Difference between revisions of "Once more with feeling/Current House Rules"

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Game: [[Once_more_with_feeling|Once More, With Feeling!]].
 
Game: [[Once_more_with_feeling|Once More, With Feeling!]].
 
== Gameplay And Other House Rules: ==
 
== Gameplay And Other House Rules: ==
 +
===Character Traits===
 
* Traits may be of any value, with a maximum of 5 or Permanent Essence, whichever is higher; without requiring the spending of bonus points.
 
* Traits may be of any value, with a maximum of 5 or Permanent Essence, whichever is higher; without requiring the spending of bonus points.
 +
===Charm Use===
 
* Free Reflexive Charms for all Exalts, as per the rules for Terrestrial Exalts. Reflexive Charms do not count as a charm-action, and do not interfere with using other charms or sorcery or combos.
 
* Free Reflexive Charms for all Exalts, as per the rules for Terrestrial Exalts. Reflexive Charms do not count as a charm-action, and do not interfere with using other charms or sorcery or combos.
 +
===Social Combat===
 
* Social Combat operates on the same time-scale as Regular Combat; Join Battle does not interrupt Social Combat. For every three (3) successes on your social combat action over and above your opponents MDV, another 'scene' worth of effort is applied towards the consequences of a successful action.
 
* Social Combat operates on the same time-scale as Regular Combat; Join Battle does not interrupt Social Combat. For every three (3) successes on your social combat action over and above your opponents MDV, another 'scene' worth of effort is applied towards the consequences of a successful action.
 
* Sorcery operates within the normal combat tick system, and does not interfere with using reflexive charms. Shape Sorcery remains the applicable declared action.
 
* Sorcery operates within the normal combat tick system, and does not interfere with using reflexive charms. Shape Sorcery remains the applicable declared action.
 +
===Merits & Flaws===
 
* Merits and Flaws from both the First and Second Edition are allowed. Alternate Backgrounds are allowed. Both are subject to ST approval.
 
* Merits and Flaws from both the First and Second Edition are allowed. Alternate Backgrounds are allowed. Both are subject to ST approval.
 +
===Incapacitated and Dying===
 
* Supernaturals do not die when taken below Incapacitated. They are merely disabled. Killing a supernatural character, to explicitly include exalts and select heroic mortals, requires an additional attack action after disabling them to "finish the job". Ending an Exalt is considered bad form, as reoccurring opponents are nice to have. Bonus XP will be rewarded for not killing important characters at the Storyteller's discretion.
 
* Supernaturals do not die when taken below Incapacitated. They are merely disabled. Killing a supernatural character, to explicitly include exalts and select heroic mortals, requires an additional attack action after disabling them to "finish the job". Ending an Exalt is considered bad form, as reoccurring opponents are nice to have. Bonus XP will be rewarded for not killing important characters at the Storyteller's discretion.
 +
===Craft Ability===
 
* Craft (X) is considered and treated like a specialty and priced accordingly. There is no non-specialty Craft, and so Craft Specialties have a limit of 5 dots (or Essence, whichever is higher) per specialty.  If you wish to further specialize your Craft (X), additional specialties of specialties may be purchased at one-half the cost of a normal specialty.
 
* Craft (X) is considered and treated like a specialty and priced accordingly. There is no non-specialty Craft, and so Craft Specialties have a limit of 5 dots (or Essence, whichever is higher) per specialty.  If you wish to further specialize your Craft (X), additional specialties of specialties may be purchased at one-half the cost of a normal specialty.
 +
===Experience Awards===
 
* Experience is awarded on a weekly basis; it is expected that the players will track their earned experience total, their spent experience total and what was purchased with said spent experience.
 
* Experience is awarded on a weekly basis; it is expected that the players will track their earned experience total, their spent experience total and what was purchased with said spent experience.
 +
===Training Times===
 
* Training times are ignored for Favored and Caste attributes, abilities, charms, combos and spells. Essence Training Times are ignored up to Essence 5. Essence 6 and above are attainable via completing your motivation or via the normal training times and requirements.
 
* Training times are ignored for Favored and Caste attributes, abilities, charms, combos and spells. Essence Training Times are ignored up to Essence 5. Essence 6 and above are attainable via completing your motivation or via the normal training times and requirements.
 +
===Stunt Awards===
 +
Awarded stunts of one-, two- or three-dice value are no longer dependent on the success or failure of the relevant action, in regards to mote or willpower regeneration. Coolness is its' own reward.
 +
* If your action succeeds, you gain either motes or willpower from your stunt.)
 +
* If your action fails, you still gain either motes or willpower from your stunt.)
 +
* Stunts are awarded to NPCs at the STs discretion.
 +
* Stunts are awarded to PCs on an IC Post basis, near-automatically, with the major requirement that the IC Post must have a mechanical basis to qualify.

Revision as of 19:48, 21 June 2009

Game: Once More, With Feeling!.

Gameplay And Other House Rules:

Character Traits

  • Traits may be of any value, with a maximum of 5 or Permanent Essence, whichever is higher; without requiring the spending of bonus points.

Charm Use

  • Free Reflexive Charms for all Exalts, as per the rules for Terrestrial Exalts. Reflexive Charms do not count as a charm-action, and do not interfere with using other charms or sorcery or combos.

Social Combat

  • Social Combat operates on the same time-scale as Regular Combat; Join Battle does not interrupt Social Combat. For every three (3) successes on your social combat action over and above your opponents MDV, another 'scene' worth of effort is applied towards the consequences of a successful action.
  • Sorcery operates within the normal combat tick system, and does not interfere with using reflexive charms. Shape Sorcery remains the applicable declared action.

Merits & Flaws

  • Merits and Flaws from both the First and Second Edition are allowed. Alternate Backgrounds are allowed. Both are subject to ST approval.

Incapacitated and Dying

  • Supernaturals do not die when taken below Incapacitated. They are merely disabled. Killing a supernatural character, to explicitly include exalts and select heroic mortals, requires an additional attack action after disabling them to "finish the job". Ending an Exalt is considered bad form, as reoccurring opponents are nice to have. Bonus XP will be rewarded for not killing important characters at the Storyteller's discretion.

Craft Ability

  • Craft (X) is considered and treated like a specialty and priced accordingly. There is no non-specialty Craft, and so Craft Specialties have a limit of 5 dots (or Essence, whichever is higher) per specialty. If you wish to further specialize your Craft (X), additional specialties of specialties may be purchased at one-half the cost of a normal specialty.

Experience Awards

  • Experience is awarded on a weekly basis; it is expected that the players will track their earned experience total, their spent experience total and what was purchased with said spent experience.

Training Times

  • Training times are ignored for Favored and Caste attributes, abilities, charms, combos and spells. Essence Training Times are ignored up to Essence 5. Essence 6 and above are attainable via completing your motivation or via the normal training times and requirements.

Stunt Awards

Awarded stunts of one-, two- or three-dice value are no longer dependent on the success or failure of the relevant action, in regards to mote or willpower regeneration. Coolness is its' own reward.

  • If your action succeeds, you gain either motes or willpower from your stunt.)
  • If your action fails, you still gain either motes or willpower from your stunt.)
  • Stunts are awarded to NPCs at the STs discretion.
  • Stunts are awarded to PCs on an IC Post basis, near-automatically, with the major requirement that the IC Post must have a mechanical basis to qualify.