Rules: The Rim

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Contents

General Rules

This campaign will use the nWoD (new World of Darkness) roleplaying system. The system is identified by a "storytelling system rulebook" with a blue cover, which has the general rules. In addition to to this book, we will be using "Mage: The Awakening," "Werewolf: The Forsaken," and "Changeling: The Lost" materials for nWoD. We may at later points add other materials, but for now, these four books comprise the full rules for the campaign.

General Rules Changes

Character Generation

Do NOT use points to create your character. Instead, use the following guide for character creation:

1. Select Race from Races. See below for racial "attribute modifiers" that take the form of bonus xp to be spent in one of the next steps on specific attributes or skills. Keep these modifiers handy.

2. Select attributes. You have 135 xp to spend on attributes. You start out with one pip in every attribute. It takes (New Pips x 5) xp to raise an attribute by one pip. Use racial modifiers to boost specific attributes.

3. Select skills. You have 105 xp to spend on skills. You start out with 0 pips in every skill. It takes (New Pips x 3) xp to raise a skill by one pip. Use racial modifiers to boost specific skills.

4. Select three skill specialties, of your choice. You can assign each how you like, whether each to a separate skill or all three to a single skill. You may buy more skill specialties with General XP (see step 8), at 3xp / skill specialty. NOTE: bonuses from two or more skill specialties can NEVER apply to the same roll, even if two or more skill specialties are applicable.

5. Add supernatural template (Mage, Changeling, or Werewolf). See below.

6. Determine advantages: see page 34 of the main rulebook (the one with the blue cover). Note that your Morality may be replaced with Wisdom (for Mages), Clarity (for Changelings), or Harmony (for Werewolves).

7. Select merits. Note that your merits list is augmented by template-specific merits, and you can choose merits either from the general or from the template (Mage or Changeling or Werewolf) lists. You have 32 XP to spend on merits. You start with 0 pips in every merit. It takes (New Pips x 2) xp to raise a Merit by one pip.

8. Allocate Bonus XP. You have 35 bonus XP to spend on any of the above steps, using the costs described in each step. See below for XP costs for template-specific abilities. You cannot raise any advantage except for Morality, which costs (New Pips x 3) to raise by one pip, regardless of your template.

Skills

  • The Science Skill is replaced by the Religion skill
  • The Computers Skill is replaced by the Warfare skill
  • The Drive Skill is replaced by the Ride skill
  • The Firearms Skill is replaced by the Archery skill
  • Sailing is a specialty of Ride
  • Navigation is a specialty of Survival

Morality

Clerics and particularly ardent worshippers of the various deities on the Rim may, upon occasion, be called by their faith to do things (e.g. steal, murder) that would clash with average human Morality. These acts do not typically cause degeneration rolls, as the character's strong faith allows him or her to do the deed without feelings of guilt or anguish. This only applies to extremely ardent worshippers, or fully instated clerics, and in no way frees the character from the social consequences of a particular act, so a fanatic cleric of Enwik Tam may be compelled to steal the crown jewels, but will still end up in jail or on the block if caught. Players should not see this as a carte blanche to disregard the Morality ladder. The ST is always the final arbiter on whether a particular act does or does not cause a degeneration roll.

This applies to clerics with templates and their respective Morality scales, as well.

Template-specific rules

Mage

IF you choose to become a Mage, you will have 75 XP to spend on ALL Mage-related abilities.

Gnosis starts at 1 pip and costs (New Pips x 8) to raise by 1 pip.

Wisdom starts at 7 and costs (New Pips x 3) to raise by one pip. You may choose to drop Wisdom by up 2 pips, down to 5, getting 5 bonus XP to spend in step 8 above, for each pip dropped. Refer to the Wisdom chart (Mage, p. 79) for roleplaying implications of dropping Wisdom.

Refer to the Mage book for rules on Paths (and Favored Resistance Attributes), Orders (and Rote Specialties), and Mana.

You start out with 0 pips in all Arcana and no known Rotes. Refer to the chart on p. 69 of Mage for costs of raising Arcana and buying new Rotes.

Changeling

IF you choose to become a Changeling, you will have 40 XP to spend on ALL Changeling-related abilities.

Wyrd starts at 1 pip and costs (New Pips x 8) to raise by 1 pip.

Clarity starts at 7 and costs (New Pips x 3) to raise by one pip. You may choose to drop Clarity by up 2 pips, down to 5, getting 5 bonus XP to spend in step 8 above, for each pip dropped. Refer to the Clarity chart (Changeling, pp. 91-92) for roleplaying implications of dropping Clarity.

Refer to the Changeling book for rules on Seeming / Kith (and Blessings / Curses), Court (and Mantle), and Glamour.

You start out with 0 pips in all Contracts. Refer to the Chart on p. 77 of Changeling for costs of buying Contracts.

Werewolf

IF you choose to become a Werewolf, you will have 40 XP to spend on ALL Werewolf-related abilities.

Primal Urge starts at 1 pip and costs (New Pips x 8) to raise by 1 pip.

Harmony starts at 7 and costs (New Pips x 3) to raise by one pip. You may choose to drop Harmony by up 2 pips, down to 5, getting 5 bonus XP to spend in step 8 above, for each pip dropped. Refer to the Harmony chart (Werewolf, p . 181) for roleplaying implications of dropping Harmony.

Refer to the Werewolf book for rules on Auspices, Tribes, Specialty Skills, Primary Renowns, and Essence.

You start out with 0 pips in all Gifts. Refer to the Chart on p. 66 of Werewolf for costs of buying Gifts.

Races

Dwarves

+10 xp for Attributes, which may only be spent on Resolve or Composure

+1 circumstance bonus to all rolls that take place underground.

Elves

Sun Elves

+15 xp for Attributes, which may only be spent on Presence or Strength

+1 circumstance bonus on all rolls involving ancient history, cultures, or knowledge

Wood Elves

+20 xp for Attributes, which may only be spent on Dexterity or Stamina

+1 circumstance bonus to Survival rolls

Gnomes

+20 xp for Attributes, which may only be spent on Intelligence or Wits

+1 circumstance bonus to Crafts rolls

Halflings

+10 xp for Attributes, which may only be spent on Wits and Composure

+1 circumstance bonus to all Social rolls

Humans

+1 circumstance bonus to all skill rolls in one category (Mental, Physical or Social).

May pick any nine skills and decrease the untrained penalty for all those skills by one (to 0 for social and physical skills, or to -2 for mental skills).

Orcs

+20 xp for Attributes, which may only be spent on Strength or Stamina

+1 circumstance bonus to all Weaponry rolls

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