Werewolf/Rules
< Werewolf
Character Creation
- You get free dots in Moon Gifts according to your Renown, a two Facets of Shadow Gifts from your Tribe and/or Auspice, and one (essentially free) facet of a Wolf Gift.
- In addition to what's in the book, you may choose a Blood and Bone from the Blood and Bone list, or submit your own using the rules listed on that page.
- Upon character creation, you are limited to one Renown at 5, and a second Renown at 4, and the rest may be at 3 or below.
Custom Abilities and Items
- The following may be custom-made: Fetishes and Talens, Pack and Wolf Rites, Pack Tactics, Wolf-Blooded Tells, and Lodges.
Dedicated Locus
- When taking this merit, you must fill out and submit a Safe Place sheet, and indicate which of the setting Loci you are claiming. If you're originating a new Locus, please indicate its location and resonance.
Gifts
- The Gifts from Night Horrors: Shunned by the Moon are permitted: Agony, Blood, Disease, Fervor, and Hunger. These are all considered non-affinity.
- The Gift of City (non-affinity) and the Gift of Essence are permitted: read them here.
Hunting Natures
- Hunting Natures are not in use; no drawbacks or benefits of Hunting Nature Conditions are granted.
Packs
- Pack Beats and Pack Experience will not be in use.
- Totem rules will apply as normal.
- Packs make take any mundane Shared Merit tagged (Motley), and the same rules apply; to reap the benefit of the shared Merit, you must have purchased into it.
Renown
- Raising Renown in-play must be justified by a commensurate deed. That deed must impress the Spirits more than the deed that constituted the preceding Renown increase. So whatever your character did to go from Purity 2 to Purity 3, you must be more impressive to jump to Purity 4.
- Again, you are limited to one Renown at 5 upon character creation, and a second at 4.
Rites
- The Merits Good Time Management and Patient apply to Rites.
- When you learn a Rite from someone else, you do not have to inherit their dice pool. You may select your own, representing your own spin on the Rite.
Territories
- Werewolves do not take quarrel with other supernaturals dwelling inside their territory, provided there has been no conflict or action to provoke such.