you may only switch targets /once/ per turn.