NovaPheonix
Drifting Writer
This is a World of Darkness Roleplay using a diverse mixture of rules and characters.
Mostly, the Races to focus on are Changeling and Dragon, but with bits of others also allowed.
When it comes to WoD cannon I tend to create my own lore or invent my own rules while using the normal lore as a guideline, so feel free to ask me for any lore-based questions if there is confusion.
In general, I expect at minimum one quality post (1 paragraph, propper grammer, reasonable amount of detail, ect.) per week. I will edit posts for grammar and spacing if needed. Smaller posts are excusable if multiple posts are made that week. During combat, players who do not post during the week will have their turn passed (they can take a turn later if they become available).
World of Darkness uses a d10 die pool system where attributes and skills are combined. 8+ on the die is counted as a success and 10s are rerolled.
Themes
-Cards
-Jack Rose
-Royalty (Red Queen, Princess, Prince)
-Heart
-Fire (Literal as well as the Taoist element, ties back to heart)
-Masks
-Mirrors
-Dreams/Nightmares
-Childhood
-Everyday Life and how it interacts with the Otherworld
-Investigation, Mystery, and Sanity
-Games
Mood
-Mystery and Hidden Things, but also seeking the Truth (Reporter and Detective)
-Fairy Tales, Myths, Legends (Dragons, Fairies, Mermaids, ect.)
-Bright, Exciting, Dazzling, Flashy
-Jazz music of both kinds, smooth and lively. Dynamic and Relaxed.
-Vibrant Strangeness (Casino lights, The Hedge, Dreams, ect.)
Books Used
-God Machine Chronicle Rules Update/2nd Edition Core Rules
-Tales from the 13th Precinct (Information for police)
-Dragon: The Embers [3rd Party Book]
-Hunter: The Vigil
-Hunter: Witch-Finders
-Changeling: The Lost
-Vampire: The Requiem
-Mage: The Awakening
House Rules
My Critical Failure Rules
>A critical failure will result whenever a player fails and the number of 1's is also equal to half or more of the number of dice rolled. On a chance die, the single 1 is treated as normal. Also, if reduced to a negative die, it increases the chance of critical failure on the Chance Die by that much. If half or more of the dice come up 1's and that was a success then that roll is still a success, but something bad happens as a result as well.
Advanced Kenning (for Changelings)
For Extended Magic (Mage) the Number of rolls is limited by Gnosis score.
Siren's Song (3 dot merit for Changelings) is now a reflexive triggered action.
Vampires can walk around in daytime at no cost, but are still harmed by sunlight.
Weapons Roll Dice and can do Bashing Damage (technically the rule would be “keeping it the same as first edition”)
>Armor will remain the same as described in GMC
-Initiative as dice pool (rather than 1d10+Initiative)
-Templates that have not had their Morality updated to 2nd Ed will use rules closer to 1st Edition.
-Automatic Quickdraw:
Drawing an item from your person or a container on your person is a reflexive action during your turn. If the item is rendered difficult to reach and equip, such as a knife at the bottom of a loaded backpack, make a Dexterity roll with a -1 penalty. On a success, you draw the item as a reflexive item. On a failure, you draw the item as an instant action. On a dramatic failure, you are not able to draw the item during your turn at all.
-Stunting, as judged by the Storyteller.
>Stunt bonus dice can apply to offensive or defensive actions. Simply add the bonus directly to the Defense of the target in the case of defensive stunts. It should be noted, however, that a given stunt is really only worth dice once. Each stunt must be interesting and innovative.
>Interesting Description (+1 die): An attack that uses an interesting description is worth a single extra die. These stunts are the actions of epic heroes, feats impossible to normal people.
>Using Thematic Qualities (+2 dice): Going a step beyond an interesting description, using thematic qualities involves tapping into the symbolic themes or environment already present in the fight.
>Maestro's Performance (+3 dice): Finally, a three-dice stunt is the rarest of them all, because it isn't sufficient that the stunt be described well. Instead, a three-dice stunt is any two-dice stunt that forces the gaming group to concede that the stunt is not only appropriate and impressive but actively adds to the fun of the group.
Forum Rules
-PG-13 Rating for sexual content, unless we work outside the forum.
>Violence and Cursing are allowed.
-Include Dice Rolls in OOC, and make dice rolls before or after a post as needed.
>Remember that, if using the exalted roller, set the difficulty to 8 or just roll 10 sided dice on the normal roller.
>The Storyteller has the right to roll dice privately without posting the results in the OOC.
>For stunts and social rolls I recommend posting first due to the fact that your speech and actions can affect the dice pool.
-I'll be including the session number and scene whenever a scene or session starts and ends.
-PvP is allowed as long as both parties and the GM can agree to reasonable terms on how it is played out. As a general rule, no social rolls against players (or domination type spells) unless that is prefered by the defender.
Beat Exp
5 Beats = 1 Exp
-1 Beat is given for surviving a dangerous situation after taking massive damage, overcoming a condition, or dealing with a Flaw in a significant way.
-1 Beat per Session, a Session is a set of scenes that is declared to end by the GM. Otherwise, refer to time-based beats below.
-1 Beat for completing or working towards a character goal. The goal must be known by the GM or written on the character sheet.
-Once per scene, a player can change a normal failure they rolled into a critical failure to earn a beat.
-The GM may award bonus Beats for any reason, mostly for good roleplaying, tactics, ect.
I also tend to give out bonus beats for providing things like fan-fiction or art.
-1 Beat will be given every two weeks of real time, if a session has not ended, but only if the rule of maintaining one quality post per week is met. If a session ends soon after this reward is given, no beat is given for end of session and the time-count is reset.
Willpower is recovered by Resting, Victory in a Scene or Story, or embodying Vice/Virtue. Willpower can be used to gain +3 to a roll, or +2 to a resisted roll (defense).
Mostly, the Races to focus on are Changeling and Dragon, but with bits of others also allowed.
When it comes to WoD cannon I tend to create my own lore or invent my own rules while using the normal lore as a guideline, so feel free to ask me for any lore-based questions if there is confusion.
In general, I expect at minimum one quality post (1 paragraph, propper grammer, reasonable amount of detail, ect.) per week. I will edit posts for grammar and spacing if needed. Smaller posts are excusable if multiple posts are made that week. During combat, players who do not post during the week will have their turn passed (they can take a turn later if they become available).
World of Darkness uses a d10 die pool system where attributes and skills are combined. 8+ on the die is counted as a success and 10s are rerolled.
Themes
-Cards
-Jack Rose
-Royalty (Red Queen, Princess, Prince)
-Heart
-Fire (Literal as well as the Taoist element, ties back to heart)
-Masks
-Mirrors
-Dreams/Nightmares
-Childhood
-Everyday Life and how it interacts with the Otherworld
-Investigation, Mystery, and Sanity
-Games
Mood
-Mystery and Hidden Things, but also seeking the Truth (Reporter and Detective)
-Fairy Tales, Myths, Legends (Dragons, Fairies, Mermaids, ect.)
-Bright, Exciting, Dazzling, Flashy
-Jazz music of both kinds, smooth and lively. Dynamic and Relaxed.
-Vibrant Strangeness (Casino lights, The Hedge, Dreams, ect.)
Books Used
-God Machine Chronicle Rules Update/2nd Edition Core Rules
-Tales from the 13th Precinct (Information for police)
-Dragon: The Embers [3rd Party Book]
-Hunter: The Vigil
-Hunter: Witch-Finders
-Changeling: The Lost
-Vampire: The Requiem
-Mage: The Awakening
House Rules
My Critical Failure Rules
>A critical failure will result whenever a player fails and the number of 1's is also equal to half or more of the number of dice rolled. On a chance die, the single 1 is treated as normal. Also, if reduced to a negative die, it increases the chance of critical failure on the Chance Die by that much. If half or more of the dice come up 1's and that was a success then that roll is still a success, but something bad happens as a result as well.
Advanced Kenning (for Changelings)
For Extended Magic (Mage) the Number of rolls is limited by Gnosis score.
Siren's Song (3 dot merit for Changelings) is now a reflexive triggered action.
Vampires can walk around in daytime at no cost, but are still harmed by sunlight.
Weapons Roll Dice and can do Bashing Damage (technically the rule would be “keeping it the same as first edition”)
>Armor will remain the same as described in GMC
-Initiative as dice pool (rather than 1d10+Initiative)
-Templates that have not had their Morality updated to 2nd Ed will use rules closer to 1st Edition.
-Automatic Quickdraw:
Drawing an item from your person or a container on your person is a reflexive action during your turn. If the item is rendered difficult to reach and equip, such as a knife at the bottom of a loaded backpack, make a Dexterity roll with a -1 penalty. On a success, you draw the item as a reflexive item. On a failure, you draw the item as an instant action. On a dramatic failure, you are not able to draw the item during your turn at all.
-Stunting, as judged by the Storyteller.
>Stunt bonus dice can apply to offensive or defensive actions. Simply add the bonus directly to the Defense of the target in the case of defensive stunts. It should be noted, however, that a given stunt is really only worth dice once. Each stunt must be interesting and innovative.
>Interesting Description (+1 die): An attack that uses an interesting description is worth a single extra die. These stunts are the actions of epic heroes, feats impossible to normal people.
>Using Thematic Qualities (+2 dice): Going a step beyond an interesting description, using thematic qualities involves tapping into the symbolic themes or environment already present in the fight.
>Maestro's Performance (+3 dice): Finally, a three-dice stunt is the rarest of them all, because it isn't sufficient that the stunt be described well. Instead, a three-dice stunt is any two-dice stunt that forces the gaming group to concede that the stunt is not only appropriate and impressive but actively adds to the fun of the group.
Forum Rules
-PG-13 Rating for sexual content, unless we work outside the forum.
>Violence and Cursing are allowed.
-Include Dice Rolls in OOC, and make dice rolls before or after a post as needed.
>Remember that, if using the exalted roller, set the difficulty to 8 or just roll 10 sided dice on the normal roller.
>The Storyteller has the right to roll dice privately without posting the results in the OOC.
>For stunts and social rolls I recommend posting first due to the fact that your speech and actions can affect the dice pool.
-I'll be including the session number and scene whenever a scene or session starts and ends.
-PvP is allowed as long as both parties and the GM can agree to reasonable terms on how it is played out. As a general rule, no social rolls against players (or domination type spells) unless that is prefered by the defender.
Beat Exp
5 Beats = 1 Exp
-1 Beat is given for surviving a dangerous situation after taking massive damage, overcoming a condition, or dealing with a Flaw in a significant way.
-1 Beat per Session, a Session is a set of scenes that is declared to end by the GM. Otherwise, refer to time-based beats below.
-1 Beat for completing or working towards a character goal. The goal must be known by the GM or written on the character sheet.
-Once per scene, a player can change a normal failure they rolled into a critical failure to earn a beat.
-The GM may award bonus Beats for any reason, mostly for good roleplaying, tactics, ect.
I also tend to give out bonus beats for providing things like fan-fiction or art.
-1 Beat will be given every two weeks of real time, if a session has not ended, but only if the rule of maintaining one quality post per week is met. If a session ends soon after this reward is given, no beat is given for end of session and the time-count is reset.
Willpower is recovered by Resting, Victory in a Scene or Story, or embodying Vice/Virtue. Willpower can be used to gain +3 to a roll, or +2 to a resisted roll (defense).
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