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ApocalypseRules

Page history last edited by PBworks 15 years, 7 months ago

 

 

The Apocalypse Klaive: House Rules

 

From The Apocalypse Klaive campaign.

 

The following are house rules that are in effect for the Apocalypse campaign. Other than listed rules, we are using the standard Revised Edition Werewolf: The Apocalypse rules.

 

 

Bonus XP:

Bonus XP will be awarded for the following:

 

     

  • Putting your character on this wiki: 3xp

     

  • Writing a background story: varies by depth and detail

     

  • Writing a journal for the week: 1xp

     

  • Other wiki updates related to the game: varies/case by case

     

 

 

Frenzy

• Frenzy difficulties are reduced by 1 when in Crinos, and by 1 when it is your Auspice's moon (rather than 2). These are not cumulative.

 

Rage

• You can spend 1 rage each turn without having to roll for frenzy.

• You may always reroll 10s on rage rolls.

• Unless specifically stated otherwise, you always roll your permanant rage

• Rage is gained in periods of anger and frustration, and at seeing the moon each night. Gaining rage is easy.

 

Willpower

• You may always reroll 10s on Willpower rolls.

• Unless specifically stated otherwise, you always roll your permanant Willpower

• Willpower is regained after accomplishing deeds well, playing your Auspice well, at the end of stories, and in periods of rest. Willpower is regained moderately slowly.

 

Gnosis

• You may always reroll 10s on Gnosis rolls.

• Unless specifically stated otherwise, you always roll your permanant Gnosis

• Gnosis is gained through connecting with the spirit of the Wyld, by meditation within your Sept, places of primal wyld energy, at raves, and many places in the Umbra. GM discretion. Gnosis is generally gained fairly slowly

 

Opposed Rolls

• Generally speaking, any gift or ability that would have an automatic incapacitating effect will be changed to an opposed roll using logical traits. For example: the Gift Falling Touch automatically knocks a person down if successfull on a Dex+Medicine roll. Instead, it would be an opposed roll of Dex+Medicine vs. Dex+Athletics.

 

- Abilities that are harmful but not incapacitating do not necessarily require an opposed roll. For example, the gift Woadling causes the target to lose dice from their die pool based on the users successes. There is no opposed roll to resist this effect, because it is not a "Save or Fuck" type ability.

 

Luna's Armor

This is basically the best combat gift in the game, and it's not an Ahroun gift. We are changing that. The Gift Luna's Armor is an Ahroun and Silver Fang gift. (Not native to any other tribe or auspice).

 

Mother's Touch

Damage is healed in order of most critical type.  Aggrevated > Lethal > Bashing.

 

Grapple

To grapple an opponent made a Dex+Brawling roll, which can be dodged. The number of successes is the number of dice the victim loses from his dice pools (for physical actions anyway - some gifts will work without penalty).

 

On each subsequent action, the attacker may choose to either re-roll their Str+Brawl (to get a better hold) or roll their Str for damage (while maintaining the hold, and maintaining the dice penalty to the opponent).

 

On each action, the opponent may make a free opposed roll to break out: either Str+Brawl vs. Str+Brawl or Dex+Athletics vs. Str+Brawl. The opponent may also spend their action for an opposed roll to break out. A grappled character who goes into frenzy breaks free immediately (but can be regrappled). Characters may also attempt to shape change for bonuses to breaking the grapple.

 

Health Levels and Dying

In the interest of making the game marginally more survivable, characters who fall below Incapacitated can "live" for a number of rounds equal to their (normal) stamina. During that time any kind of supernatural healing can prevent death -- normal healing/bandaging/cpr will not help.

 

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