Rules:NWoD

From LARP - Changeling

Jump to: navigation, search

Contents

THE RULES

  1. Don't do anything illegal.
  2. No unwanted touching.
    If it makes someone uncomfortable don't do it.
  3. No alcohol or other drugs.
    It's a dry campus so no drinking or showing up drunk.
  4. No stunts.
    Don't do anything that will injure yourself or others.
  5. No weapons or weapon props.
    Don't bring anything to game that could be construed as a weapon.
  6. Don't scare the straits.
    If someone isn't in the game leave them alone. If they have questions feel free to answer them but don't go out of your way to harass them.
  7. Respect authority.
    If the police or someone working for the university tell you to do something do it. If they have questions send them to Staff or vice versa.
  8. If you are uncomfortable with a scene and do not wish to participate, you will not be penalized for leaving.
    Players under 18 years of age may be asked to leave certain scenes or plots that are age inappropriate.
  9. Please come to staff for any concerns from other players or just general concerns.
  10. Have fun.

Everything else is just strongly enforced suggestions.

Further Explanation

5) While costuming is a fine thing, costumes may not include any sort of weapon. Since many of our games are held outside in warmer weather - often at night - this is to prevent passersby or the police from getting the wrong idea. If you have a walking stick, you may not swing it as a weapon, or point it like a gun. Staffs, sticks, and other suggestively long items may not be held more than 45 degrees from the ground.

General Rules

Card Draw Mechanic

The white wolf card draw system as laid out in MET has a couple of smallish problems. Over a year of experimentation, we have tweaked the system and ironed out most of them. These alterations apply to all the WW:MET games we run.

Experience Points

Finding the experience gains in the book to slow we have traditionally used a few more categories for character advancement.

Morality

Degeneration and Derangements

If your character commits a sin against their Morality equal to their level or lower then at the end of the scene. If a character commits multiple sins they make one test at the lowest level with negative modifiers for the extent of the additional sins.

Degeneration
Test Pool: Morality level of Sin or Broken Ideal
Dramatic Failure: Lose a dot or morality and suffer a -2 to the Derangement test.
Failure: Lose a dot of Morality.
Success: The character keeps a sense of stability and dose not lose a dot of Morality.
Exceptional Success: The character learns enough from their transgression that the even is not as crushing as it might otherwise be. The character not only keeps their Morality but may keep up to a number of Morality exp equal to their successes.
Suggested Modifiers:

-2 Acting in accordance with one's Vice
-1 to -5 Extremity of other Sins and broken Ideals in the scene.
+1 Committing a Sin in defense of a higher dot level Ideal or visa versa
+2 Acting in accordance with one's Virtue
+2 Committing a Sin in defense of a lower dot level Ideal or visa versa

If a character drops Morality their mind struggles to come to terms with who they now are and may not come out of the transition unscathed. After losing Morality a character must make a Derangement test to see how their identity comes to terms with itself.

Derangement
Test Pool: New Morality level
Dramatic Failure: The character gains/converts an Intensity 5 Irrationality related to the incident or a full blown Derangement such as Multiple Personality Disorder.
Failure: Stress of the identity shaking incident inflicts a new intensity 3 Irrationality on the character or converts a Passion into an Irrationality based on the situation of the lose.
Success: The character is able to come to terms with their new self.
Exceptional Success: The character gets enough from their transgression that they may even learn something from the experience, in the form of a Morality exp.
Suggested Modifiers:


Buying back morality

Morality increases can only be bought with "Morality XP." However, each morality level costs only 8 Morality XP.

Gaining Morality XP

As of now, if your character is attempting to rise in morality, you need to inform staff.

From that point on, any game in which you act more than your desired morality level, (that is to say you do not commit any morality sins that would bother you at two levels higher than you are at now) you gain one "Morality XP"

If you act particularly proactively moral (especially at risk or cost to yourself) then you gain +1 (or in extreme cases +2) Morality XP.

Extended actions which should have the effect of improving your morality (discovering (constructive) religion, attending therapy, etc.) allow you to trade in one normal XP for one morality XP. (One per method per session.)

Losing Morality XP

However, if you commit any act which would force you to make a morality check you lose your accumulated Morality XP.

Virtue and Vice

The sum of higher human ideals and selfish baser instincts are not limited to seven of each. Custom Virtues and Vices may be accepted if Staff feels they are thematically appropriate for the role.

Character Creation Rules

There are two character creation methods used in our World of Darkness games. "Dot Build" is by the book with some modifications. "Exp Build" gives PC's a blank sheet and a certain amount of exp to create their character.

Dot Build

All player characters in World of Darkness games receive 10 dots' worth of Merits at character creation, instead of the listed 7.

Increasing Wyrd, Gnosis, or other power stats at character creation costs 4 Merit dots, rather than the listed 3.

Exp Build

The character gets a blank sheet (no dots in any Skills or Merits, one dot in Attributes and Power Stat) and an amount of exp to spend.

Arkham Horror gives 300 exp.

Player Versus Player

While in-character conflict and even combat may form a vital component of the game, we want everyone to have fun. Killing off a character another player has worked hard upon for months is generally considered rude. Therefore, PCs may not be killed by another PC unless with the approval of Staff or the player in question. If you feel that your character would have a valid reason for killing another player's character in game, you must apply to Staff, explaining your character's motivations. 'Because I feel like it' is not acceptable, nor is 'their player broke up with my player last week'. PCs may ask Staff to waive this protection if they feel the need to 'live dangerously'.

Character Destruction

All PC attempts to kill or otherwise permanently remove other PCs from game require prior staff approval. Staff will ask you to answer the following questions in writing, at least a week in advance:

  • What is your PC’s motivation for wanting to kill this character?
  • Is this really what your PC would do, or do you have OOC reasons for wanting this character dead?
  • What less drastic alternatives does your PC have to resolve this issue? Why aren’t you using these alternatives?

If your answers seem particularly weak, staff may reject the application, or discuss your plans with that character’s player prior to approving the attempt.

If your character destruction application is approved, you will be declared a Player-Killer (PK) for the full night that the application is in effect. While you are PK, other characters may kill your PC without submitting an application or becoming PK themselves. Also, any PC that kills another character may face consequences, even though staff approved the killing.

Permission to kill another PC only lasts for one session. You may apply in advance, but staff must know exactly when you are planning to “activate” your approval. If your first attempt fails, you must re-app to try again (though this is usually easier).

Retainer / Familiar / Hedge Beast

All Retainer type merits have been unified to a common scale. All such characters use the Exp Build save that if they are supernatural in some way they get one dot in the Power Stat but have their Attributes start at 0.


Companion Merit Chart
Merit Dots Experience Points
50 exp
•• 125 exp
••• 225 exp
•••• 350 exp
••••• 500 exp

Additional dots may add 100 exp but are application only and will be looked at very closely and cannot usually be advanced by more than one additional dot per year of gameplay.

Players may recommend builds for their companions but Staff has final say. Staff also recommends that some of the experience points be left unspent so that the Retainer can learn and grow some as game progressed.

Social and Equipment type Merits are not shared with the PC unless they have the merit as well to represent their own access to the resource. Retainers are not slaves to the PC's will, may be played by Staff, and may refuse orders or even abandoned the character outright if mistreated.

Spirits and Ghosts use only one of their Power, Finesse, or Resistance Attributes in tests but add Influence (spirits) or Skills (ghosts) as appropriate. The cost of Numina have been changed to 4 x Numina level with level being determined by the power of the individual Numina.

Unified Shelter

The Hollow, Hallow, Loci, and other similar merits all use the same Size and Security tables. The supernatural variants of this merit confer benefits specific to their splat such as freedom from prying mortals who may induce paradox in a mage's spells. In additions there is mere mortal Shelter. These shelters use the same Size and Security chart but are cheaper due to their relative lack of other amenities.


Locations have a number of traits, similar to other inanimate objects. They have their structural Size, Security/Wards, Workshops, and other specialized advantages such a loci's essence or a hollow's doors. Each dot of supernatural shelter, such as Hollow, gives one dot of the corresponding trait. Hollow: Size ••• gives 3 dots of Size to the hollow.


Mundane Shelters do not offer the full range of benefits offered by supernatural locations. Each dot of Resources allows for up to one dot of one of the location traits for either the characters business or home so long as it is mundane in nature. When buying the mundane Shelter Merits the first dot placed in one of the Shelter Size or Security Merits acts normally but each additional dot purchased by that character gives +2 dots to the related trait of that Merit. So Shelter (Size) •• is the same size as a Hollow (Size) •••. Shelter (Size) •• + Resources •• (contributing to Shelter Size) is the same size as Hollow (Size) •••••.


Unified Shelter Traits
Rating Size
Closet
Small Apartment, 1 - 2 rooms
•• Large Apartment/Small House, 3 - 4 Rooms
••• Warehouse, Church, Large Home, 5 - 8 rooms
•••• Mansion, Small Fortress, Network of Subway Tunnels, 9 - 15 rooms
••••• Sprawling Estate, Treetop Village, Interconnected Tunnel Network, 16+ rooms
Mundane Security applies a penalty equal to the trait rating to mundane attempts to compromise the locations security while Wards/Supernatural Security applies this penalty to all attempts (including Contracts such as Den). Anyone who invests in either version gets an Initiative Bonus in the location equal to the trait rating due to familiarity with the terrain and use of sight lines.
For each dot of Workshop choose a specialty (blacksmithing, research, goblin fruit gardening). The Workshop contains tools and materials for the activity granting a +3. The same specialty may be taken again to raise the bonus to +5. Dots of Workshop are limited by Size.
Archive/Library represents useful stores of rare knowledge. Each dot has a specialty (contracts, medicine, dreams) and within that specialty research times are halved and more information is likely present than one would find almost anywhere else.

Shared Merits

Most Social and Background type Merits may be shared between several characters provided appropriate justification. This can allow a group such as a Motley or mortal corporation to amass Resources and other holdings without great expense to any individual members. Any member that breaks from the group may keep their invested dots reduced by one.

Drawback: Remember that what everyone can use, *anyone* can break. Also certain Merits such as Fame may be hard to justify.

Pulling Punches

There are times, such as Oneiromancy or sparing, when too many Successes is a bad thing. In any case you want to limit your Successes you chose a target number of Successes before making the test. If your number of Successes is within Skill over the target you may reduce the number of Successes down to the target. If the number of Successes is below the target or above target + Skill you use the actual number of successes. Even the best Oneiromancer shatters the occasional dream.

Explosions

Explosive damage deals both automatic damage and can deal additional damage as well. The Explosive Damage is dealt once as automatic damage and then as a pool + card draw successes additional damage.

Explosive damage may be dealt by falls, bombs, and other powerful sources of damage.

Falling Damage

Falling Interval (how far you fall to take an explosion of one Bashing) = 10 feet/your size

Calculation Bashing Explosion you take = ((feet fallen * Size) / 10) - Successes from appropriate test (usually Dex + Athletics)
Size is doubled for uncontrolled falls, such as getting dropped out a window while tied and bound.

This Explosion Damage effects only the persons or things dropped and whatever they fall upon. Falling on particularly dangerous surfaces such as spike traps may deal Lethal instead of Bashing.

So, for most people, this means: 1 point of Bashing Explosion per 2 feet jumped or 1 feet fallen, mitigated by successes on a Dex + Athletics check, and followed by a separate attack equal to the number of Bashing you received.

Combat Hacks

Called Shots

Called Shots now have set rules with predictable results. Attacks made as Called Shots do not deal damage to the opponents normal health track.

Pain Penalties

For each of a character's last three health boxes filled with Bashing they suffer a -1 to all actions due to pain and shock. Each filled with Lethal inflicts a -2 and each filled with Aggravated damage inflicts a -3 from pain and shock. Penalties from pain are capped at the usual -5 but penalty negators such as Iron Stamina are applied before the cap.

Optional Combat Rules

These Combat rules may be invoked by Staff or players if it seems appropriate for the fight at hand.

Act Move Act

Instead of the normal combat rounds combat goes through alternating rounds of action and movement. Movement is the walking steps, taken simultaneously by all characters (Staff counts down with each player taking one step per count). Action rounds are as normal rounds save there are no walking steps. If a character runs they may move a number of steps equal to the difference between their walking and running speed (printed after the slash on the character sheets).

Round by Round Initiative

When using Round by Round Initiative Initiative is redrawn for all characters at the beginning of each round. Those who held their action may still go before those who did not. When using Round by Round Initiative Willpower may be spend to get +3 to the Initiative draw for a round.

Changeling Rules

Contracts

There are a certain number of mistakes in the contracts section of the changeling books. Errata can be found in the Contract spiral-bound brought to game.

Dual Kiths

Players may take dual kiths if their character has a Wyrd at level 3 or higher. This does not require a quest; rather, it reflects innate abilities that the character has just discovered.

Pledges

Many of the example pledges in the books do not follow the rules and are to be completely disregarded.

Curse Sanction

The Curse Sanction has been adapted to work with the LARP rules.

Stacking

In any given pledge, you can only have one of any given task, boon, or sanction aspect. *IF* a component has multiple levels, lower levels can be combined to create higher levels, up to the highest level available. (See the first paragraph on page 176 for combining aspects. For purposes of our game, only aspects of a like type (two endeavor tasks for example) can be combined.)

For purposes of our game, Boons from separate pledges may stack in the usual 2 of one level equals the next level.

I.E. if one gives you Medial Blessing (Resources +2) and the other Medial Blessing (Resources +2) You would have Resources +3 However if one gives you Medial Blessing Resources +2, and another Lesser Blessing Resources +1, you only get Resources +2.

Likewise Adroitness only gets you +1 in a given stat, no matter how many times you take it in a boon.

Vassalage/Fealty

Freehold Benefits *do* stack with adroitnesses.

Taking Oaths.

A person agreeing to an oath must be aware they are agreeing to a bargain or exchange (or in the case of "witness pledges" where only the swearing party has any pledge boons, tasks, and sanctions, they must be aware that they are witnessing a solemn oath.) The Pledge *must* spell out all the terms, although they can be couched in clever language.

They need not realize that the pledge will actually be supernaturally enforced. They may be coerced.

  • For a Pledge sworn in good faith, without coercion, the Wyrd will honor the spirit of the pledge over the word of the pledge, especially when doing so is to the benefit of those in the pledge.
    For example, a motley swearing "I shall not let my siblings blood be spilt" dose not find their bond dissolved with the first stab one of them takes, provided they work to redress the matter.
  • For a Pledge sworn in trickery, or coerced, the Wyrd will honor the word over the spirit, especially when doing so is to the detriment of the one engaged in treachery.
    The same motley, if sworn without good faith, would find the first kitchen accident could break their band apart.

Clarity

For ease of administration and for balance all Changelings get the perception bonuses/penalties from Clarity. The alternate bonuses/penalties are linked to a set of custom Merits such as Unencumbered Sight which allows the bonuses/penalties to apply to tests to see thru or contest any illusions.

Kenning

As per Dancers in the Dusk Kenning gets the usual penalties/bonuses to Perception tests from Clarity. Anyone can attempt Kenning although low Clarity with the penalties makes success unlikely.

Each success on Kenning can reveal one supernatural presence in the area or on the target. Additional successes may provide additional information similar to resonance from Mage. For example Kenning a Werewolf would reveal that they are supernatural and that their gun (fetish) is as well with the first and second success. The third success might give a smell like wild dog or wolf and and a fourth might show silvery moonlight on them in patterns representing their auspice.

the Mask

To pierce the Mask by magic or mundane means is difficult. Standard penalty to any test to do so is (Current Wyrd -6) with an additional -3 if the Mask is hardened. Note however that high Wyrd changelings have a harder time hiding as the Mask strains to conceal their magic. The basic formula can in fact provide a bonus to investigators at Wyrd 7+.

Most supernatural senses such as Auspex or Mage Sight simply fail to pierce the Mask and those that do get a chance to see through it still suffer the penalty. Mundane examination, provided it is very very thorough, suffers the penalty and need an extended test, 20 successes/one day per draw, to tell that things are strange (under the microscope the bird changelings hair show themselves to be very fine feathers, or the like).

Using Kenning to detect changelings with their Masks hardened suffers the standard penalty (Subjects Wyrd -6) but negates the additional -3 for hardening.

Motif and Persona

Due to the nature of LARP it is unlikely everybody in game will be seeing the same recurring imagery, the same Motif. As such every character may tap the reoccurring potential Motif's in their experience for glamour as per the usual rules (strait Wyrd draw) and if multiple people draw upon the same Motif it becomes stronger. Just as characters are not likely to see the same Motif there are no clear boundaries between one story and the next. Once a character taps a Motif they are locked into that Motif until a number of full sessions have passed equal to their Wyrd, taping it again resets the timeline.

An Intelligence + Occult test based on observation "in the field" and/or appropriate divination let a character determine what Motif their subject is trapped in or give clues as to Successes possible Motifs they might tap. On an Exceptional Success a subject not currently bound to a Motif can be pushed into such binding for the usual time (Wyrd full games).

Persona's work as per the book. If you'd like one for your character talk to Staff.

Personal tools