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 Rule Clarifications 1.2 - Updated 26 December 2012

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The Wyrm
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Posts : 42
Join date : 2012-12-28
Age : 35
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PostSubject: Rule Clarifications 1.2 - Updated 26 December 2012   Sat Jan 05, 2013 9:57 pm

As much as we'd like to run this game exactly as White Wolf intended it that is simply not feasable due to several factors including but not limited to, our venue is an online one, our setting isn't a cutout of canon, our game runs constantly and not once a week or once a month, White Wolf did make an error or two, Our ST staff isn't always available (We try to be, but realistically...) and our players are from all around the world, each in their respective time zone.

This list isn't complete, but I'll update it as I'm able, as things occur to me and as new rulings are needed. We really are trying to stay as close to the book as practicable... as practicable.

Willpower, Rage & Gnosis: (NO CHANGE)
For expediency and in consideration of the frequency at which we Roleplay, Willpower, Rage & Gnosis refresh when a Player Character has a restful nights sleep, this is notwithstanding any trait penalties imposed by the Nightmares flaw or similar. Willpower, Rage & Gnosis can still be restored incrimentally by the mechanics from the book but this is considered in addition to sleeping restfully. (e.g. Meditation for Gnosis, Moon Phase for Rage)

Attributes (Bidding Traits) & Abilities: (NO CHANGE)
Again, for expediency, Traits & Abilities refresh at the end of scenes or sessions or whenever the PC has a restful sleep. For example: If we RP a scene in the morning and another in the afternoon or evening your character's traits & abilities will have refreshed, if confused as to whether your traits will have refreshed, just PM an ST.

Renown Tracking: (NO CHANGE)
It is the Players responsibility to track renown and know when it is that they have accumulated enough to challenge to convert temporary renown to permanent renown. The ST's will also track this for auditing purposes, but will not tell you if your PC has accumulated enough renown for requisite challenges. By extension, the same is true for challenges for rank. Renown resulting from soft RP must be cleared with an ST, whether they are or are not present, if the PC feels their actions are deserving of renown
this can be done via PM or email but renown that has not been tabulated at the time of renown audit by the ST will not be considered to add to the PC's total without logs justifying it. We've added a new forum to the site for the purpose of declaring actions deserving of renown. We're removing the limitation that only those of the Ragabash Auspice can contest renown (See Scandal Pg. 179 LoTW:R). On the Forums, if a player declares renown for their character it will be considered valid unless contested by another player or an ST. In Character renown will be tracked by, and Rites of Acknowledgement performed by, the NPC Tama Smith, until further notice.

Character Creation: (NO CHANGE)
We've said this multiple times and in multiple places but again. The chronical book for this venue is Laws of the Wild: Revised. Any gift, rite, merit, or anything else that is not in that book requires specific ST approval and the narrative & mechanics of it must be included in the notes of your puppet prince sheet. The same is true of any influences or resources your character has, part of what makes this game interesting and challenging is the fact that our characters will not be pulling tens of thousands of dollars or a tank out of their asses at the drop of a hat. Additionally, as referring to 'magic' items for IC use. If it is not on your sheet or hasn't been specifically approved, you don't have it. Even if your character is an international thief / spy / whatever, if your sheet doesn't say you have a passport, then your character does not have one. This, however, is waived in reference to Drivers Licenses as it is assumed all PC's will have a form of identification and will have the ability to operate a motor vehicle.

With the assistance of several players and our own furthered studies in the books we've noticed several things that are worth posting here. As Kinfolk do not have natural rage and gnosis (we DO allow the Gnosis Merit from Kinfolk:Unsung Heros) they receive an additional nine (9) traits with which they may purchase basic Homid gifts that do not require rage or gnosis to activate, Merits & Flaws and Basic Rites that do not require Rage or Gnosis to activate. (See Kinfolk, Pg. 261 LoTW:R) At this time we are NOT allowing for the purchase of Numinae.

Combat Initiative: (NEW)
There has been a long standing debate as to whether Initiative order can be jumped by bidding a Mental Initiative for the use of firearms as per the Firearms Ability. While a mental trait may be bid for firearms use, the initiative declaration must be physical traits.

Combat Declarations: (NEW)
This is offered largely as a quick reference and to offer a clarification to an oversight which is becoming problematic. After the initiative phase of Combat, the storyteller will determine the order in which turns will take place. The following phase, Declarations, proceeds from least to greatest. That is to say the player character with the lowest traits (last in order) will declare their intention first. This should include a clear action, be it ‘Speaking’ or ‘Punching/Clawing/Biting/Etc. so and so’. This must be done in order to avoid confusing the storyteller. The Player Characters Declaration is binding. Changing their Declaration on the fly (on their turn or as a result of another players turn) will cost them a temporary willpower trait.

Combat Expenditures: (NEW – IMPORTANT!!!)
After Combat Declarations and often called at the same time, comes Combat Expenditures, Rage, Gnosis, Willpower, etcetera. The way this has been handled to date has been a glaring oversight on the part of the Storytelling Staff. It has catered to and allowed for Metagaming (oooh there is that dirty word…) by Declarations being public other players are given license to plan around one another, both in strategizing for teamwork and plotting against one another. It stops. From now on, any expenditure even if stated in the Dice channel, that is not PM’d to the Storyteller running the combat will not be considered.

True Fear: (NEW)
Gifts which freeze an opponent for any variable duration of time based on fear or similar stimulus will not be effective on Garou in the grips of Frenzy.

Weapons: (NO CHANGE)
Non Lethal:
The WhiteWolf books are largely silent on non lethal weaponry, as that is the case we're forced to come up with our own mechanics. What has been discussed and implemented, for now and subject to revision, is: Use of a non lethal weapon that does not rely on kinetic energy (Pepper Spray, Tazer, Mace, etc.) will have no health impact but will STUN an enemy for Two ACTIONS (If hit during everyman, prior to acting, the target will be stunned,and therefore, Soak Only, for everyman and rage 1, if they have not declared rage then for everyman and the everyman of the following round, if struck after acting on everyman then stunned for rage 1 and 2, assuming the required rage has been declared.) If the weapon relies on Kinetic energy (Rubber bullet, beanbag, pepperball, etc.) the target will receive 1 Bashing damage in addition to being stunned for two actions, as above.

For any questions on mechanics of clarifications please refer to the Topic Entitled: Rule Clarifications: Discussion.
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Rule Clarifications 1.2 - Updated 26 December 2012
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