From: pfstrack@email.unc.edu (Paul Strack) Newsgroups: rec.games.trading-cards.misc Subject: RAGE/JYHAD: Crossover rules Date: 19 May 1995 12:06:25 GMT Organization: University of North Carolina, Chapel Hill It's WAY too early for this, but what the hell: Rage/Jyhad Cross Over Rules For those of you that want to combine your vampire/werewolf battles, here are some tentative rule ideas for it. Given the speed and simplicity of the Rage rules, I've decided to use Rage as the basis for the crossover rules. This means we need to convert vampires over to Rage. Stats: Vampires have a Reknown and Health equal to their Blood Pool. Cards that increase their blood pool (i.e. Skill cards) increase both these stats. Vampires have no rage; cards that reduce their rage decrease the amount of damage they do in hand to hand combat instead. Vampires have a gnosis of 0. Decks: The vampire player should have two decks; one deck made up of combat cards and cards that can be used in combat (their Combat deck) and one deck made up of everything else (their Sept deck, or their Library). The minimums are 20 and 25 cards, as with the Rage Combat and Sept decks. They will have hands of five cards from each deck. Cards that increase their hand size will increase the size of the Library/Sept hand, unless they are specifically related to combat. Objective: As with rage, the objective is to achieve a set number of Victory Points. All the werewolf cards that give victory points work normally. Killing opponents gives you victory points equal to their renown. Vampires, however, cannot attack Wyrm creatures. It is not in their nature. Bleeding and Victory: Vampires can get victory points by "bleeding". Bleeding is simply a term for going out and accumulating power and influence. Unlike Jyhad, vampires do not bleed a specific Methuselah; they just go off and bleed the world. In addition, any card that would normally cause a different methuselah lose blood or pool gives the vampire player victory points. Cards that would make the controlling methuselah lose blood makes the vampire player lose victory points. Cards that would make the controlling methuselah gain pool give you victory points. In all cases, the victory point value of a card equals its blood or pool value. Choosing Characters: Both vampires and werewolves can choose a number of characters whose total reknown equals the victory point total set for the game. In addition, vampire players can have four extra vampires in their "crypt". These vampires are *not* in play. If the vampire player is able to play cards that put enough blood on a crypt vampire equal to its blood pool (using cards like Govern the Unaligned or Art Museum), the vampire comes out of the crypt and joins the vampire's pack. The Phases: The phases in each turn are similar to Rage. In order, the phases are: Redraw, Master/Event, Regeneration, Action, Intercept, Voting and Combat. The Action phase replaces the Equip/Ally phase, the Voting phase replaces the Moot phase, and the Master/Event and Intercept phases are brand new. Redraw Phase: Discard as many cards as you want from your Sept/Library hand and draw your hand back up to five cards. Regeneration Phase: All regenerating creatures remove the card with the lowest damage on it. Aggravated damage cannot be regenerated. Vampires don't automatically regenerate, but see Hunting below. Master/Event Phase: In this phase, each player may play *one* card. This card must be a Master card (for vampires) or an Event or Enemy card (for werewolves). This also counts as the master phase from Jyhad. Action Phase: Each creature, vampire, werewolf or ally (but *not* retainers) can perform one and only one action. Actions include: * Bleeding (for vampires, requires no card), at 0 stealth * Hunting (for vampires, requires no card), at +1 stealth * Playing an Vampire Action Card (for vampires, requires a card) * Recruiting an Ally (requires a card) * Acquiring Equipment (requires a card) * Trading Equipment (the recipient of the equipment makes the action) * Acquiring permanent gifts (requires a card) * Calling a Moot or Vote (requires a card) * Making a directed action as noted on some card Things that don't require an action: instant (non-permanent) gifts, rites, moot cards that modify vote cards and (paradoxically) werewolf "action" cards, which modify combat. Also vampire action modifier and reaction cards don't require an action. You may tap creatures to remind yourself that they've acted. Also note that acting makes a creature ineligible to do certain other things later in the turn (namely intercepting and alpha attacking other creatures). Creatures that somehow untap during this phase *cannot* make another action, though they do become eligible to intercept and attack later. Actions are not resolved until after the intercept phase. Once the intercept phase begins, no further actions can be declared. Intercept Phase: During this phase, creatures have a chance to intercept and block actions made in the last phase. Only creatures that have not yet acted (are "untapped") can block. Blocking counts as an action (and "taps" the creature). Cards that untap a creature at this point allow them to block (and even to make multiple blocks), but not to make any additional actions. Whether or not a creature can intercept another depends on Stealth and Intercept (see below). Intercept: In order to block, the creature must have an intercept value greater than or equal to the acting creatures stealth. Vampires have several cards that increase their intercept. Stealth: Almost all actions have a +1 stealth value. Werewolf actions are all at +1 stealth. The only actions that do not have +1 stealth are (a) Bleeding and (b) Actions from vampire cards that do not say +1 stealth. These actions have 0 stealth. Vampires have cards that can increase their stealth. In situations where two vampires are working against each other, they can continue to play intercept and stealth cards until one side or another runs out. Sneak Attacks: To give werewolves a chance, the Sneak Attack cards gives a +3 bonus to either intercept and stealth. I might give werewolves other stealth/intercept cards if I can find them. The Effects of Blocking: If the final intercept is at least equal to or greater than the final stealth, the action is blocked. The two creatures immediately go into combat (see below), with the blocking creature counting as the attacker. The blocking creature is "tapped", and counts as having acted. If the final stealth is more than the intercept, the action is not blocked, but the blocker is not "tapped" and does not count as having acted either. Note: Assuming no modifying cards are played, most actions cannot be blocked, but bleeds and other 0 stealth actions can always be blocked. Resolving Actions: The intercept phase continues until everyone is unwilling or unable to block any more actions. At that point, any unblocked actions are resolved. Voting Phase: Any unblocked moots and votes are resolved at this point. Unlike in the Jyhad rules, playing a Political card does *not* give you +1 vote. Voting is done like the werewolf rules. The moot or vote of the highest renown takes place first. Political cards played by a vampire have the renown of the vampire. All vampires and shapeshifters (and voting allies) cast votes equal to their renown. Cards increasing the voting power are played with each vote (except vampiric Political cards don't work, as noted above). Note that the vampires and werewolves aren't *really* voting together. Votes abstractly represent opposing forces within each groups' own society. Combat Phase: The combat phase works just as with the Rage rules, with a few exceptions. First, only "untapped" creatures who have not acted can act as alphas. If no untapped creatures are available to be the alpha, then a tapped creature may be used, but they cannot make their alpha attack. In addition, tapped creatures cannot voluntarily enter combat with cards such like Pack Attack or Defense, Shield Mate or Attacking the Wyrm. They can defend themselves normally if attacking, however, and can accept challenges. Second, a bleeding vampire will be forced to act as the alpha for his side, even if he is tapped (and thus cannot make an alpha attack). This is the "werewolf's revenge". If several vampires successfully bled, the vampire that had the *lowest* stealth must act as the alpha. If there is a tie with Stealth, the vampire player choses the poor sod that is forced out into the hunting grounds. If none of a player's vampires successfully bled that turn, the alpha is chosen normally. Thirdly, vampires in the hunting grounds may use cards that increase their stealth to avoid alpha attacks. Stealth played earlier in the turn does *not* carry over; new cards are needed. Intercepts can be played by the alpha to overcome the stealth. Stealth cannot be used to avoid other kinds of attacks (such as the Sneak Attack). If the alpha attack is avoid in this way, the alpha has the option of attacking someone else. Finally, as noted above, vampires won't attack Enemies, and get no victory points for killing them. After all, they are Garou enemies; why should the vampires care? Note that for game purposes, vampires do *not* count as wyrm creatures. Only Enemies are of the Wyrm. Fighting: Combat rounds are conducted just like in Rage, with a few additional steps: manuevers, extra attacks and presses. These extra steps may be skipped if no one has the cards necessary to use them. Maneuvers: At the beginning of each combat round, any creature with a maneuver can go out to long range. Other maneuvers can be used to go back to short range. If a weapons grants a maneuver, and the creature uses that maneuver, the weapon must be used to attack as well. Werewolves with guns get one maneuver for the entire combat. Only ranged weapons (like guns) can be used at range. Any hand-to-hand attacks do no damage. If no maneuver is spent at the beginning of the round, the range is short, even if previous rounds were at long range. Extra Attacks: If a vampire uses a celerity card to make extra attacks, they immediately get draw a number of new combat cards equal to the number of extra attacks they are making. These extra attacks take place immediately, before their opponent has a chance to play more cards (unless their foe is also making extra attacks). For bluffs made as an extra attack, use the last card the defender played this round to see if the bluff succeeded. Presses: Ordinarily, combat continues at the end of each round. At the end of a combat round, vampires may use presses to end combat. In Jyhad terms, there is an automatic press to continue combat at the end of each round (werewolves and their allies are persistant buggers). Use the Rage conditions for ending combat as usual. That is, combat ends when everyone on one side is dead, the attacker runs out of cards, or the attacker decides at the end of a round not to continue to fight. Under these circumstances, there is no automatic press to continue. However, vampires may use press cards to continue combat at that point. Optional: in vampire-vampire fights, there is no automatic press to continue, and the fight continues only if there are presses. More Optionally: any fight with a vampiric attacker has no press to continue. Vampiric Combat Cards: Vampires, like werewolves, *must* play a combat card each round to do damage. However, the combat cards themselves do not necessarily cause the damage. The vampire can use the strike printed on the card. They may also say, as they lay down the card "I am using my weapon". In that case, the vampire does damage according to the weapon they are using, and the effects of the card are ignored. Cards are still used to mark damage, but you may wish to have some tokens on hand to put on the cards, to mark how much damage the attack actually did. Vampiric Bluffing: Vampires may bluff by playing combat cards that they do not have the requirements (usually disciplines) to use. However, when vampires bluff, they cannot use the effect on the card. They must say "I am using my weapon", as noted above, and do damage according to the weapon they are using. If all else fails, they can use their bare hands for one point of damage. Vampire bluffs succeed or fail just like werewolf bluffs. Hunting: Vampires do not automatically regenerate. They may do so by hunting (for the blood they need to heal), as an action, during the action phase. This action may be blocked, but it is at +1 stealth. Vampires cannot regenerate aggravated damage. Vampires whose damage equals their are out of blood, and *must* hunt for their action. Blood Cost: Several vampiric cards have blood costs. Since there is no methuselah around, one of the vampires in the game must pay the cost. The vampire that is making the action pays the cost, or for Master cards, any vampire who fulfils the requirements of the card. The cost is paid by taking a single wound whose damage equals the blood cost of the card. This wound is non-aggravated, and can be healed by hunting. Use the card itself to mark the damage. The card can still be used, even if the wound is not yet healed, but equipment cannot be traded away until the damage is recovered. Primogen, Princes and Justicars: Titled vampires should have some voting power, but giving them too much will unbalance the game. The following somewhat convoluted system should work: only the highest value title available gets any voting priveledges, and then they only get +1 vote. Thus, if there is a prince in play, but no justicar, the prince gets +1 vote and any primogen in play get nothing. Contested Titles: For the purposes of these rules, there can be only one prince and one justicar in play. If there is more than one prince in play, the title is contested. None of the would-be princes get any voting priveledges until the situation is resolved by the death of all but one of the contestants. They may still play cards that require princes, however. If someone plays a "Praxis Seizure" of any kind, this resolves the issue of who is prince. The vampire with Praxis Seizure becomes the only prince in the game, and all others lose their titles, unless the new prince is killed, in which case the title becomes contested again. The same is true of Justicars and the various "Become a Justicar" cards. Note that while a title is contested, lesser titles (like primogen) become eligible for voting priveledges. Duplicate Characters: To avoid duplicate characters, have everyone reveal their packs at the same time. If there are multiple appearances of the same character, *all* copies of the character are discarded, and no one can use them. The players can then search for replacement characters with the appropriate total renown, and then reveal those and check for duplicates, etc. If, during play, a duplicate appears (perhaps from a vampire's crypt), the new character is discarded, and the old one remains. Ditto for duplicates of unique items: if duplicates appear simultaneously, both are discarded, otherwise the newest is discarded. Optional: For twisted games, new duplicates represent some complex scheme to steal away the opposition, the old card is discarded and the new one remains. Werewolves Using Vampiric Weapons: If a werewolf steals a vampiric weapon, it gives them the ability to use Rage cards equal to damage rating of the weapon, plus any maneuvers. Vampires Using Werewolf Weapons: Werewolf weapons have one maneuver per combat, and do damage equal to half their rage rating, rounded up. Thus 38 do 2 damage, 9 mm do 3 and shotguns do 4. Mixing and Matching Cards: You might want to mix vampire and werewolf cards in one deck. Discipline, gnosis, breed, auspice and tribe requirements still hold, so this will restrict who can use what card. Cards without requirements can be used freely by anyone. Werewolves also take wounds from playing cards with blood requirements. Mixing and Matching Combat Cards: If vampires use werewolf combat cards, treat their rage as being the damage they normally do with their attacks. If werewolves use vampire cards, treat all strikes as 1 rage, 1 damage, plus any damage bonuses noted. Werewolves can use dodges, blocks, etc, normally. Mixing and Matching Creatures in One Pack: You can do it if you want. However, vampires can never truly be in werewolf packs, and can't help out with Pack Attacks/Defenses, Attacking the Wyrm, can't benefit from Totems, or anything else that would require them to be in the pack. Multiple Players: There is nothing in these rules to prevent you from having multiple werewolf and/or vampire players. For that matter, you could have all vampire players, and use this as an alternate set of rules for Jyhad. Cross Over Exceptions: Vampires aren't effected by moon-signs. Vampires do not take aggravated damage from silver, so they aren't effected by Klaives. Vampires and Werewolves can be effected by each others frenzies. Try to use a little common sense when dealing with cards, and be prepared to make up TONS of house rules :) Author's Notes: Well, I haven't playtested these rules yet, or even really edited them much. Feedback would be *greatly* appreciated. My hope is that the rules will mimic the situation of the World of Darkness, where the Garou are the combat monsters, and the vampires tend to be more political (in the form of bleeding). Werewolves should want to fight, while vampires would want to avoid it. I'm worried that stealth/bleed decks might be *too* effective against werewolves. I'll have to test this some more to see how it goes. -- ~~~~~~~~~~~~~~~~~~~~~~~|~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Paul Strack | "Desperation = A rope end's it" pfstrack@email.unc.edu | - culled from the Anagram WWW page