Additional Rules

Sometimes White Wolf does unfortunate things, like screwing up when originally making things so they have to keep adding rules and making errata. Here is a bit of additional rules that were deemed useful to incorporate.

Defend Other Action

Without special powers (see Guardian), defending another individual is a Speed 5, DV -1 miscellaneous action. It requires that the character be within (Dexterity) yards of his ward, and allows him to interpose his Parry DV against attacks that target the individual he is protecting. If an attacker bypasses the character's Parry DV, she has the option of either letting the attack continue on to the guardian's ward (in which case the attack will need to use its remaining successes to also beat the ward‟s DVs) or letting the attack strike the guardian himself.
If multiple characters attempt to defend a single target, one guardian (generally the individual with the highest Parry DV) becomes the leader of the guard, who actually applies his DV against attacks. Each additional character guarding the same ward raises the leader's Parry DV by one when defending the ward. Up to five characters may simultaneously guard one human-sized ward on open ground.

Blockade Movement Action

Without special powers, blocking another individual's movement is a miscellaneous Speed 5, DV -1 action. It requires that the character be directly interposed between the individuals whose movement he is attempting to restrict and the place he is attempting to keep them from reaching (such as a doorway or another character). When the targets attempt to move past the blocker, make a contested ([Strength or Dexterity] + Athletics) roll for both parties. Ties favor the blocker. If the blocker wins, the target cannot move past him toward the blocked destination. If the target wins, she may move as she wishes. A single blocker may impede up to three targets per Blockade Movement action at a time. Blockade Movement may be flurried to impede more than three individuals at once, if needed.

Brawling Aides

Certain weapons (Garottes, Brass Knuckles, etc) are just as useful with Melee as they are with Brawl. As such you may choose either one of those abilities to roll when using such weapons. Knacks which improve your bare handed fighting skill do not extend to the use of these weapons however.

Garotte special notes [taken from Exalted, and modified as appropriate]

The garrote enhances strangulation. The soft garrote is simply a length of cloth such as a sash or a
long scarf. The wire garrote is a length of sturdy wire with handles at the ends. A soft garrote deals very
little damage but places the target in a clinch and forces him to hold his breath, eventually
leading to asphyxiation (see Scion Hero, p. 182) for rules about holding one’s breath). Since
the victim no doubt struggles against the clinch, the (Stamina + Resistance) roll against strangulation
has a difficulty of 3. A wire garrote strangles and additionally deals lethal damage as the wire cuts into the
victim’s flesh.

- You may have a garotte that does bashing instead of lethal if desired.

Thrown Restraining Weapons

These weapons are designed to restrain targets rather than harm them; only the bola actually deals damage. They are also designed to throw at targets, giving them at least a short range. If the weapon hits, it deals no actual damage but merely restrains the target in some way. The restraint lasts until the target wriggles free—usually not long, since the attacker cannot usually exert her Strength to keep the target held. The attacker can use the actions in which the target is restrained to establish a clinch, though, or to make some other attack. It is easier to clinch someone who’s already held.

For a character to use a thrown restraining weapon, her player rolls (Dexterity + Thrown), as with any thrown weapon. The attack can be dodged or parried, but if the attacker has any successes left over, the target is restrained. Keep track of how many successes are left after subtracting the target’s DV.

On his next action, the target’s player rolls ([Strength or Dexterity] + Athletics) to try to escape from the restraint, with an external penalty of the attacker’s final number of successes. Success means the target spent his action freeing himself. Failure means he’s held for another action but can try again, and the external penalty drops by one after each attempt. So, for instance, if you catch someone in a net and end with two successes, the player of the target suffers a -2 external penalty on his first roll, -1 on the second and no penalties on subsequent attempts. If a restrained target wants to fight while freeing himself, he must use a fl urry and suffers the same external penalty on his attack as he does on his attempt to free himself. Some weapons restrain only part of a target’s body.

Characters can attempt a called shot to restrain a particular part of an opponent’s body—such as his legs (removing the ability to move and halving Dodge DV) or his weapon hand (removing the ability to attack unless the target switches to his off hand). Targeting arms or legs imposes a -2 called shot penalty. Alternatively, the Storyteller can use the attack roll’s threshold to assess how effectively the attacker restrained her opponent.

Lasso
A rope with a slip-knotted loop at the end makes a difficult weapon to use against people, but ranchers and pastoral nomads find it an indispensable tool. Constant practice on their herds leads such people to great skill with a lasso.

Unlike other thrown restraining weapons, a lasso gives its wielder a way to maintain an active hold on a target, if the attacker can maintain tension on the rope. The most effective strategy is to use a lasso from a steed and then to ride away, dragging the target along behind. In that case, the captured target faces a resisted roll of his ([Strength or Dexterity] + Athletics) against the (steed’s Strength + attacker’s Ride) to free himself… and still takes the external penalty for the attacker’s successes.

If an attacker can tighten a lasso around a target’s neck, the lasso can strangle a target like a cloth garrote. Dragging a target held by the neck deals lethal damage like a wire garrote, from crushing this delicate part of the anatomy—but including the weapon’s bonus Strength. Targeting a victim thus requires a called shot, for a -4 penalty.

Speed 6, Accuracy +2, Damage: Special, Range 5

Net
Throwing a net over someone is a good way to restrain him for a short time, and in mortal combat, a short time is all an attacker needs. Nets restrain the target’s entire body, but loosely. The target can still try to fight, but he must use a flurry and he suffers penalties for the restraint.
Some nets are specially made with hooks or barbs to injure targets as they struggle to free themselves. A hooked net inflicts no more than 1L per action.

Speed: 6, Accuracy: +4, Damage: Special, Range: 5

Bola
A bola consists of two to four weights connected by lengths of cord. You hold the bola where the cords join, swing the weights like a sling to build up momentum and then throw the whole contraption at a target. With a good throw, the weighted cords wrap around the target’s limbs to restrain him. Tribal people sometimes use bolas to hunt animals and flightless birds. The bola also deals a small amount of bashing damage when it hits. It restrains only two of the target’s limbs at most. Without a called shot, it wraps harmlessly around only one limb or the target’s torso, restraining him not at all.

Speed 6, Accuracy: +2, Damage: +0B, Range: 20

Firearms Rules Updates (Borrowed from Vampire: The Masquerade)

  • Keyword: Automatic: If a firearm can fire in full auto mode, then it can completely empty its clip into a single opponent, providing +10 dice to hit, but increases difficulty by 2 for kickback
  • Keyword: Semi-Automatic: If a firearm can fire in semi-automatic mode, it can use up 3 ammunition on a single attack, providing +3 dice to hit, but increases difficulty by 1 for kickback.
  • Additional Keyword: Spray: If a firearm can fire in full auto mode, it can utilize the Spray attack option. A number of targets within 3 yards of each other can be assaulted at once via gunfire. It provides the same +10 dice to hit and +2 difficulty to hit as full auto, but the successes on the roll must be split between the targets to decide the results of the attack.
  • Additional Keyword: Suppression Fire: By kicking the weapon into semi auto, or full auto the character may make it impossible to go through an area of 3 yards wide without becoming the target of bullets. Treat the area as an Environmental Effect that causes Weapon Damage/Action with a Trauma rating equal to the characters Firearms+Weapon Accuracy. This can only be sustained for a number of actions equal to the characters Firearms score as careful control of ammunition falls under the knowledge of weapon use.

If using a relic firearm with the infinite ammunition power the full Automatic Feature stresses the power of the weapon. As such it may only utilize the effects of Full Auto once a scene. The weapon is still capable of taking single shots or semi-auto shots however. A Firearm under the effects of Blessing of Ammunition (War 8, Scion: God p101), however does not have this restriction and can perform the Full Auto attack a number of times equal to the Permanent Legend of the blessing God.

Relic Crafting

We let you create relics here. Sadly, the rules in Scion a) say you can't make them unless you're a god and b) are in general BAD. CtE provides some rules, but only for Science, not magic. But this is a game of Magic as well in Science, and once again we need to borrow Exalted to make it possible. Of course, minor changes will be needed to handle it. If you are attempting to create something in the course of a scene, you need to follow the normal CtE rules for difficulty. If you are creating a full relic, then you can roll once per week using the following rules.

Note: You need either Concept to Execution or Arete Crafts to be able to create relics. Ask the storyteller what Dicepool to roll for any creation of relics. CtE does not necessarily require you to make a technological relic here. It can be magic as well.

For permanent Relic creation the rules are as follows.

Rating Difficulty Required Successes Ability Minimums Exotic Materials Repair Difficulty
1 3 10 3 1 2
2 4 30 4 2 3
3 5 60 5 3 4
4 6 100 * 4 5
5 7 250 ** 5 6

* Only Demigods and above can make Relics at lvl 4
** Only Gods can make Relics at lvl 5
Exotic materials are generally trophies of appropriate monstrosities, but can also include the ichor of Scions associated with the particular resulting effect. Temporary relics can be made as well without the need of exotic components, but they generally do not last longer than a single scene or boon activation duration.
Doing it Again
Any relic that you have already created, you may create once more for half the required successes. This represents your keen understanding of the process involved in having made it to begin with. This only works if you utilize the same exotics, components, parts, etc as before.

Spell Crafting

For all the Magic types out there who would like to craft their own spells, hey look, more rules! Also, you cannot create a new spell of a higher level than you can cast.

Spell Level Difficulty Required Successes
1 2 10
2 3 15
3 4 20
4 5 30
5 6 35
6 7 40
7 8 45
8 9 60
9 10 65
10 11 70

There might be some questing involved, conferring with the ancient sages, talking to Guides and other fancy things.

Multiple Action Rules

Your character may perform a maximum of two actions in a split action. Both actions are rolled separately, and may benefit from all applicable dice modifiers as usual (with the same restriction on number of virtue channels and legend channels for a normal action), however, both are rolled at a -4 dice penalty. If using these actions to attack, the defender suffers a -1dv penalty against the second attack.

Note: Each action has its own Speed and DV penalty. The total speed of the action is equal to the slowest action taken, and the DV penalty for actions are cumulative.

Additional Note: No more than one boon/knack may be activated per character DV refresh period, unless they are house ruled to be "Reflexive" activations (Untouchable Opponent, Body Armor). For example, if you may split your action to Attack and use the Health Boon: Heal/Infect, but not to use Heal/Infect boon twice in the same action period. You may however activate Untouchable Opponent and Body Armor while attacking and healing however (assuming you have enough legend available).

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