House Rules

WoD

Tackling 

Sometimes grappling and getting a hold on your opponent isn't what you're looking for.  Sometimes locking him up and pining him down aren't what you need to do.  Sometimes you just need to get him on the ground, right now.  In this case, just tackle him!

In a tackle the Attacker makes a contested roll of Strength + Brawl or Athletics versus the defenders Strength or Dexterity + Brawl or Athletics.    

A single success for the attacker indicates that both he and his opponent are on the ground and prone.  No grab is established, but the attacker usually winds up on top and the defender needs to wast time getting out from under him in order to get up and get away.  

If the attacks successes exceed the defenders defense score the attacker may establish a grab as per the first stage of a grapple.



Horsemen Specific

*Valiant Surge: 
Once per chapter, when a character
is injured, her player may spend a Willpower
point and roll Stamina + Resolve as a reflexive actions.
For each success she rolls, one point of bashing
or lethal damage is immediately healed. A Valiant
Surge cannot heal aggravated wounds. If more successes
are rolled than the character has wounds, she
gains temporary Health dots equal to the excess
successes until the end of the scene. For a heroic,
action-oriented game, the hack stops there—but
if you prefer a grimmer game about the heroics of
self-sacrifice, at the end of the scene in which the
character uses a valiant surge, not only does she lose
the temporary Health dots, she suffers damage of the
next most severe type equal to the amount healed.
For example, if Sue heals three bashing wounds and
two lethal wounds with a Valiant Surge, at the end
of the scene she suffers three lethal wounds and two
aggravated wounds. Rationale: The human body is
capable of pushing itself to extremes, even defying
crippling injuries to keep going just a little longer.
Unfortunately, the phrase “the spirit is willing but
the flesh is weak” checks those surges, and a character
who presses on despite her wounds often finds herself
worse off than she was before.


Mage

Combined Casting

In addition to the normal combined spell rules when done as a ritual casting a spell tolerance factor can be added.

The number of additional successes is equal to the total number of arcanum dots combined.  (ie.. if the combined spells are a Space 3 and Mind 2, then the successes required are 5)

The spell tolerance factor reduces the signal noise ratio of the spells and the combined spell only counts as one towards spell tolerance.

To the Limit (Tome of Mysteries pg 168)

Combat Hacks (Armory Reloaded pg 165)

*All-out Magic
*Enlightened Shield
*Eyes of Fire

Archmastery

-General Archmastery-

Spell tolerance is based off Gnosis instead of Stamina.  The Archmaster
knows how to reduce the signal/noise ratio through a greater
understanding of the soul, not the body.

Instant Spellcasting:

Advanced Spell Factors:  If an Archmaster has 2 dots or higher than needed to
cast a spell he can enhance the factors by more dramatic steps.

Pro Target:
Number of Targets    Dice Penalty
One                        None (basic success)
Two                         -1
Four                        -2
Eight                       -3
16                           -4 *
*Impose and additional -2 die penalty per x2 targets.

Pro Advanced Area-Affecting
Radius        Defined Volume    Dice Penalty
1 yard         5 cubic yards       None (basic success)
4 yards       20 cu. yards         -1
16 yards     80 cu. yards         -2
64 yards     320 cu. yards       -3
256 yards   1280 cu. yards     -4*
*Impose an additional -1 die penalty per extra x4 radius or x4 area

Duration:

Transitory spells can use the Prolonged chart with an expenditure of one
mana. (some spells it may not make sense for it to last longer than a round)
Prolonged spells can use the Pro Advanced Prolongation chart.

Pro Advanced Prolongation:
Duration        Dice Penalty
24 hrs           None (basic success)
One Week   -2
One month   -4
Indefinite      -6


Extended Spellcasting:

Advanced Spell Factors:  If an Archmaster has 2 dots or higher than needed to
cast a spell he can enhance the factors by more dramatic steps.

Pro Target:
Number of Targets    Target Number
One                         Basic success
Four                         +1 successes
Eight                        +2 successes
16                            +3 successes*
* Add an additional success to the target number per x4 targets

Pro Advanced Area-Affecting:
Radius        Defined Volume    Target Number
4 yards       5 cu. yards           Basic success
16 yards     80 cu. yards         +1 success
64 yards     320 cu. yards       +2 successes
256 yards   1280 cu. yards      +3 successes
1024 yards  5120 cu. yards     +4 successes*
* Add an additional success to the target number per extra x6 radius or x6 area.

Pro Advanced Prolongation:
Duration     Target Number
24hrs     Basic success
One week     +1 success
One month    +2 successes
Indefinite     +3 successes
Lasting*     +10 successes

*normally a spell can not be lasting on a living creature but an
Archmaster can see the pulse of the living world and is able to weave
his spell into a living creature's pattern so the spell will adapt to
the changes of growth.  Disbelief can still unravel the spell if it is
noticeably improbable.
--

-Arcanum Specific Archmastery-

An Archmaster of Space can pick apart the tapestry and find a thread to
anything or anywhere with but a thought. He no longer needs a
sympathetic connection to use Space based spells. Using a space based
spell against another Archmaster still requires the mage knowing the
other's True Name. Using Space to travel to realms outside of the known
cosmology requires a 6 dot version of Teleport.


General rules:
Spells of 3 dots or lower become like attainments.  No roll needs to be
made, no mana needs to be spent, no paradox will result from vulgar
spells.  They don't count toward active spells or spell tolerance.  They
become innate abilities.  An Archmaster is so intune with his Watchtower
that his understanding of the lower level practices happens on a
subconscious level.

Nimbus:
When an Archmaster has his nimbus and casts a spell that requires a contested roll
and the target of the spell can see the nimbus the pure display of power can unnerve
the target and they receive a -2 penalty to the die pool for resisting the spell. 
--

Werewolf

Combat Hacks (Armory Reloaded pg 164)
• Feral Defenses:
 When a werewolf wears the war
form, the near wolf form, or the wolf form, he applies the
higher of his Dexterity or Wits as his Defense, like an
animal. Rationale: Werewolves in their lupine forms are
more in tune with their animal instincts, and react more
quickly than humans do.

• Mindless Rage:
 When a werewolf enters Death
Rage, it always makes all-out attacks (p. 157 of the World
of Darkness Rulebook). This means the player receives a
+2 to all attacks, but the werewolf also can’t benefit from
Defense while in Death Rage. Rationale: Death Rage does
not allow for caution. A lycanthrope in the grip of this
mad fury can only kill.

• Quick Regeneration:
 A werewolf can regenerate
a number of points of bashing damage equal to his Primal
Urge rating each turn, rather than just one. If the player
spends a point of Essence, the character can regenerate
a number of Health points lost to lethal damage. Rationale:
The werewolves of legend and fiction are very
rarely inconvenienced by traditional weapons (there are
exceptions, of course, such as the terrifying but ultimately
fragile lycanthrope of An American Werewolf in London).
This hack allows werewolves to reach their true potential
as combat monsters.

• Savage Might:
 When in the near man or near
wolf forms, the werewolf gains the 9-again rule on all
Strength-based dice pools except attack rolls. In the war
form, they gain the 8-again rule on Strength-based dice
pools. (If you want to make werewolves truly monstrous
in battle, give these benefits to Brawl attacks as well).
Rationale: Werewolves are usually depicted as obscenely
powerful brutes, capable of smashing down any obstacle
with ease.

• Swift Killer:
 Against mortal targets, a werewolf’s
claws and bite inflict aggravated damage. If the target is
touched by the supernatural in any way, the werewolf
inflicts lethal damage. Rationale: Werewolves are usually
depicted as fearsomely effective killing machines, and
this hack allows them to tear through mortal opponents
quickly. Indeed, if the Storyteller wishes to portray them
as the terrors of the World of Darkness in a crossover
game, he might extend this hack to include supernatural
creatures. Vampires, being dead, might be exempt, but
changelings and mages must still contend with blood loss
and shock.

• Unstoppable Fury:
 While in the grips of Death
Rage, any attack that would inflict bashing damage on the
werewolf inflicts only a single point, regardless of how many
successes were rolled. Rationale: Pelting a raging wolf-man
with fists or police batons just doesn’t work.

• War Form Gamble:
 As stated in Werewolf: The
Forsaken, werewolves can only maintain their fearsome
half-man, half-wolf war form for a number of turns equal
to their Stamina + Primal Urge (+ their auspice’s favored
Renown during their auspice moon phase). Under this
system, that value is the base time a werewolf can remain in
the war form reasonably safely. After that time has expired,
the werewolf begins to risk Death Rage. Every turn past
the time limit, roll the werewolf’s Resolve + Composure
as a reflexive action. During the werewolf’s auspice moon
phase, add his auspice’s primary Renown to this roll. Every
turn, this roll suffers a cumulative –1 penalty. When the
roll fails, the werewolf immediately enters Death Rage.
Rationale: This rule allows werewolves to squeeze more
combat use out of their war forms, but presents them with
a terrible gamble the longer they do so.
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