Difference between revisions of "House Rules: Werewolf"

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===Blaze Talons (Rank 2 Hengeyokai)===
 
===Blaze Talons (Rank 2 Hengeyokai)===
 
We use the Revised version of this gift. As such it grants +1 die of damage and all hand-to-hand attacks of the user inflict Aggravated damage (through fire, so gifts and powers that mitigate fire damage also mitigate this gift's bonus).  Crinos claws, even if the fire damage (and thus the +1 damage) is negated, still inflict Agg while this gift is active, however.
 
We use the Revised version of this gift. As such it grants +1 die of damage and all hand-to-hand attacks of the user inflict Aggravated damage (through fire, so gifts and powers that mitigate fire damage also mitigate this gift's bonus).  Crinos claws, even if the fire damage (and thus the +1 damage) is negated, still inflict Agg while this gift is active, however.
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==Altered Rites==
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===Rite of Renunciation (Level 2)===
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This rite works as described in RAW except that all gifts above Rank 1 are stripped away.
  
 
==Merits & Flaws==
 
==Merits & Flaws==

Latest revision as of 14:03, 28 April 2018

Werewolf: The Apocalypse is in 20th Anniversary edition! Despite this, the game is still rife with several rules issues and things that need to be dialed back on a multi-sphere game.

Contents

Cross-Sphere Kinfolk

Mage and Changeling both have a Shapechanger Kin merit that costs 4 freebie points. That is a thing that makes sense in a single-sphere game where that relation is likely to cause more work for the STs. Here in our multi-sphere game, it makes less sense. Cross-sphere kinfolk will be heavily screened, but will not be charged points for the privilege if their concepts are approved.

Natural Weapons

The natural weapons of various shifter forms inflict Lethal damage of the listed quantities, rather than aggravated as given in the RAW. (See 'news commentary claws' for more on this.) MANY gifts such as Razor Claws and Fangs of Judgement make these attacks do agg again. (A full list of gifts that do this is in 'news shifter combat2'.)

Hispo's Bite damage is Strength + 4, base. The difficulty is 6 per our combat house rules.

Garou soak Aggravated and Lethal damage with Stamina while not in breed form. (They soak Lethal while in breed form.)

Gafflings do bashing damage by default. Jagglings that are combatants by nature do lethal, while others do bashing. Incarnae and up tend to do Lethal. Aggravated damage requires use of charms. Spirits soak bashing and lethal damage as per the RAW. Aggravated damage can only be soaked with the Armor Charm.

Frenzy Mechanics

Our frenzy mechanics differ slightly from the RAW. Rage is a dangerous thing. Any time a werewolf would gain a point of Rage but their Rage pool is full, they are required to make a Frenzy check. (Frenzy checks may also be called for under the usual circumstances.)

Frenzy checks are considered extended actions throughout the scene. Successes are built up until the requisite number is attained to induce a frenzy (4).

This means that yes, Rage 1 is capable of berserk frenzy if pushed far enough. Similarly, Rage 3 is now the minimum Rage necessary to open the door to Thrall status (3 successes on a roll after three successes accumulated). Even if a given frenzy roll 'fails' any successes it garnered remain.

'Botched' rolls count as simple failures.

Banned Gifts

The following two gifts are simply not allowed, ever. No excuses, and we think ill of you for even asking about them. :P

- Katanka-Sonnak's Spear (Rank 5 Croatan)
- Maddening Howl (Rank 4 White Howler)

Altered Gifts

These gifts are altered from RAW, or clarified. For many these are balance reasons. For others they are clarifications of confusing rules. There are 68 gifts in all that we modify. They are presented here in alphabetical order by gift name.

A Thousand Voices (Rank 2 Wyrm Theurge)

This gift now uses the user's Manipulation + Primal Urge vs the listed difficulties, rather than any pool on the part of the target. The Storyteller should still call for Perception + Alertness at whatever difficulty would be appropriate to detect the phantasms were they real. For every two successes beyond three obtained by the target, the user's successes are reduced by 1, and the report to the target is adjusted accordingly.

Aura of Confidence (Rank 1 Shadow Lord)

Blocks Scent of the True Form, Sense Balance, Sense Wyrm, Sense Magic and Fatal Flaw gifts. Mages require +10 successes on any effect to discern anything about this individuals pattern, the effect reads to a Mage like the user is protected by a very strong sort of Arcane. The Faerie Art of Soothsay will tend to fail against the user. Gifts, powers, or boons that rely on 'reading an opponent for flaws' all fail automatically.

Banish Totem (Rank 3 Uktena)

With the appropriate, requisite knowledge, this Gift may be used against anyone with the Totem background, including Mages and Mortal+. It may also be used against the Orisha Bond background. Mages may use Spirit 2 as a sphere-to-sphere counter.

Beastmind (Rank 2 Red Talon)

User rolls Manipulation + Empathy vs the higher of the target's Willpower Rating, or the target's Wits + Intelligence. Successes subtract from the Wits (first), and Intelligence (second) until each has been reduced to 1. The victim's initiative bonuses are not impacted. The victim's judgement and ability to process becomes increasingly impaired as this gift is applied. Once both stats have been reduced to 1, the victim has been entirely reduced to animal-like consciousness.

The user may spend 1 rage to lower the difficulty by 2.

The effects last for a number of minutes equal to the user's Gnosis + any successes beyond what was needed to reduce the victim to 1/1, after which point, the dots begin returning at a rate of 1 per minute.

Multiple uses of this gift stack. A victim who is aware of the assault or is prompted by someone who is may roll willpower vs 8 to try and shake it off. Successes on that roll subtract from the duration as if one minute per success had passed. This roll may be extended if the victim is receiving outside coaching, urging them to 'get it together.'

Bury The Wolf (Rank 4 Homid)

The roll is Gnosis vs. a difficulty equal to the user's maximum Rage. This gift blocks all cursory inspections of the user from being identified as Garou. Suspicious or paranoid individuals who subject the user to intense supernatural scrutiny may still discover the user's Garou nature, but will require five additional successes for each success the user scored on their original Gnosis roll. Those without appropriate lore/superknow may decide, even if they discover the Wolf, that it's a latent - rather than concealed - aspect of the character, and so on.

Call The Rust (Rank 3 Bone Gnawer)

This gift works according to the RAW for mundane items. For totems and talens, the item may roll it's Gnosis vs 6 to resist the Gift in a contested roll. For artifacts and charms, the item's rating is rolled vs 6 instead. Mage foci subject to this gift, while in the hands of the mage for whom they are a focus, may be defended by a reflexive Willpower roll vs 8, or Arete vs 5 if the mage possesses Matter 2 or Prime 2. This gift does not function on Primium or or other exotic metals, but it does function on metals that do not conventionally corrode such as stainless steel.


Control Complex Machine (Rank 3 Glass Walker)

'Control' in this case means that the user of this gift may make the electronic device perform certain functions it is designed to do (or capable of) with a thought, automatically succeeding without rolling. This does not mean, for example, that the user instantly knows every piece of information in a large database (unless they knew of the database prior to using the gift), but it does mean that if they want to search for the database, they do not need to roll to defeat security to do so. Intelligence + Computer or Wits + Computer rolls may be called for to properly interpret the information, but the computer itself offers no resistance.

Self-aware machines may roll Willpower vs 6 to resist this gift. If they score three more successes than the user of this gift, they may trick the user into believing that the gift was successful and feed the user junk output. After three rounds, the storyteller may call for contested Subterfuge rolls to determine if the gift user can realize they're being deceived.

The difficulty of this gift is always 7.

Control Simple Machine (Rank 1 Glass Walker)

Totems, talens, artifacts, charms, and other magical devices are not simple machines, even if their physical form is such. Simple machines that are part of larger machines may be influenced but three successes are needed (e.g. the ignition switch in a car).

Create Element (Rank 1 Metis)

The output of this gift is no longer capped to 3 damage. Otherwise it functions according to RAW.

Curse of Hatred (Rank 2 Metis)

Target rolls Willpower vs. the user's Rage to contest this gift. Mages lose 2 quint instead of 2 rage. Faeries gain 2 Nightmare dice instead of losing two rage.

This gift may only be used once per victim per scene.


Curse of Lycaon (Rank 5 Red Talon)

Victim rolls willpower vs. the user's Gnosis to resist this gift. The transformation is temporary unless the user scores 3 or more successes. The victim remembers their time as a wolf, upon reverting back.

  • 1 Success = Scene duration
  • 2 Successes = Week duration
  • 3 Successes = Permanent, but victim recovers personality traits over the course of a month+
  • 4 Successes = Permanent, mortal victims recover enough to be found by magical means, but otherwise are a wolf forever+
  • 5 Successes = Permanent, non-mortal victims recover their personality over the course of a month+
  • 6 Successes = Permanent, non-mortal victims recover enough to be found by magical means, but otherwise are a wolf forever+

+ - Mages with the Mind sphere, Pooka, and other Changelings with Metamorphosis or Primal, may roll weekly to recover themselves and escape their wolf-form. (Mages need Life 3 or need to find someone with Life 4 or other abilities, but otherwise regain their access to Arete.)

Dazzle (Rank 3 Child of Gaia)

Any life-threatening situation, not just an attack (oncoming car, spreading fire) will end the effect. Every minute, or round, the subject may roll Willpower vs. difficulty 7 to come free. If they roll more successes than the user of the gift did to establish the trance, the trance ends. The difficulty goes down by one if there's a lot of commotion around them, and by two if the scene includes a lot of loud, sudden noises (like firearms or explosions) or the level of commotion/activity/noise around the victim dramatically changes from when the trance began.

After recovering from the trance, the victim is subject to -2 dice on all actions for one round (if a combat), or one minute.

Dam the Heartflood (Rank 4 Silent Strider)

This gift will stop vampiric disciplines (but not sublimation) from being usable, but not shut down any effects already in motion. It will similarly block Ananasi gifts, but they may still spend for 'rage' actions. It also silences any Hedge Magick that uses bloodletting as a focus. It also blocks any Faerie cantrip where bloodletting is part of the bunk. This gift allows the user to countermagick vs. (usually Verbena) mages who use blood or blood-letting as a focus using Manipulation + Occult vs 6. If the countermagick succeeds in the latter three cases, the user fails to injure themselves or their target, no blood is drawn, and no damage is scored. Yes, this can be used to rescue would-be sacrifices.

Direct The Storm (Rank 3 Shadow Lord)

Usable on anyone or anything in a berserk frenzy including Scathach and Gwydion sidhe, enraged Trolls, victims of certain mind magics, Vampires, folks with the Berserker 'merit' etc. Roll is vs. Willpower if the gift would otherwise not apply.

Eye of the Cobra (Rank 3 Galliard)

Targets that succeed in detecting that they are under influence of this gift (or are warned that they are) may roll willpower vs. 6 to contest the roll. The user of this gift may continue to roll to lure them in. As long as the user of this gift has at least 3 good successes ahead of the victim in the roll, the victim must approach the user. If the margin is 5 or more successes, they must move swiftly towards the user. If at least 1 success exists in favor of the user, the victim may not move away from the user, allowing the user to move to them.

Fabric of the Mind (Rank 5 Galliard)

This Gift has consequences that the user may not fully understand. They are not likely to be directly harmful to the user, but understand that this gift uses the power of dreams, and that means something. Inform staff upon every use of this gift, @mail is fine.

Faerie Kin (Rank 3 Fianna)

This gift relies on the health and status of The Dreaming, which is very poor in Detroit. For now, this gift appears to be absolutely minimal in utility within city limits.

Generally speaking, every point of gnosis spent on this gift's activation grants 10 points for the ST to build the Chimera that answers the call. (The Wyrd rede is basically mandatory, otherwise the Chimera is of very limited utility.)

In addition, activating this gift induces a Perception + Kenning (or Perception + Awareness or Perception + Primal Urge for folks who have those abilities, do not have Kenning, and are enchanted at the time) roll at a difficulty of 11 - (Gnosis Spent + Successes Rolled). Those who succeed the roll will know the exact location of the user of this Gift and that they are calling upon ancient, arguably legitimate, pacts sworn in time immemorial. Whether or not they respond is entirely up to them. (Seelie nobility, especially Houses Gwydion and Fiona are very likely to heed the call or at least investigate.)

SETTING NOTE: Detroit is in House Dougal territory. Many Dougals hold dim views of the Garou since the Impergium.

Fangs of Judgement (Rank 1 Philodox)

Duration is scene, not day. Mostly because the book-keeping is easier that way.

Feral Lobotomy (Rank 5 Theurge)

The difficulty is not capped. See threshold rules in the House Rules: General page.

The damage will fade over time, recovering at a rate of 1 dot per week unless 5 successes of overkill are achieved, at which point the damage is permanent until reversed.

Fog on the Moor (Rank 5 Fianna)

The user becomes immune to all physical attacks and mundane environmental effects. Magical sources of fire and other energies that directly target the user will still hit and do damage normally. Silver weapons will do damage normally. Enchanted (Prime 2) weapons or (Prime 3) natural weapons will still do damage. Those with the ability (Silver Claws, Prime 3) to do damage with their hands, may also grapple with the user.

Full Moon's Light (Rank 4 Ahroun)

The glow is only visible to the user of this Gift and their immediate pack and requires that the individual be actively - in that moment - engaged in some kind of resistance to the user, the user's pack, or the user's sept. Note that this could be as simple as "Plans to key the Ahroun's car because he parked like a douchebag" so from time to time the thing throws hilarious false positives, but under most use cases, it will reveal hostile enemies.

'Trying to not be seen by the user' is a form of working against the user as long as the use is either actively looking for them (in which case they're trying to foil the user's search) or if they're hiding as part of some sinister, other purpose such as an ambush.

Gorgon's Gaze (Rank 5 Black Fury)

Target resists with Willpower vs 7. The transformation is reversible, though not by the use of this gift. The victim has no memory of time passing while a statue, and destruction of the statue will kill the victim.

Gremlins (Rank 3 Ragabash)

  • Diff 4 - Advanced electronics and compound devices (those that make extensive use of electronics or moderate use of both electronics and mechanics \[laptops, desktops, smartphones, remote-controlled anything, hybrid and luxury cars, modern aircraft\]);
  • Diff 5 - Simple electronics (dumb phones, pagers) and large, complex mechanical devices (factory equipment, modern cars, older aircraft);
  • Diff 6 - Basic semiconductor devices (LED lighting, chemical sensors, solid-state devices, quartz-crystal and electric watches and clocks), advanced and human scale mechanics with only rudimentary electrical systems (old cars, very old aircraft, HVAC systems, toasters, etc);
  • Diff 7 - Purely mechanical/thermal human-scale or simple mechanical devices (Waterwheels, ancient tractors and cars, modern firearms, steam engines, wind-up watches and clocks);
  • Diff 8 - Small, simple devices with moving parts, no electronics, and only mechanical and/or basic thermal properties (Archaic firearms, archery equipment, compound levers, block and tackles, dippy-birds, water clocks);
  • Diff 9 - Simple machines (Lever, wedge, screw, pulley, knife, axe, etc.)

A device broken by 3 successes can be repaired. A device broken by 5 successes is useless.

Talens and Charms are +2 diff to affect. Fetishes, Artifacts and Treasures are +4.

Technomagickal Foci are the higher of this table's difficulty or the user's willpower, if the target is held by the user.

Halt The Coward's Flight (Rank 2 Get of Fenris)

Each success on the roll reduces the target's dexterity by 1, for purposes of movement, or subtracts 10mph from the victim's means of escape. If the victim is fleeing by magical means, this roll acts as direct countermagick.

Head Games (Rank 5 Galliard)

Difficulty is the victim's Willpower Rating. Victim rolls Willpower vs. the user's Gnosis to resist. Five successes are needed to establish total control over a victim's emotional state. Lesser successes allow for proportionaly smaller influences with effects at ST discretion, but at least equivalent to -1 die 'distraction' penalty for a single success with this gift.


Heart of the Mountain (Rank 4 Get of Fenris)

Clarification: This gift adds 1 success to the result of all soak rolls.

Inspiration (Rank 1 Ahroun)

If the comrades' willpower pool is full, this gift 'overcharges.' Basically this gift provides a temporary willpower point that is used first, if any willpower is used, and is lost by the scene's end if it is not used. (no additional loss of willpower is induced if it's used, when the scene ends.)

'Comrades' in this case means: 1) Packmates 2) Anyone who considers themselves to be subject to the user's commands (they lose the willpower if they disobey) 3) Very close, personal friends of the user who are only not packmates on account of not being the sort of person who packs up with people.

Willpower ratings are also considered to be 1 higher for purposes of pools that roll against a difficulty of 'willpower.'

Intrusion (Rank 3 Glass Walker)

Functions on mundane barriers according to RAW. To function against mystical seals, the user must know that the mystical barrier exists, though they need not fully understand its nature.

This gift allows them to use Gnosis vs 7 as countermagick roll to wear down those seals and eventually break them. If the seal has a bypass mechanism, this gift permits the Glass Walker to, instead, use an extended Perception + Enigmas vs 7 to glean the means to bypass the seal without dispelling it entirely.

Wyrd Trods, or Chimerical ones if the user is enchanted, will open to a user of this gift as if they were mundane locks, if the roll has 3 successes or more.

Jam Tech (Rank 2 Homid or Glass Walker)

User selects the difficulty tier (see below) they want to affect, spends a gnosis, and rolls Manipulation + Technology at the given difficulty. For each success, the user must designate an eligible device that will be disabled. The device is unusable for 2 turns per success on the roll.

A device is 'eligible' if it is within 50' of the user, and is of the appropriate tier. In the event that the user selects a device that the ST rules is ineligible, another device must be designated.

Line of sight is NOT needed, and if the user elects to leave the remainder of devices 'up to the ST' they don't even need to be aware of the thing.

  • Diff 4 - Advanced electronics and compound devices (those that make extensive use of electronics or moderate use of both electronics and mechanics (laptops, desktops, smartphones, remote-controlled anything, hybrid and luxury cars, modern aircraft);
  • Diff 5 - Simple electronics (dumb phones, pagers) and large, complex mechanical devices (factory equipment , modern cars, older aircraft);
  • Diff 6 - Basic semiconductor devices (LED lighting, chemical sensors, solid-state devices, quartz-crystal and electric watches and clocks), advanced and human scale mechanics with only rudimentary electrical systems (old cars, very old aircraft, HVAC systems, toasters, etc);
  • Diff 7 - Purely mechanical/thermal human-scale or simple mechanical devices (Waterwheels, ancient tractors and cars, modern firearms, steam engines, wind-up watches and clocks);
  • Diff 8 - Small, simple devices with moving parts, no electronics, and only mechanical and/or basic thermal properties (Archaic firearms, archery equipment, compound levers, block and tackles, dippy-birds, water clocks);
  • Diff 9 - Simple machines (Lever, wedge, screw, pulley)

To fail to function, the device must require some kind of interaction between two parts. Blades will still cut, clubs will still bash, but wheels won't turn, triggers won't function, etc.

Talens and Charms are +2 diff to affect. Fetishes, Artifacts and Treasures are +4.

Technomagickal Foci are the higher of this table's difficulty or the user's willpower, if the target is held by the user.

Kneel (Rank 2 Black Fury)

This gift is a Mental Compulsion, in addition to spending quint/blood/glamour/mana to resist it, mortals may spend a point of willpower and then roll willpower vs 6 to try and counter it.

Faeries may induce Banality or Nightmares to countermagick. Mages may countermagick with raw Arete (vs 8) or sphere-vs-sphere Mind 1 (vs 4).

Laugh of the Hyena (Rank 3 Bone Gnawer)

This gift applies to all mind-compulsion powers, even if the user isn't aware of them. They have the option, however, to not use the gift. Check with them before permitting the roll. While this gift also lets them know whenever they are being magically compelled, it does not let them know who is doing it if they are not able to discern that for themselves (using Awareness, Primal Urge, or some other source), nor will it reveal a hidden source of the compulsion. They must still address their laughter or mockery to the source somehow.

Liar's Craft (Rank 3 Ragabash)

Liar's Craft is a mind-affecting power and is subject to the usual litany of defenses.

Liar's Craft will make the user's lie believable, even if there is compelling evidence that it is not. For example, if Jane the Ragabash wants to tell John the Euthanatos a lie, and John is using Ring of Truth (which evaluates the veracity of a claim) but does not have mind shields, and fails his Perception + Awareness roll or does not succeed well enough to realize his mind is being tampered with, Ring of Truth will report that the lie is a lie, but John will believe the lie — and will believe that Ring of Truth reported that the lie was a truth in order to believe the lie.

Liar's Face (Rank 1 Ragabash)

Liar's Face is a mind-affecting power and is subject to the usual litany of defenses.

Anyone making a similar claim as the subject of this gift to a person who has been subjected to this gift's power will similarly be disbelieved as the statement becomes flagged as 'patently false.'

Those with truth-sensing powers (House Gwydion, Truth of Gaia, Ring of Truth, etc.) may contest the original use of this gift, but once it has taken hold, the effects will, as with Liar's Craft above, overwrite subsequent evidence that the statement is actually true.

Lightning Reflexes (Rank 1 Get of Fenris)

User may abort as many times in as many different ways as they please without rolling. Lasts for a scene.

Lover's Touch (Rank 3 Child of Gaia)

The difficulty is the target's Rage or 5, if there is no rage.

Lover's Touch may restore Agg damage as well. It may also remove temporary (but not permanent) banality, resolve Nightmare Dice without triggering the negative effects, restore a Faerie soul who has been lost to the Mists through Chimerical Death (though this will only last for a scene if their Permanent Banality is higher than their Permanent Glamour + Permanent Willpower), and suppress a mage's Quiet or a paradox flaw for a scene. They may not, however, remove Paradox, nor grant Quintessence beyond the Avatar rating to a mage.

Madness (Rank 5 Metis)

This gift is also appropriately known as SPARTAAAAAAA!

The victim rolls their willpower vs. a difficulty of the user's Rage to counter the effect. The user decides between a rapid-onset, short duration lapse of sanity, and a longer-duration, slower onset after the roll has completed.

For the acute madness, the derangement kicks in at full intensity immediately and lasts 4 rounds (1 minute) per success accumulated.

For the enduring madness, the derangement lasts one full day per success, and becomes more severe over time, peaking halfway through the duration, then begins to taper off. This form is much more difficult to discern to be from magical causes, and the longer the duration the more severe it becomes. A madness that is able to build for two consecutive days will probably have repercussions for the victim's professional life. Derangements that build over longer term run the risk of the victim being hospitalized - with all of the severe consequences that entails.

Detecting that this is a magical effect is easiest when the derangement is at full strength, and far more difficult at either end of it.

Mindblock (Rank 4 Silver Fang)

The Garou is assumed to have a Willpower of 10 for purposes of resisting mind control or mental influences (aside from the emotional influence exception).

Open Moon Bridge (Rank 3 Ragabash)

Enchanted users or users in The Dreaming may create or open Trods and lay down Silver Paths in The Dreaming. If they do not fully understand what they're doing, there is no promise that any of this leads anywhere healthy for the user. Dots in Fae Lore will result in much more precision control over where such things go and how they function.

Open Seal (Rank 1 Ragabash)

Enchanted Ragabash may use this gift to open a Trod they know of.

Against mystical seals, Ragabash may use this gift as a countermagick mechanic. (It's expensive, gnosis wise, but it's Rank 1 so deal with it.) It will not open such a seal until the seal is broken.

Paws of the Newborn Cub (Rank 5 Silver Fang)

Victims roll Rage, Glamour, or Willpower vs. the user's Gnosis to contest this ability. Successive uses of this Gift stack, but victims may ALWAYS resist. Garou subject to this gift are trapped in whatever form they were in when it went off. If this is Crinos, so be it.

Faerie birthrights and powers become Chimerical under this Gift, unless the user is Enchanted, in which case the Faerie soul itself is suppressed to the mists.

A Faerie who has called upon the Wyrd retains the use of their chimerical equipment and companions, as well as their Birthrights, Frailties and House Boon/Ban, but may not further access their powers. Faeries who have summoned the Dragon's Ire may continue to use it, but may not re-call it.

Mages' active effects remain unless they were sustained by concentration (did not have successes given over to duration). Shapings remain in effect, even if they are vulgar.

Plug and Play (Rank 1 Glass Walker)

Duration is scene, not day.

If the user of this gift attempts to connect to a self-aware machine, technomagickal focus in the hands of the user, subsystem of an Awakened Cyborg, or similar device, a contested willpower roll may be called for, repeated each round. If the device succeeds, the 'socket is closed' and the Gift ends.

This gift permits a connection, not control, not permissions, not special access unless the user of the gift has knowledge of the system being connected to. Using appropriate knowledges (Technology and Computer, usually) will still be necessary to defeat local security measures. This gift simply gives you the chance to remotely access an otherwise air-gapped system.

Power Surge (Rank 2 Glass Walker)

If this gift is used against technomagickal sanctums, it requires +4 successes. If this gift is used remotely against such sanctums and they have on-site generation capacity, it must defeat any wards in addition to the +4 success requirement and may require multiple gnosis spends in an extended test.

This gift may be used against technomagickal devices as a form of countermagick. The difficulty becomes 9 because of the haste involved.

Pulse of the Prey (Rank 2 Ragabash)

A roll is always required. The gift works better when closer to the target and when the target is better known to the user. Successes needed to find the target are given by the twin chart below:

Successes Familiarity Distance
1 Intimate personal knowledge or artifact+ Immediate Vicinity
2 Repeatedly encountered or heavily briefed A few city blocks
3 Met once, or multiple source of information Anywhere in the same metro area
4 Name, description, met in passing Same continent
5 Seen once, described by what they've done instead of who they are Anywhere in the world
6 N/A In a different plane of existence

+an artifact is an item of deep personal significance to the target (e.g. secret diary) or a part of their body (e.g. lock of hair).

If the user obtains half the successes they require, but not sufficient successes, they get a general sense that they can follow which will take them into the vicinity, halfway between their current distance value and the target. E.g. if the target was on the other side of the world, the gift would lead them to the metro area, and then the trail would become indistinct. After following the trail to that point, the gift could be used again. A sense of how far away the target is, accompanies any successful use of this gift.

Reach The Umbra (Rank 5 Silent Strider)

Clarification: This gift is not fast enough to evade any attack in the current combat phase.

Render Down (Rank 3 Red Talon)

Fetishes and Talens roll their Gnosis vs the user's Rage to resist. Artifacts roll Arete vs 6. Charms do not resist, but must be dispelled with each success on the roll acting as a success of countermagick against the charm's construction. Technomagickal devices and foci (in the user's hands) entitle the owner to make a Willpower roll vs. 7 to resist.


Scabwalker Curse (Rank 5 Red Talon)

The victim of this gift rolls Stamina vs. the user's Rage to resist. They are aware of what the specific trigger of their extreme allergic reaction is, and they may take measures to avoid contact. A layer of safe material between them and a hostile substance is enough to protect them. The damage is soaked as normal, but immersion in hostile substances increases the damage to 2 or 3 levels at ST discretion. Remember, most clothing is made of synthetic fibers so in most cases the damage starts at 2-3 levels of bashing damage every combat round (or minute out of combat) immediately.


Scent of the True Form (Rank 1 Philodox)

Mages with minor effects running (Rote strain less than 2, no one effect with ten more successes to effect/duration than have been spent on subtlety) are detected at 3 successes. Mages with major effects running are detected at 2 successes. Mages in the act of using Arete are detected with 1 success. Psychics are detected as mages, but require 2 more successes at any given level. Hedge Mages are detected at 6 successes. All of the above read as human otherwise.

If a user obtains 2 successes more than are necessary to fully identify the subject, and there is a possessing entity present, the presence will be revealed. Subsequent uses (or first use, if the user is alerted to a possession) may be aimed at the possessing entity, instead.

Scream of Gaia (Rank 4 Lupus, Get of Fenris, or Wendigo)

The damage is soakable normally as bashing. The knock-down is resisted with Dexterity + Athletics vs a difficulty of 6 + the number of successes. Attacks involving thrown objects or, at ST's discretion, projectiles slower than bullets and lighter than very large rocks, that occur in the same combat phase as the use of this gift are automatically thrown awry, though things like grenades will still explode wherever they land.


Scrying (Rank 3 Uktena)

The difficulty for this Gift is 6, but successes must be gathered appropriate to the relationship. The user, upon encountering wards, has the option to fail and leave the wards undisturbed, or press on and attempt to defeat them.

Successes Familiarity
1 Intimate personal knowledge or artifact+
2 Repeatedly encountered or heavily briefed
3 Met once, or multiple source of information
4 Name, description, met in passing
5 Seen once, described by what they've done instead of who they are

+an artifact is an object of great importance to the person or area being scried upon, or a piece of their body (e.g. a lock of hair, or a stone from the site).

Signal Rider (Rank 4 Glass Walker)

Connections that have end points in different planes of existence (phone calls from the Umbra, for example) are considered 'too far' and the gift automatically fails.

Spoofed phone calls require Wits + Enigmas or Perception + Computer contesting the person who set up the call. If the user of this gift does not defeat the disguise, the gift functions but the user appears at the location of whatever relay, however many steps closer to the true origin, they were able to discern. Under certain conditions a re-attempt may be possible from that location.

This gift bypasses any wards that may be in place around a location.

Sense Magic (Rank 1 Uktena)

This gift is always active. This gift provides +2 dice on any roll to detect or understand magical forces in motion around the user.

Sense The Unnatural(Rank 3 Lupus or Silent Strider)

This gift allows the user to use Enigmas in the place of any other sphere's 'detect magical stuff' sense (Awareness, Kenning, Primal Urge, etc). The use of Enigmas is considered 'in-sphere' for purposes of difficulty.

Sense Wyrm (Rank 1 Metis or Theurge)

Jhor Quiet, Entropic Resonances, and quintessence from such sources as would carry this will all ping on Sense Wyrm.

Shell (Rank 3 Metis)

This erects a countermagick shield equal in strength to the user's own Willpower, that confronts any mental magic. An attack that fails to breach the Shell does not do any harm to it. An attack that defeats it ends the Gift's activation, and is reduced in potency equal to the Shell's strength.

Silence The Weaver (Rank 3 Lupus)

'Delicate electronics' means anything that has a CPU. Phones and computers, as well as any devices that rely upon them. The range is reduced to 5 meters per success.

Awakened electronics (technomagickal foci, etc) are treated as if they are 20m further away than they actually are. Self-aware machines roll willpower vs. the user's rage to resist.

Smell Fear (Rank 1 Wyrm Philodox)

This gift is always functioning and costs no gnosis.

Song of the Great Beast (Rank 5 Lupus)

May be used anywhere, but the results are dependent upon the setting where the call is made. Such risk. Much impressive. Many doges. Wow.

Staredown (Rank 2 Homid)

When used on non-garou, the results depend on station.

Vs. faeries, a faerie's rank is their Title Background - 1, Sidhe add 1 to this, even if they do not have title.

Vs. Mages, the mage's rank is half their Arete, rounding down.

Vs. Anyone with mortal office, the target's rank is:

  • High Municipal Office (City Council, Mayor, Department Commissioner) or Law Enforcement Office - 1
  • High State Office (Governor, State Legislature, State Department Head) or LEO - 2
  • Federal LEO or commissioned military officer - 3
  • General or Admiral - 4

A victim may have more than one rank. If they are not a member of the Garou Nation, they use the highest rank they can claim - or whatever rank due to the station they perceive themselves to be acting within. (E.g. a Mage with Arete 2 may be an FBI agent, but be off duty and not consider themselves to have title to that station, their rank is 1, not 3. If the same mage considered themself 'on duty' for these purposes, their rank would be 3.)

Strike The Air (Rank 4 Child of Gaia or Stargazer)

The roll to establish this Gift creates a passive 'defense' against all physical attacks. Any attack rolled against the user of this gift is reduced by those successes. Successful attacks, despite this barrier, must be dodged or blocked as normal.

Take The True Form (Rank 4 Philodox)

Successes on this gift's activation count as countermagick against any transformation that was established by rolling a pool and gathering successes.

Against innate transformations, the victim may roll Willpower vs 7 to resist.

Pookas are forced out of animal form and into their humanoid form. Sluagh using puddle are similarly forced to reconstitute.

Taking The Forgotten (Rank 2 Ragabash)

The importance of the object determines the difficulty of the roll. The number of successes determines the duration of the effect.

Difficulty Importance
4 Every day common, impersonal objects or objects that the user has long ago put into storage.
5 Inexpensive or insignificant personal objects (e.g. a toothbrush), or objects the user only interacts with very occasionally.
6 Personal effects that can be readily replaced, or objects the user interacts with less than daily
7 Significant personal effects (wallet, cellphone, keys) or object the user interacts with daily
8 Items of importance (passport, licenses), difficult-to-replace stuff, things they interact with constantly
9 Treasured possessions+, personal heirlooms, lucky charms

Fetishes, and other magical items are automatically assumed be at least difficulty 9 and may require threshold successes at ST discretion.

The effects of this gift last for a day on one success, a week on two, a month on three, a year on four, and become permanent with five successes.

Terror of the Dire Wolf (Rank 4 Lupus)

Victims may roll willpower vs. 7 to resist this gift. Even if they fail to resist, they raise their effective willpower by the number of successes they score and react to the Delerium accordingly. This is a mind-influencing magical power and can be defended against as such.

Trackless Waste (Rank 3 Red Talon)

Correspondence 1 can sphere-vs-sphere counter this at diff 4. Seer's Wisp cantrips (Soothsay 2) automatically defeat this gift, though they may take the first step of leading the Kithain out of the affected area. Anyone may roll Wits + Survival vs 8 to try and navigate, but they must score more successes than the user of this gift, or remain lost.

Umbral Tether (Rank 1 Theurge)

May be used in The Dreaming to avoid the obvious consequences of having wandered into The Dreaming (becoming horribly lost). However, the Firchliss will corrode the tether, requiring a new point of gnosis be spent every time it passes.

Whelp Body (Rank 4 Ragabash)

People without Rage or Gnosis roll Willpower instead, to resist this gift.

Wind Claws (Rank 3 Ahroun)

Worn armor and magical effects that grant armor dice are defeated by this Gift.

Natural armor (such as a bygone dragon's scales) are not defeated in this way, nor are soak dice that are not called 'armor dice.'

Wolf At The Door (Rank 1 Red Talon)

Victims of this fear-based mental attack may roll Willpower vs. the User's rage to resist.

Courtly Speech (Rank 2 Hengeyokai)

We use the Revised version of this gift. As such, it allows the user to speak the language of all Fera forms, albeit with a bit of an accent.

Blaze Talons (Rank 2 Hengeyokai)

We use the Revised version of this gift. As such it grants +1 die of damage and all hand-to-hand attacks of the user inflict Aggravated damage (through fire, so gifts and powers that mitigate fire damage also mitigate this gift's bonus). Crinos claws, even if the fire damage (and thus the +1 damage) is negated, still inflict Agg while this gift is active, however.

Altered Rites

Rite of Renunciation (Level 2)

This rite works as described in RAW except that all gifts above Rank 1 are stripped away.

Merits & Flaws

Berserker (2pt)

As a clarification to the RAW, characters with this merit can put themselves into frenzy only when they could otherwise spend Rage. When the stressful circumstances that permitted them to spend Rage subside, then they can begin the Willpower rolls to exit the frenzy.