Here's all the info that Ryan (our newest Head ST) has given about house rules for his Werewolf Chronicle.
Note: these are copy/pasted directly from his posts on the Message Boards. I will note if I paraphrase anywhere. This page will update
whenever there is anything new.
GENERAL HOUSE RULES:
Physical, Social and Mental traits will refresh at the end of a scene. You may still spend a Willpower trait to refresh any one category
during the course of a scene.
Werewolf regeneration will not reflexively operate during combat. If you wish, you may spend an action to make a static Physical challenge, retest
Primal Urge, difficulty 9 to regenerate one health level, as per the rules, during combat.
At character creation, players will start with 15 abilities instead of the normal 5. All other character creation rules are as per normal, and
restricted to the base book.
Abilities will always add to applicable challenges for the purposes of comparing traits on ties, as per the rules currently in place in Dekalb.
However, they do not add towards Willpower, Gnosis or Rage challenges unless specifically stated within the gift description.
For the purposes of gift activation or supernatural powers, a player may not expend more traits than his or her rank. For example, a Rank 2 Garou
could expend two traits to empower a gift, or could spend up to two rage traits for two additional actions. You must declare that you wish to expend these traits BEFORE the chops are thrown; if you fail the
challenge, those traits are still lost, along with the bid trait.
We will be using the tabletop rulings concerning Gnosis dockage for carrying too much silver: Every individual silver item counts for one
point, while larger items, such as Grand Klaives, count for two points. Whenever the pack is within close viscinity of each other, every member of the pack will lose one gnosis for each five (5) points of silver
being carried.
Max 10 is hereby abolished; your trait maximums are determined by rank.
• Lore and Linguistics will continue to use the house rules we have established: multiply your Ability levels by itself. For example, Lore x3
would grant you 9 points in lores to distribute (three x three = nine).
Battle scars will use the tabletop chart to determine what is inflicted, unless a player wishes to grant the storyteller or narrator the right to
determine it based on wounds inflicted. If the former method is used, consult page 199 of the Second Edition Werewolf: the Apocalypse tabletop book. Battle scars 1-10 grant one temporary Glory, 11-20 grant 5
temporary Glory, and 21-30 grant 1 permanent Glory. Rulings for the effects of Battle scars will go off of the MET Revised edition.
As Abilities count towards trait totals when comparing ties, all Static difficulties will have their difficulty raised by 3 traits, assuming that
physical, social or mental traits are involved. Unless otherwise stated within the book, the standard static difficulty will be 11, unless a narrator deems otherwise
. To balance out Truth of Gaia, the Empathy ability may not tell you if someone is lying; instead, you can determine basic emotional states with
a mental vs. social, retest Empathy/Subterfuge. ("nervous" does not imply lying or deceit)
Primal Urge may NOT be expended to shift automatically to any form. That is the domain of Rage. Primal Urge may be used as a retest on shifting form
challenges, however.
LEARNING OUTSIDER GIFTS:
To start, you must be one rank higher than a native learner must be to learn the gift. (Rank 2 for basic, Rank 4 for intermediate). Your teacher
must be the same rank as you or higher. It takes one month of game time to learn a basic or three months to learn an intermediate. On top of this, spirits who normally teach this gift can automatically sense that
you illegitimately possess their blessing, and they will certainly not be happy with this. In addition, the learner will suffer renown penalties for stepping outside the boundaries of their auspice, and the teacher
should receive scorn from the members of that group, ie a metis who teaches a metis gift to a homid should find that his metis brethren are more than a bit upset with him/her. Otherwise, it is possible, although
HIGHLY unlikely, that you may befriend a spirit to such an extent that they teach you the gift, assuming you are of the proper rank. This will require extensive roleplay with an ST, and is still subject to dismissal
by the spirit.
Frenzy confers automatic IMMUNITY to mundane and supernatural means of influencing you mentally or physically unless the power specifically works to
break frenzies, guide them, or drain your rage, such as the Children of Gaia: Calm gift.
There are no longer called shots, nor is it possible to strike with two weapons in one attack. Ambidextrous is still acceptable, as it is
useable outside of combat, and can help if one of your arms is disabled. These "Rockfordian tactics" complicate combat and make many things redundant. However, I am all for pack tactics, and will take tactics and
panache into heavy consideration and reward them thusly.
Athletics is the appropriate ability retest for attempts to soak damage. Your ability to build a campfire or a lean-to shouldn't supercede your
physical fitness.
Click here for House Rules for Gifts
Click HERE for information about Sept Positions, Responsibilities and Rewards
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