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Wolf's Might and Moon's Magic(Mechanics Thread)

Started by VySaika, June 03, 2014, 05:50:39 PM

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VySaika

So not everything will work the same as normal oWoD rules. The basic stuff is the same, roll d10s for everything against certain difficulties, etc. But because of the setting difference there will be some changes. I'll record them in this thread.
All About Monks
<Marisa> They're OP as fuck
<Marisa> They definitely don't blow in 3.5
<Marisa> after a certain level they basically just attack repeatedly until it dies
<Marisa> they're immune to a bunch of high level effects
<Marisa> just by being monks

VySaika

Basic Houserules

Kung-Fu Dodge - Every character gets a free dodge attempt once per round that does not take up an action. If you're targeted with more than one attack, you may have to split your attack and dodge pools to try and dodge, or just take it on the chin and hope they roll low. Or you can spend rage for extra actions to dodge more than once, etc.

Exploding 10s - Tens always reroll, even if you don't have a specialty in the attribute/skill in question. If you do have a specialty, what that allows you to do is negate one "1" per applicable speciality.

All About Monks
<Marisa> They're OP as fuck
<Marisa> They definitely don't blow in 3.5
<Marisa> after a certain level they basically just attack repeatedly until it dies
<Marisa> they're immune to a bunch of high level effects
<Marisa> just by being monks

VySaika

#2
Chargen Houserules

Chargen will mostly function as it does in the books, with some small differences here and there. Here I'll simply have a cheat-sheet for chargen. If what is in this topic and what is in the book do not match up, what is in this topic is the correct version.


Freebie Points

Same costs as in the books, however, you may not buy your Rage, Gnosis or Willpower higher then your base+3 during character creation.

Wolves

Breeds:
Homid - Initial Gnosis 1. Starting Gifts: Persuasion, Smell of Man
Metis - Initial Gnosis 3 . Starting Gifts: Create Element, Sense Corruption(as Sense Wyrm)
Lupus - Initial Gnosis 5. Starting Gifts: Heightened Senses, Leap of the Hare(as Leap of the Kangaroo)

Auspice:
Ragabash - Initial Rage 1. Starting Gifts: Blur of the Milky Eye, Open Seal, Scent of Running Water. Starting Renown: 3 Any
Theurge - Initial Rage 2. Starting Gifts: Mother's Touch, Sense Corruption, Spirit Speech. Starting Renown: 3 Wisdom.
Philodox - Initial Rage 3. Starting Gifts: Resist Pain, Scent of True Form, Truth of Gaia. Starting Renown: 3 Honor
Galliard - Initial Rage 4. Starting Gifts: Beast Speech, Call of the Wild, Mindspeak. Starting Renown: 2 Glory, 1 Wisdom
Ahroun - Initial Rage 5. Starting Gifts: Razor Claws, Inspiration, The Falling Touch. Starting Renown: 2 Glory, 1 Honor

Tribe:
Stargazers - Initial Will 4. Starting Gifts: Balance, Sense Corruption. Tribal Totem: Chimera
                  - Tribal Limitations: Cannot buy Resources or Allies backgrounds.
                  - Tribal Weakness: Stargazers must maintain a balance between worlds, striving to spend roughly equal amounts of time in Homid and Lupus forms.
                  - Tribal Advantage: Stargazers may purchase Gifts from any breed with experience. However they must start with a gift of their own breed.

Longstriders - Initial Will 3. Starting Gifts: Speed of Thought, Camouflage(as the Wendigo gift, replaces Sense Wyrm). Tribal Totem: Owl
                    - Tribal Limitations: Cannot buy Resources background
                    - Tribal Weakness: The Strider's nature is to run. It is difficult for them to resist compulsions to flee or magics that cause fear.
                    - Tribal Advantage: Longstriders are at home in the Umbra, the difficulty for a Strider to step sideways is always 2 lower than normal.

Black Furies - Initial Will 3. Starting Gifts: Heightened Senses, Dogpaddle(new gift, replaces Sense Wyrm). Tribal Totem: Pegasus
                  - Tribal Limitations: Must buy at least 2 dots of Kinfolk background.
                  - Tribal Weakness: Black Furies are prone to fits of passion, it is more difficult for them to resist Frenzy and Harano.
                  - Tribal Advantage: Whenever a Fury would regain a point of Willpower, they may choose to regain Gnosis or Rage instead.

Shadow Watchers - Initial Will 3. Starting Gifts: Aura of Confidence, Fatal Flaw. Tribal Totem: Stormcrow
                 - Tribal Limitations: May not have higher than 2 Pure Breed.
                 - Tribal Weakness: Shadow Watchers lose additional renown for disobeying or failing an order given by a higher ranked Watcher.
                 - Tribal Advantage: Shadow Watchers may ignore a single 1 on willpower checks if failing the check would cause disloyalty to the tribe.

Bloodfangs - Initial Will 3. Starting Gifts: Beast Speech, Scent of Running Water. Tribal Totem: Painted Wolf
                 - Tribal Limitations: May not buy Contacts, Allies or Resources. Any Kinfolk must be wolves.
                 - Tribal Weakness: The feral nature of the Bloodfangs is evident even in Homid form, making it impossible for them to pass as normal humans ever.
                 - Tribal Advantage: I'll add one when I can think more clearly.
All About Monks
<Marisa> They're OP as fuck
<Marisa> They definitely don't blow in 3.5
<Marisa> after a certain level they basically just attack repeatedly until it dies
<Marisa> they're immune to a bunch of high level effects
<Marisa> just by being monks

VySaika

Abilities/Skills/Knowledges

Both Kailindo and Klaive Dueling from the Werewolf Player's Guide will be available skills.

Kailindo is a unique martial art that includes shapeshifting in the maneuvers, primarily for defense and non-lethal combat. It is practiced exclusively by Stargazers, and they will not teach the art outside of the tribe. It has many unique maneuvers that cannot be replicated by the Brawl skill. You may not have more dots in Kailindo then you have in Brawl, and Kailindo may not be taken at higher than 2 dots at character creation.

Klaive Dueling is a weapon skill that is focused exclusively on klaives(ritual silver weapons of the wolf tribes). It is practiced only by the Shadow Watchers and Khan(for the Khan, they call the skill Hakaar Dueling, and use their own ritual weapons for it. The skills function the same, aside from the fact that Hakaar are not always silver while Klaives are). Klaive Dueling allows the use of many unique maneuvers that cannot be replicated by the Melee skill. You may not have more dots in Kailve Dueling then you have in Melee, and Klaive Dueling may not be taken at higher than 2 dots at character creation.

All About Monks
<Marisa> They're OP as fuck
<Marisa> They definitely don't blow in 3.5
<Marisa> after a certain level they basically just attack repeatedly until it dies
<Marisa> they're immune to a bunch of high level effects
<Marisa> just by being monks