Werewolf: Player Guide
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Like most animals, we spent a large part of our lives engaged in
the three Fs of basic survival. Feeding, fighting andï¿½reproduction.
- Kelly Armstrong, Stolen -
- Werewolf House Rules and Clarifications
- Custom Items and Powers
- Pack Tactics
Pack Experiences are not in use
Packs may be formed either pre-creation or IC, but only involves PCs or those directly represented with merits; no ï¿½Secondaryï¿½ characters are created. Totems are created normally.
Packs do gain the normal 5 dots of Pack merits, but other dots must be purchased by individual characters contributing their personal Experiences.
Hunting Natures are not in use, due to the difficulty of keeping track. No drawbacks or benefits of the conditions are gained.
Packs may purchase and use Pack Tactics of any level as well as use them spontaneously, though the latter may only occur in a scene with a Storyteller, who will approve their use on the spot; this does not guarantee every staff member will allow the same one in the future.
Tactics must be purchased via individual pack members contributing Experiences Developing learned Pack Tactics for purchase follows the same guidelines as other Custom Creations.
To clarify, the Primal Instincts Tell is required for Wolf-Blooded to participate in Pack Tactics. Non-Werewolves otherwise cannot do so.
Wolf-Blooded Changing to Another Faction/Template-Former Wolf-Blooded characters retain ONE tell when changing into anything besides a Werewolf. Any additional Tells purchased are lost with all other Wolf-Blooded merits.
The Gift of Cities/Gift of Essence listed here can be taken: http://theonyxpath.com/the-giver-of-gifts-2-werewolf-the-forsaken/
- Not a Fetish of its own so much as an additional alteration made to an existing Fetish, the Uratha makes it so a Fetish can be activated by those lacking the spiritual attunement that they themselves are inherently gifted with. By raising another Fetish or Talenï¿½s rating by 1, the spirit within is left in a ï¿½half awakeï¿½ state, and can be activated with a special trigger related to its ban, thus allowing non-Uratha (most often, Wolf-Blooded) to make use of it with the normal activation pool.
This power is not needed to activate a Fetish by channeling essence into it, for those capable of doing so another way.
- Meaningful scars earned alongside Renown, as well as essence-imbued tattoos forged of the highest quality craftsmanship towards the purpose, can be used to house spirits in the same way that most fetish objects can. A scar must, as mentioned, have some importance to it, typically having been earned in a battle or other circumstance where Renown was gained. A tattoo, meanwhile, must be created by someone who knows how to imbue bits of the appropriate resonance into the design, alongside hidden sygils of first tongue and otherwise high quality craftsmanship; your typical ‘Mother’ heart isn’t going to hold a spirit.
The effect is otherwise the same as another Fetish’s, with the additional cost representing the convenience of access to it. Some fetishes are not appropriate as Scar/Tattoo fetishes of course; any fetish requiring or enhancing the base object is not applicable, or will need to be redesigned (as a custom Fetish) to better suit its new form.
Although the appearance of this fetish has changed over the centuries, it is always some form of container for liquid. Long ago, a chalice was popular for the imagery, Today, canteens and thermoses predominate, mostly because they can be sealed. The container is not meant to hold water (although it can). It is intended to hold Essence, safe and fresh for later use.
- For the Fetish, any character who can spend Essence can spend it into an (activated) Cup of Life for later use, and a character who can draw Essence from a locus can instead channel that Essence into a Cup.
Entities (generally spirits and werewolves) draw Essence from a Cup of Life through the same method that they draw Essence from a locus, except the action isnï¿½t limited to one attempt per day. Cups of Life fetishes are considered valuable resources by all who use Essence, and they come in different strengths. A Cup can contain a maximum of three Essence points per dot. Werewolves bind hoarding spirits, such as those of magpies or squirrels, into these fetishes.
For the Talen version, it can be activated one time to fill it with Essence (using the above method), and then one time to draw the Essence, which comes in a flood; any excess is wasted. The talen then dissolves after that.
Naburu of the Many Hands was a dog-like spirit of great size and great adorable-ness. Each toe of its large paws was a fully-formed human hand. A spirit of community and common work, the spirit served as the Totem of the Runaways after the young Uratha saved it from a magath that was consuming the spirits of its descant.
The Runaways’ community ethos and corporate gumption was not up to the tasks they set out for. The pack broke apart and Stephen Trahan was left to pick up the pieces. Working to unwind their obligations to the humans and spirits in their territory was one thing—dealing with the pack’s totem was another. After consulting with his pack’s Ithaeur and a shamanistic wolf-blood, Stephen determined that the best course of action was to bind Naburu of the Many Hands to a fetish. As a spirit empowering a fetish, Naburu would be safe from those other spirits who might prey upon him for siding with the Uratha while still being able to serve his purpose and bring people together for effective action.
The Necklace of Helping Hands is a necklace on a thick cord, the cord run through about sixteen severed doll hands.
- When a character bearing the Necklace of Helping Hands is involved in a teamwork action, as either an assistant or a principal, the principal receives a +3 dice bonus to their action in addition to any bonus that the assistants would normally provide.
A long, black and white animal hair has been placed under the glass of a normal compass.
- When activated, this Talen allows a single use of the equivalent of the Pathfinder Numen. (CofD p. 138)
This bow is wrapped with the essence of a wind spirit and is made of raw ephemera that has been fettered into a bracelet. The one that this fetish is bound to and has the bracelet worn can draw the weapon from raw essence and manifest it into physical existence for a time. When fed essence, the arrows let loose from the bow have increased power and can stagger and knock prone even the strongest of foes with the power of the cunning wind.
- The bow functions mechanically as any Longbow but can be summoned with an activation (quick draw can make this reflexive). The arrows inflict normal damage, but if an essence is spent before an attack the weapon has the Knock Down tag and deals its full damage.
Certain retellings of the legends of Luna and the Wolf take a thorough romantic undertone and as often stories go, it has inspired many such relationships between Uratha and Lunes throughout the ages. When a romantic entanglement blossom between the Lunes and the Wolves, sometimes the spirit gifts their werewolf partner with this rite. A way for them to feel the ethereal touch of the moonlit lover brushing against their spiritual sides and a way for them to be reminded of their lover’s devotion while they are pursuing their hunts.
- Romance, Sacrifice, Moon, Passion
- Sample Rite
- The ritual is usually performed alone and during the night and often involves letters being written in First Tongue and ceremoniously burnt amidst dried flowers and something personal from the participant such as a lock of hair or a piece of clothing (It could also be anything of relatively typical romantic value) the flame doused by a mixture of moonshine and the ritualist’s blood. (Intelligence+Occult)
- Extended (10 Successes, Each roll represent 10 minutes) :Duration: Month (The Rite can only be used once per month during the ritualist’s auspice moon)
- The werewolf regains essence equals to twice their Auspice-affiliated renown and gains +2 to social rolls involving Lunes that represent their own auspices for the next Lunar month. Communing with the Lunes is never without consequences, however. The werewolf suffers the confused condition (Persistent) for the whole night when he performs the rite
Inspired by one too many nightmares, the Werewolf worked almost tirelessly on this rite, hoping to make the night terror stops. They were not gifts from the Moon above, but from something locked inside the mind and soul of her packmate and she would have peace of mind by designing this ritual to sate *it*.
- Food, Digestion, Appetite, Overeating
- Sample Rite
- The Uratha hunts or prepares a meal for a Beast with whom they have the Family Ties condition and make a choice to either devour the entire meal as fast as they can or to feed it to the Beast’s Horror. The feeding process is a little arduous given the size of the meal needed for the ritual to work so it requires a bit of effort to complete on either the Beast’s part or the Wolf’s part. (Stamina + Survival)
- Extended, 5 Successes per point of Satiety given or taken (10 minutes per roll (Stamina+Resolve to contest if Unwilling))
- The feeding restriction change lasts 1 week
- The werewolf completes the ritual on the Beast with which they have the Family Ties condition and achieve the desired change in Satiety. If the Werewolf lowered the Beast’s Satiety, they lower the level of feeding restriction suffered from High Primal Urge by one step per Satiety lowered (such as from Raw meat to meat). If the ritemaster instead chose to raise Satiety, the feeding restrictions raise by as many steps as Satiety gained by the beast.
If performed again for the same purposes before the Duration ends, the duration refreshes to a week from the new completion, but the effects don’t stack, only the more powerful one remains in effect.
If performed again for the opposite purposes before the Duration ends, the effects on the feeding restrictions cancel each other.
Spirits awakened by this rite acts according to its nature ï¿½ no more, no less (however, they can be asked questions).
- Bells, Song, Food
- Sample Rite
- The Ritemaster kneels before the item that contains the slumbering spirit. They ring leave a ring of bread around the object that the spirit may break it’s fast with while singing a soft song to help rouse the spirit. At the end, they chime a bell to fully rouse it. (Presence + Expression)
- Extended, target of 10s. Each roll represents 1 minute
- Scene, unless the spirit is otherwise empowered
Success: Performed on mundane item or place wakes the potential spirit within. The item then possesses a spirit analogue in the Shadow Realm. When performed on an animal, a Hursih related to that animal in the spirit world wakes. The Hursih isnï¿½t directly connected to the animal in question, though and it doesnï¿½t have to remain in the animalï¿½s area. A newly awakened spirit is always a Rank 1 Hursih with average traits for its class. The rite doesnï¿½t work on sentient creatures or objects and animal (spirit representation) already awakened. The ritemaster gains a +1 to all rolls to influence the newly woken spirit, including Gifts and rites, for the duration of the scene.
The forebearance of the Firstborn of is a powerful thing, and echoes in the material realm, as well as others. As a Scion wills, so lesser forces come to heel, invoking her embodiment to compel a Ban on a person, dead or alive, a spirit, or a location.
- Firstborn, dirt, blood, whispers
- Sample Rite
- The ritemaster invokes the likeness of one of the Firstborn, either by shifting into Urhan or wearing a mask. They dig a hole into the ground across somewhere their target has tread, displacing the dirt. In the First Tongue, they whisper the conditions of the Ban into the hole, bite their tongue, and drop a small splash of blood into the hole. (Manipulation + Subterfuge)
- Extended (5 successes, roll per minute), Contested (Resolve + Power Stat)
- Until the next new or full moon.
- If the subject is an individual, that person gains a Ban, equivalent to a Rank 2 spirit’s or ghost’s, determined by the ritemaster. The Ban must be something the subject is physically capable of (e.g.a living personï¿½s Ban cannot be ï¿½discorporate when confronted with holy waterï¿½ or ï¿½stop breathingï¿½), may not be self-destructive and the subject may spend 1 Willpower to suppress the Ban for one action.
If the subject is a location, the ritemaster defines a group or category of beings (e.g. the Pure, spirits, redheads, members of the Church of Edison, Psychopomps). All members of that category treat ï¿½Cannot enter the subject locationï¿½ as a Ban. They may spend 1 Willpower to suppress this Ban for (Resolve) turns.
- Water, The Moon, Breath, and Fire
- Sample Rite
- Niamh uses water and the mercurial nature of the moon,the warmth of the hearth and the calmness of breath to steady herself and begin to focus on the rite of healing working her knowledge with the beneficial nature of the spirits and the Forsakenï¿½s love of luna to help knit together the flesh of those that are wounded. (Int+Occult)
- 2 Essence per Health Level to be healed.
- Extended (2 successes per wound, maximum of 5 for 10 successes; each roll represents 5 minutes. The target must be chosen before rolling)
- The rite is capable of expediting a Werewolfï¿½s regeneration at the expense of the userï¿½s own life energy. 1 aggravated damage on the target Uratha, who must be present for the entire rite, is healed per 2 target successes, although 1 lethal damage is done to the ritualist in return (but this is regenerated normally). Each use of this rite can heal a maximum of 5 health levels of aggravated damage on a single target, who must be a Werewolf or a creature with similar regenerative abilities.
This rite allows a pack member to open a gateway into the Underworld. While the rite isnï¿½t the special province of any one tribe or lodge, the Lodge of Death is the only one that uses it with any regularity. The rite is so named because of the way many werewolves feel about hunting already-dead prey; itï¿½s an uncomfortable, murky practice, tantamount to admitting that the job wasnï¿½t done right the first time. Sometimes, though, itï¿½s necessary, and the rite can only be performed at an Avernian Gate, or at a locus with an appropriately death-like resonance.
- Blood, Crossing, Death, Water
- Sample Rite
- The ritemaster stands before the gate or locus, and makes an offering to Death Wolf. This offering must involve a living sacrifice, but any living creature, even a mouse, will do. The werewolf then draws the First Tongue sigils for ï¿½deathï¿½ and ï¿½crossingï¿½ in the victimï¿½s blood, and sits in silence until the gate opens. (Intelligence + Occult)
- Extended (20 successes needed; each roll requires one minute)
- Special (See Below)
- A gateway opens to the Underworld. It remains open for one hour per level of size of the creature sacrificed in the ritual, and admit anyone who crosses it unless preventative measures are put in place. Furthermore, any supernatural power used to close the passage must succeed in a Clash of Wills. The rite can also be used to return to the world of the living. However, it must be done in the Upper Reaches and within the vicinity of a closed Avernian Gate. Werewolves whose Harmony begins sliding towards their spirit half therefore must act quickly to reach a suitable site before they turn into Styx Hounds.
The characters has an innate attunement to the blood of the supernatural, and her own blood carries some of this strangeness; supernatural creatures that could detect a werewolf can detect her supernatural nature just as easily, and other powers meant to uncover her nature gain a +2 bonus when used on her.
- By taking a drop of someone’s blood rolling it on their fingers and smelling it, they can tell what supernatural affinity they belong too; this does not give specifics, and in fact detects “half splats” as their parent type; a Dhampir and Ghoul both are sensed as Vampiric, for example. The wolfblood is also able to track the person, getting a +2 bonus on tracking rolls for a week after gaining their scent.
- A Wolfï¿½s Meat
Old stories talk of wolves and dogs hunkering down with the injured and the sick, to heal them, and some part of that mythos has diffused down into your blood. Close physical contact, when invested with the care for someoneï¿½s health, allows the blooded with this tell to convey their regeneration on a single target. This tell may only be used on one person at a time, and during the time that the regenerative abilities are ï¿½lentï¿½ to another, the blooded is unable to make use of their own supernaturally regenerative powers.
- The blooded must spend at least 5 minutes in close contact with the intended target, whether that be massaging, sitting with, or other close physical contact, and makes a Wits + Empathy roll. Each success grants the target 15 minutes of the bloodedï¿½s werewolf regeneration, so long as the blooded remains nearby. In the case of targets that are in need of stabilization due to damage, the mere intent of using this tell and the start of the close contact is enough to stabilize someone long enough for the tell to take effect.
The wolf bloodedï¿½s skin is branded with visible scars eerily similar to those branded onto Uratha flesh. For some reason the spirits have decided you were worthy of a modicum of their respect; this could have happened before birth or even quite suddenly.
- This grants the Blooded an Honorary Rank of 1 when interacting with spirits. This tell may only be purchased once.
You have found your own way to the Hisil. Usually by accident. While reaching is normally a physical crossing, you have found an easier, if riskier path by temporarily severing your spirit from the flesh and letting it cross. While you are in the Hisil, your body is left vulnerable, unable to care for itself it remains in a catatonic state and will eventually die if not cared for. In addition, your body gains the Open Condition until you return to it.
- You can project a Dream Form into the Shadow, using the normal rules for that body (including taking Soul Shocked if you “die”). This crossing still requires a locus, and the body is left in a vulnerable near catatonic state with no one in occupancy. This also provides a +1 to social interactions with spirits, who seem to respond favorably to the absence of your body.
The oppression of the pack’s beguiling, unblinking gaze lures the prey into hypnotic submissiveness. The primary actor circles the target, dripping weaponized charisma, sharpened to a razor’s edge fine enough to separate the prey from their ability to resist.
- Gold, Blood, Moonlight, Circle
- Dice Pool
- Manipulation + Socialize vs Composure + Subterfuge
- Subtract 2 dice from your Target’s Resistance dice pools to manipulation, whether mundane or supernatural.
- Exceptional Success
- Inflict the Addled Condition on the Target.
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