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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 andreproduction.
- Kelly Armstrong, Stolen -

Werewolf House Rules and Clarifications

Packs

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 Secondary 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.

Custom Items and Powers

The Gift of Cities/Gift of Essence listed here can be taken: http://theonyxpath.com/the-giver-of-gifts-2-werewolf-the-forsaken/

Fetishes/Talens


Outsider Fetish (+� Level)

Effect
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 Talen�s rating by 1, the spirit within is left in a �half awake� 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.

Scar/Tattoo Fetish (+� Level)

Effect
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.

Cup of Life ( � to ����� ; Fetish or Talen)

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.

Effect
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 isn�t 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.

Necklace of Helping Hands (Fetish ��)

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.

Effect
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.

Broadtail’s Wayfinder (Talen, •••)

A long, black and white animal hair has been placed under the glass of a normal compass.

Effect
When activated, this Talen allows a single use of the equivalent of the Pathfinder Numen. (CofD p. 138)

Hurricane Bow (���)

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.

Effect
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.

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Rites


Moonlit Devotion (�, Wolf Rite)

Private

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.

Symbols
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)
Action
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)
Success
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

Sharing the Meal” (�, Wolf)

Private

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*.

Symbols
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)
Action
Extended, 5 Successes per point of Satiety given or taken (10 minutes per roll (Stamina+Resolve to contest if Unwilling))
Duration
The feeding restriction change lasts 1 week
Success
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.

Wake the Spirit (��, Pack)

Public

Spirits awakened by this rite acts according to its nature � no more, no less (however, they can be asked questions).

Symbols
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)
Action
Extended, target of 10s. Each roll represents 1 minute
Duration
Scene, unless the spirit is otherwise empowered
Success

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 isn�t directly connected to the animal in question, though and it doesn�t have to remain in the animal�s area. A newly awakened spirit is always a Rank 1 Hursih with average traits for its class. The rite doesn�t 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.

Privilege of the Scion (���, Wolf)

Private

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.

Symbols
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)
Action
Extended (5 successes, roll per minute), Contested (Resolve + Power Stat)
Duration
Until the next new or full moon.
Success
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 person�s Ban cannot be �discorporate when confronted with holy water� or �stop breathing�), 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 �Cannot enter the subject location� as a Ban. They may spend 1 Willpower to suppress this Ban for (Resolve) turns.

Rite of Healing (���, Wolf Rite)

Symbols
Water, The Moon, Breath, and Fire
Public/Private
Public
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 Forsaken�s love of luna to help knit together the flesh of those that are wounded. (Int+Occult)
Cost
2 Essence per Health Level to be healed.
Action
Extended (2 successes per wound, maximum of 5 for 10 successes; each roll represents 5 minutes. The target must be chosen before rolling)
Success
The rite is capable of expediting a Werewolf�s regeneration at the expense of the user�s 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.

Shadowed Hunt (���, Wolf Rite)

Public/Private
Public

This rite allows a pack member to open a gateway into the Underworld. While the rite isn�t 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; it�s an uncomfortable, murky practice, tantamount to admitting that the job wasn�t done right the first time. Sometimes, though, it�s necessary, and the rite can only be performed at an Avernian Gate, or at a locus with an appropriately death-like resonance.

Symbols
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 �death� and �crossing� in the victim�s blood, and sits in silence until the gate opens. (Intelligence + Occult)
Action
Extended (20 successes needed; each roll requires one minute)
Duration
Special (See Below)
Success
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.

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Tells


Drop of Knowledge

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.

Boon
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.

Health of the Pack

Prerequisite
A Wolf�s 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 someone�s 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 �lent� to another, the blooded is unable to make use of their own supernaturally regenerative powers.

Boon
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 blooded�s 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.

Renowned

The wolf blooded�s 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.

Boon
This grants the Blooded an Honorary Rank of 1 when interacting with spirits. This tell may only be purchased once.

Slipping Sideways

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.

Boon
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.

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Pack Tactics


Complicit Prey (�)

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.

Themes
Gold, Blood, Moonlight, Circle
Dice Pool
Manipulation + Socialize vs Composure + Subterfuge
Success
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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