WoD House Rules
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Unified WoD

Use modifications of Storyteller Revised rules as in M:tA, including action lists and Thresholds. Exception: the experience rules are not used; see below. Exception: aborting actions is as in W:tA.

Also, Thresholds work in reverse, too. If modifiers push the difficulty below 3, then each point below three becomes a free extra success on the final roll, assuming that the dice themselves are successful.

Lastly, the Strength category on melee and archaic ranged weapons is used, as in C:tD.

Here are some cheat-sheets I use.  They're all in HTML format.  Rules SheetShot SheetHealth Sheet.

General Rulings:

Sunrise, Sunset:

Sunrise occurs the moment the sun itself is visible over the horizon. Sunset is the moment it ceases to be. This is somewhat subjective; different vantage points offer different times of sunrise and sunset. While the sun is technically "set" there is no sunlight, even though it may be relatively bright out. Thus, vampires don’t burn until the sun is visible over the horizon, mummies don’t replenish Sekhem, etc.

Willpower:

Willpower can be spent by everyone except Bęte (and even then, it can be spent by the Rage-less Ananasi and Nuwisha) for the purposes of complete immunity to injury penalties for one round. Rage isn’t that good; per point, it annuls one level of injury penalties for one round. Hmm. Maybe the inner fury of the Bęte with rage prevents that level of exertion of will?

Abilities:

Crafts covers the making of handcrafts. Repair (or Technology – it goes by either name) covers electronics and gears and all that fun stuff.

Also, with Crafts and Performance, the Skill must be purchased again for each application of it. Having four dots in Performance: Guitar does not give you four dots in Performance: Stage Acting. However, having either Skill means that other applications of it can be done without the Difficulty penalty that normally occurs when one doesn’t have the relevant Skill.

Actions:

Extra actions in a round are limited by Dexterity or Wits if they are from Rage or split-actions. If they are from Celerity, Quicksilver or a Time Effect, they are not.

Attacks:

All attacks have Difficulty and Accuracy as in M:tA and V:tM (W:tA actions can easily be interpreted as a different way of representing the same,) but there are some modifications to specific Difficulties. A Bite attack for anyone in a humanoid form, but with large teeth (e.g., vampires, werewolves in Glabro,) is Difficulty 8, unless they Grapple first. Damage is still Strength + 1 Aggravated. Larger mouths, like those of some Nosferatu and all Bęte in Crinos or other animal forms may have a lower Difficulty; for a Nosferatu, it might be one or two points lower, for Bęte it is always base Difficulty of 5.

Initiative:

When a Bęte is in a Berserk Frenzy, they do not add Wits + dexterity for initiative; they just add Dexterity + Dexterity. Factoring in that they will usually be Crinos, the added Dexterity makes this frighteningly fast. Celerity adds to initiative rolls passively all the time.

Deliberating Time:

When dramatically appropriate, a Wits roll may be called for, at situational Difficulty, more successes allowing more real-time to think. If no action is declared within that time, the character is frozen in panic or what-have-you.

Experience:

The table for experience in M:tA is not used; instead, all things that say "new value times X" should be read as "current value times X".

Specific Games:

Werewolf:

Rite of Dedication:

Any item that is Dedicated will either change shape and size to fit when you shift, or will be absorbed and appear as a tattoo. At each shift, you can choose which option to take. If an item is tattooed and you wish it to be present without having to shape-shift, make a Gnosis roll against the local Gauntlet. The same system is used if you wish an item to be tattooed that is present.

When an item is dedicated, it takes up Gnosis limit very strictly, though a set of clothes and wallet can be considered one item, for example. Fetishes are always considered to be Dedicated (though they do not take up Gnosis,) once attuned. Dedicated items will also travel into the Umbra with a character.

Abilities:

Kailindo and Klaive Duelling are Knowledges that, without special permission, cannot be bought at creation. Really, just don't take them. They suck.

Spirit Combat:

"We recommend you adopt the rule that a spirit has a soak pool of Willpower -2 (no minimum; a spirit with Willpower 2 had better have Armor if it wants to soak damage), and that the difficulty to injure one is Rage -2 (minimum of 3). And go ahead and drop the Scrag's Rage to 6. The foot-soldiers of the Wyrm shouldn't be that tough." -- from White Wolf's Werewolf FAQ

Partial Changes:

This was left out of the Revised Edition rules, so I looked it up in a 2e. copy. To perform a partial shift, spend one Willpower point, roll Dex+Primal Urge difficulty 9, and get as many successes as you would normally need. A Botch on one of these rolls should be particularly unpleasant.

Vampire:

Celerity:

Add your Celerity rating to all Initiative rolls. This is a constant effect.

Blood:

Spending Vitae is always a reflexive action.

Ghouls:

At the first drink, mortal creatures technically become ghouls. They gain the dot in Potence (or Fortitude,) which, while always active for vampires, requires having vitae in their system for ghouls. They gain the ability to soak Lethal damage as long as they have vitae in them, they gain the increased emotional instability, they gain the ability to use blood to heal and activate any other Disciplines they might have. They do not, however, become immediately Blood Bound. That still takes the three sips. This makes ghouling someone difficult, unless you are already on good terms and are very careful, as the first drink intensifies their emotions towards the would-be domitor, for good or ill.

Bęte are difficult to ghoul. Ananasi just metabolize the blood and add it to their own Blood Pool, without being bound. Nuwisha just ignore it all. Bastet loose Gnosis dots temporarily, and have an allergic reaction (see below.) Mokolé and Nagah become highly unstable, and might frenzy on a hair trigger; they also metabolize all blood by the next sunrise. Corax are allergic (see below again,) and metabolize it all by the next sunrise. Garou, Ratkin and Gurahl are the easiest to ghoul, as they are only allergic. They make a Rage roll each round (potentially frenzying,) the difficulty based on the usual factors for a stress-based Rage roll, with each success eliminating one blood point (and the associated bond and agelessness and healing ability and other junk,) and a roll is made each round until a botch comes up. This botch has no other effects.

Kitsune have never been ghouled, to the best of anyone’s knowledge, but it is theorized that they would react similarly to the Nuwisha, and might smolder a bit. Rokea have also never been ghouled. It would probably not be pretty, what with a shark’s usual reaction to blood.

Wraith:

Shadow Dice:

Shadows can now give a number of dice equal to their Angst, rather than a steady five.

Changeling:

Pooka Birthright Confidant:

Roll Charisma + Subterfuge or Empathy, against a difficulty of the opponent’s Perception + Subterfuge.

Time Realm:

This Realm can also be used as a modifier Realm to add to the duration of any non-instant Cantrip.

Dross:

Dross is not destroyed by use, merely depleted. Dross is much more like a Mage's vessel for holding Quintessence. As so many examples of Dross were historical artefacts, the conservator in me rebelled against the idea of destroying them. It wouldn't be very dream-like.

Mage:

Arete:

Arete rolls are reflexive. Mages can roll an Attribute plus Ability for the relevant ritual focus, and add half the successes from that to their Arete roll, thus making effects quicker, while keeping Arete scores from needing to be high.