Mortal+ HRs

## General Info

Like many other MUSHes, Metropolitan Midnight employs
some house rules in regards to how the game plays. Some of these of
course, are due to the fact that tabletop RPGs are a much different
format from MUSHes. Others are due to what we believe to be oversight in
 the way the game was created, others still are simply clarifications to
 unclear rules. For now, here are the rules we have chosen to enact in
regards fo the Mortal Plus templates.

### Atariya

#### Nine Lives

The only house rule applied to the Atariya, 'Template'
for lack of a better word, is on the merit, Nine Lives (Hurt Locker pg.
80). Given that the subsequent merit, Count Down (Same Page) implies
that the character is unaware of how many 'Lives' they have left without
 it, we have decided to enforce the drawbacks of count down for all
characters who have the nine lives merit as it is nearly if not actually
 impossible to not make informed decisions based on how many lives your
character has left.

### Dreamers

#### Missing Time

The missing time system obviously, cannot be enacted
with 100% effectiveness on a MUSH. Hence, according to our house rules
on time (See above) we have ruled that at the end of every month the
MUSH will automatically roll the requisite dicepools and inflict the
custom, 'Latent Programming' condition on the character if a success
occurs. This condition exists to inform the dreamer's player that they
have the opportunity to contact staff for a plot scene involving their
programming activating. This can be done any time within the month, but
must be done before the current month passes.

### Infected

#### Transmission

The infected are relatively unique, in that they are
one of the two Hurt Locker templates which can pass on their template to
 other people. As such, we have decided to create a house rule regarding
 the transmission of whatever strain of disease the infected character
possesses. Specifically, any requests to do so must be submitted to the
plot bucket (+req/plot) prior to such happening. If it is found that a
transmission was attempted despite a lack of request, any such
transmission of the disease will be treated as null and void. This is
due to the fact that it can significantly change the direction of a
player's character if they are to become one of the infected. As such,
staff wishes to prevent both setting-changing epidemics, as well as
derailing a character against their player's wishes.

### The Plain

#### Consequences of Violence

The merit, 'The Consequences of Violence' (Hurt Locker
pg. 94) is powerful. In the context of a MUSH where many if not all
opponents faced will be other players, it may even be too powerful. As
such, a house rule is in place regarding its functionality.
Specifically, those who attack the Plain encounter a breaking point.
They do not take on the condition of facing a breaking point whenever
they are violent for the rest of their existence, but anyone who attacks
 the Plain realizes that they are lashing out at someone who is utterly
dedicated to not doing so in return and will suffer a breaking point as
they come to grips with the idea of such an assault. Such a breaking
point can only happen once per scene, however. If the character
attacking the plain has tiers of breaking points, it is made at their
current level of integrity equivalent. Werewolves conversely, face a
breaking point towards spirit.

#### You Are Being Recorded

The merit, 'You are being recorded' (Hurt Locker pg.
93) of course, has its uses. It can stop a character attempting to
inflict violence in their tracks, through threat of public exposure and
thus disgrace. However, keep in mind the following. First, attempts to
employ this power on a werewolf in hard death rage (Basu-Im for the
technical) will receive a penalty equal to the werewolf's primal urge as
 per the writeup in werewolf core. Secondly, vampires in frenzy will not
 exit frenzy simply because of the supernatural compulsion levied
against them. Rather, only if the goal of the frenzy is technically able
 to be completed without violence will they change what they are doing.
If not, it will be treated as an automatic failure.

### Lost Boys

#### Serum

The requirement of those who undergo the Delta Protocol surgery for
anti-rejection drugs is immensely important to the character. While one
can obviously attempt to ignore taking these drugs, referred to in-game
as 'Serum', it is notable that a requirement has been put into place by
staff for characters to explain how they are getting enough serum to
sustain their current level of the merit, 'The Protocol' (Hurt Locker
pg. 96). Hence, a given level of Protocol Fixer (Hurt Locker pg. 97) or
else an explanation of sorts for how one is obtaining enough serum must
be in place prior to or at the time of raising the level of The
Protocol.