House Rules

## **Mating and Pregnancy**

### Mating

**Fera or Garou x Kinfolk:** Can participate in the Mating Ritual. The kinfolk may choose to move their tribe to that of their mates. *Note:* S*pirit Heritage of one half of the pairing will be shared to the other.*

**Fera x Garou (Fera x different Fera):** Can participate in the mating Ritual, each party retains their original "tribe" (A Bagheera can't become a Garou just because it wants to).
**Garou x Garou:** may *not* be mated.

### Pregnancy

Please alert STs of the day you become pregnant and have the other party send a message saying they agree to the pregnancy.

You are welcome to request a chance to get pregnant roll which goes as follows: Pregnancy is based upon 1D100, and at a roll of 68% or higher.

All pregnancies start with a base of 10% chance to produce a shifter. Kinfolk add a 5% chance for each point of Pure Breed they have. Shifters add 2% per point of their Pure Breed.

Gender and Tribe (in the case of two shifters of different races mating) are determined by a coin flip.

All rolls for trueborn, gender and Tribe (in feraxfera or garou×garou) are rolled either in Player admin channels or a private channel if you wish to be surprised.

**Garou x Kinfolk of same tribe:** *(Fera x Kinfolk of same tribe)* The child will be of the parents breed.

**Garou x Kinfolk of different tribe:** *(Fera x Kinfolk of different tribe)* The child will be of the mothers breed.

**Fera x Garou:** *(Also Fera x Other Fera of a different race)* 50/50 chance to be either Tribe of the parent. (The spiritual side of each parent vies for the rights to the child essentially)

**Garou x Garou:** *(Also Bastet x Bastet etc.)* Will be a Metis of the mothers Tribe.

## **Crafting**

### Crafing planning:

Int+Craft, diff 6. This lowers the difficulty for the entire crafted piece by 1 per success.

*Crafting:* Dexterity + Craft, diff and suxx needed to be determined by an ST.

## **Hacking**

Computer Hacking In the 21st century, most folks know how to use computers. Breaking those computers is another matter. Sophisticated security is a given for almost any system, and so a would-be hacker had better be good at her job. Hacking into computer systems usually involves a three-step process:

1. Estimation: Roll Perception + Computer (usually one to five successes needed) to suss out the security and find a way around it.
2. Alteration: Roll Intelligence + Computer (almost always an extended roll) in order to establish the desired changes to the system.
3. Escape: Roll Wits + Computer (again, one to five successes) to get out without being discovered.

For all but the simplest systems, hacking demands extended rolls, often requiring ten to twenty successes before the task is through. Difficulties vary depending on the system; cracking a commercial software encryption code might require one or two successes at difficulty 4, while ferreting information from a secure government installation would be 9 or 10, with at least ten successes rolled without a hitch. A failed roll usually results in discovery; in minor systems, that could simply mean an error message, while high-end systems track the intruder back home, possibly delivering a nasty payload in the process. A botched roll may infect your computer with a virus, shut it down, reveal its identity, or cause other unhealthy consequences. Certain computer-oriented Gifts, rites or spirits may make hacking easier, harder, or — in the case of angry entities on the other end of the attempt — far more dangerous. Hacking obviously demands a fairly powerful computer, often outfitted with certain programs beforehand. Trying to subvert all but the easiest systems is essentially impossible without decent processing power and a fair amount of experience (in game terms, Computer 3 or better).