WORLD OF DARKNESS: RAGE AGAINST THE JYHAD, by Mike Miller Now you can play a game of full-scale conflict between the kindred and the garou of the World of Darkness, using cards from Rage and from Vampire: the Eternal Struggle. You can use cards from any set of either Vampire: the Eternal Struggle or Jyhad, and from any set of Rage cards, including the Wyrm set. Before the game starts, players must agree to use either the first or second edition Rage rules, as they are not compatible with each other. Both sets of players will be playing by their normal rules, except that there are now provisions for interaction between the two games. You need a minimum of two Vampire players (or methuselahs) and two Rage players, each with a deck for Vampire or Rage, respectively. If there are not enough players for these minimums, then allow each player to play a Vampire deck and a Rage deck in this game, taking separate turns with each deck. SEATING: Vampire players are seated first, according to the Vampire rules, leaving a gap between the last methuslelah and the first methuselah. Rage players sit together in that gap will go last each turn. The methuselah seated to the right of the Rage players is the predator of the methuselah seated to the left of the Rage players. Garou players are not predator or prey of any vampire players, and cannot be bled. VAMPIRE TURNS: Vampire turns proceed normally. Rage characters cannot intercept actions unless that Rage player is the subject of a "D" action. Only "D" actions can be directed against a Rage player or his minions, who get +1 intercept against such actions. Vampire master cards do not affect cards controlled by Rage players. Rage players do not have pool and cannot be bled. Optionally, a vampire player can pay one extra pool for a silver marker when equipping with any non-unique weapon. A weapon with a silver marker will inflict aggravated damage against garou and black spiral characters. Vampires, humans, mummies and ghouls cannot enter the Umbra. Mages and non-human allies can enter the Umbra. Dawn Operation does not cause Rage characters to take aggravated damage. GAROU TURNS: Rage players take their turns simultaneously, after last vampire player, following the usual Rage turn sequence. Tapped vampires (including tapped ones in torpor) are considered to be in the Hunting Grounds, as are vampires who received blood from a hunting ground. If no vampires utilized Hunting Grounds or are tapped, then all vampires are considered to be in the Hunting Grounds. When a Rage character attacks a methesulah’s minion, that attack is considered to be a "D" action at +0 stealth, which may be intercepted by minions of that Methuselah. Rage events do not affect cards controlled by methuselahs. Rage characters do not perform bleed actions. Vampire minions and retainers have Rage and Gnosis equal to their blood capacity. POLITICS: Rage characters do not participate in referendums. The minions of a methuselah do not particpate in moots or board meetings. Vampire referendums do not affect Rage players, their pack members, allies, equipment, enemies, victims, or caerns. Bloodhunts cannot be called against Rage characters: when they destroy vampires they encounter in torpor, it is not diablerie. Rage moots and board meetings do not directly affect vampire players, minions, allies, retainers, equipment or locations. Garou moots can only be called if there are at least two garou players. Wyrm board meetings require at least two wyrm players. If there was a game with just two Rage players, one with a garou deck and the other with a wyrm deck, neither Rage player could call moots or board meetings. COMBAT: Use vampire combat structure, with the following modifications. Manuevers: Garou attacks on vampires or allies in the Hunting Grounds have one optional manuever per combat. Garou attacking as a pack will manuever as one entity, just like a vampire with attached retainers. Strikes: All garou caharacters from Rage get one optional additional strike per round of combat. Use Rage combat cards for strikes by Rage characters. If garou player runs out of cards in combat hand, no strike is made. When a Rage character is fighting a methuselah’s minion, ignore the 2nd edition Rage restrictions on playing strikes according to black moon or full moon icons. Rage character strikes are chosen and played face down, before either player strikes, in order of normal strike resolution. The chosen Rage strike is revealed when it is the Rage character's turn to strike. A bluff (playing a Rage combat card in excess of the Rage character's Rage attribute) is successful if the opposing minion doesn't play a "strike" combat card. If the Rage character is using a weapon like shotgun, .38 revolver or 9mm auto, the strike is ranged. Otherwise, Rage strikes are hand strikes. If the subject of a pack attack, the methuselah’s minion must pick one specific target garou/ally/wyrm for each strike. Vampire combat cards have a Rage cost = blood cost of card, if any, for 2nd edition Rage purposes. Cards which reduce a targets's Rage can reduce a target vampire's hand and ranged strike damage by same amount. Damage: Ranged or hand damage equals the damage on the Rage combat card played as the strike. Aggravated damage to a Rage character cannot be regenerated normally, as described in the Rage rulebook. Lacking Rage combat cards, vampire players can indicate damage to a Rage character by using dice. Each die should represent a separate strike. When a Rage character regenerates, it will remove either a strike card or a die. If sufficient dice are not available, use stacks of pennies or groupings of beads. When Rage characters reduce a vampire to zero blood in combat, that vampire is burned. If garou blood is stolen in combat (a favorite trick of the Tremere), use special counters to mark this blood on the stealing vampire. A vampire with a garou blood counter can burn that blood counter to gain +1 strength and an additional strike for each round of combat for the remainder of combat. That same vampire cannot use other equipment cards during that combat. Prevent damage: Rage characters do have some equipment or gifts that can prevent damage. Second edition cards with block values can also prevent damage. Press: A frenzied garou gets one optional press to continue combat. Minions can affect Rage equipment (like break or steal it), but they can't use it. Minions can't affect Rage gifts. Rage characters can affect minion equipment (like break or steal it), but they can't use it. VICTORY CONDITIONS: If a methuselah wins according to Vampire victory points (i.e., no other vampire player can tie or beat his victory points), that vampire player wins the whole game. If all vampires are destroyed (non-vampire allies need not be destroyed), the Rage player with the highest reknown point total wins. Vampires count for reknown equal to their blood capacity at time of their demise. One exception: a vampire destroyed while in torpor is worth zero reknown points. A Rage player can also win by reaching a total of 30 Reknown. This reflects the different objectives of the two groups. A vampire player wins because that Methuselah has won the Jyhad and taken control of kindred society. A Rage player wins because the garou wish to destroy all manifestations of the Wyrm, of which vampires are a significant group. A wyrm player also seeks control, so they can win by destroying their vampire rivals. |