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WoD House Rules
Character creation:
All PCs and major NPCs, regardless of type, created as major playercharacters: 7/5/3 attribute distribution (or 6/5/4 if that worksbetter for you), 13/9/5 ability distribution, 15 freebies, etc.
Mages get 5 WP points, 7 background points, a point of Arete,and as many Quintessence as you have points in Avatar. The firstpoint in Avatar is free (my old gaming group felt the backgroundseemed pretty important for a mage, so no point in making youbuy it).
During character creation, no ability can go above 3 without GM approval.
Arete and Spheres will not go above 3 for a starting level character, no exceptions.
Abilities and attributes above 4 automatically can have a specialty assigned to them; specialties can also be bought with freebie points (one freebie per specialty).
Merits and Flaws can go above/below 7 with GM approval.
The 4 point kinain/faerie blood merit means you have just a trace of Glamour in your system; not enough that you can concentrate to use it in cantrips (i.e. you cannot have a Glamour pool), but enough that it makes you recognizable by fae and easier for them to Enchant you. Provided you're not a grump or just disillusioned,you probably have a lower banality than most, max 6. (I'm doing this to make it more parallel to the 4 pt. Kinfolk merit.) With extra freebies, you can have one 1-3 point fae gift as describedin The Enchanted. For 4 additional extra freebies, you can add one dot of fae blood and one dot in Glamour; 2 additional points for each point of Glamour/fae blood, and can buy fae gifts per point of value. MAGES CANNOT HAVE GLAMOUR OR CANTRIPS (A Glamour pool indicates that your Avatar is partly bound to the Dreaming, and being part of the Fae Paradigm, you cannot Awaken any further in the Mage sense). Since this is all ultimately over 7 merit points, you will need GM approval to do this. But really, if you really want all this crap, why aren't you just creating a primary kinain character out of The Enchanted rather than try to tie all this extra crap on to another supernatural creature?
Note if you give me a well written/described background, I usually hand out a couple of XP and/or dots in things I thinkappropriate to your character.
Please don't give me weird crap like runway cyborg werewolvesand the like.
System stuff:
I am trying to adapt the Æon/Exalted system to World of Darkness since that is much cleaner. So, with the exception of Magic, all rolls are a standard difficulty of 7.
Magic works as base difficulty 4, add 1 for each dot in a sphere you are using. Difficulty does not usually go above 9, although extra successes may be required for certain feats. The difficulty of a rote (spell combining sphere effects) is based on the highest sphere level used.
As according to Æon: 1s do not cancel successes. You botch only when you roll a 1 and no successes to begin with.
Re-roll 0s to see if you can get an extra success. If you roll another 0, keep re-rolling.
I follow the Third Edition XP cost rules, where the cost is multiplied by the NEW rating you want, not the old one. (I'llhave the list of costs with me.)
Combat:
I use bashing, lethal, and aggravated damage. Bashing soak equals stamina + armor; all characters can soak lethal at half their stamina + armor, but cannot soak agg. damage at all, with the obvious exceptions indicated in the rules (werewolves, etc.).
Steps of Combat