Post by Rule Hound on Jan 21, 2016 21:17:25 GMT
I know it seems like we have a lot of stuff up here. Much of it is simply posted for your information and curiosity. Some of it is the mechanics that will run behind the scenes and is not really going to affect you and you do not need to really know or remember unless you are curious.
Game play will more or less be the same.
Status is for Dark Ages instead of Camarilla. It still runs the same but has a more direct usable in game effect. Passive and Spent.
Other than the few merit, background and skill additions they still run the same.
Influences have 4 Categories. They are used through down time actions but they do not add downtime actions. You can now accomplish almost anything with or without Influences but how long it takes and how difficult it is changes on what influences you have and at what levels.
Downtime Actions
Every player gets 3 downtime actions/game. This is only modified through Retainers, nothing else grants extra actions.
Goals/Quests/Influence Actions are all handled through the updated Werewolf quest system. This means anything is possible (with ST approval) but the difficulty (1-5) and amount of time needed may change based on complexity (Simple, Complex or Heroic).
A normal influence action would be a Simple Downtime and then depending on what you want to accomplish and the levels of your influence would determine if it is easy (1) or extremely difficult (5). the dificulty determines requirements to accomplish (1-5 requirements).
Complexity and difficulty determined by ST.
Others can contribute and assist.
So, the short of it is this. YOU set your end result, a clearly defined goal (1-2 sentences only). You submit this to the ST's. We look at it and determine how complex and difficult it is and let you know.
You can try to convince us it is not as difficult as we think and if your argument has weight (if we agree we might change it). We set the requirements as in the quest system. When you have met them we do a test. Win you succeed, tie, you choose a consequence from list and test again, Fail you choose a consequence from list, spend a willpower and test again. You keep testing until you win or give up.
Anyways for the more specific and detailed description of the mechanics see Downtime Actions, Character Goals and Quests. Remember this removes favoritism, makes anything possible and allows you to be a devious, complex or straightforward as you want.
Oh, and once you succeed YOU get to write the story as to how you went about it and what happened in the process.
Game play will more or less be the same.
Status is for Dark Ages instead of Camarilla. It still runs the same but has a more direct usable in game effect. Passive and Spent.
Other than the few merit, background and skill additions they still run the same.
Influences have 4 Categories. They are used through down time actions but they do not add downtime actions. You can now accomplish almost anything with or without Influences but how long it takes and how difficult it is changes on what influences you have and at what levels.
Downtime Actions
Every player gets 3 downtime actions/game. This is only modified through Retainers, nothing else grants extra actions.
Goals/Quests/Influence Actions are all handled through the updated Werewolf quest system. This means anything is possible (with ST approval) but the difficulty (1-5) and amount of time needed may change based on complexity (Simple, Complex or Heroic).
A normal influence action would be a Simple Downtime and then depending on what you want to accomplish and the levels of your influence would determine if it is easy (1) or extremely difficult (5). the dificulty determines requirements to accomplish (1-5 requirements).
Complexity and difficulty determined by ST.
Others can contribute and assist.
So, the short of it is this. YOU set your end result, a clearly defined goal (1-2 sentences only). You submit this to the ST's. We look at it and determine how complex and difficult it is and let you know.
You can try to convince us it is not as difficult as we think and if your argument has weight (if we agree we might change it). We set the requirements as in the quest system. When you have met them we do a test. Win you succeed, tie, you choose a consequence from list and test again, Fail you choose a consequence from list, spend a willpower and test again. You keep testing until you win or give up.
Anyways for the more specific and detailed description of the mechanics see Downtime Actions, Character Goals and Quests. Remember this removes favoritism, makes anything possible and allows you to be a devious, complex or straightforward as you want.
Oh, and once you succeed YOU get to write the story as to how you went about it and what happened in the process.