House Rules
Resolution System:
All actions will depend on a pool(aka bonus), usually by adding ratings together – for instance, if you’re computer hacking, maybe your pool is Intelligence + Computers, so if your Intelligence is 3 and your Computers is 2, your bonus for the action is 5. You might also have penalties that will subtract from that pool. You then generate a random number between 1 and 10 (I recommend dice, but hand signs and cards also work). Add your pool to that number. If your result is a 9 or higher, then you have succeeded. For every three above nine, it is an extra success – so 9 is one success, 12 is two successes, 15 is three successes, and so on. If you roll a ten, roll the die again and add it, with a ten counting as a zero this time (meaning you’ll end up with a die roll of between 10 and 19).
If you have trouble working out the math on the results, here is a table for you:
| Total: |
8 or less |
9-11 |
12-14 |
15-17 |
18-20 |
21-23 |
….Every +3 |
| Successes: |
Failure |
1 |
2 |
3 |
4 |
5 |
+1 success |
Anything less than a 9 is a failure. If the result is negative due to modifiers or drawing multiple 1’s in a row (see below) the action not only fails but also goes horribly, horribly wrong. You may attempt any action, even if your dice pool is reduced to 0 or less; this is simply a penalty applied to the card draw and has no special mechanic associated with it (other than being very likely to fail or botch)
Rolling a 1.
When a player gets a 1 on his first card or die roll, he subtracts 5 from his current tally and draws again. Thus, a 1 is not an automatic failure if you have a decent dice pool, but drawing multiple 1’s in a row is probably very bad. Any challenge whose final result is negative is a dramatic failure or “botch.” As long as you draw 1’s, you must subtract 5 from your tally and keep rolling. Remember to put the card back in the deck!
Once you’ve had a 10 “explode,” drawing a 1 is worth its face value and does not cause you to draw again. Likewise, once you’ve gotten a 1 and drawn again, any subsequent high cards are worth their face value and do not explode.
Rule Changes
p.32 – Merits are bought as per LARP rules – you have to buy every dot of a multiple-dot Merit.
Example: You want to buy Striking Looks at the 2-dot level. You must spend 4 XP to do so – 0 XP to buy the first dot, and 4 XP to buy the second dot.
p.103 – We do use the optional rule for gaining derangements. See Morality section below.
p.107 – Speed is as per tabletop – 5+Strength+Dex Acting Speed, twice that for Running speed
Health and Damage
There are three types of damage: Bashing, Lethal and Aggravated.
- Bashing Damage consists of wounds that come from hand to hand combat where tools and weapons are not used Bashing is marked down with a / in the wound box provided.
- Lethal damage consists of wounds that come weapons and tools or falling high distances. Lethal damage is marked with an X in the wound box provided.
- Aggravated damage consists of wounds caused by fire, chemical burns and other extreme wounds. Filling in the wound box completely marks down aggravated damage.
When all off the character’s wound boxes are filled the character compares the number of each wound types. The following happens based on the largest number of type of wounds.
- If the majority of the wounds are Bashing then the character drops unconscious for 15 minutes and will awake automatically at that point. He will loose one Bashing wound at that point and will continue to loose another every 15 minutes until no Bashing wounds remain.
- If the majority of the wounds are Lethal then the character drops unconscious for 24 hours and will awake automatically at that point. He will loose one Lethal wound at that point and will continue to loose another every 24 hours until no Lethal wounds remain. During this time his bashing wounds will heal at a rate of one every 15 minutes but he does not regain consciousness until the first Lethal wound is healed.
- If the majority of the wounds are Aggravated then the character drops unconscious and will die in 15 minutes unless some form of medical attention is provided. Simple bandaging is enough to prevent the character from dying. Aggravated wounds are healed at a rate of 1 per week and the character does not regain consciousness until the first Aggravated wound is healed. During this time the Lethal wounds will heal at a rate of 1 per day and the Bashing wounds will heal at a rate of 1 per 15 minutes. Even if all the Bashing and Lethal wounds are healed the character does not regain consciousness until the first point of Aggravated damage is healed.
If a character is unconscious do to damage taken he is completely at the whims of his environment and if any damage is done to him it may very well be enough to kill him. Storyteller decision is provided at this point based on the damage done.
Experience Awards
I have simplified the rules for gaining experience. At the end of each game each and every character who has had their character sheet submitted (ie if you have a character) you are awarded 6 experience. You may spend this XP when you submit your downtime.
Losing Experience / Skills / Abilities
It is possible to loose certain skills or abilities throughout the course of the game. The reason I am up a maximum 7 XP a month is to balance out the loss of bought points throughout the course of the game. More will be provided on this later in the game when it becomes an aspect of the chronicle. Once this starts to become part of the chronicle XP rewards may go up or down depending on how much spent XP has been lost. Generally your character can only loose XP based off of the actions of other characters. There will be some NPCs and if your character becomes involved with them it will be possible to lose spent XP that way.
Equipment
We will be following the base system for equipment availability. This means that if it is available in the real world then it is available in the LARP. Small firearms are available through contacts, resources, with the appropriate license and other methods. Larger weapons are difficult to get but not impossible. I will warn you that the Police are a real presence in the world and if you are walking around with a large weapon expect the Police to act appropriately. The consequences for actions are based off the real world also. If you choose to blow something up with some type of bomb you can expect the Police to become involved and if it is nasty enough higher authorities will be called in and they will not be easily outwitted.
I do not have a problem with a character ending up in jail because of walking around with a shotgun threatening people.
Given that, if you want something talk to the storyteller and I will let you know how reasonable or unreasonable your request is.
Reason for meeting each month (ooc and ic)
For the first game all of the characters have received an invitation to a meeting and were then unnaturally “summoned” with the call disappearing shortly before the meeting. Subsequent games will first have an different outside impetuous for occurring but by the third, fourth or fifth games it should be obvious to the characters that if they do not meet up every so often then they will not know what is going on and they will have a harder time competing for resources. The rate at which the characters meet is up to them but the game will always happen once a month (not including any side scenes). This means that characters can decide to meet once a week and this will be the timeframe in character but out of character the game will take place on the second Saturday of each month.
Willpower
Willpower points can be used to provide bonuses to rolls and also to allow for extra actions. Each willpower point spent provides a +3 to any roll (including combat). Each willpower point spent allows for one extra action during dowtime.
Willpower is regained by spending an action resting or by being controlled by your vice or virtue. If you give into your vice and suffer negative consequences a point of willpower will be gained. If you give into your virtue and overcome great odds you will gain a point of willpower.
You may also choose to loose a point of willpower (for roleplaying purposes) if you give into your virtue completely on some task and fail. The storyteller will not force you to loose a point of willpower but it is encouraged on an out of character level as failing when you are truly trying to achieve something can be quite disheartening.
Willpower is not used to power any abilities or skills and therefore there will not be an automatic point provided each month. They are completely bonus points and you do not need to use them.
Morality
We are no longer using the rules for any morality system.
