Post by Da Boss on Jul 28, 2020 20:09:38 GMT -5
One of the mechanics that was removed from the game over the years is how the Curse actually works. Having gone through a number of revisions in the earlier editions, the book now gives only general effects, and not solid mechanics. Therefore, we are introducing the following as the mechanics of the Curse.
The following will be used, per the W20 book:
If your rage exceeds a human's willpower, they must get away from you as quickly as possible within the given social context. (They won't just outright flee, but they will turn and walk away. Period. You don't get your order taken at Starbucks, you don't get your food from the drive through, you don't get to go to the store and buy something. No exceptions.)
New Rule:
In all social interactions with humans, you take a die penalty equal to half of your rage (rounded up) on all social pools except intimidation (for the sole purpose of making them flee) and animal attraction rolls. (No, the fact that he wants to get away from you right now doesn't mean you can convince him to go buy you something. He will take your money and GTFO! That's what you get.)
Old Rule Reinstated:
Once a month, the Storytellers will make a single roll for all characters in the game with dots of kinfolk, allies, contacts, etc. There is a limit to how long mortals are willing to tolerate being around a psychopathic killer. There is always the chance that you will lose friends and loved ones over this.
Kinfolk:
All kinfolk are considered to have a willpower score of 2 points higher when checking for the curse. All garou will still have the social die pool penalty from the curse when dealing with kinfolk. Yes, they are more resilient versus the Delirium and won't outright flee from you. That doesn't mean you're not a giant rage monster when they look at you.
In play:
All NPCs not controlled directly by a storyteller (Your character went to the store, your character went through the drive through, your character is walking around in the downtown part of city, etc.) will be considered to be Willpower 4.
The following will be used, per the W20 book:
If your rage exceeds a human's willpower, they must get away from you as quickly as possible within the given social context. (They won't just outright flee, but they will turn and walk away. Period. You don't get your order taken at Starbucks, you don't get your food from the drive through, you don't get to go to the store and buy something. No exceptions.)
New Rule:
In all social interactions with humans, you take a die penalty equal to half of your rage (rounded up) on all social pools except intimidation (for the sole purpose of making them flee) and animal attraction rolls. (No, the fact that he wants to get away from you right now doesn't mean you can convince him to go buy you something. He will take your money and GTFO! That's what you get.)
Old Rule Reinstated:
Once a month, the Storytellers will make a single roll for all characters in the game with dots of kinfolk, allies, contacts, etc. There is a limit to how long mortals are willing to tolerate being around a psychopathic killer. There is always the chance that you will lose friends and loved ones over this.
Kinfolk:
All kinfolk are considered to have a willpower score of 2 points higher when checking for the curse. All garou will still have the social die pool penalty from the curse when dealing with kinfolk. Yes, they are more resilient versus the Delirium and won't outright flee from you. That doesn't mean you're not a giant rage monster when they look at you.
In play:
All NPCs not controlled directly by a storyteller (Your character went to the store, your character went through the drive through, your character is walking around in the downtown part of city, etc.) will be considered to be Willpower 4.