A Date with Destinyg/Current House Rules

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Gameplay And Other House Rules:[edit]

Join Battle[edit]

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

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.

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.

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. Players receive 8 experience points per week plus any bonus experience earned from completing goals, motivations, and anything else the ST thinks is experience worthy.

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. This will be rare. • 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.