I'm making this thread for my three oWoD games. I intend to put changes in the rules, world history, and other useful resources/information here. Feel free to discuss or suggest any of the rules here. All players are welcome in this thread.
This is ongoing, and will be modified as I think of things.
History (It is worth noting that players may know this, but not many characters would know these things.)
1963-Lee Harvey Oswald was a soviet ghoul.
2001-The most important thing to change in history in my world of darkness is the events of 9/11. It never happened. This can be attributed to vampires. Although it is true that the Sabbat are known to be engaged in terrorism, the Camarilla, Giovanni family, and the Sabbat leadership could understand the implications that would follow such a grand scale attack. Because they prefer less questions asked, the significantly increased security would be a massive inconvenience to kindred everywhere.
Thus a group of Vampires, both Sabbat and Camarilla, uncovered the plot and stopped it from happening. Later they tried to kill each other again.
2001+- Afghanistan was never invaded by the United States, because obviously there was no reason/justification.
2003- Iraq was still invaded.
2004- A unpopular President Bush is defeated by Senator John Kerry.
2007- Vice president John Edwards resigns due to increasing pressure from scandals. Senator Hillary Clinton, the greatest Democratic Contender, is appointed Vice president and approved by congress.
2008- (July) John McCain is nominated by the republican party as presidential nominee. He appoints Governor Sarah Palin as his running mate.
(November) The economic recession causes John Kerry's low popularity to drop even further. He is defeated and John McCain becomes the 45th president of the united States.
2010- John McCain dies of a sudden heart attack, and Vice President Sarah Palin is sworn in as the first woman President.
June 2012- President Palin announces to the world that Vampires and werewolves are real. She proceeds to lock down key US cities and creates a nation wide hunt for the supernatural.
Late June 2012- The prince of Chicago executes a standoff maneuver with the military. Within 48 hours, Chicago is locked down completely and called lost. Exact details are suppressed.
November 2012- A nation in utter fear re-elects President Palin along with her running mate Paul Ryan.
General Rule Clarification Initiative
You initiative each round is determined by rolling a d10, and adding a number equal to your dots in dex and wits. So a character with a dex of 4 and wits of 2 would roll 1d10+6.
Your turn order is based on highest Initiative to lowest. Thus a 14 goes before a 8.
The steps of each round of combat Stage 1: Storyteller rolls initiative for all parties involved. Stage 2: Players declare how many actions they are taking, and what they are doing. (To save time, many do stage 2 & 3 together). Stage 3: In order of initiative, all rolls except Damage & soak rolls are made. On your turn, you may spend a temporary will power point to change one action. You can do this repeatedly, but each action costs a will power point. Stage 4: Damage and Soak Rolls are made. Stage 5: Putting all the information together, the story teller gives a run through of what just happened in the few seconds that are a round.
To save time in a PbP, many players make all the rolls at once when declaring their actions. This certainly makes things run smoother, but remember that you cannot change your actions once you have already rolled for it.
Every character has a willpower score. In addition, they have a number of temporary willpower equal to their willpower score. The temporary willpower can be spent to create one success on almost any roll. It is regained through role-playing nature and demeanor, as well as 1 per story. However most willpower rolls are made based off your temporary willpower score.
Example; Bob Dole has a a dex of two, a drive of one, a willpower of six and is in their car being chased, he needs to make an opposed roll. Because he really wants to get away, and he knows he's not that good of a driver, he spends two temporary willpower points. With a difficulty of 6, he rolls a 3, a 9 and a 7, making for four successes total. His pursuer only has 3 successes, and he gets away.
Later, Bob Dole is attacked by a Tremere using the path of the mind. This requires a opposed will power roll. Bob would only use four dice, rather than six because his temporary willpower was reduced by two. However his will power is still six, and for certain effects that matters.
Relevant House rulings
-For most vampires (those without the correct traits), food/drink of all kind does not taste good. Water is totally drinkable and their undead bodies are even able to process it efficiently to an extent. But not so for any other drinks. To remedy this most vampires mix their drinks with about 50% blood. Those that actually bother to eat food have a tendency to cover food with gravy/sauces that are mixed with blood.
-Blood bonds. According to the rules, to blood bond someone fully, all a vampire has to do is get them to drink their blood three times. I find this to be poorly written and very abusive by players and against players. Instead my house rule is as follows. To properly form a blood bond, you must concentrate the blood inside the target. To fully bond someone, they must drink your blood on three different nights in a row. To bond them to the second level, they need to drink your blood two nights in a row. To bond them to the first level, they merely need to taste your blood.
-Drinking Blood (consider this a handy chart.)
Each human has 10 blood points inside them. As a general rule, they regain 1 a day. When feeding, expect the following results. Effects are cumulative.
Effects on victim
Victim is fine, no visible effects.
Victim weakened and slightly light headed.
Unconscious. May take several hours to awaken. Severe fatigue for 1-2 days.
Unconscious. Medical attention required.
medical attention required or Death.
medical attention required or Death.
Immediate medical attention required or Death.
Death. Rigor Mortis sets in quicker.
Death, Body withered.
Death, Body a withered husk.
Major Camarilla Controlled Cities (currently)
- Washington DC
- Raleigh, NC
-Most California cities,
-Most Canadian Cities
Major Sabbat Controlled Cities
-Atlanta & Savanna, GA
-Detroit (basically abandoned by Camarilla)
-Mexico City (Sabbat capital)
-Most of Mexico & South America
Cities currently under heavy contest between Sabbat and Camarilla
-Denver (Camarilla control)
-New York (Camarilla Control, but it changes often)
- New Orleans (Sabbat Control)
-San Diego (Camarilla control)
-Tijuana (Sabbat Control)
-LA (Considered Camarilla controlled, but very much dead locked).
Cities not under any Kindred control
-San Fransisco (Werewolf controlled).
-New Haven, Connecticut
-Princeton, New Jersey
(I welcome speculation for reasoning of the last three).
Cities Under Government Lockdown (As of June 2012)
General Rule Clarification
Hunting via Seduction
Three rolls are made. The approach/Opening Remarks - Appearance+Subterfuge. Difficulty equals the targets wits+3.* Witty Repartee- Wits+Subterfuge. Difficulty equals the target's intelligence+3. ** Suggestive/Intimate Conversation- Charisma+Empathy. Difficulty equals the target's perception+3. Success indicates the target is enamored with the character to a private spot.
*Each additional success adds to the second roll.
**Each additional success adds to the final roll.
Relevant House Rules
There is about 5 pages on renown awards, glory, Honor, and wisdom. I'm going to take a loose application of them at best. When I award renown, it will be just enough where you can increase whichever type of renown you want and I will never give temporary renown. Needlessly complicated comes to mind.
Important Society Notes
-Shadow Lords hate Silver fangs.
-Everybody thinks poorly of the bone gnawers, but likes them. Also, they're always asking for spare change which is annoying.
-Most tribes don't trust Glass Walkers.
-The biggest moots in the area is always held in Kenosha, WI at a Caern just over the border.
Important Combat/Rule Clarification
Changing forms in combat takes an action, unless you revert to your natural form. You roll stamina+primal urge.
To even begin to change, you need one success. Each success after that changes you one step towards your goal. The difficulty (and benifits) depend on what form you're aiming to take.
Catatonic Fear: Subject collapses and Whimpers, or faints.
Panic: Subject flees in terror.
Disbelief: Subject refuses to believe what they see.
Berserk: Subject takes aggressive actions.
Terror: Rational version of panic.
Conciliatory: Subject pleads/tries to bargain with Garou.
Controlled terror: Remains in control of actions.
Curiosity: Conspiracy theorists.
Bloodlust: Afraid but angry, likely seek revenge later.
Delirium on the supernatural
Those who are supernatural in their own nature are obviously more accepting to the supernatural than humans that are not. Thus, the following are affected differently by Delirium. Vampires: Vampires are not affected by Delirium. Mages: Mages treat their willpower as double for purposes of resisting delirium. Since mages usually have high willpower, this usually means they're immune. Ghouls: Ghouls who have kindred blood inside their body treat their willpower as double for effects of delirium. Ghouls with no kindred blood in their body treat their willpower as being +2. Their minds have been opened to the supernatural, and reinforced with kindred blood. Wraiths: Wraiths are immune to delirium. True Faith: Humans with true faith may add double their true faith score to their willpower for determining the effects of delirium.
The difficulty for a Garou to bite varies depending on current form.
Dunno if you wanted me to post right here or not -- I can delete this if you want it to stay so clean looking.
I think these are points of clarification because different guys play with subtle differences here:
Willpower gives an auto success, right?
Initiative is 1d10+wits alertness
10 counts as two successes
1 removes a success
Reroll a 10 if you have 4 dots in the relevant ability and specialize in the activity
Bite is difficulty 5 for Hispo and Lupis, 6 for Crinos
Thanks Gigi Digi for the avatar.