House Rules
To keep characters from gaining renown too quickly and still be able to be a part of SLs, you need a Rite of Accomplishment (or Rite of Transmogrification for Black Spiral Dancer, or various other Rites for other breeds) after you've reached 10 temporary Renown in one category, before you can gain more in it. The RoA can either be performed by a PC, where an ST needs to witness the roll, or by an NPC. There is a Rite of Accomplishment sub-forum under Werewolf Requests that you're encouraged to use to get someone to do it for you.
Also, you may request Renown under the Werewolf Request, or hit someone with a Renown loss, all though, as always, it's up to the ST. A note for Kinfolk: Don't assume that you're allowed to get Renown. It's an optional rule, and Garou are very cranky on rewarding Renown, taking it back fairly quickly.
To encourage the learning of Gifts from spirits (and the roleplaying that it leads to), we will set in a system where both the teacher and the student (if taught by a Shifter) will suffer a +1 Difficulty Penalty to all rolls involving the use of Gifts, Rites and any spiritual interactions, until the spirits have been properly appeased.
Ignore Pain(p. 205) vs Resist Pain (lvl 1 gift)
Ignore pain - spend 1 Rage, for 1 turn you can ignore 1HL of Wound Penalities. Example: Alanna Ahroun is at Crippled (-5 dice), and spends 1 Rage. This will put her, penalty wise, at Mauled -2 dice).
Resist Pain - Spend 1 WP, you ignore all Wound Penalties for 1 scene.
Spirit Speech
Spirit Speech does not let you interact with the penumbra, it lets you understand spirits that you encounter. Some spirits may be strong enough to talk through the Gauntlet, but most aren't. To interact with the penumbra, you need to either Peek (Gnosis diff (3+Gauntlet rating) from the material realm) or have the Pulse of the Invisible Gift (rank 3 Theurge gift).
Also, Spirit Speech can not be used to speak between Shifters, it's not a specific languages, it's more emotions, images, telepathic contact.
Airt Perception vs Scent of the Umbra (p.22 Umbra)
You can use Perception+Primal Urge (Primal Urge limited to your level in Engimas) to track "places, spirits or even concepts in the Umbra". If you have Airt Perception (p. 56 in BoA, level 1 Theurge Gift), you automatically get 2 suxx, and can roll if you want more.
Shroud vs Lambent Flame
A contested Willpower roll, Difficulty 6, decides which one of these gifts win. If Lambent Flame is active prior to Shroud, however, the Shroud is at Difficulty 10.
We have one House Rule regarding learning Rites, namely how to learn it from Ancestors:
You need to roll your Ancestors(difficulty 8) aswell as the rolls for learning the rite, one time/time unit spent learning the rite. (That is, if you're learning a level 3 rite, you need to roll Ancestors, diff 8, in the beginning of every week. If you fail one of the Ancestor rolls, you need to start from scratch a month later. If you botch, you can't learn the rite from your Ancestors until you've atoned for your horrible messing up, and the standard Botching rules for Ancestors apply). This is not covered in any book, but is a system that feels fair and gives PCs a chance of learning rites they would otherwise need to travel far for, or not be able to learn at all, like Camp Rites or Tribe Rites that there is no PC or NPC teacher for in Magid.
To learn the rite, you still need to roll, and it needs to be witnessed by an ST, as per page 155 in the Core WtA book.
As per the book, you will lose the Wolf if you lose all temporary Rage and Willpower, and something that is only hinted at: If you're at 0 temporary Gnosis, you can not use Gifts that require the spending of Gnosis, nor can you roll Gnosis for Gifts or Step Sideways. If you're also at Willpower 0, you need to regain Willpower before regaining Gnosis.
Stepping Sideways
You can not spend Gnosis to step sideways automatically, though you can spend a Willpower.
Actions
This is partly covered in the book, but so unclear that I have made a ruling on it.
- You can not have more actions than you have Dex or Wits (going with the lowest), or you will have a +3 Difficulty on each action. If you are in Frenzy, it's based on your Dex. (p. 205)
- You can not spend more Rage than half your Perm rage(Rounded up)
You can not split Rage actions, but you can split the main action. Note, the max amount of actions is still as above.
- You can not declare Full Defensive and use Rage actions.
Partial Transformation
Note, we do use the optional rules on p. 157-158 of the Players Guide to the Garou regarding allowing shifters to shift partially by spending 1 Willpower and rolling dex+Primal Urge, difficulty 9.
Spending WP
Remember that you can't spend a WP on Damage or on rolls in Gifts.
Frenzy
- If you have less Gnosis than Rage, you will still attack even your packmates in a Frenzy. In Thrall, you will attack anyone.
- All Rage rolls can incite Frenzy. Even those made to activate Gifts.
There comes a time when everyone wants to settle down and have a family, either that or you just get so carried away that necessary precautions aren’t used to hinder pregnancy. Any time that unprotected sex happens between a man and a woman within the WtA Venue, two dice should be rolled. At which time, take the two numbers and that what will be considered your percentage. 75-92% will result in a pregnancy of one child, 93-99% will result in a pregnancy of twins, 100% (two 10’s rolled) will result in triplets. Gestation time for the pregnancy is 3 IRL months (using a ration of 3:1 for purposes of pregnancy). Please note that all though birth control pills are considered ineffective to prevent pregnancy in female Garou, they are effective to prevent pregnancy in female Kinfolk.
A Garou coupling will further reduce the odds of conceiving a child to 50%. The roll, as all rolls, need to be either made or witnessed by an ST.
Example:
Jane Doe rolls 2 dice vs. 6 to have a baby?: 9, 1 (Failed!)
As a result of this roll, Jane… for better or for worse… finds herself with child. Due to the fact that the percentage is only 91%, she is carrying a single child.
Gender is then determined using the same dice roll method with anything under 50% being female, 51-100% being male.
When determining if the child is True Born, it's 10% chance if it's a Shifter and a PB0 kinfolk. It's +5% for every dot the kinfolk has in Pure Breed. If it's a kinfolk/kinfolk mating, it's 1%, +1%/dot pure breed in total. A kinfolk/human mating or a trueborn/human mating will never make trueborns.
The majority of this Social Feat(p. 199, WtA) has remained the same. However, some system changes have been made in order to make (what was designed as something to be a downtime activity for the most part) Animal Attraction more appropriate for an online environment. The semantics of the system have stayed the same, however, a garou using this "talent" will now roll their Charisma + Primal Urge (adding Pure Breed if applicable) against a set difficulty of 8. Prior to Animal Attraction being used on a target, both players must consent to its use. Once the shifter makes their roll to enact Animal Attraction, the target may then roll Willpower (or spend a temporary willpower) versus a difficulty of 6. Should the roll for willpower be successful, or a willpower point spent, the Animal Attraction effects are staved off long enough for the target to leave the scene. Due to the fact that this Social Feat requires a shifter to bring his primal nature to the forefront, it is a conscious act that s/he is aware that they are doing.
If you are a Garou, you may not have a Personal Totem at this time; since Garou are supposed to be pack animals. You are encouraged to spend points on Totem when you enter the game, which will be used once the character enters a pack.
Bastet, of course, are allowed to start with a Jamak, all though they're encouraged to buy the points and approach the Jamak in game.
XP
You get an automatic 1XP/login (max 1/day), and can then earn extra through role playing or blue booking.
XP cost is x*new, and you request any buys in the appropriate XP-forum under the Werewolf Requests forum.
Regeneration
Aggravated damage is healed in a pace of 1/day of rest.
Lethal is healed in a pace of 1/turn of rest, or if under stressful conditions (combat etc), roll Stamina, diff 8 to regenerate 1 that turn.
Bashing is healed in a pace of 1/turn. Automatic even in combat, but do note that Lethal and Bashing healing don't stack. You heal either 1 Bashing or 1 Lethal.
Merits/Flaws
- You can take more than 7 points of flaws, however, you get a max amount of 7 freebies from it.
- You may take more than 7 points of merits, pending ST's approval
- To buy merits/buy off flaws, you can, pending ST's approval, spend 3xValue of them merit/flaw.
- If you do not RP your Flaws properly, the STs might decide to spend the XP for you.
Recognizing Kinfolk/Garou
Kinfolk
To recognize Garou, you need to roll Perception+Garou Lore, difficulty (11-Rage). This is a rule from New Bremen that makes a lot of sense to use.
Note, though: Kinfolk can't sense Pure Breed; that's a strictly spiritual thing that Kinfolk aren't covered by. Which doesn't mean you can't make educated guesses... If you've already figured out that someone's Garou, and it's a huge, blonde guy with a hammer... Sterotype will suggest you're looking at a Get. Just remember stereotype can be wrong.
A Kinfolk can not recognize another Kinfolk for what they are.
Garou
Garou can recognise other Garou or Kinfolk automatically if the subject has Pure Breed. However, if the subject has no Pure Breed, Scent of True Form will be required.
Kinfolk work, as per the gift, like their breed, so automatic recognition of Garou Kinfolk, and need 2 Successes for Fera Kinfolk.
Social penalties in various forms
These are only towards interactions with Kinfolk or Mortals, not to interact with other Shifters, or to activate Gifts. |