Post by GM on Feb 1, 2006 20:44:58 GMT -5
there are several small changes to werewolf vampire and the hunter systems i make here is a list if you need clerification post it here instead of pming me so i dont get the same questions pmed over and over and over...
1.yourself- for the first game (not each individually but just the first world of darkness we play) are charecters will be ourselves, changed to suit the altercation of the game ((so we will be werecreatures if we play werewolf, vampires if we play that and so on)) and we will have the same skills as we did in real life, with a few exceptions, such as needing to round off a skill to the nearest point if someone is not sure, or an extra skill or two you picked up since becoming what you are now, hence how i know, i forgot the name but its the special shifting martial arts only available to werecreatures, but those useually start low and you only get one or two (((depending on how you roleplay the learning of it)))
2. renegade hunting- god i hate this rule, if you are not hunter net your not a hunter PERIOD you can still hunt but you will not recive assistance from other renegades or from any hunter and you cannot be one altogether unless its a single campaign (because renegades do not work toghether) this is same for werewolf but its clan not hunter net.
3. call on allies- this one is almost as annoying as the renegade rule, you do not automatically recive help from hunter net hunters (they have problems to ya know) this is same with werewolf but its clan insted of hunter net.
4. edges- you cannot learn edges from other people (hold on before you bite my head off) every edge you learn is your own design which represents your own path and creativity as sentient beings so every time you would learn an edge discuss with me an edge of your own design and we will negotiat it ((im very loose with this you can make almost anything as long as its fair in all aspects, you can make a nuke edge but the bad side would be horrendis)) you catch the gist of it
thats all for now i might expand or get rid of some depending on how it works out
1.yourself- for the first game (not each individually but just the first world of darkness we play) are charecters will be ourselves, changed to suit the altercation of the game ((so we will be werecreatures if we play werewolf, vampires if we play that and so on)) and we will have the same skills as we did in real life, with a few exceptions, such as needing to round off a skill to the nearest point if someone is not sure, or an extra skill or two you picked up since becoming what you are now, hence how i know, i forgot the name but its the special shifting martial arts only available to werecreatures, but those useually start low and you only get one or two (((depending on how you roleplay the learning of it)))
2. renegade hunting- god i hate this rule, if you are not hunter net your not a hunter PERIOD you can still hunt but you will not recive assistance from other renegades or from any hunter and you cannot be one altogether unless its a single campaign (because renegades do not work toghether) this is same for werewolf but its clan not hunter net.
3. call on allies- this one is almost as annoying as the renegade rule, you do not automatically recive help from hunter net hunters (they have problems to ya know) this is same with werewolf but its clan insted of hunter net.
4. edges- you cannot learn edges from other people (hold on before you bite my head off) every edge you learn is your own design which represents your own path and creativity as sentient beings so every time you would learn an edge discuss with me an edge of your own design and we will negotiat it ((im very loose with this you can make almost anything as long as its fair in all aspects, you can make a nuke edge but the bad side would be horrendis)) you catch the gist of it
thats all for now i might expand or get rid of some depending on how it works out