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

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===Anima Powers:===
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Game: [[Once_more_with_feeling|Once More, With Feeling!]].
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== Gameplay And Other House Rules: ==
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===Character Traits===
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Traits may be of any value, with a maximum of 5 or Permanent Essence, whichever is higher; without requiring the spending of bonus points.
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====Join Battle====
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Any effects which boost this also boost Join Debate, and vice-versa.
  
==== Solars: ====
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===Charm Use===
=====Dawn Caste: =====
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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.
(Permanent Essence) to DV, regardless of the opponent's Valor. Mortals and normal animals automatically flee in terror if they attempt to oppose the Dawn Caste. Heroic mortals and demons of the first circle (and non-noble fair folk) may avoid fleeing if they succeed at a Valor roll with a difficulty of the Dawn's permanent essence. Otherwise, as per normal.
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===Social Combat===
=====Zenith Caste: =====
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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.
* Burn the bodies of the fallen for one mote of essence per body, sending the smoke (and soul) to Heaven and preventing the body from rising after death as a zombie or hungry ghost. This ability is usable regardless of the status of the Zenith's Anima Banner. (EDIT: There is no cost to invoke this power when the Zenith's Anima is at the 11+ mote level.)
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====To further clarify:====
* As per normal, but double the permanent essence in additional levels of bashing, lethal and aggravated soak against attacks from the creatures of darkness.<br>
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For hitting the threshold (MDV) you get one scene worth of effect. For every three successes above threshold ((Success - MDV) / 3, round down) another scene worth of effect must be resisted. This explicitly follows the rules for NMI if the attack is NMI (2 willpower per scene without a stunt coming from a different direction). UMI does not suffer this limitation.<br>
=====Twillight Caste: =====
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<br>
The absorption of inflicted health levels of damage only applies if the damage was inflicted while the Twillight was performing a Shape Sorcery or Misc action.
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If using a charm that spells out its' own willpower cost to resist, the charm overwrites the willpower cost from above to confirm to its' text for the initial threshold success. All social charms that do not specify a willpower cost default to 1 willpower to resist for the initial threshold success.
=====Night Caste: =====
 
One mote surcharge, per charm, obvious or not, to prevent the motes spent from counting towards the Night's anima banner. The difficulty of the muting effect is equal to the Night's permanent essence AND cloaks the exalt from the eyes of heaven (Outside of Fate) for the duration.
 
====Lunars: ====
 
=====Changing Moon: =====
 
The illusion is not subject to being pierced by the Changing Moon's anima banner until the 11+ mote level, at which point the effects are as per normal.<br>
 
  
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===Sorcery & Necromancy===
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Sorcery operates within the normal combat tick system, and does not interfere with using reflexive charms. Shape Sorcery remains the applicable declared action.
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====Purchases====
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*As in character generation, three spells can be purchased for the price of one Occult charm.
  
'''Note:''' Any Castes not listed above are assumed to be unchanged.
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===Merits & Flaws===
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Merits and Flaws from both the First and Second Edition are allowed. Alternate Backgrounds are allowed. Both are subject to ST approval.
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====Priest====
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*All characters who possess this Merit at the one point level need only spend 6BP/12XP to upgrade it to the seven point level.
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**This upgrade only has a reduced cost when applied to a deity or organised religion for which the character already possesses this Merit at the one point level.
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*All Waxing Moon caste Lunars receive this Merit at the one point level for free.
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*No Moon caste Lunars only receive this Merit at the one point level for free if they are tattooed.
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*Each level of this Merit can be purchased more than once, but they apply to a different deity or organised religion every time.
  
== Other Changes: ==
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===Incapacitated and Dying===
* Traits may be of any value, with a maximum of 5 or Permanent Essence, whichever is higher; without requiring the spending of bonus points.
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Essence-Users do not die when taken below Incapacitated. They are merely disabled. Killing an essence-using 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.
* 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 sorceries or combos.
+
 
* 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.
+
===Craft Ability===
* Sorcery operates within the normal combat tick system, and does not interfere with using reflexive charms. Shape Sorcery remains the applicable declared action.
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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.
* Merits and Flaws from both the First and Second Edition are allowed. Alternate Backgrounds are allowed. Both are subject to ST approval.
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===Experience Awards===
* 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.
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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.
* 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.
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===Training Times===
* 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.
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Training times are ignored for Favored and Caste attributes, abilities, specialties, 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 and spells. Essence Training Times are ignored up to Essence 5. Essence 6 and above are attainable via completing your motivation or the normal training times.
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===Stunt Awards===
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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.
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* 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.)
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* Stunts are awarded to NPCs at the STs discretion.
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* 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.
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===Rounding===
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* All Essence-Users round up when calculating any value.  (Regardless of what the books say.)
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* All Non-Essence-Users round down when calculating any value.  (Regardless of what the books say.)
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===Martial Arts Styles===
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====Celestial====
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*The expansion charms for Solar Hero Style are considered to be native Solar Charms, and are therefore only available to Solars, Fiend caste Infernals, and Moonshadow caste Abyssals.
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*Lunar Hero Style and Wedded Moon Style are considered native Lunar styles.
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====Sidereal====
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*Lunars may initiate into Sidereal Martial Arts by the same methods as Solars and Abyssals.

Latest revision as of 11:45, 13 November 2009

Game: Once More, With Feeling!.

Gameplay And Other House Rules:[edit]

Character Traits[edit]

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

Join Battle[edit]

Any effects which boost this also boost Join Debate, and vice-versa.

Charm Use[edit]

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[edit]

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.

To further clarify:[edit]

For hitting the threshold (MDV) you get one scene worth of effect. For every three successes above threshold ((Success - MDV) / 3, round down) another scene worth of effect must be resisted. This explicitly follows the rules for NMI if the attack is NMI (2 willpower per scene without a stunt coming from a different direction). UMI does not suffer this limitation.

If using a charm that spells out its' own willpower cost to resist, the charm overwrites the willpower cost from above to confirm to its' text for the initial threshold success. All social charms that do not specify a willpower cost default to 1 willpower to resist for the initial threshold success.

Sorcery & Necromancy[edit]

Sorcery operates within the normal combat tick system, and does not interfere with using reflexive charms. Shape Sorcery remains the applicable declared action.

Purchases[edit]

  • As in character generation, three spells can be purchased for the price of one Occult charm.

Merits & Flaws[edit]

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

Priest[edit]

  • All characters who possess this Merit at the one point level need only spend 6BP/12XP to upgrade it to the seven point level.
    • This upgrade only has a reduced cost when applied to a deity or organised religion for which the character already possesses this Merit at the one point level.
  • All Waxing Moon caste Lunars receive this Merit at the one point level for free.
  • No Moon caste Lunars only receive this Merit at the one point level for free if they are tattooed.
  • Each level of this Merit can be purchased more than once, but they apply to a different deity or organised religion every time.

Incapacitated and Dying[edit]

Essence-Users do not die when taken below Incapacitated. They are merely disabled. Killing an essence-using 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[edit]

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[edit]

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[edit]

Training times are ignored for Favored and Caste attributes, abilities, specialties, 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[edit]

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.

Rounding[edit]

  • All Essence-Users round up when calculating any value. (Regardless of what the books say.)
  • All Non-Essence-Users round down when calculating any value. (Regardless of what the books say.)

Martial Arts Styles[edit]

Celestial[edit]

  • The expansion charms for Solar Hero Style are considered to be native Solar Charms, and are therefore only available to Solars, Fiend caste Infernals, and Moonshadow caste Abyssals.
  • Lunar Hero Style and Wedded Moon Style are considered native Lunar styles.

Sidereal[edit]

  • Lunars may initiate into Sidereal Martial Arts by the same methods as Solars and Abyssals.