Nunnehi House Rules
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Nunnehi House Rules
FW Nunnehi House Rules
2/17/2013
(i) Philosophy
Nunnehi can be a complementary genre for Werewolf:the Apocalypse. Nunnehi have a similar history to the native Garou tribes, and share much of the same worldview. Sheets which are not complementary to Werewolf will not be approved (IE: If your character can't get along with Garou, there's little point in allowing him). Nunnehi can have background in Totems, can travel to the Umbra, and can fully join Garou packs.
We will have three slots for Nunnehi as a trial run. If these characters can integrate themselves and function well in the game, then more will be allowed. While we may end the Fae experiment, any sheets we approve will remain playable even after we abort.
(ii)
Character Gen:
Same as usual, 5 Freebies, 30xp
The following Families are allowed for play in Falling Waters:
Canotili, Inuas, May-may-gway-shi*, Nanehi, Pu'gwis, Rock Giants*, Surems, Thought Crafters, Tunghat*, Yunwi Tsundsi*
* = Accepted as part of local (Six Nations) mythology
(iii)
Backgrounds & Powerz
Totem - May only learn Totems listed in Shining Host Players Guide unless specifically approved by ST
At Character Generation, all Nunnehi select three Arts as “Family” Arts. These Arts are purchased at usual cost and do not require a teacher. Other Arts cost 1xp more per dot and require a teacher.
Arts - The following Arts are banned for Nunnehi PCs:
Aphrodesia, Sovereign, Chronos, Naming, Dreamcraft.
Art (Chicanery): Captive Heart -- A target of this cantrip may only retest with willpower once per hour.
Art (Primal): Elder Form -- You do not require Holly Strike in order to learn this power.
Art (Pyretics): Second Basic is Willow Light --
This cantrip will allow you to illuminate or cast auras of light upon objects or places. With this cantrip you can cause objects or people to glow, or even cause an entire place to become lit by this phosphorescence. This effect will last for one hour for each point of Glamour spent on its creation and has an intensity equal to the number of bunk traits used when activating the power.
1 Bunk Trait -- Dim light (Christmas tree light)
2 Bunk Traits -- Visible light (60 watt bulb)
3 Bunk Traits -- Bright light (100 watt bulb)
4 Bunk Traits -- Incandescent light (Halogen bulb)
5 Bunk Traits -- Blinding light (10,000 watt bulb)
Type: Chimerical or Wyrd
Art (Pyretics): Second Intermediate is Burn & Boil
"This cantrip allows you to engulf a chosen target in searing fire, generally consuming the target within minutes or even seconds. This flame becomes a normal flame once it is released, igniting and burning the target of the cantrip just as normal flame would. Fire causes two Aggrevated damaged to living targets in the first round, then normal fire damage thereafter. Non-flamable targets will go out after the initial strike.
Type: Chimerical or Wyrd"
Art (Soothsay) : Augury is an intermediate Art. In lieu of asking questions about the future, the player is also immune to Surprise for rest of the night.
Art (Soothsay): Dance with Destiny : Item of value must come of your sheet (IE: One perm Trait, Background or Ability Trait).
New Realm:
Ephemera - The power to effect the spirits.
1. Noble Totem
2. Spiritual Advisor
3. One of the Brood
4. Newcomers
5. Vengeful God
Modified Realm
Fae - The power to effect Changelings. Order is changed from Shining Host
1. Nunnehi/Inanimae
2. Commoners (European Changelings)
3. Chimera
4. Nobility (Those holding European Changeling Titles)
5. Glamour
(iv) Misc Notes
(a)Medicine is Gnosis. Gnosis is Medicine.
(b)Nunnehi cannot gain Medicine in Cities.
(c)Nunnehi use base book for Influences
(d)We use the simplified Jester rules for Bunks (SH:PG 202)
(e)Garou and other ‘first string’ supernaturals do not suffer the effects of the Mists when exposed to Chimera and Cantrips. They do suffer the effects of the Mists when Enchanted.
(f)Nunnehi can affect spirits and Garou in the penumbra as if their subject were enchanted. (ie they do not need to pay an additional Medicine per target.)
(g)Nunnehi’s Fae Seeming is visible when they are in the Umbra.
(h)Nunnehi start with the usual seven health levels.
(i)Attribute Trait Caps are 10 Youngling/12 Brave/14 Elder
(j)Banality/Medicine/Willpower cap at 10 for all.
(k)For Arts with multiple advanced levels, only one can ever be purchased.
(l)The Abilities Occult and Greymare are the general ability retests for Arts.
(m)Spending a willpower grants a retest against offensive Cantrips, it does not allow a target to ignore the Cantrip.
(n)Nunnehi can only purchase Garou Rites if they are of Kinfolk blood (as per the merit).
2/17/2013
(i) Philosophy
Nunnehi can be a complementary genre for Werewolf:the Apocalypse. Nunnehi have a similar history to the native Garou tribes, and share much of the same worldview. Sheets which are not complementary to Werewolf will not be approved (IE: If your character can't get along with Garou, there's little point in allowing him). Nunnehi can have background in Totems, can travel to the Umbra, and can fully join Garou packs.
We will have three slots for Nunnehi as a trial run. If these characters can integrate themselves and function well in the game, then more will be allowed. While we may end the Fae experiment, any sheets we approve will remain playable even after we abort.
(ii)
Character Gen:
Same as usual, 5 Freebies, 30xp
The following Families are allowed for play in Falling Waters:
Canotili, Inuas, May-may-gway-shi*, Nanehi, Pu'gwis, Rock Giants*, Surems, Thought Crafters, Tunghat*, Yunwi Tsundsi*
* = Accepted as part of local (Six Nations) mythology
(iii)
Backgrounds & Powerz
Totem - May only learn Totems listed in Shining Host Players Guide unless specifically approved by ST
At Character Generation, all Nunnehi select three Arts as “Family” Arts. These Arts are purchased at usual cost and do not require a teacher. Other Arts cost 1xp more per dot and require a teacher.
Arts - The following Arts are banned for Nunnehi PCs:
Aphrodesia, Sovereign, Chronos, Naming, Dreamcraft.
Art (Chicanery): Captive Heart -- A target of this cantrip may only retest with willpower once per hour.
Art (Primal): Elder Form -- You do not require Holly Strike in order to learn this power.
Art (Pyretics): Second Basic is Willow Light --
This cantrip will allow you to illuminate or cast auras of light upon objects or places. With this cantrip you can cause objects or people to glow, or even cause an entire place to become lit by this phosphorescence. This effect will last for one hour for each point of Glamour spent on its creation and has an intensity equal to the number of bunk traits used when activating the power.
1 Bunk Trait -- Dim light (Christmas tree light)
2 Bunk Traits -- Visible light (60 watt bulb)
3 Bunk Traits -- Bright light (100 watt bulb)
4 Bunk Traits -- Incandescent light (Halogen bulb)
5 Bunk Traits -- Blinding light (10,000 watt bulb)
Type: Chimerical or Wyrd
Art (Pyretics): Second Intermediate is Burn & Boil
"This cantrip allows you to engulf a chosen target in searing fire, generally consuming the target within minutes or even seconds. This flame becomes a normal flame once it is released, igniting and burning the target of the cantrip just as normal flame would. Fire causes two Aggrevated damaged to living targets in the first round, then normal fire damage thereafter. Non-flamable targets will go out after the initial strike.
Type: Chimerical or Wyrd"
Art (Soothsay) : Augury is an intermediate Art. In lieu of asking questions about the future, the player is also immune to Surprise for rest of the night.
Art (Soothsay): Dance with Destiny : Item of value must come of your sheet (IE: One perm Trait, Background or Ability Trait).
New Realm:
Ephemera - The power to effect the spirits.
1. Noble Totem
2. Spiritual Advisor
3. One of the Brood
4. Newcomers
5. Vengeful God
Modified Realm
Fae - The power to effect Changelings. Order is changed from Shining Host
1. Nunnehi/Inanimae
2. Commoners (European Changelings)
3. Chimera
4. Nobility (Those holding European Changeling Titles)
5. Glamour
(iv) Misc Notes
(a)Medicine is Gnosis. Gnosis is Medicine.
(b)Nunnehi cannot gain Medicine in Cities.
(c)Nunnehi use base book for Influences
(d)We use the simplified Jester rules for Bunks (SH:PG 202)
(e)Garou and other ‘first string’ supernaturals do not suffer the effects of the Mists when exposed to Chimera and Cantrips. They do suffer the effects of the Mists when Enchanted.
(f)Nunnehi can affect spirits and Garou in the penumbra as if their subject were enchanted. (ie they do not need to pay an additional Medicine per target.)
(g)Nunnehi’s Fae Seeming is visible when they are in the Umbra.
(h)Nunnehi start with the usual seven health levels.
(i)Attribute Trait Caps are 10 Youngling/12 Brave/14 Elder
(j)Banality/Medicine/Willpower cap at 10 for all.
(k)For Arts with multiple advanced levels, only one can ever be purchased.
(l)The Abilities Occult and Greymare are the general ability retests for Arts.
(m)Spending a willpower grants a retest against offensive Cantrips, it does not allow a target to ignore the Cantrip.
(n)Nunnehi can only purchase Garou Rites if they are of Kinfolk blood (as per the merit).
Last edited by Stbrian on Mon Mar 18, 2013 9:12 pm; edited 4 times in total
Stbrian- Admin
- Posts : 2964
Join date : 2011-06-17
Character sheet
Breed: Homid
Auspice: Ragabash
Tribe: Fianna
Re: Nunnehi House Rules
Currently all Nunnehi slots are filled.
(3/18/2013) Revised Fae Realm added to properly reflect Nunnehi genre.
(3/18/2013) Revised Fae Realm added to properly reflect Nunnehi genre.
Stbrian- Admin
- Posts : 2964
Join date : 2011-06-17
Character sheet
Breed: Homid
Auspice: Ragabash
Tribe: Fianna
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