Rage Across the Motor City
Rage Across the Motor City
Abandoned warehouses houl mournfully on the riverfront.  Factories stare out from glassless windows.  Churches compete in vain with liquor stores for the attentions of citizens not too strung out on the latest fix the poor have made popular.  Rusted-out victims of grand theft auto litter the unplowed side streets, creating for many the only playground they'll ever see.  Mages struggle against a Concensus that has lost hope.  Garou and their allies take up arms, preparing to defend the few caerns remaining, the few places where Gaia's spirit can still be found.
Welcome to the Motor City. Welcome to Detroit.

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Storyteller Rules for Rage Across the Motor City

Below are listed the Storyteller rules used at Rage Across the Motor City - or, more specifically, which rules we use (or don't use), and which ones are modified for the site.


Freebie Points
Freebie Points (FP) are assigned at character creation.  All FP must be used at that time - you can't "save" some for assignment later.  If you don't think you'll need all of the points, that's okay - nobody will force you to. Just remember that character creation is the only time you'll get the opportunity.

Experience Points
Experience Points (XP) are assigned on a regular schedule, as determined by the Admins.  (Note: this will most likely be monthly, but might not be; check with the admin for your game.)  XP are awarded by the Admin of that particular game only.  (For example, only the Mage Admin can award XP for Mage characters, even if your mage has been playing with the wolves a lot.)  You may want to keep a journal of what your character does - even the best Admin might not be able to remember everything that every character does.

Willpower, Gnosis, Quintessence, etc.
These should be handled in-game, with the following exceptions: if your character hasn't been active for awhile (i.e., has been studying a lot, or doing mundane-life things, etc.), and there aren't extenuating circumstances (i.e., she's been captured by BSDs, he's cut off from his Avatar, etc.), then the appropriate "temporary" levels should match your "regular" levels when you do start playing again.  For example, a mage's Quintessence is generally equal to his Avatar rating (until used), temporary Willpower equals "permanent" Willpower, etc.  If you have a question about any of these, please ask the admin for your game.

Combat
Initiative.  Combat initiative is determined, at the start of each turn, by rolling a d10 and adding your character's Dexterity + Wits.  Actions are then declared from lowest to highest Initiative, then performed in reverse order.  (Optional rule 1: If players and scene Moderator agree before combat begins, involved parties can roll once for the entire scene.)  (Optional rule 2: If players and Moderator agree before combat begins, one roll may be used for the players' side, and one for the NPCs' side, with Dex+Wits being the determining factor for individuals.)
Damage.  Unless otherwise specified, all characters roll Stamina to soak Bashing damage, at difficulty 6.  Mortals (including Mages) can soak Lethal, at difficulty 8.  Mortals cannot soak Aggravated damage.  Using magic to "heal" Bashing damage is generally coincidental.  Using magic to heal Lethal damage is generally vulgar (although certain circumstances may allow it to be coincidental).  Healing Aggravated damage is always vulgar in this Reality.  Garou (and other 'shifters) in their Breed forms soak as Mortals (that is, Bashing at difficulty 6, Lethal at 8, and cannot soak Aggravated). In other forms, Shifters can soak Bashing, Lethal, and Aggravated damage at difficulty 6.  Garou cannot soak damage from Silver weapons.  Healing is per the regerative ability of the shifter in question (if any).  Vampires suffer Bashing damage from bullets (no vital organs to worry about), and take half damage from all Bashing attacks.  Vampires also add their Fortitude to Stamina to soak Bashing (difficulty 6) or Lethal (difficulty 8) damage.  Vampires can only use Fortitude to soak Aggravated damage (difficulty 8).

General
Automatic Success.  If a character's current dice pool for a particular non-combat action is greater than the difficulty for that action (after appropriate modifers have been applied), then the player may opt for an "automatic" bare-minimum success, rather than roll the dice.  Note that this can only be done for "instant" actions - that is, it cannot be used for extended actions, or for actions which require more than one success to be considered "successful".
Example 1: Tom, a cat-burglar, wants to climb a vine-covered trellis to reach a second story terrace of a house he's been casing.  He has Dexterity 4, Athletics 3.  The difficulty is 6 (moderately easy, due to the abundance of hand-holds).  Rather than roll the dice, Tom's player opts for an automatic success.  Tom climbs the trellis slowly but surely, and makes it to the terrace with no problems.  (Now he just has to worry about that pesky guard dog sleeping up there.)
Example 2: Father O'Brien, a Presbyter of the Celestial Chorus, has Arete 5 and Prime 4.  Charged with tracking the touch of The One, and where most likely to manifest (i.e., tracing ley lines and nodes), O'Brien's player chooses to use the optional automatic success, rather than rolling his Arete every hour as Father O'Brien travels throughout the city.  (This is a Prime 1 effect, difficulty 4 because it is coincidental.)  Father O'Brien calmly walks the mean streets, sensing shifts in the flow of Quintessence whenever he is near to them.
Example 3: Yells-In-Anger, a headstrong lupus Garou, is hunting for Banes in a forest far from the city.  Not finding anything amiss among the trees, he decides to step sideways into the Umbra, to see if he can pick up a trail.  The local Gauntlet is 4, and his Gnosis is 5, so the player goes for the automatic success (he's not in any rush to cross over, as he hasn't seen or heard anything since he started his search).  After several minutes of pushing and stretching, he finally makes his way to the spirit realm - to find himself surrounded by creatures of the Wyrm!

Crossover Rules
As mentioned elsewhere on the site, Rage Across the Motor City is primarily a crossover game, where mages and shifters can interact, and even help/hinder each other.  Because of this, particular characters may find themselves awarded in ways generally reserved for other "species".  For example, a mage who has been particularly helpful to the Garou, and has joined with a particular Pack on several occasions, may be temporarily "assigned" a Rank, Pack position, etc.  Keep in mind that these "awards" are indeed temporary - they can (and likely will) be stripped from the character for transgressions much less severe than usual.

 

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Rage Across the Motor City
Copyright White Wolf Publishing, Inc.
Copyright White Wolf Publishing, Inc.


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