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Archived Rules Discussions / Party Pooper (Suggestions)
« Last post by Travis West on December 14, 2016, 01:25:56 AM »
Spirit Ward and Debuffs: Generally in Table Top, debuffs from the same source (as well as buffs) do not stack with themselves, especially when there's no contested roll. In the interest of allowing jaggling banes (which are supposed to be among the most common and frequently dangerous foes, ie Nexus Crawlers) to fulfil their role within the genre, it's worth having only one spirit ward work at any given time. This is especially pertainent, when it comes to vs temper challenges allowing any cub to overbid any spirit with but two spirit wards maxed.

True Fear: The table top version of this gift reads "...he may defend himself if attacked and otherwise act normally, although his actions will likely be guided by fear." The MET is just abbreviated slightly, getting rid of the IF ATTACKED part. Given the strength of this gift (phys vs temper) and the ease of even weaker characters to cow those much stronger (a 3 physical cub will win on ties vs an Elder of max willpower while in crinos), perhaps we ought to rule that victims of this gift, if attacked may return the attacks in kind, while gripped in fear, if no reasonable method of escape is available.

Flurry of Arrows: The gift states "...one extra arrow shot per turn." Turns are not explicitly defined in MET, however rage is always expressed as Rage Actions or Rage Rounds, and never turns. In TT turns are expressed as the cumulative turn of action, rage included. Furthermore, the Table Top write up of the gift CLEARLY intends for this to be an additional bow attack during the main phase instead of an additional bow attack after every single action. This a basic gift after all.

I for one, like lower power games that never invite STs to be forced to make up rules, powers and mechanics just to make an encounter lethal or challenging. I'm all for "plot finding and rp gifts" to expand their role within the system, but the actual hitting smash down gifts can sometimes run amok within MET because it's poorly worded.

"It doesn't SAY I CAN'T use razor claws 10 times in a row with stoking fury's furnace to deal 12 agg claw attacks. "

It makes me weep.

Anyways, just some suggestions of mine because I like suffering more than I like POWERZ. Nothing above is "ruining" my fun.
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House Rules & Rules Discussions / Re: House Rules
« Last post by Matt (HST) on November 09, 2016, 03:47:05 PM »
New House Rules as of 6/2016:

-Characters may add their level of an Ability to Challenges where the Ability is an appropriate retest. This does not apply to Static Challenges or other Challenges wherein the other party cannot also add an Ability.
-When characters are comparing Traits to Tempers in a Challenge, the Temper is doubled for the purposes of comparison.
-Abilities above 5 may be purchased at double cost as per Laws of the Wild ONLY if the character is packed under a Totem that increases that Ability above 5 for them, and then only up to the level granted by the Totem. They may retain this benefit after parting with the Totem on good terms.
-Totem granted benefits can be used by all pack members simultaneously unless otherwise specified by Staff (such as Black Unicorn’s extra Health Levels)
-Harano is a serious topic, and not a plot to be entered into lightly. A character must be at least two years old to be susceptible to Harano. Players interested in experiencing a Harano plot should talk to Staff about their goals and interests for such a plot. If Staff approves the plot, it is the player’s responsibility to disclose that they are considering a Harano plot and give other players the chance to opt out. If a player opts out, the player of the character with Harano is obligated to respect this boundary and not bring Harano-related roleplaying into scenes with players who have opted out. Anyone can opt out at any time by saying so. Failure to respect these boundaries will result in disciplinary action. These guidelines are also useful for topics like sexual assault and serious mental illness.
Otherwise, Harano follows the rules in Laws of the Wild.
-Social Challenges cannot force a player character to do something their player doesn’t want them to do, even if the Gift: Persuasion is involved. Social Challenges for Gifts that explicitly and directly control the actions of others (e.g., Mastery) are an exception to this. However, they CAN make the losing character look foolish, unnecessarily stubborn, and generally asinine for ignoring or refusing a reasonable and polite argument, which may affect Renown. Willpower cannot be spent to ignore Social Challenges.
-Charms can be borrowed from Numen, but each Charm can only be borrowed once in a given scene, and expenditures to power such Charms are capped at 3.
-The Gift: Electroshock deals 2 Aggravated damage per point of Rage spent on its activation, and not more than 3 Rage can be spent per activation of the Gift.
-Pregnant Garou may shift and fight without hindrance or penalty throughout their entire pregnancies. Fetuses are at no unusual risk from outside influences affecting the parent, including the attack, unless the acting entity is specifically targeting the fetus.
-Spirit Speech makes a Garou’s words understandable to spirits, but everyone else hears whatever language the Garou is communicating in. Garou with Spirit Speech can understand the communication of spirits, but other people with Spirit Speech can’t necessarily understand the things that Garou say to spirits unless they understand the actual language the Garou is speaking in.
-Cubs can accrue Renown normally. The timing of Rites of Passage are at the Cub player’s discretion, regardless of accrued Renown. After the Rite of Passage, the Cub’s Renown will be increased to the minimum required for Cliath, and any extra is kept.
-The cap for Cub Tempers is 5. If a Cub joins a Tribe with 4 Willpower, XP spent to increase Willpower will be refunded.
-If you want to have more than one language, you must buy Linguistics. Each dot of this Ability confers one additional language understood.
- The first dots of Garou Lore and Tribal Lore will be subtracted from starting XP.
-A character may spend a point of the Ability Quickdraw to ready a weapon instantly.
-Frenzy rules are as stated in Laws of the Wild, except that successful use of the Gift: Calm on a Frenzying Garou allows that Garou a Willpower Challenge to end their Frenzy.

- Characters who know the Rite of Binding automatically know how to create all talens in Laws of the Wild. Additional talen recipes can be learned from other characters as though they were Rites, i.e., with no XP cost but an entry required in downtime. Characters who know the Rite of Binding may start each session with a number of talens equal to their permanent Gnosis rating + their Rank. Theurges may have twice this number of talents.

- Learning Triatic Lores (Weaver Lore, Wyld Lore, and Wyrm Lore) can be hazardous. There is a risk of becoming tainted by the forces as one molds one's mind to better understand them. There is no risk from learning the first dot of a Triatic Lore, but learning each successive dot becomes more and more risky for the student, requiring a Willpower test to avoid becoming tainted. The SECOND dot requires a chop against a difficulty of six traits, the THIRD dot requires a chop against eight traits, the FOURTH dot requires a chop against ten traits, and the FIFTH dot requires a chop against twelve traits. The Iron Will merit gives a one-trait bonus on these tests. The Resistant to Wyrm Emanations merit gives a four-trait bonus on these tests for Wyrm Lore only.
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Announcements / 2017 RAtC schedule
« Last post by Berek (ST) on October 18, 2016, 10:54:50 AM »
Rage Across the Cape typically meets on the second Saturday of each month, though this occasionally varies. Please see the Game Locations posting for site address and details.  Currently, game is being held in: Berlin

Sun, Jan 22 (joint game with Quabbin)
Sun, Feb 19
Sat, Mar 11
Sat, Apr 8
Sat, May 13
Sun, June 4
Sat, July 8
Sat, Aug 12
Sat, Sep 23
Sun, Oct 22
Sat, Nov 11
Sat, Dec 9

The above dates specifically do not conflict with Hidden Flame or Quabbin, RAtC's closest neighbors.  Due to the myriad of other games and cons throughout the year, we are obviously unable to plan around all of them.  In cases where there appears to be a popularly shared conflict, we will do our best to take the opinion of RAtC players via forum poll and schedule accordingly.

This information will also be added to the Game & Event Schedule and made available for download or on our Google Calendar, as well as in our Facebook group.
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Announcements / Re: 2016 RAtC Schedule
« Last post by Berek (ST) on October 18, 2016, 10:52:33 AM »
Indeed it is! I will post momentarily.
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Announcements / Re: 2016 RAtC Schedule
« Last post by Lars Nielsen on October 18, 2016, 09:58:39 AM »
So is the schedule for 2017 ready?
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Memorable Quotes / Travis sums up the D'siah
« Last post by Tawny on August 15, 2016, 06:09:15 PM »
"So no evil-looking, black dagger of death today?" He asked of the ominous D'siah." is my current favorite post.
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Announcements / Re: September Game Date
« Last post by Berek (ST) on July 26, 2016, 11:19:30 AM »
With the votes tallied, it looks like September 24th is our clear winner, with over twice as many votes as any other game date. Camelot, 9/24/16, see you then!
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Announcements / Re: September Game Date
« Last post by PEBE on July 19, 2016, 09:46:54 PM »
so conflictign with Quabbin also means no Berek so... no STs at all?

Players running game: All plots mysteriously solved!
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Announcements / Re: September Game Date
« Last post by Nike 'Slays the Patriarchy' Strilakos on July 17, 2016, 10:14:12 PM »
so conflictign with Quabbin also means no Berek so... no STs at all?
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Announcements / Re: September Game Date
« Last post by Nike 'Slays the Patriarchy' Strilakos on July 17, 2016, 03:04:27 PM »
why only 3 votes? :P
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