Baltimore

House Rules

House Rules edit

In addition to the House Rules, please familiarize yourself with the section Navigating the Chat as it includes several additional clarifications as to how the game works.

In general we defer to the rules found in the primary text by White Wolf as well as their published errata which can be downloaded from their site.

 

General House Rules


Extended Actions

We will be using the optional “Roll Limitation” rules as detailed in the World of Darkness corebook on page 128 where the maximum amount of rolls a character can make for a given task is Attribute+Skill.  If a supernatural ability  is used to augment these rolls it will increase the total number of rolls only if the character can sustain the ability during the entire task.

Bonuses and Penalties to Rolls

Specialties do not stack.  Only one specialty may apply to a given roll at a given time.

To simplify things a little and to prevent every single piece of equipment listed on a character sheet having stats, in general, normal equipment (fancy dress, sneakers, etc) do not add a bonus unless it is specially purchased (an exceptionally expensive fancy dress, a top of the line very expensive computer, etc).

 

Merit House Rules

Merits

The errata version of the Language merit is used where each Language beyond your native tongue is worth one dot.

Retainers


Retainers will have a number of dice equal to Levelx4 with the maximum dicepool equal to their Levelx2. When being affected by another their Resistance will be considered to be 2 if level 1-2 and 3 if higher.  So a Level 4 retainer will have 16 dice to distribute among abilities with a maximum dice pool of 8 in any single ability and a resistance trait of 3.

Example Level 3 Bodyguard: Firearms (6 dice), Drive (2 dice), Investigation (4 dice), Resistance 3

A retainer with a template (ie: a condition granting additional powers) costs higher than it normally would.  An npc retainer may have pledges but they will not gain benefits from it other than peace of mind of the player's character for additional loyalty.  If you wish for an exceptionally powerful and independent servant, consider having a player make a character to portray it.

Combining Fighting Styles

To simplify the administration we will not be using optional “compound fighting styles”.  Combining fighting styles will work in general as per Armory Reloaded.

Due to the numerous details and nuances regarding fighting styles it is highly recommended that you discuss what your plan is with a storyteller in depth before you purchase a fighting style or alter your concept.

Fighting Styles and “Claw Fu”

In general the Fighting Styles “as is” are not meant to work with Protean claws and the storytellers are instructed that when in doubt the Fighting Style maneuver in question will not function. The merit “Weapons to Empty Hands” may circumvent this restriction if taken along with a specific fighting style as designated in Armory Reloaded.

“Passive” unarmed fighting style advantages will work with claws if they are designed to work regardless of whether the combatant is armed or unarmed.

Again, due to the numerous details and nuances regarding fighting styles it is highly recommended that you discuss what your plan is with a storyteller in depth before you purchase a fighting style or alter your concept. 

Fighting Styles and Undead

Maneuvers that focus on affecting blood circulation and breathing (such as choke holds) do not function on the undead.

 

Changeling Specific House Rules

 

Pledges: Do not stack bonuses to a singular die pool…..pick the higher
 
 
 
EX: Pledge gives +2 to weaponry, +1 to strength, +1 to weaponry…..you use the +2 from the first pledge
 
 
 
 
 
Any pledges need to be placed with exact wording in your character thread (both you and anyone swearing to it).  Ideally you should let me know as well as soon as possible when it happens.
 
 
 
Dancers in the Dusk curses, maledictions, forced pledges
 
 
 
Any foray into the Hedge requires ST supervision.  This is not something to be taken lightly and is potentially very dangerous.  Beyond the denizens lurking on the other side, the Hedge surrounding Baltimore encompasses (or is encompassed by) several rather dangerous locations (even for the Hedge) and navigation is exceptionally difficult at times.
 
 
 
Goblin fruit, trifles, and the like cannot be harvested without ST involvement.
 
 
 
Affinity and universal contracts are subject to the “auto-buy” rules up to and including level 3 though one should have an idea in mind on how these were learned.  Non-affinity contracts and level 4+ require either a mentor (PC or NPC) or some other means of learning the lost clauses.  I am happy to “help” with these scenes if need be.
 
 
 
Hedgespun
 
 
 
Rolls are just part of it
 
 
 
Toxicity 2 per dot, bashing damage, requires activation (instant), lasts one attack and must be used within rounds per wyrd
 
 
 
No forced unwitting pledges
 
 
 
No tokenmaster/pledgesmith merits
 
 
 
Kith blessings and curses do not affect contract or token activations
 
 
 
The dual kith merit from Rites of Spring will be used
 
 

Pledges

Pledge bonuses do not "stack".  If a character has pledges with similar bonuses, use the higher net bonus of the two applicable pledges in a given situation for a given roll.  This includes bonuses within the same pledge

Example: Oliver Thompson holds "Pledge A" which gives him +2 to weaponry.  He also holds "Pledge B" which gives him another +1 to weaponry among other bonuses.  If he were using a crowbar to strike an enemy he would only use the +2 weaponry bonus from the first pledge.  Naomi holds a pledge with +2 persuasion and another pledge with +1 persuasion and Striking Looks+4.  She would take a +5 to her roll as the net bonus is higher in the latter.  She would not take a +6 combining the higher individual bonuses each pledge provides however. 

Any pledges need to be placed with exact wording in your character thread (both you and anyone swearing to it).  Ideally you should let a storyteller know as well as soon as possible when it happens.

While I personally love the curses, maledictions, and idea of forced pledges found in the Dancers in the Dusk book, we will not be using them at this time.

The Hedge

Any foray into the Hedge requires ST supervision.  This is not something to be taken lightly and is potentially very dangerous.  Beyond the denizens lurking on the other side, the Hedge surrounding Baltimore encompasses (or is encompassed by) several rather dangerous locations (even for the Hedge) and navigation is exceptionally difficult at times.  The exception is regarding private hollows which are under control of the pc in question or hollows open to all changelings.  These do not require ST supervision unless one must transverse the hedge itself for some reason.

Goblin fruit, trifles, and the like cannot be harvested without ST involvement. The exception is the Harvest merit although this provides glamour only, not goblin fruit with special abilities.

 

Autobuy

The "autobuy" system found on your character sheet allows you to periodically purchase attributes and skills up to and including level 3 without ST intervention (at the cost of XP).  Affinity and universal contracts are also allowed to be "autobought" up to and including level 3 though one should have an idea in mind on how these were learned.  

Non-affinity contracts and level 4+ require either a mentor (PC or NPC) or some other means of learning the lost clauses.  I am happy to “help” with these scenes if need be.


Hedgespun

Hedgespun is an excellent source of background, story opportunity, and interesting novelties to develop a character.  It helps define a sense of style and individuality.  However, it also holds potential for abuse.  From a systems standpoint, rolls are just part of it.  Truly creating (or finding) hedgespun items as well as other tokens is a massive undertaking.  This is a game about stories and tales and the hedgespun item in question should have a specific tale to go with it as well.  To make that level 5 blade perhaps you need one of the razor sharp feathers from the tail of the legendary couatl which swoops through the hedge near the Maelstrom.  Convincing it to give you one of these (or stealing it) would be a massive and dangerous undertaking.  While a level 1 item might not need as dramatic a component, how exactly does one bottle the moonlight necessary to empower that fancy cloak?  

The Toxicity merit has been changed for the purpose of this game.  Each dot spent will give 2 levels of toxicity which does bashing damage and requires activation (an instant action).  It lasts for one successful attack and must be used within a timespan from activation of rounds per wyrd of the activator.  Please note this version of toxicity is specifically for hedgespun items and tokens.  It does not affect other sources at this time.

The "tinker" concepts might have it easier in some ways, but it does not give one free reign to make anything quickly.  Components will still be required.  There is also the idea of "nothing is free".  Using contracts to give permanent (or virtually permanent) bonuses and abilities essentially turns the item into a token which requires a comprable merit to be purchased.

Due to the style of the game and chat we will not be allowing tokenmaster or pledgesmith merits at this time.

Kith blessings and curses do not affect contract or token activations

The dual kith merit from Rites of Spring will be used and will cost three "restricted slots" at character creation in addition to the merit dots required.

 

 

Average Glamour Pool


To simplify matters in the game, this is the number of glamour you will start at on any given scene.  This assumes average time spent attempting to gain glamour.  Baltimore is notoriously stingy on anything "free" and something seems to eat at the very core of the area, making it more difficult than usual to regain glamour spent on contracts, pledges, and other endevours.  If a special case applies then it will be handled on a case by case basis.

You start with 5 Glamour with the following modifiers

+1 per dot of harvest
+1 if you are a member of the Freehold of Calvert and upholding the Clocktower Oath

What if I use a lot of glamour or get injured?

If you use up more than 75% of your average glamour pool (rounded up), you will regain 25% (rounded up) every day until you return to your average glamour pool unless you spend additional glamour.   When attempting to heal damage, contact a storyteller or post in your character log what you are doing and how.