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House Rules - Work in Progress

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Post by HST Justin Fri Sep 10, 2010 3:44 pm

Character Creation is addressed in another thread in this section.

---

Power Writeups: If it's not in Laws of the Wild, you must carry a writeup of the power on your person. This can be on your character sheet or it can be on the little cards that I think are awesome. These must be MET conversions and must state what book they came from. Fudge a writeup and I'll take it off your sheet.

---

Gifts:

Blur of the Milky Eye: Retests with Stealth.

---

Tempers:

Double tempers when against named traits.

Double Rage for Raging Back.


Last edited by HST Justin on Sun Jan 13, 2013 12:58 am; edited 3 times in total
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Post by HST Justin Fri Oct 22, 2010 2:23 pm

New House Rules:

Survival can be used as a retest for soaking damage.

Rites are available for XP at the cost listed in LotW. This counters the section in LotW where it states that Rites cannot be purchased for XP. Beer machine FTW.

Rites of Cleansing and Rites of Summoning will take 1/10 the time to perform IC. That means 1.5 minutes in real people time. All other rites are unaffected and will require the stated performance time. Want quick effects? Buy Gifts or make Talens. The time required for a rite is serious business.
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Post by HST Justin Mon Dec 06, 2010 8:39 pm

For ease of reference, the times for learning/teaching rites are as follows.

Minor - 3 days.
Basic - 1 week.
Intermediate - 3 weeks.
Advanced - 5 weeks.

One teacher may teach many people the same rite at the same time, up to 5 learners.

The ST crew will honor the statement of the teacher as to what a student will learn. If a teacher tries to teach too much, precedence will be given to hot girls and good cooks.
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Post by ST Jonah Thu Jul 28, 2011 1:03 pm

Additions:

1. We will follow Laws of the Wild Revised Death Rules for Garou! Except for that last sentence. 1 Agg from Incap does not send you to instant death in our game.

2. Kinfolk Pure Breed - You do not gain traits vs. Garou. You get better breeding chances.

3. Vampires - Bomb and Ties are not used in this game. You get +5 Traits for Bomb to your trait category and +10 Traits for Ties to your trait category. Might will still act as a free retest as it is no more powerful than a Totem benefit.
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Post by ST Jonah Sun Aug 07, 2011 1:10 pm

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Post by ST Jonah Mon Sep 26, 2011 11:54 am

The link has been updated. Notable Changes:

1. Inconsistency of doubling tempers vs. named traits for a rage back test has been removed. The traits that your rage back challenge is against is not named traits, therefore this rule does not matter in this case.

2. Rage Back challenges have a retest. A permanent Rage trait. You can keep spending this rage trait until you run out.

3. We are not limiting rank challenges. For now on, if a PC you challenge is no longer available - work it out IC.

4. Scent of the Man-Eater: It detects garou eating garou. The spirit of the gift focuses on Cannibalism.

Coming Soon: Fetish Creation Rules
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Post by ST Jonah Mon Sep 26, 2011 1:53 pm

Regarding #1 - The lines will be changed tonight as follows:

Double your Tempers vs. Social, Mental, Physical challenges.
Double your Rage vs. Rage Back challenges.

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Post by ST Jonah Wed Oct 19, 2011 10:31 am

1. Fetish Rules Updated
2. Mentor Rules Updated
3. Rite Rules Updated

the end.
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Post by ST Jonah Wed Oct 19, 2011 9:27 pm

Revisions:

1. Fetish Rules
2. Mentor Rules
3. Raging Back Rules
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Post by ST Jonah Thu Oct 27, 2011 10:36 am

1. Fetish Rules changed.
2. Exorcism Rules added to destroy fetishes.
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Post by ST Jonah Mon Jan 30, 2012 11:25 am

1. Abilities refresh daily. We've been running with this one already but neglected to put it in our house rules. It's in there.

2. This isn't a house rule, but a rules clarification. You cannot heal in combat without supernatural means beyond regeneration OR you take no action/initiate or participate in no challenges AND you're in an appropriate form to regenerate for one whole round.

3. Influence clarification:

-Influences will be answered every Monday and Wednesday. There is no promises on any day beyond those.

-Cut off time to submit influence actions is 10PM EST on the Wednesday prior to Heartland Alliance. This is to allow proper follow up and response time based on results.

-Influence Traits refresh at the beginning of each Heartland Alliance you play your character at. (Example: if you spend your influence traits on 01/05 and don't play again until 03/08 then your influence does not return to you until 03/08).

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Post by ST Jonah Sat Feb 11, 2012 2:16 pm

1. Fetish Comfortability: You may only have as many fetishes as you have permanent gnosis. For each fetish above and beyond that number 1 trait penalty will be instituted on challenges dealing with spirits at ST determination.

2. All fetishes require the STs to have a write up present. This means we need your fetish card scanned or typed up and sent to us. Everyone in Heartland will have their fetishes documented. This is in part we want to know what everyone has as your Staff AND also in part that games that are accepting visitors are requesting this information more and more.

3. Clarification on Refreshing Influence Traits: If you are a board only PC and you think your influence traits should refresh each core Heartland Game, contact the ST list with this request.

These house rules will be printed and available at game. They are considered to go into effect immediately.
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Post by ST Jonah Tue Feb 14, 2012 11:22 am

Clarification of Fetish Rules/Max:

If you purchase the Fetish Background at character creation it only allows you to start with a fetish of appropriate power level.

If you wish this background to translate to 'fetishes able to be carried beyond gnostic maximum' then an e-mail declaration must be made to the ST staff and your character must begin seeking an appropriate spirit quest.

The transfer of the Fetish Background to "holding fetishes" is a long and personal journey per point in the background. You will only be able to obtain one additional carrying slot at a time.

Highly Unlikely Example: Griffin has Fetish x 5 - Fists of Fury. Griffin obtains 8 fetishes at Midwinter because he's a Silver Fang with an attitude and people are paying him off not to McRib them. Griffin realizes he's carrying a lot of spirit underneath his badass trenchcoat. Truman sends Heartland an e-mail stating 'Sh*t son, stuff went down. Let's fix this.' Griffin then goes towards a spirit he feel is appropriate to obtain a quest from after consulting his Spiritual Advisor, Miss Cleo. The spirit of Hitler's Boot tells Griffin he needs to complete Mystery and Quest X, Y and Z. Once done, Griffin gets to turn his quest and obtains An Open Slot of 5 Possible. If Griffin wants more fetishes without issue, he must continue to do this to a maximum of 5. Truman is not required to spend XP since his background is being converted.

If you do not have the Fetish background, you may make an e-mail statmeent to the staff and advise that you'll be seeking a quest! Then send your character seeking a quest. The example mostly applies except you will need to spend 1 point at a time for this.

Please note that until that slot opens up for your character, your character will suffer a penalty
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Post by ST Jonah Thu Mar 22, 2012 10:40 am

New:

1. In regards to MB Scenes. If you do something that would cause a R-P-S action (like a rite, or a gift, or combat) that scene officially becomes time stopped and is required to be resolved by the next Heartland Alliance. The time stop feature can be lifted by ST approval only. Assume a time stop in your scene if you are attempting to do anything that requires a chop unless advised otherwise by an ST.


Fetish Revision:

Creation
1. Follow the initial steps within LotW:R in preparing the object.

2. When it comes time to RPS the results, the following procedure will be followed
Issue a Social Challenge vs. 2x the gnosis rating of the fetish + level of the fetish
This will be an extended challenge. The extended challenge is based on the level of the fetish being created. One challenge for Level 1 and Level 2 Fetishes, Two Successes for Level 3 and Level 4 Fetishes, and Three Successes for a Level 5 Fetish. Only one retest per applicable type will be permitted. At ST discretion a retest may be provided for exceptionally crafted items.


3. Additional spirits bound into the fetish will require an additional challenge.

4. To lower the difficulty you may cut a deal with the spirit, introduce taboos on the fetish, and spend permanent gnosis to lower the trait difficulty.

5. Spending permanent gnosis will lower the trait difficulty by 2 for the extended challenge and remove one of the necessary challenges to create the fetish. You may spend multiple permanent gnosis.

6. You may not spend willpower for an automatic success.
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Post by ST Jonah Thu Apr 26, 2012 9:04 pm

Additions:

1. Out of state requirement for folks coming in. Bring a totem card!

2. Play Test House Rule section added.
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Post by ST Jonah Tue Jun 05, 2012 10:17 am

Additions:

1. Silver Damage - Silver deals an extra level of damage to a vulnerable Garou. Damage from silver cannot be soaked by items that do not specifically state they are effective against silver.

2. Knowing about Rites, Gifts & Fetishes. There are lore levels that are involved in knowing about esoteric things. If you are seeking a Rite, Gift or Fetish that is outside standard Genre (like from Wyld West or Dark Ages or something like that) then you must have appropriate justification to know it exists. Simply reading a book and thinking 'that's cool' is not appropriate justification.
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Post by ST Jonah Sat Jun 16, 2012 2:35 pm

Additions:

If there is a static challenge or a challenge to activate a gift (and isn’t against another player or NPC) then you can auto succeed in this challenge if you can overbid (2x + 1 traits vs. the difficulty of activation) without a challenge on the Message Board only.

Definition for Gifts - Sometimes a gift will state that it works X way on humans and Y way otherwise (See: Eve’s Touch). For purposes of these gifts Kinfolk that lack Sorcery, Gnosis, or Other Magic Abilities/Powers are not considered to be “Human.” Kinfolk that have Psychic Abilities, Merits or Non-Gnosis Gifts are considered to be “Human.” This gift and others should not be used as a Supernatural detector. If they are used outside their flavor boundaries, action will be taken.
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Post by ST Jonah Sat Jul 14, 2012 3:24 pm

Addition:

Linguistics ability gives you acts as tabletop instead of MET.

Level 1 - 1 Language (Total)
Level 2 - 2 Languages (Total)
Level 3 - 4 Languages (Total)
Level 4 - 8 Languages (Total)
Level 5 - 16 Languages (Total)
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Post by ST Jonah Thu Aug 09, 2012 1:38 pm

1. Character Creation for Kinfolk:

** Before building your Kinfolk, please discuss with the staff how many build points you have available.

2. Gifts (Garou; Kinfolk)

** In point 5, "standard" has been identified as Laws of the Wyld: Revised.

3. Kinfolk Specific

** Added Staredown as an applicable gift to compare Human vs. Other. Clarified that Kinfolk with extra perks are considered Human. Characters with the Kinfolk Merit (See Changelings, Mages, Ghouls, etc.) are not identified as Human.
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Post by ST Jonah Fri Aug 24, 2012 1:47 pm

Please note the new house rule:

1. To have an IC position in Heartland Alliance your character must be a Heartland Alliance character and not under any other database.
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Post by ST Jonah Thu Nov 15, 2012 11:14 am

Please note the new house rule:


Experience Points:
You may only buy one level of any ability and/or trait category at a time during downtime.
-Downtime is determined as a 2 week period between Heartland Alliance Live Action Roleplay Game
-You may not retroactively spend based on missed downtime periods without ST approval (documented in e-mail).
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