House Rules Announcements
Moderators: WW7 Rules Master, WW7 Administrators
Re: House Rules Announcements
Another elder tweak, the Coil of Quintessence Scales require you to actually have the prerequisite coil, since they have a tendency to grant the full effects of it.
WW6 Rules Master
Given the confusion regarding Language (First Tongue), for non-wolves, we've decided to make that merit Werewolf only, but are introducing the following for everyone else:
Spirit Speech (• to ••)
Your character, whether through intense study, a blessing of a spirit, or a quirk of birth, is capable of understanding the strange tongue spoken by Spirits. With 1 dot, they can understand and perhaps even read First Tongue, but the human tongue has no real way to form the words properly.
With 2 dots, your character has either mutilated themself or simply practiced until overly sore to be able to muster a word or two of the language at a time. Make a Manipulation + Expression roll; for each success, you can speak one word of First Tongue in a way that sounds wholly unnatural to spirits or other native speakers. This has a tiring effect on the character; doing this more than once per scene costs a point of Willpower.
Special powers and shifting abilities might provide bonuses or remove the WP cost for the second dot at ST discretion
Spirit Speech (• to ••)
Your character, whether through intense study, a blessing of a spirit, or a quirk of birth, is capable of understanding the strange tongue spoken by Spirits. With 1 dot, they can understand and perhaps even read First Tongue, but the human tongue has no real way to form the words properly.
With 2 dots, your character has either mutilated themself or simply practiced until overly sore to be able to muster a word or two of the language at a time. Make a Manipulation + Expression roll; for each success, you can speak one word of First Tongue in a way that sounds wholly unnatural to spirits or other native speakers. This has a tiring effect on the character; doing this more than once per scene costs a point of Willpower.
Special powers and shifting abilities might provide bonuses or remove the WP cost for the second dot at ST discretion
WW6 Rules Master
Redid the 'magic' entry on the wiki, it's now based on source.
If there's any exceptions anyone can think of that you think should work differently to the above, submit it to my queue and I'll see about adding it.
SpoilerShow
*In Blue Books, Vampire, and Werewolf, merits/powers that provide protection against or affect ‘Magic’ in general, without referencing a specific type, protect against any power that’s activated with an extended action, a power that takes longer than a turn to activate by default (even if it can be made to work quicker), one that requires a separate extended action first (like meditation), and anything that explicitly is called a ‘spell’ or ‘ritual’ in its description. This includes all Supernal magic, all Blood Sorcery, and Rites, among other specific examples. This never applies to 'template' abilities, like a Werewolf's shifting.
**Protective Amulets (GMC Rules Update) provide their dice bonus against the listed things above. As usual, half the dice bonus provides effective bonus Withstand, vs Supernal magic.
*In Changeling, 'magic' is often interchangeable with 'supernatural', and so will affect or respond to any sort of supernatural ability. It will not, unless it specifically says so, affect 'template abilities' like a Vampire's Blood Bond or a Werewolf's shape-shifting.
*In Mage, 'magic' defaults to Awakened/Supernal magic specifically, unless it otherwise specifies or uses it interchangeably with 'supernatural power'.
**Protective Amulets (GMC Rules Update) provide their dice bonus against the listed things above. As usual, half the dice bonus provides effective bonus Withstand, vs Supernal magic.
*In Changeling, 'magic' is often interchangeable with 'supernatural', and so will affect or respond to any sort of supernatural ability. It will not, unless it specifically says so, affect 'template abilities' like a Vampire's Blood Bond or a Werewolf's shape-shifting.
*In Mage, 'magic' defaults to Awakened/Supernal magic specifically, unless it otherwise specifies or uses it interchangeably with 'supernatural power'.
WW6 Rules Master
Made a slight tweak to spriit speech, added the following for clarification so it's there in black and white:
"Those with the second dot who can take on a 'wolf' or similar sort of form can speak a word or two at a time with no roll or Willpower, as their throat can take on the shape naturally, though not speak continually, lacking 'human' vocal chords. Those that can 'partially' shift their throats and vocal chords into that shape, while retaining the ability to speak normally, such as with Life 3's 'Transform Life', can speak 'fluently' with no rolls. "
"Those with the second dot who can take on a 'wolf' or similar sort of form can speak a word or two at a time with no roll or Willpower, as their throat can take on the shape naturally, though not speak continually, lacking 'human' vocal chords. Those that can 'partially' shift their throats and vocal chords into that shape, while retaining the ability to speak normally, such as with Life 3's 'Transform Life', can speak 'fluently' with no rolls. "
WW6 Rules Master
Clarified on the wiki that Sleepwalker spell holding and Banner Bearer is overall, not per each mage.
WW6 Rules Master
TO make sure this is blatantly said, and I'll add it to the wiki later if needbe, you can NOT ever instantly kill someone/something by shapeshifting from a smaller/intangible form to a larger one inside someone, unless a power explicitly already accounts for that. Same for teleporting and similar effects.
WW6 Rules Master
Deadpan, per the current rules for definitions of 'Magic' in various venues, only works on Supernal Magic, by default, for the immunity provided. However, as a house rule they gain the increase in effective Composure against ALL supernatural means of fear.
WW6 Rules Master
Salt, in the Rules Update and GMC book, does NOT create an impenetrable line for ALL ephemeral entities, only those that have it as a ban inherently (which is very common among low ranking ghosts and some demons). It does provide its dice bonus to Abjuration normally (including for Warding), and can be used as mentioned to attack an ephemeral being, if properly prepared and purified (a Crafting action for Occult equipment; you can't just grab table salt for this purpose).
WW6 Rules Master
The gifts listed in this blog can be taken by Werewolves now:
http://theonyxpath.com/the-giver-of-gif ... -forsaken/
http://theonyxpath.com/the-giver-of-gif ... -forsaken/
WW6 Rules Master
Almost forgot to mention, we added a strength chart to the wiki by popular demand!
WW6 Rules Master
We've officially noted in the XP guide that you can purchase more than 1 dot of a scale merit in your initial purchase, if it makes sense for the merit in question. This generally doesn't ever apply to 'style' merits and similar.
WW6 Rules Master
Ruling: You can NOT get a bonus for using extra time for your weekly Hunting rolls, for Vampires and Psyvamps. We already abstract that as the time taken for weekly hunts.
WW6 Rules Master
We've made some tweaks to how the 'Academics' Violent Skills system works, to better account for PVP and player-level dice pools on a chat:
**Academics’ system for removing merits is tweaked slightly:
***The roll is made per week, not per day, and is Contested instead of Resisted; the target uses Resolve + Academics (or another skill if the ST deems it appropriate to the plan), with a target equal to twice the rating (without adding anything else, as it's a little easier to defend the status quo than to work against it). Rolls and results are made at the END of each week. The defender wins if there's a tie (as in both meet/exceed their target by the exact same amount in the same roll).
***Merits like Neighborhood (when the merit's connected to the area) and certain Contacts (where appropriate to what's being targeted) will reveal what's going on to the character at the BEGINNING of the process.
***The plan MUST be detailed and make sense; if you have no actual idea HOW you could harm a given merit, you can't do it.
***Generally, 'personal' social merits like Striking Looks and Taste can't ever be targeted with this system.
**Academics’ system for removing merits is tweaked slightly:
***The roll is made per week, not per day, and is Contested instead of Resisted; the target uses Resolve + Academics (or another skill if the ST deems it appropriate to the plan), with a target equal to twice the rating (without adding anything else, as it's a little easier to defend the status quo than to work against it). Rolls and results are made at the END of each week. The defender wins if there's a tie (as in both meet/exceed their target by the exact same amount in the same roll).
***Merits like Neighborhood (when the merit's connected to the area) and certain Contacts (where appropriate to what's being targeted) will reveal what's going on to the character at the BEGINNING of the process.
***The plan MUST be detailed and make sense; if you have no actual idea HOW you could harm a given merit, you can't do it.
***Generally, 'personal' social merits like Striking Looks and Taste can't ever be targeted with this system.
WW6 Rules Master
Supernatural Tolerance traits at 3 no longer need a Justification, it's treated like any other trait and you don't need it Justified until 4+.
WW6 Rules Master
*Staff cannot be used for anything that would involve a resistance or other penalty (like defense) from a 'target', in addition to not being usable for contested actions.
WW6 Rules Master