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"Listen to me, little one. Know that the essence of your power comes not from one source, but four. From Luna's ever-changing face comes the gifts of The Wyld. They are channeled to you through your Auspices. The Homid gifts you use to confound your opponents come from the machinations of The Weaver, whose arbitrary decrees set your life upon its path. From the joyous past of our peoples come the gifts of the Tribes. Last, The Wyrm, too, has blessed you, his agent of chaos, with Rage. Our fight against the misuse of Rage is what separates us from that Dancer, whose blood glitters still on your paws. Remember, every time you use the hate within you, that you are giving The Wyrm a greater foothold upon your soul."
Character: Step One: Character Concept - Alteration (pg 74) * Species: Although werewolves are by far the most common type of shapeshifters, they are by no means the only ones. From the ritualistic Gurahl to the outcast Ratkin, Gaia's children all share her Gifts...and the Curse of the Wyrm. Character Creation Process - Revision (pg 76) * Step One: Character Concept Choose concept, species, breed, auspice, tribe * Step Two: Select Attributes Prioritize the three catagories: Physical, Social, Mental Choose Physical, Social, Mental (7/5/3) * Step Three: Select Abilities Prioritize the three catagories: Talents, Skills, Knowledges Choose Talents, Skills, Knowledges (13/9/5) * Step Four: Select Advantages Choose Backgrounds (5; restricted by Tribe), Gifts (1 each from breed, auspice, and tribe). * Step Five: Finishing Touches Record Rage (by auspice), Gnosis (by breed), Willpower (by tribe), Fury (by species, 1). Spend Freebie Points (15) Breed - Rules Change (pg 76) Metis Initial Gnosis is 2, Lupis Initial Gnosis is 3 Freebie Points - Rules Change (pg 77) Furies are 7 per dot Gifts are 5 per Gift (Level One only) Gnosis is 1 per dot to 5, 2 per dot thereafter Willpower is 1 per dot to 5, 2 per dot thereafter Fury - Addition (Chapter 6 - Traits) There are two types of Furies available for purchase. The first are known as combat Furies, which are derived from the Curse that all werecreatures suffer from. Each particular species has a innate means of channeling their Rage in times of stress, listed below: Speed (Werewolves, Werecats)- The Fury of Werewolves manifests itself as blinding speed, as they rush forth to inflict numerous wounds on their foes. Each level of Speed Fury grants an extra action in a combat round. Strength (Werebears)- The Gurahl, also known as werebears, are known primarily as healers and pacifists. However, when they are full of Rage, their Fury is truly spectacular, as they deliver mighty blows that inflict grevious damage on whomever is foolish enough to cross them. Each level of Strength Fury gives an automatic success on any Strength rolls made in a combat round. Resilience (Ratkin) - The bitter Ratkin, outcast from all others, are still in existence only due to their angry determination to survive at all costs. Each level of Resilience Fury gives one automatic success on Soak rolls for the round. If the damage is aggravated, no automatic successes are gained, but Resilience may be rolled as additional Soak dice (even if a Soak roll is not normally allowed). There are also noncombat Furies, used to hold back the Beast. They are generally not gained until after the start of the game, when the character has had a chance to confront the Rage they bear. The most notable of these, and the only one commonly learned, is as follows: Restraint - This represents the capacity of a mature Were to overcome the impulses that the Beast attempts to bring to the surface. Each level allows the character more control over their wild side, as shown below: * Level 1 - Allows the character to control how much Rage they gain from certain events. The character can take less than the full amount of Rage normally awarded due to a particular occurrence, but must take a minimum of one Rage point. * Level 2 - Increases the number of successes needed to Frenzy by one. In addition, the character can choose to not take a Rage point when he would otherwise gain one. * Level 3 - The character may now spend Rage and Gnosis in the same round. * Level 4 - Frenzy difficulties go up by 1. In addition, as a result of the character's struggles against the Beast, he is no longer subject to 'Losing the Wolf'. * Level 5 - Anytime the character gains Rage, they may choose to apply it to Willpower, instead. If doing so, all the Rage gained must go to Willpower, and any excess over the character's maximum is lost. This is a powerful ability, generally only known to the oldest and wisest of the pack. There are a few species that do not use Fury as others do. The Nuwisha do not have Rage, and thus have no means of gaining or using Furies (although, theoretically, they could gain them and power them with Willpower). The Anansai can have Furies, but they are powered by Blood rather than Rage, and the Restraint Fury is useless to them. Renown - Rules Change (pg 153) Renown is now no longer a means of advancement, but is a background trait that can be purchased. All rules dealing with Renown or Rank are now obsolete. Rage - Rules Changes (pg 155-156) Extra Actions: Rage can no longer be directly used for extra actions. However, it may be used in conjunction with the Speed Fury to do so (see below). Fury: By spending a Rage point, a combat Fury may be used for a single combat round. See Fury for what effects can be gained from this. Gaining and Recovering Rage - Rules Changes (pg 156) * The Moon: The character does not regain all of their Rage under their auspice moon, just the amount they would recieve normally. * Aggravated Damage: Each time the character receives aggravated damage, a Rage point is gained. The Gauntlet - Alteration (pg 169) Weres bypass the Gauntlet with the help of Gaia and Luna. Because of this, it is relatively simple for them to evade detection by those not in tune with nature (such as the Technocracy). In effect, they are going around the Gauntlet, rather than through it. Reaching - Alteration(pg 175-176) Because the ability to traverse the Gauntlet is granted from both Gaia and Luna, any attempt to pass the Gauntlet is at +2 difficulty (maximum 9) during the daytime. Botches may have disasterous results, such as alerting the Technocracy to the character's presence. Peeking - Alteration(pg 177) As with Reaching, all difficulties are +2 difficulty (maximum 9) during the daytime. Experience Points - Alteration (pg 187-188) Fury (includes all noncombat Furies) Level of Fury x5 Fury of another species Level of Fury x7 Spending Experience Points - Alteration (pg 188-189) Backgrounds can be raised with experience, at the discretion of the Storyteller. Each point worth of backgrounds costs 3 experience, and a background may only be bought up one level per story. Note that this applies to the Totem background, as well. Healing - Alteration (pg 196) The only exceptions to healing are Homid and Lupus forms, which heal at the normal human rate. Note that this means a Homid in Lupus form (or a Lupus in Homid form) does not get regenerative capabilities. Difficulty for Rage Rolls - Alteration (pg 201) Daylight is difficulty 8, regardless of the moon phase. Delirium - Alteration (pg 202) Should a person's Wits + Occult roll ever raise their effective Willpower higher than 10, they are not affected by the Delirium, and, depending on what they witness, may become permanently immune to the Delirium and the Veil. Note that a Botch on this role lowers the person's Willpower by one or more for the scene, for the effects of the Delirium. The Many Forms - Rules Change (pg 216) Form changes are done at the rate of one form per turn, and all intermediate forms must be assumed (including Glabro and Hispo). By rolling Stamina + Primal Urge (difficulty 8), the character may reduce the amount of turns necessary, to a minimum of 1. No actions may be taken during the Change. A Rage point may still be spent to shift immediately, but any other actions taken on that turn will be at +2 difficulty. Due to Luna's influence upon the Garou, it is more difficult to change in the daytime. During daylight, any roll that involves changing out of the character's standard form is at +2. In addition, the Storyteller may call for periodic Stamina + Primal Urge rolls in order for the character to keep from changing back into their natural form. As one of the few benefits of their wretched condition, Metis are exempt from these penalties. Glabro and Hispo are no longer standard forms, but are only normally assumed if a botch is made when changing from one form to another. It is possible to gain the capability to switch to these forms as a special merit (1 point for Glabro, and 2 points for Hispo).
© 1996-2001 Casey McGirt
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