Werewolf/Rules: Difference between revisions

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== Gifts ==
== 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 Pure Gift trees 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 [http://theonyxpath.com/the-giver-of-gifts-2-werewolf-the-forsaken/ here].
* The Gift of City (non-affinity) and the Gift of Essence are permitted: read them [http://theonyxpath.com/the-giver-of-gifts-2-werewolf-the-forsaken/ here].



Revision as of 10:43, 16 December 2020

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 Pure Gift trees 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.