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Our House Rules

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We will keep this simple, we don't want to make to many restrictions so this will be brief.

Contents

First & Foremost: Channel Conduct

It's unfortunate that we need to put this here but it needs to be said. There are rules of conduct that need to everyone needs to abide by at all times.

OOC Conduct:

  • All out of character chatter, questions, concerns, brb's, afk's etc. are restricted to #RA_OOC - Our bot calculates experience by number of lines posted. We don't give xp for idle banter.
  • The promotion of other channels to our players is restricted in the OOC, Main, and all side channels. It's usually an unspoken rule of respect but people have been known to break it. If you want to try to gather more players for a game you're in... do it in PM. We're all for the growth of channels, especially WoD ones but be a little courteous to the OP's /Story Tellers of this game who have put a lot of time and effort in.
  • If you have issues with topics being discussed in the OOC channel please contact an OP and we will deal with it in an appropriate fashion. Additionally, We understand that not everyone gets along, but verbal abuse (and we mean malicious behavior) will NOT be tolerated. We will ask that it stops as a first strike. If it continues you -will- be kick banned for a 24 hour period. If you still don't learn your lesson it will result in a Permanent Ban from the channel and your character will be phased out.


IC Conduct:

  • NEVER assume there are no mortals around when RPing in an outside or club location. If you or another player breaks the Masquerade inform an ST immediately, no matter how small. There are always unsuspecting eyes.
  • ALL scenes MUST be logged by Rosie or Rosita (the bots)to be counted as viable Role Play.
  • If the scenes that will be acted out are for the purpose of character intimacy (IE. cyber, not character development) and have no bearing on the game itself or any SL's, players are forbidden from creating a side channel with the beginning of [b]#RA_ to it.[/b] If the scenes start out as general role-play but begin to veer towards becoming a scene involving intimacy, fade it and part the bot. If you (choose to continue w/o the bot that's your prerogative) do not part the bot, no xp will be given for any part of the scene. Such activities will not be counted as viable RP and will yield no xp. We are interested in role play, not smut.

And lastly, the usual basics with any RPG Chronicle:

  • No OP/ST Shopping, no disrespecting the ST's, no Meta-Gaming, etc.

First & Foremost: Channel Conduct

Basic And Everyone

  • Rule number 1: NO MIN-MAXING!!
  • STs reserve the right to refuse any part of the character if they believe it will unbalance the game or not fit into the chronicle.
  • No Players will be allowed to start with Resources above 4.
  • No military grade weapons, and no military influence will be allowed at character creation.
  • Ammo will be restricted to regular (that is, obtainable at Wal-Mart with a license or reasonably obtainable on the streets with a high streetwise score)only.
  • We allow Vampire, Ghoul, Mortal, Sorcerer or Shifter characters only; however, other supernaturals can be negotiated with the STs. Remember the STs have the final say.
  • Secondary Ablilities will cost the same as normal Abilities during character creation.
  • The Background of Age is not allowed ever as this is not an Elder game.
  • The number of Merits and Flaws which can be taken in character creation can't exceed 7 points in either with out ST approval.
  • Once a character has been submitted, no amendments can be made on it without the approval of two ST's.
  • NEVER assume there are no mortals around when RPing in an outside location. If you or another player breaks the Masquerade inform and ST immediately, no matter how small. There are always unsuspecting eyes.
  • Lastly the most important rule, you are welcome to port in old characters as long as they are written up to this channels specifications (as in written as new characters) but there history has to be refreshed...NO porting the history of what happened on previous channels.

Basic And Everybody Rules

Vampire

  • No players will be allowed to create a character above 9th generation.
  • No characters will be made with a Non Clan Discipline, unless the player has taken the Extra Clan Discipline Merit. Remember this will be with ST approval.
  • No player will be allowed to play a Sabbat character.
  • All Characters will be either Independent, Camarilla or Anarch.
  • There are no real restrictions on Clan, BUT STs have the final say in allowing any obscure clan.

Our Vampire House Rules

Sorcerer

  • Sorcerers who become ghouls will retain their Paths/Powers but will have the following to deal with:
    • They will suffer one point of Entropy to their Essence
    • Power will become static (You will be unable to advance or develop them further than their current rating)
    • They will be incapable of learning the gifts vampiric blood would grant a mortal/sleeper (No Vampiric Disciplines)
    • They will suffer the Addiction to the blood as well as becoming Blood Bound to their Domitor.
    • They do however gain the Unaging Merit and are capable of using the vampiric blood to heal as normal.
    • HOWEVER if there were ghoulded for a while and then stopped drinking...beat the addiction and what not then the sorcerer can get back what they lost.

Our Sorcerer House Rules


Shifter

  • No Garou
  • Everyone starts at rank 1
  • Reading the Players Guide To The Changing Breeds is mandatory
  • Only the Shifter breed mentioned in the Shifter section of the Wiki will be allowed and only with ST approval
  • Claws for any breed deals Lethal damage. To cause Aggravated damage a point of Rage needs spent but only with approval for the ST running the combat at the time.

Diablerie

This is an optional rule that we the STs of the 'Rose and Apple game have decide to implement. It has been taken form 'Dirty Secrets of the Black Hand' page 41.


  • The Reward
    • The Diabolist permanently increases his/her generation by one generation per victim, If the Victim is a lower Generation than the Diobolist.
    • To perform the act the Diabolist rolls Strength at a difficulty of 8. 1 success means it is done, 0 successes mean a failure and there is no Diablerie and a Botch well that's the ST's problem then yours.
    • Upon successful Diablerie it is possible for the character to gain the memories and the knowledge's of the victim. The character rolls Intelligence and Empathy Diff 8. One success indicates only fragmented memories remain, while 5 or more success's indicates total life memories are gained. These memories last for one day per success rolled before they fade away.


  • The Punishment
    • The Clan weakness of the victim temporary is gained by the Diabolist. If the victim is of the same clan as the Diabolist them the characters own clan flaw is increased, this last for as long as the memories gained.
    • Once the act of Diablerie has taken place the victim rolls his/her current Willpower Diff 8. The number of success's determines how many fragment for the victims soul remains within the Diabolist. Each fragment will have one dice it can use, all the fragments that remain can pool together. When the ST see fit they can decide to roll this number of dice against a difficult equal to the Diabolists correct Willpower. Each success equals one action the soul fragments can take with the Diabolists body. The greater the number of success's the greater the urges of the Diabolist feels to take these actions. The soul fragment do not wish to destroy their victim straight out, they prefer to punish their victim for his/her crimes by destroying everything around the Diabolist first and them finish things off. They usually cause the Diabolist to experience nightmare. But remember the soul fragments form several different victims can work together as one.
    • When the Willpower roll of the victim is made the number of success achieved will also determine the amount of black veins that remain in the Diabolists Aura. A botch on this test mean not only does none of the victim survive but NO black veins remain.

Diablerie Rules

Intimidation Rolls

  • Intimidation is rolled and may be contested by a Willpower roll at Difficulty 6.
  • If the Willpower roll beats the number of successes generated by the Intimidation roll, the target suffers no effects.
  • If the Intimidation roll wins depending on the number of successes a Willpower point can be spent by the target to stop fleeing.
  • On a Willpower roll botch, no Willpower can be spent; the target is cowed and submits or runs.
  • The number of successes rolled against the intimidation roll subtracts from the total intimidation successes. For example, if one rolls six(6) on intimidation, and one resists at four(4), it is considered only a two(2) success roll. (6-4=2)
  • The number of successes on the Intimidation roll add to the reactions based on the target. For example;

    • 1-2+ successes the target is concerned but can react.

    • 3+ successes the target is visibly cowed. All actions from here on against the Intimidator are at +1 difficulty.

    • 4+ and it's very visible. The target shows fear. The target now needs to spend 1 Willpower point per turn to stay in the Intimidators presence.

  • Intimidation Vs target with Iron will: The target receives -2 to the difficulty n the initial Willpower resist roll.

Intimidation Rolls, House Rules

There. That was relatively painless. |

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This page was last modified on 31 October 2009, at 09:47.
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