Kom på at jeg hadde laget et sett med husregler til en kampanje jeg kjørte for noen år tilbake. Tenkte at siden wikien til den kampanjen er nedlagt, kunne jeg like gjerne legge ut reglene her, så jeg lett kan finne dem igjen senere ved behov.

Et voila!

Weapons and damage

Any weapons may have a + rating that is supposed to be added as a number of dice to your roll with the use of said weapon.

House rule:
The dice according to the + rating is now a number of dice rolled to possibly deal extra damage (in addition to the fixed damage from your successes to hit).

Weapons and damage, take two

The original rules state that with some weapons, such as axes and shotguns, you roll 9 again (normally, only 10s are re-rolled and added) for damage. The original rules also treat rolls to hit and damage rolls as the same rolls. You add bonus dice based on weapon type to your attack roll, and all sucesses are converted to damage.

House rule (9 again):
Whenever you make attack rolls with a 9 again weapon, do NOT roll 9 again. HOWEVER, when rolling bonus damage dice, you DO roll 9 again.

Example: Billy Bob shoots his shotgun at a werewolf. He hits, getting 2 successes, a nine and an eight. He does NOT roll the nine again. A shotgun has 4 bonus dice to damage. Billy Bob rolls two successes, a nine and an eight again. He rolls the nine again and gets another eight. That’s three bonus damage added to the two successes from the attack roll – five altogether!

Weapons and damage, take three/Fighting Finesse Merit

There is a merit in the original rules that gives you the oportunity to switch Str for Dex when making attack rolls with a specified weapon.

House rule:
You may purchase this merit and apply it to fighting with wooden stakes. HOWEVER, you may NOT apply it to the stake-through-the-heart maneuver (for staking vampires). For this maneuver, you HAVE to apply your Str.

Reason: It has to be hard to punch through the ribcage and muscle of a person, even with a powerful weapon. Otherwise, it will just seem silly.

In addition, Fighting Finesse will not be available for purchase with any heavy weapons. Ask the GM if in doubt. 🙂

Inspiring Merit

Grants the chance to make a roll and give back one spent willpower point to everyone within earshot (not yourself) once a day.

House rule:
Grants the chance to do the above mentioned, plus the following possible uses:

  • Give every ally within earshot +1 on their next Resolve+Composure roll
  • Remove penalties for one ally on th+e ally’s next action
  • All uses may also affect the user of the merit

The merit can be used as long as the user doesn’t run out of willpower himself.

Healing damage

There are three «grades» of damage: Bashing, lethal, aggravated – marked with these symbols:

  • Bashing /
  • Lethal X
  • Aggravated *

Current healing rules (and use of Medicine skill) are almost incomprehensible. First aid, for instance, does nothing at all unless the target is dying. All actual healing is done over time, and applied Medicine skill on long-term care only decreases the time spent recovering.

House rule:

  • Medicine is used in an extended action as described in the WoD core book.
  • Any rules for when the patient is dying apply as per the book.
  • A successful Medicine roll (extended – rolls representing minutes in the field, or hours in a hospital) that equals or exceeds the patient’s lost health points will do one of the following:
  1. Heal the doctor’s amount of Medicine dots (not counting specialties) in Bashing damage in half the normal time.
  2. ONLY ONCE PER DAY: Downgrade the doctor’s number of Medicine dots (not counting specialties) from Lethal to Bashing damage in the next 30 minutes after the roll is completed.
  3. ONLY IN HOSPITALS: Downgrade one Aggravated damage to Lethal.

First Aid is now required for a patient to «stabilize». That means that a patient that suffers from Lethal damage will bleed (continue taking damage) at a rate of one «grade» of damage every ten minutes until considered dying (then apply the rules from the core book). Any empty boxes will first be filled with B damage, then they will upgrade to L damage, until the dying state kicks in (when all health boxes are filled with X’es). ANY patients that have been stabilized and then suffers additional L damage must receive First Aid again.

NB! Any healing done in the field will require that the patient is treated further at a later time under more fitting conditions to avoid suffering ill long-term effects.

Healing L damage:

Johnny is knifed in his kidney and suffers 4 points of L damage (X’es in his health boxes). Ingrid makes her Medicine roll (three dots) and may spend half an hour to downgrade three of Johnny’s X’es to /’s (from L to B damage). Johnny then heals the rest himself in maximum one hour (15 min per B damage). Johnny is then knifed again later! Oh noes! He suffers 3 L damage on top of his 1 L and 3 B damage. He then needs another Medicine roll to stop his newest L wounds from bleeding (and thus accumulating damage). This time, however, Ingrid may NOT downgrade Johnny’s L damage to B. He doesn’t bleed out and die, but he still suffers from 4 L and 3 B damage, which is bad enough.

With proper long-term care and a place to rest, Johnny will regain his health fairly quickly. B damage will disappear in maximum 15 mins per /, and faster with medical care and rest. The next day Johnny recovers from 1 L damage by himself, and Ingrid can roll Medicine again to turn 3 of his remaining L damage into B damage which he can then recover from by himself.

Make sure that you record some of your wounds separately in addition to recording them as usual in the health boxes. Meaning: Check your damage as per usual, but also write down somewhere if you get a serious wound (for instance L or A damage, or lots of B in one blow), and how serious it is. This will matter when/if you get hospital treatment.

Use of the Athletics skill for the Foot Chase maneuver

Contested rolls of Sta+Ath, the quarry needs to beat the pursuer’s speed in number of successes to get away, the pursuer need only match the quarry’s number of successes to catch up. There are no rules for multiple pursuers, but in the case of multiple pusuers it seems to be most practical to have the quarry try to beat the speed of the pursuer that is closest to catching him at any given time.

If the difference between the quarry’s and the pursuer’s speed scores is five or higher, the one with the highest score receives a +1 bonus to his rolls.

House rule:

  • The quarry needs a number of successes equal to the pursuer’s speed. If he can do that, he gets away.
  • The pursuer needs a number of successes equal to, or exceeding the quarry’s number of successes. If he can do that, he catches up.
  • In case of multiple pursuers, the quarry needs only beat the speed of the one pursuer in the group with the highest speed score. Any of the pursuers can, however, beat the quarry’s number of successes and thereby catch up.
  • If the difference between the quarry’s and the pursuer’s speed scores is five or higher, the one with the highest score receives a +1 bonus to his rolls.

EXAMPLE: Ben (speed 10) and Bob (speed 12) are chasing a thief (speed 12). The thief need only get 12 successes (Bob’s speed) to get away.

In the first round of successes, Ben gets 2, Bob gets 1, and the thief gets 3. Now the thief only needs 9 more successes, but Ben only needs one more if the thief doesn’t gain anything in the next round.

In the second round of sucesses, Ben gets 2 (for a total of 4), Bob gets 3 (for a total of 4), and the thief gets 2 (for a total of 5). Now the thief only needs 7 more successes, but Ben only needs 1, and Bob only needs 1.

In the third round of successes, Ben gets 4 (total of 8), Bob gets 1 (total of 5), and the thief gets 2 (total of 7). Which means that in this case, Ben catches up to the thief and may perform a free maneuver (such as a charge maneuver) against the thief. From this point on, rules from the book apply.

Rules for Grappling

The book says grapple is started by the attacker rolling Str+Brawl (any specialty dice for grappling apply) minus defender’s Defense score. The defender can attempt to break free by rolling Str+Brawl against the attacker’s Str, or attempt to turn the grapple by doing the same.

House rule:

  • Grappling is nearly ALWAYS a contested roll. To grapple a defender, an attacker first needs to make a Str+Brawl against Def, as per the book, with no contest. If he succeeds, the defender is grappled.
  • A grappled foe retains his Def against attacks unless other/outside attackers do not care about hitting either of the grapplers, OR if he is immobilized (per the book). If outside attackers choose to disregard the foe’s Def when the foe is in a grapple, they split the resulting damage evenly between the two grapplers.
  • On the defender’s turn, he can choose to turn the grapple or break free. For both maneuvers, roll Str+Brawl against the attacker’s Str+Brawl:

Success: The defender breaks free, or turns the grapple. In turning the grapple, he may perform one free maneuver, as per the book.

Failure: The defender does not break free, or does not turn the grapple. He is still grappled at the end of his turn.

Equal number of successes: Stalemate. The attacker and the defendant are locked in a struggle; both are grappled by the other – none of them have any upper hand at the end of the turn. They will both need to use their next turns to attempt to turn the grapple if they want to be able to do any damage to their opponents.

On the attacker’s turn, if he still has a grip on the defender, he can choose to overpower his victim (and thereby get a free maneuver) by rolling Str+Brawl minus the defender’s Str. Any successes indicate that the attacker makes the maneuver and how well it goes. Failure only indicates that the maneuver was unsuccessful. The attacker maintains the grip on the defender, and the defender is still grappled at the end of the turn.

Jim wants to grapple Laura. He rolls his Str+Brawl minus her Def and succeeds. Laura is grappled.

On Laura’s turn, she attempts to turn the grapple. They both roll. Jim gets more successes, so Laura doesn’t succeed. She’s still grappled.

On Jim’s turn, he can use a maneuver on Laura. He chooses to try to deal some bashing damage. He already has a grip on her, so he needs only to roll his Str+Brawl minus Laura’s strength. He gets one success, and deals one point of B damage to Laura. She is still grappled.

On Laura’s turn, she attempts to turn the grapple again. This time, she succeeds and gets a free maneuver. She chooses to immobilize Jim, which she does. Since she got 3 successes, that is the goal number Jim needs to break her hold in his next turn (as per the book).

Further rules for maneuvers are per the book for the time being, until we discover more flaws in the system.