| House Rules & Policy; How we nerf you, and how you get compensated. | |
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| Tweet Topic Started: Feb 13 2011, 08:20 PM (218 Views) | |
| Ssj Archon | Feb 13 2011, 08:20 PM Post #1 |
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As per Adam: Rule 1: The rules are determined by Staff. The books rules are to be followed by the spirit, and by Staff's interpretation, not yours. Rule 2: Anytime staff changes something, from a gift to a rite, all characters will have the opportunity to trade it for something else. Rule 3: There is no longer to be any smoking at game. If you step away to smoke mid-scene it is supposed your character walked away, so please refrain from smoking during scenes. Thank you. [Edit Log ~ Rules 3/4 Added; 4:18 pm February 20th. By Tawny.] [Edit Log ~ Rules 3/4 Changed/Removed; 12:10 pm February 23rd. By Tawny] Edited by Tawny, Feb 23 2011, 12:15 PM.
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| Ssj Archon | Feb 20 2011, 11:54 AM Post #2 |
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True Fear: Basic Ahroun Gift: Using the primal fear at the heart of all creatures, you cause your target to revel the idea of coming close or harming you. Make an opposed Willpower challenge against your target (Using Current Willpower Totals). You may use intimidation to retest, and your opponent may use Willpower to retest. Neither may cancel the other. With success, your target may not attack you for the scene, nor may they approach you with 3 steps. If you close the distance with them, they are NOT forced to move away. If you attack the target, the effect is immediately ended. Frenzied Targets are immune, while certain kinds of spirits and other entities may be especially resistant or immune (such as spirits of bravery, fear, battle etc.) Falling Touch: Basic Ahroun Gift: You can knock over your target with the lightest touch. Make a physical challenge, (retest with Medicine.) If successful, the target falls down. Using this gift counts as an action; it cannot be combined with an attack of any other type. The target becomes prone and cannot initiate physical challenges for two (2) actions, or 6 seconds if not in combat. The target may still defend himself as normal. Call of the Wyrm: Basic Galliard Gift: This extremely dangerous Gift draws Wyrm-creatures to you. Galliards traditionally surround this gift with a great deal of cautionary advise and watch those who use it for signs of corruption and taint. Make a Static Social Challenge (retest with Performance) against the willpower of all wyrm-creatures in the scene. If successful, the creatures immediately come out of hiding and attack the gift-user to the best of there ability until they destroy him, or until significantly distracted as determined by the Narrator. Strength of Purpose: Basic Philodox Gift: You draw strength from your underlying conviction about your place in the pack, tribe and world. Make a static physical challenge (retest with Rituals) against seven (7) traits. If you succeed, you regain one (1) Willpower trait, up to your maximum. You may use this gift once per scene, and only in a scene where you have spent Willpower. Persuasion: Basic Homid Gift: Your words carry unusual meaning and credibility in whatever way reaches each listener. Spend a Gnosis to retest any one (1) non-gift related social challenge; this retest may be retested by other retests as normal, though may not be canceled. Edited by Tawny, Mar 7 2011, 06:03 PM.
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| Ssj Archon | Oct 9 2011, 12:34 PM Post #3 |
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Downtime Rule: Downtime must be submitted either in written or digital form, preferably via email. Submission in any other form, including talking directly with a staff member, is insufficient. Forum Play Rules: Players may not undertake actions which would require a test on the forum, unless given a specific exception by Staff. |
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7:38 PM Jul 10
