Dillimore's Stories - Role Play
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Dillimore's Stories - Role Play


descriptionWerewolf House Rules EmptyWerewolf House Rules

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Werewolf House Rules Unknown

As some of you already know, the Chronicle where we will all be playing is a crossover of various World of Darkness books that in most cases weren't meant to be played together, and because of that house-brewed systems were made to bring balance and fair-play among of the races; these rules will have priority over those of the books, and the /help guide in-game, and are expected to be followed by everyone; every Werewolf Player is expected to follow these rules and is also expected to keep himself/herself updated, as the Werewolf Race Moderators may revise them.

Reflexive Gifts: Unless specified in the book, gifts are not reflexive and takes an ACTION, following the Initiative order.

Shapeshifting: If your Primal Urge and Stamina are each 4 or greater, you no longer need to roll to shapeshift into other forms. Partial transformations still require the usual roll, even if you have the merit. This automatic success is granted in non-combat interactions only, so you don't have to spam your IClogs. Essentially, you can shift into any form you want automatically and without a roll, so long as you're not in a combat scene.

Permanent Gifts: Gifts that have Permanent affects must be described in an roleplay feature properly, you buy them normally and still gotta have them in the character sheet gift list.
Example: Mindblock (Level Four Gift): The Garou fortifies her will against mystical influences of all sorts.
Mindblock (Continued): Mental attacks or attempts to control the mind (mind-reading, illusions, possession, and so forth) are raised to 10.

General Gifts: Other than starting gifts, Werewolves may learn a number of gifts depending on their Gnosis rate and their renown among the spirits. These gifts must be gained through IC development. Additionally, you can acquire a gift through a decent roleplay scene and the authorizations of your mods for 1 gift per rank rating.

Tribal Gifts:
Jam Weapon (Clarification): Jammed Melee weaponry are weakened as per "blades refuse to cut", meaning that the damage becomes blunt (Bashing instead of Lethal).
Pre-existing fabricated melee weapons that do bashing have their damage halved. (Brass knuckles, nightstick).
Silver weaponry does bashing rather than lethal as previously described if the Garou can soak, and is otherwise treated as Aggravated if they cannot.
Coils of the Serpent (Clarification): You need 1 action to activate the gift, roll only summoning the coils,  Dex + occult at 7  (No splitting, though you can use extra actions with rage).
Next turn or whenever you wish to attempt your grapple maneuver, you roll the dex + brawl as per the aim on a single target (or split for multiple) and the numbers of successes you gain are the nets of the grapple. (Failure indicates the failing grapple attempt). This turn requires full concentration and you can not perform any extra actions.
The coils gain the werewolf's physical characteristics. The target may dodge the incoming grapple by rolling only once with his dodge dice pools with a penalty of 1 dice after the first coil contested with the aim roll. (E.g you have 9 dices to dodge with against 4 successes of the caster's aim roll, saying he has got 3 coils spawned. You roll 7 dices as per -2 dices penalty of the extra 2 coils after the first one). If you get more or equal successes than the aim roll of the caster, you successfully dodge the grapple. Otherwise, you've grappled automatically without any reflexive strength roll.
Tentacles do not count as additional enemies for the purpose of adding +1 to the difficulty of action rolls.
If the victim wishes to break free he makes a roll (strength at difficulty 7) if the successes are higher than the number of coils grappling him, the target is free.

Breed Gifts:
Sense Wyrm (Clarification): Vampires with an humanity rating of 7 or higher do not register as Wyrm Tainted.
Vampires with an humanity rating of 6 or lower do register as Wyrm Tainted.
Demons with Torment rating of 3 or lower do not register as Wyrm Tainted.
Demons with Torment rating of 4 or higher do register as Wyrm Tainted.
Thralls and Ghouls will always register as Wyrm Tainted, should the gift be correctly activated.

Stepping sideways in heated combat: A werewolf may attempt to step sideways in heated combat circumstances, but they must dedicate an entire turn to that feat. During combat, you may not dodge an attack - even if you successfuly sidestep. The roll is made at the end of the turn.
The Garou needs 3 successes to disappear instantly in that turn, otherwise, he is stuck in between the realms until the time elapses in accordance with the chart.
If they are in the middle of combat and are targetted by anyone in that given turn, they must add +1 to the difficulty of the roll. The one point merit Concentrationallows the Garou to forego this penalty.
Darkness or the lack of a clear reflective surface increases the difficulty of a sidestepping feat by an additional +1 The pulse of the Invisible may negate this penalty.
Taking damage during a sidestepping feat breaks your concentration and can interfere with your attempt. The Gift - Resist Pain may negate these penalties. Each unsoaked damage level adds +1 to the difficulty of your Gnosis roll, which is made at the end of the turn.

Dedicated Items System: While a werewolf is changing forms, the items he is carrying ALL drop on the ground upon the transformation except for the dedicated items with Rite of Talisman Dedication and the fetishes.
Even if undedicated, you can keep up to $250 worth items (Applies to HARMLESS items only such as Keys, accessories and ID card, etc.)
The Garou travels ONLY with all items attached to him with Rite of Talisman Dedication (Fetishes do not require binding), anything else doesn't go with him as the Garou assumes his ephemeral spirit half and anything physical is left in the skinland. All the items in your inventory that aren't dedicated in the same post you performed the step sideways). If the Garou has traveled through other ways (A certain rite or a gift or any external force); The Gauntlet can be totally pierced and any object can breach easily to the other realms through it.
Any object that belongs to any certain realm can be easily taken back to its origin realm through Step Sideways normally.



Rites:
Rites can be purchased as Backgrounds if you intend to get them in-creation. Rites learning will work similarly to how vampire disciplines operate. You will roleplay learning the rite. One session of learning must be performed per Level of the rite.
The second session can be done on the following day or later. Only after they're done with the number of sessions required, a roll is made.
Following the teaching, the user then rolls the  Intelligence + Rituals (difficulty 10-Intelligence rating) and must acquire the number of successes equal to or greater than the Rite level. Failing to acquire sufficient successes means you can do another session later on and try and accrue more.
Once a rite is learned, the user spends their 'learning' downtime perfecting their knowledge of the Rite. In-game terms, this means you will be unable to attempt to learn any other rite nor do any sessions towards that goal.

Minor Rite: 12 OOC Hours.
LVL 1 Rite: 1 OOC Day.
LVL 2 Rite: 3 OOC Days.
LVL 3 Rite 4 OOC Days.
LVL 4 Rite 6 OOC Days.
LVL 5 Rite 8 OOC Days.

Yup, rites timings were lowered since we want players to have fun instead of waiting 3 weeks for learning a rite.


Fetish:
Battle Torcs (Level three, Gnosis 7): They are easily most common fetishes torcs among the Fianna.
Made at least partially from hard metals (many also incorporate a softer but more beautiful second metal) and bound with a spirit of Rage, the Fianna that are both proficient with and switch between unarmed, armed and range combat.
Quite often they are employed in combination with weapons that can both used hand-to-hand and thrown, allowing the wearer a strong versatility that a fetish weapon can't provide.
Anyone wearing a battle torc makes Brawl rolls (Have to choose 1 method, e.g only Claws related, or only Bites related etc. ), Melee rolls, and Athletics rolls (Only for throwing objects) at -2 difficulty.
Any other tribe member that desires to have the fetish will need those requirements:
1- Have a good standing admin record, If not, you need to ask for a permission from the management or WW race mod
2- If you get caught PGing the power by any way or misusing it then it will be removed without any refund.
3- Only THREE players will be able to obtain the fetish once the server launches by application of course, this isn't permanent, it will be changed by time so we don't have everyone spamming for the fetish.
4- Before obtaining the fetish, you will need a permission from a Fianna (NPC or Player)


Werewolf Starting XP: Werewolf Characters will have a boost of starting XP depending on their starting rank following this list.

Cubs and Cliaths get 24 extra Experience Points
Fosterns get 48 extra Experience Points.
Adren gets 72 extra Experience Points.
Athro gets 80 extra Experience Points.
Elder gets 100 extra Experience Points.

Last edited by Mr.death on 28/3/2023, 17:13; edited 1 time in total

descriptionWerewolf House Rules EmptyRe: Werewolf House Rules

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Werewolf House Rules Unknown

Hello everyone! In the recent days, I've seen many people ask what is exclusive and what is not, and since our game-system may reveal itself a bit confusing when it comes to such, I thought of making a general guide about "What's exclusive? And what's not", but before getting in-depth with the exclusive features, I'll be replying to a few questions you guys made.

Do we need to apply for exclusive features?: Yes, if you wish to play an exclusive character (such as vampiric bloodlines or Nephandi mages) or if you wish to get your hands on special gifts / disciplines / lores, you require an application that will ask for the race moderator's opinion; should the race moderator find your request alright, then congratulations, you'll be able to get the feature... it's really simple, but it's needed to prevent people from roleplaying things they don't know about.

How do we know what's exclusive and what's not?: This is the question I was asked the most, and the entire point of this guide will be listing them, so that you guys know what's exclusive and what's not; let's begin.

Common and Exclusive Tribes: As we all know, some tribes are rarer than some and some are more complex than others to play; in our chronicle we had differentiated those common ones we believe are newbie-friendly and those that we believe are meant to be played from skilled players because of many reasons.

These are the tribes we believe it's good to consider as common and will require no permission to apply.

Black Furies, Bone Gnawers, CoG, Fianna, GoF, Glass Walkers, Shadow Lords, Silver Fangs, Stargazers, Uktena

Proceeding further with the list, you can find the tribes treated as "exclusive" below; these tribes will require permission from your race moderator before creating one character.

Red Talons, Wendigo, Silent Striders and Black Spiral Dancers

Creating an application in the forum section will do the job, note that you must have a good knowledge about WTA before applying for exclusive feature, as you'll be monitored by your mods very often.


Werewolf Gifts: We have decided to keep some gifts more exclusive than others, because of power-standards and the wrong usages people could make, here's a list of Gifts that are considered exclusive and those that are common.

Common Gifts:  All Level 1 Gifts that belong to your tribe/Auspice can be taken freely without application, however they still require in-game roleplay.

Exclusive Gifts: The gifts below are to be considered exclusive, and will need an application if you wish to get your hands on.
LV 2 Gifts: True Fear - Luna's Armor - Spirit of the Fray - Spirtual Wrath - Go for the Jugular.

Level Three Gifts: Level 3 gifts and higher will require application to be bought, no matter your tribe/auspice, at that point you've reached a good amount of power, and your character won't be no joke anymore.

Rites, Talens and Totems:  Same goes for the Rites, Talens and Totems, you will have to ask the Race Moderator before going for any Rite, Talen or Totem and he will let you know If you can have it with or without an application.


Werewolf Ranks: Players who wish to start as Cubs or Cliaths will be able to create characters just by simply making a new character in-game without the need of applications, however starting from Cliath+ will require permissions from your race moderators, make an application in create-a-new-ticket If you wish to play such ranks.


This guide may be revised or edited any time soon, but stick to this if you wish to apply for a character at the moment.
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