It is currently Mon Sep 06, 2010 5:23 am



Post new topic Reply to topic  [ 6 posts ] 
Author Message
 Post subject: Rules Clarifications
PostPosted: Wed Jun 30, 2010 6:51 pm 
Offline
Head Storyteller

Joined: Sun Feb 24, 2008 1:07 pm
Posts: 240
Location: Wisconsin
I am compiling all posts about specific rules:

Everything from cantrips to birthrights, combat clarifications to backgrounds roiling is here.

Please check the table of contents, which is alphabetized and hyperlinked. :D

~*~*~*~*~*~

CONTENTS:

Cantrips on out-of-venue Characters
Enchanting Items
Gift of Pan
Potions and Drugs
Secondary Abilities in Combat

_________________
"Why do we fly? Because we have dreamt of it for so long that we must." ~Julian Beck


Top
 Profile  
 
 Post subject: Re: Rules Clarifications
PostPosted: Wed Jun 30, 2010 6:52 pm 
Offline
Head Storyteller

Joined: Sun Feb 24, 2008 1:07 pm
Posts: 240
Location: Wisconsin
Gift of Pan

A few questions came up about this: how far does its influence go?

If you fail a Gift of Pan roll you are swept away by the spirit of the evening and your hidden desires.

Gift of Pan lowers inhibitions. It will make it (much) more likely for someone who is interested in another person to have relations with them, or to get involved in whatever revelry is occurring.

It does not force a person to do something they have a deep-seated belief against, nor will it make someone fall in love with a person they dislike. It cannot be used to force another person to have sexual relations against their will. It can be used to uncover hidden feelings for another person or break a person's inhibitions.

_________________
"Why do we fly? Because we have dreamt of it for so long that we must." ~Julian Beck


Top
 Profile  
 
 Post subject: Re: Rules Clarifications
PostPosted: Wed Jun 30, 2010 6:58 pm 
Offline
Head Storyteller

Joined: Sun Feb 24, 2008 1:07 pm
Posts: 240
Location: Wisconsin
Rolling Secondary Abilities

Note that Archery, Ride and Throwing are counted as primaries in our house rules. They allow you to roll that specific skill at dif 6, whereas if you only have athletics you may roll at a dif of 8.

This works for house ruled primaries (usually listed as secondaries): Archery, Throwing, Ride
It does not apply to listed primaries: melee, firearms, brawl, dodge. (you may not substitute these for athletics)
It does not apply to actions unrelated to athletics, which follow standard secondary rules.


Remember:
you can roll attribute only on a talent at dif 8
you can roll attribute only on a skill at dif 8
you may not roll if you do not have a knowledge

------
changeling is a second edition system and it has several abilities that do not correlate with the standard sheet. We also have a house rule list of primary abilities here: Abilities list

Of which we count Ride and Archery, as related to the setting as primaries. I haven't pointed out the abilities list lately, but it has been up since the start of the chat. Archery, Ride and Thrown were ruled as primaries because of the number of situations where they kept cropping up without any good ruling on them on Ordo Nox.

Secondaries are anything that is not covered on those lists and are subject to 3rd ed. ruling. We do occasionally look over the abilities list if there is an ability that is frequently coming up without any good ruling on it.

------

Archery, Ride and Throwing are dif 8 without the skill because of the number of times they come up in Chamgeling gameplay. Because it has a fantasy flavor to the setting, many players tend to create fantasy style concepts, far more so than the rest of the WoD systems where throwing is usually limited to darts in a poolhall or trying to peg a window with a rock where archery is something that only weirdos take, and Ride is something you do on vacations. In Changeling there are actually characters who specialize in throwing knives or axes, or have past lives where they were a fantastical version of Robin Hood so Archery, Ride and Throwing are not just some antiquated oddity or hobbyist sport, they are a viable part of the story. There are even fae horses in the source materials.

Most characters who specialize in these already have those abilities and have had them since character creation. Making there be no penalty for using athletics instead invites abuse of that ability (it does everything! Climb! Swim! Ride! Play football! Balance on ledges! Combat!). So these three in particular are ruled differently because of the setting of the game.

FAQs:

*You may buy secondaries after character creation, for the same amount of XP as primaries.
*sports in general are athletics while combat is under Throwing or Archery. To cause damage you need the combat ability.

_________________
"Why do we fly? Because we have dreamt of it for so long that we must." ~Julian Beck


Top
 Profile  
 
 Post subject: Re: Rules Clarifications
PostPosted: Wed Jun 30, 2010 7:07 pm 
Offline
Head Storyteller

Joined: Sun Feb 24, 2008 1:07 pm
Posts: 240
Location: Wisconsin
Potions and Drugs

since there has been a renewed interested in chimerical alchemy and other concoctions, I would like to propose some house rules to help streamline and regulate poisons and drugs:

1. Effects

Poisons/drugs/potions will be ruled from a scale of 1-5 much like chimerical items or treasures. Mundane poisons will be on the same scale, though are easier to craft. The levels are flexible if a player seeks a specific effect/duration/dosage.

Level 1: Minor physical or mental effects. +1 difficulty to all dice pools or -1 die on pools involving certain traits per dose. Lasts for up to 12 hours. May be cumulative with multiple doses. (example: alcohol || effect: -1 die on all int and dex rolls, cumulative) Affects 1 person/dose.

Level 2: Moderate physical or mental effects. +2 or +3 difficulty on all dice pools, or -2 to -3 on pools involving certain traits. Lasts from 1 scene up to 10 hours ~OR~ may cause up to 4 dice bashing or [Dam4] bashing as a one time attack per dose. Affects 1 person/dose.

Level 3: Notable Physical or Mental effects. May stun, paralyze or knock out for 1-4 turns in combat ~OR~ Cause paralysis or unconsciousness for up to 8 hours out-of-combat. May cause up to 4 dice lethal or [Dam4] lethal as a one time attack per dose. Affects 1 person/dose.

Level 4: Potentially lethal or widespread effects. May cause up to 8 dice lethal or [Dam8] lethal as a one time attack ~OR~ may have the effects of a level 1-3 poison delivered to multiple argets per dose.

Level 5: Death, horrific concoctions, widespread damage. May cause up to 8 dice lethal or [Dam8] lethal to multiple targets ~OR~ may cause one serious effect, potentially death to one target.

2. Resistance:

All drugs are resisted with a stamina roll (dif 8) unless otherwise noted. Poisons ignore armor unless they are being used as a coating on a weapon where soak is rolled normally.

2. Crafting:

Poisons require 2 stages:
1. planning
2. crafting

Mundane Poisons:
1. Planning is done with int/science or int/research at dif 6
2. Crafting is rolled with dex/ science or dex/herbalism at dif 6

Chimerical poisons
1. Planning is done with int/chimerical alchemy at dif 7
2. Crafting is done with dex/chimerical alchemy at dif 6

Note: a botch on a poison means that not only do you lose all successes, but the crafter suffers the effects of said poison.

Requirements for crafting:
Much like chimerical items, poisons and the like require materials and net successes. Level 4 and 5 poisons require a quested material; this include mundane poisons if the crafter does not meet the required resources level.

These are listed as: chimerical [mundane], successes

Level One - 1 dross [Resources 1], 2 success
Level Two - 2 dross [Resources 2], 4 successes
Level Three - 4 dross [Resources 2], 7 successes
Level Four - 8 dross [Resources 3], 15 successes
Level Five - 16 dross [Resources 4], 30 successes

Each potion creates a vial with 3 doses.

The resources is the level needed, or needed to borrow/beg/steal.

~*~*~*~*~

Potions that enact a magical effect - are ruled as treasures on a case by case basis.

_________________
"Why do we fly? Because we have dreamt of it for so long that we must." ~Julian Beck


Top
 Profile  
 
 Post subject: Re: Rules Clarifications
PostPosted: Wed Jun 30, 2010 7:14 pm 
Offline
Head Storyteller

Joined: Sun Feb 24, 2008 1:07 pm
Posts: 240
Location: Wisconsin
Cantrips on out of Venue Characters

If you wish to try casting cantrips on characters outside of the venue please make sure you have a Storyteller witness the action.

It is preferable to have a Storyteller who is a CtD ST - or at least one who is knowledgeable about the system. This will help us moderate player questions and crossover if any occurs.

Please refer to the Crossover Rules for more information on affecting Supernaturals.

Thanks,
~Jamie

_________________
"Why do we fly? Because we have dreamt of it for so long that we must." ~Julian Beck


Top
 Profile  
 
 Post subject: Re: Rules Clarifications
PostPosted: Wed Jun 30, 2010 7:21 pm 
Offline
Head Storyteller

Joined: Sun Feb 24, 2008 1:07 pm
Posts: 240
Location: Wisconsin
Enchanting Items

Had a few question come up about this: can you bring mundane items into the dreaming?

Well, pg 210 of the core book states that small tokens, food and drink can be imbued with glamour and given to mortals of kinain to enchant them. These objects, once imbued can be brought into the dreaming with the enchanted mortal.

So, what can you enchant and bring with you and what are the mechanics?

There is, unfortunately, no clear book rule. But going from the description of enchantment where it specifically mentions 'simple' tokens as well as specifically food and drink; the venue standard will be the following objects are allowed to be enchanted:

1. food
2. drink
3. small objects that fall under the definition of the simplest things fae work with so: objects that fall under Prop 1 or Nature 1, small enough to be easily carried in a pocket

Anything more complex, including flashlights, tools, ect. need to be crafted from chimerical materials. Mundane weapons cannot be enchanted.

Note that mundane items that are enchanted keep the same appearance and qualities that they had in the mundane world. They do not gain a chimerical seeming. This means they tend to feel bland and inferior to chimerically crafted items of the same kind.

~*~*~*~*~*~*~

The rules for enchantment of items are as follows:

1. the item must be imbued with glamour, from 1-5 points. This can be done by spending personal glamour, dross, or setting the object in a freehold for 24 hrs/point of glamour.
2. The item loses 1 point of glamour per day, unless in a freehold or the dreaming. Once it loses all points of glamour it loses its ability to be within the chimerical world. When all the glamour has left an object it is no longer enchanted.
3. If an item takes damage within the dreaming it disappears from the dreaming and reappears at a random place in the mundane world. Such lost items can be very difficult to find once the fae returns to the mundane world.

*Food in freeholds becomes imbued when it lingers for extended periods of time and can be brought into the dreaming
* Clothing and other objects can be enchanted, but it suffers from the problem that if damaged it disappears (OMGz! ;-) ) and it appears bland and uninteresting.

_________________
"Why do we fly? Because we have dreamt of it for so long that we must." ~Julian Beck


Top
 Profile  
 
Display posts from previous:  Sort by  
Post new topic Reply to topic  [ 6 posts ] 

Who is online

Users browsing this forum: No registered users and 1 guest


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum

Search for:
Jump to:  
cron
Requiem of Dreams © 2010
Powered by phpBB © 2000, 2002, 2005, 2007 phpBB Group
All times are UTC - 7 hours [ DST ]