Three Pillars: Second Chance
Rules
Storyteller System Modifications
General
- This game will use the general Storyteller revised rules. See Vampire or Mage revised, or look at White Wolf's Werewolf Revised for a synopsis.
- As this is a net game, players are encouraged to use the Automatic Success rule as much as possible. It however, cannot be used in combat or for Magick.
- If you do not have Resources, you have no disposable income!
- You only botch if you roll a 1 with no other successes; canceling out all successes and having a remaining 1 is not a botch. However, botches are more serious.
- If a roll creates a difficulty above 9, for each number in excess, subtract a success (thus, if the difficulty is 11, subtract two rolled successes). You have to overcome this threshold to succeed. If you have no successes, you botch.
Magic
- We will use Mage: Revised clarifications on the magick rules except
for the following:
- You only gain one paradox point for successful vulgar acts.
- The aggravated damage rules for crossing the Gauntlet do not apply.
- The new damage charts apply: Each success adds two damage; Forces adds on extra level of damage. Most damage is Lethal; Mind damage is Bashing. Prime attacks are Aggravated. Also, affecting others besides yourself costs 1 success per person (this is almost equivalent to the increase in successes needed from Mage: 2nd, so don't complain too much!).
- We will ignore their Resonance rules (a bad mechanic for a storytelling device).
- Foci drop off 2 per after Arete 5 (not like 2nd, so beware!).
- A character gets one action per round. This action may include a Rote/Procedure. For example, shooting a "special" laser with Forces 2 is acceptable. Reading someone's mind and attacking a Technocrat at the same time is not. Essentially, magic that requires foci requires the action to be part of the magic, and magic that does not require foci generally are actions in themselves.
- A Player must inform the Storyteller whenever their Paradox pool passes a factor of 5 (5, 10, 15, ... ).
- As per the Revised rules, if you do not have Avatar, you cannot use any quintessence. Also, you can store more quintessence than you have Avatar rating, but it will bleed off slowly over time.
- Foci and paradigm are very important to the flavor of the game. Please roleplay accordingly!
- Countermagick counts as a magical action; thus, one cannot countermagick and throw an effect at the same time.
Combat
- Declarations for actions will go in order of reverse Initiative (Wits+Dexterity) pools. The Storyteller will specifically prompt the players for their responses.
- Initiative is now Wits+Dexterity fixed plus a random die roll. Reduced die pool does subtract from this pool (even if you do not roll).
- There are three types of damage: Bashing, Lethal and Aggravated. Only Bashing can be soaked. Yes, combat just got more deadly. So you better avoid it, hmm? Healing Lethal damage with magic is not vulgar. Bashing damage heals a lot quicker than lethal.
- Splitting die pool is slightly different. After you declare how many actions you wish to perform, subtract that number from the number of dice you have for you first action. For every action after that, subtract another die. Thus, if you had a Dexterity+Brawl pool of 4 and a Dexterity+Dodge pool of 5 and attacked then dodged, the first attack has die pool of 2 (4 - 2 actions) and the the dodge has a die pool of 2 (5 - 2 actions - 1 action performed).
- All attacks add damage for each success rolled (even Brawl). All attack rolls are at difficulty 6. Since things are more deadly, damage for various weapons have decreased. You will be informed of the changes.
Network Rules
- This game will be run using some chat software. The time will be posted on the schedule page before game; the server's IP address will be e-mailed before game. Players should be ready to play at the schedule time; it is suggested they arrive 5 minutes early.
- Some chat software allows the sending of sound, image or other data to participants on the channel. Since this may send garbage or terminate some software, this is disallowed.
- The Storyteller will remain the channel SysOp. If a player arrives to the room first, they will pass the SysOp privilege to the Storyteller when they arrive.
- It is possible to use the whisper feature to send secret messages to other players. If this option is used, players should keep the Storyteller informed (via another whisper) of the contents of the message.
- We are on the honor system here since we cannot verify dice rolls. Please do not abuse this.
General Rules
- The Storyteller may, on occasion, make rules up upon the spot to help adjudicate situations. A player may complain about these rules once only; after consideration, a new, final ruling may be made.
- The Storyteller reserves the right to sanction a player at any time for reasons that are disrupting to game play.
Last updated: 11/21/00 by the Storyteller
Even Death must die.
