San Francisco by Night
Werewolf: the Apocalypse (WtA) Character Creation and Development
Please send WtA character sheets to Bill, the Master Storyteller (Screen Name: SFbNST), Shapechanger (WtA) Storyteller: Renee (Screen Name: WwLeoLupawW)
Official Revised Rules
Werewolf Breeds
Werewolf Auspices
Tribes of the Garou
Organization
Litany
Character Creation
Talents
Skills
Knowledges
Merits
Flaws
Rituals
Cocoa is fairly low on Garou. The odd vacationing Garou might stumble by, or maybe someone from one of the larger septs just to ease into the slow lane for a while. Either way, they usually don't stay here long.
o Attributes and Abilities take the same distribution. However, replace the Skill of Repair with Crafts.
o All Garou or other Changing Breeds receive 5 Background points, not a variable number.
o Breed, tribe, and auspice determine Gnosis, Willpower and Rage as usual. Starting Gifts and freebie points rules remain unchanged.
o The Fianna Gift: Howl of the Banshee requires a Charisma + Intimidation roll, difficulty 6.
o Be aware that although ones still subtract successes under Revised dice-rolling rules, you botch only if none of the dice show successes before you take ones into account.
o The new initiative system of rolling one die and adding it to the initiative rating [Dexterity + Wits] needs little explanation. Wound penalties do indeed subtract from the initiative rating, unless the Garou is in a frenzy.
o In Vampire Revised, additional successes on attack rolls translate into additional dice on damage dice pools. When dealing with Garou and the already high numbers of damage they deal out, this makes combat even more bloody and lethal. Revised damage dice pools (for hand-to-hand weapons and attacks) are somewhat reduced; a claw attack causes Strength +1 damage, a klaive Strength +1, and a Grand Klaive Strength +2. (The revised melee weapons table from Vampire Revised, pg. 214 should be used.)
o Werewolves may soak bashing, lethal or aggravated damage with
their Stamina (save for wounds caused by silver). Garou regenerate bashing or lethal
wounds at the rate of one health level per turn; as usual, they must make a Stamina roll
at difficulty 8 to regenerate this damage in combat.
It's recommended that in Werewolf games, mortals be permitted to soak bashing
damage as usual and lethal damage at difficulty 8. This makes them not quite so terribly
fragile, yet reaffirms the terrible lethality of werewolf talons and fangs (which inflict
aggravated damage).
o If a werewolf is reduced below Incapacitated by wounds, or knocked out by some other reason, he or she doesn't immediately revert to breed form. The werewolf remains in whatever form he fell in for a number of turns equal to his Primal-Urge. This gives him the opportunity to make a Rage roll to stay alive, if necessary. Furthermore, the character may make a Wits + Primal-Urge roll, difficulty 8, to remain in his present form while unconscious until healed or killed.
Garou have different breeds that are determined by the breed of the mother. Breed form plays a large roll in the early life of a cub, as they are left to grow with their family or pack until the time of the first change. At such time, they are introduced to the real world as the Garou see it, and taught the customs and history of their heritage.
Lupus
Lupis are the Garou that are born of wolf stock. As wolf numbers decrease, so does the population of Lupis Garou. Those of this breed are closer to Gaia, but they have a harder time dealing with the modern world. Many Lupine Garou look down upon those that are human born because humans have caused the loss of their hunting grounds and kinfolk.
Homid
Werewolves born to humans are the most common of all Garou. They relate better with people, cities, technology, and abstract ideas. They are not strong as Lupine Garou, and it is easy to forget that they must have a balance between their wolf and man natures. Many Homid Garou see their Lupine relatives as backwards country folk. Some even believe that they are the next step of evolution and the Lupine Garou are outdated.
Metis
One of the strongest laws prohibits mating between Garou. The recessive genes produce a sterile, deformed child that can change forms to Crinos from birth, and can often enter the Umbra before learning to walk. In times distant past, such young were put to death. In modern times, Gaia needs as many warriors as she can find and the offspring of such a union are allowed to live if they are viable. They are commonly put down. They are a constant reminder of the shameful act that they had nothing to do with.
Garou can change forms at any time they wish, not just during full moons. The moon plays a much bigger part in the life of a Garou than that. The moon that a Garou was born under influences their whole outlook on life. The moon is more than just a Garou Zodiac, it is a source of power. The more full your birth moon, the more rage you have.
Ragabash No Moon
These are the lightest in spirit of all the Garou. They have a much better sense of humor, and use it often to teach others. Many times this humor has a dark side, and the most successful of them know just how far is too far.
Theurge Crescent Moon
These are the shamans and the mystics of the Garou. They deal with the arcane and the spirits. They perform many of the rituals and are consulted by leaders for their knowledge.
Philodox Half Moon
Perhaps the wisest of the auspices to be born under, the Philodox are seen as the judges, lore keepers, and moderators. They make sure that the Garou laws, known as the Litany, is kept. When the litany is violated, they quickly and may times brutally enforce justice. Unlike human justice, Garou justice is swift and severe.
Galliard Gibbous Moon
Galliards are much like the warrior bards of the British Isles. They are the story tellers, teachers, singers and moon dancers. They play hard and fight hard.
Ahroun Full Moon
Like the brightest moon, Ahrouns are the shining example of what the Garou can be... glorious warriors defending Gaia. But they have a tendency to do what most really bright shiny things do, burn out in that blaze of glory. Ahrouns are the toughest fighters, cunning hunters, fierce combatants, but lack in many of the social skills that make one want to be around them very long. Usually, the Philodox of the Garou have to prevent the Ahrouns from killing the Ragabash. 'Werewolf the Apocalypse' is a registered trade mark of 'White Wolf publications
BlackFuries - Originally from Greece, this all female tribe are renowned for their ferocity and severe codes of honour. They are the defenders of the Wyld, punishers of men, daughters of the great Artemis. They keep the secrets of Mother and Woman sacred, and any male child is given to a trusted one for care (uaually the Children of Gaia). Only a few metis males remain within the tribe. They have a natural hatred for mindless destruction, a fact which has caused severe friction between themselves and the Get of Fenris. In Gaia's name they Rage against any wrongdoings to women or mother Earth herself.
Bonegnawers - The street dwellers, the scavengers, the despised, filthy disgusting.......well then hold on a moment......while the other tribes have been slain and depleted, the Bone Gnawers numbers have flourished....the most numerous of the tribes. The secret keepers, trail finders, survivors. They have an intimate bond with the cities...more so than the Glasswalkers - they run the cities, whereas the Bone Gnawers ARE the cities. They revel in their freedom and care little for physical possesions, quick witted and street smart, the Bone Gnawer should never be underestimated.
Children of Gaia - Life loving and Life Serving....these are the Peacemakers, they are the ones who lifted the Impergium. Even the war loving tribes give these children the respect they deserve (if a little grudgingly). They see death and destruction and all forms of violence as wyrm serving.......although when they do rage you don't want to be in their way.....
Fianna - The most passionate of the Tribes, Celtic in origin - originally from Ireland and the British Isles -"May you have warm words on a cold evening, a full moon on a dark night, and a smooth road all the way to your door." -- Irish toast. This tribe come from a varied background and seem to have less 'inhibitions' than any of the other tribes.....Music, stories and song are all part of their way of life....living and loving, laughing to the last these intense beings can turn serious without hesitstion and their judges and warriors are feared worldwide. They fight hard, play hard, and party hard.
Get of Fenris - The sight of a raging Garou drenched form head to toe in his enemies blood is not a pretty one but is common among this tribe. if ever there were a no nonsense group of Garou......it's these guys. Don't upset them.......Usually dieing in bloody violent means, often using themselves as a last resort....these are the ones that never back down. Cowardice is unknown among them.....they are constantly tested and pushed through out their lives. They consider themselves superioir and take advantage and power with force wherever they see fit. Victory is all that matters to a Get, and only the strongest deserve to win.
Glasswalkers - They have taken the uprising of man and embraced it. Living at home within the cities they relish technology. They do not see their advancement and acceptance of this as corruption, merely, a further step in the ongoing battle. They use the wyrms own toys against it, but to use them one has to know them.......
Red Talons - The keepers of the wild places.....mostly formed of Lupus Garou, the Talond despise anything to do with man or his machines seeing them as bringing only destruction to natures realm. their numbers in the wild are steadily diminishing, and their own hatred may push them to the brink.....
Shadow Lords - Very sneaky....watch your back. They have plans for dominating the tribes, from overturning the Silver Fangs and taking control, and nothing is going to dissuade them. Not to be trusted
Silent Striders - Driven out of Egypt a long time ago, these wanderers are the holders of the forbidden, descendants of the prophets. They read long forgotten languages, and signs as we would read a book. They see omens and portents more clearly than any other and are quite often advisors. They are the carriers of the soul beyond death.
Silver Fangs- The proud leaders......well, maybe......they think their noble (if inbred) bloodline gives them rights and privelages over all others.....Very fierce, they tell you...you do! They tolerate little nonsence.
Stargazers- Quiet and comtemplative, the holders and seekers of mysteries, also the smallest of the tribes. Their Inner calm and mysticism has often been a point for ridicule, but be careful....they are also the inventors and masters of the Garou martial art Kalindo. A non-agressive form, using simple gestures to their chakra to completely devastate their opponents.
Uketena- These guys are the magicians....they guard fiercly all understanding of things magical. Protectors of the weak and talkers to spirits, they communicate with them more easily than any other tribe. Like the Wendigo they are Native American origin, and both tribes fiercly resent the 'white man' as a form of destruction.
Wendigo- A pure, inintegrated race. Fierce protectors of the land. They tolerate only the Uketena (barely) and do not get along well with any of the other tribes.
Lost Cubs- Garou that went through the change alone, often driven insane
Ronin- Pack-less Garou that do what they please
Black Spiral Dancers- Vile traitors of Pict stock in Scotland that were corrupted by the Wyrm
The smallest unit of Garou is the Pack. Most packs contain one tribe with several auspices, but multi tribe packs are becoming more normal. Pack leaders are chosen in many different ways, from single combat to dice. The least common method is voting.
A Sept is a group of packs banding together around a cairn. Cairns are the sacred places where Gaia's natural energy fuels the Garou. Septs are the social-political organizations. Each sept should have the following offices:
Sept Leader - the Big Garou On Campus, his word is law
Sept Warder - the Garou in charge of keeping the sept pure and safe. Only the sept leader has a chance of out ranking the warder. To disobey the warder doing his duty is to be forever scorned. Warders are usually Ahrouns or sometimes Galliards.
Guardians - Appointed by the warder to defend the sept
Rite Master - All important rituals are performed by the Rite Master. A Theurge usually is drafted for this, but an occasional Philodox will do it.
Master of the Challenge - When tempers flair and duels are fought, the Master of the Challenge makes sure the fight is clean and honorable. Mostly Philodox, but other auspices can do this.
Gate Keeper - Moon bridges connect septs through the Umbra, and Gate Keepers are the ones that open up such paths.
Keeper of the Land - This is the most inglorious job. You have to keep the place clean, keep the spirits happy and plentiful, and try to recruit help.
Den Mother/Father - Someone has to look after the young, and not many Garou want to do it.
A large geographical region with multiple septs make a kingdom, usually ruled by a Silver Fang. Not all septs in an area will defer to a king, but all will respect the position.
(Not all Garou follow the Litany although they say they do)
The Litany is the great song of ages containing the traditions, codes and laws of the Garou. All Philodoxes are required to learn it by heart, and most good Moon Dancers learn a significant portion of it. The Fianna are the true masters of the Litany, and even their New Moons know most of its intricacies - ideal for extricating themselves from various situations, although in general the Garou do not have much patience with burreaucratic finaglins (Shakespeare's quote: "Let's kill all the lawyers," pretty much sums it up.).
The Litany is a complex and often intricate thing, but in practice it is much simpler than the hours-long chants of the Half Moon would make it appear. The Garou are a fairly straightforward folk; convuluted legal maneuvers and technicalities are not acceptable to them. The Garou basically know what will and will not be tolerated by their sept and tribe, and in most cases a violator of the Litany is well aware of the consequences. The following are the basic tenets of the Litany; there are many others, some varying from tribe to tribe.
Garou shall not mate with Garou
Due to the deformities and occasional phychoses displayed of metis offspring, Garou are forbidden to mate with each other, having instead to find spouses from either human or wolf society. This is the great tragedy of the Garou; countless Moon Dancer ballads tell tragic stories of two Garou who fell in love, yet could not express their passion.
Reality: The number of metis children in tribes shows that this law is no longer as inviolate as it once was - certainly not a capital offence, though a source of great shame to the offenders and their lineage. In recent years, with the wide spread abailability of birth control devices, many younger Garou are ignoring this tradition altogether, which is an endless source of consternation and shock among their elders.
Combat the Wyrm wherever it is found whenever it breeds
The Garou's original purpose was to fight the Wyrm, and much of their early history is comprised of battles between great Garou heroes and the Wyrm. This tradition is paided at least lip service to by every Garou.
Reality: In recent ages, many Garou have forgotten or purposely given up on their mission. The increasing political tension sin the society, competition for living space, and general complexity (and attractiveness) of the homid world has led to many Garou forgetting or simply ignoring their main missin. Thus it is that the Wyrm coils in darkness, unseen and unheard, waiting for the moment to strike.
Respect the territory of another
This portion of the Litany was changed in the last few centuries, as humans sciety had spread to the point that urinating one's territorial markings was impractical. Instead, any visitor or immigrant into an area has to first ask permission by singing the Howl of Introduction, reciting their name, tribe, totem and lineage.
Reality: The Glass Walkers and other urban tribes consider
howling in a public area uncouth and will accept a
telephone call or fax stating that a visitor is in their territory. Many younger Garou
ignore this portion of the Litany altogether as "fascist." ("It's a free
country, ain't it? I'll go where I damn well please!)
Accept an honorable surrender
The Garou, accepting the reality of frequent inter-Garou duels while at the same time realizing that continual battles to the death would seriously deplete their numbers, incorporated this particular element into the Litany. In theory, a Garou may surrender to another Garou at any time by exposing her throat; the winner of the duel is honor-bound to accept the surrender, and the loser suffers no reduction in Renown, although the winner may certainly gain Renown.
Reality: Certain tribes consider losing to be shameful, no matter what the Litany says. Wendigo, Silver Fangs, Shadow Lords and especially Get of Fenris lose status in their tribe by surrendering. Also, Get of Fenris have been known not to accept a surrender, tearing the loser's throat out when it is offered.
Submission to those above you in station
While Garou have a strong pack mentality, there are always certain troublesome individuals in any society. Thus the Garou implemented the system of Renown and honor. They are not a dictatorial people by any means, but within reason any simple request of a Garou of higher rank is to be obeyed if it doesn't harm or sham you or another Garou.
Reality: Many of the younger, and particularly homid Garou,
products of the Me Generation, scoff at the idea of
kowtowing to a bunch of blunt-fanged, mangy, crusty, old broken-down old alphas. The Bone
Gnawers all but ignore this section of the Litany and the Children of Gaia, Silent
Striders, and Stargazers place a great deal of emphasis on personal choice in the matter
of respect; however, the Silver Fangs and especially the Shadow Lords enforce this edict
with an iron claw.
The first part of the kill for the greatest in station
A holdover from their wolf heritage, this portion of the Litany is greatly in favor with the higher-ups in Garou society, and such tribes as the Silver Fangs and Shadow Lords; it is grudgingly accepted by the rest. The "kill" even applies to possessions of the slain - thus, in theory, all the most powerful fetishes and the like may be held by the Garou with the greatest Renown.
Reality: Very few packs allow one warrior to keep all the best loot for herself all the time - regardless of her station in Garou society. A Garou who tries too hard to enforce this law will be obeyed - but she should be prepared to accept the consequences of her selfishness ("Us held you in battle? But milady, you are such a mighty warrior, and you have all the best fetishes! Surely you can defeat the nexus crawler alone!").
You shall show respect for those below you in station - all are of Gaia
Garou are ultimately pack-oriented beings, and while they realize that not everyone can be equal, they believe that all things of Gaia have some worth. Garou are utimately the world's protectors, after all, and it is condsidered a noble idea to act much as the archetypal romantic knight. Garou who display a great deal of noblesse oblige may gain Renown.
Reality: The Shadow Lords pay lip service at best to this tradition, and would strike it from their Litany if they could. The Bone Gnawers cynically jest that since no one is below them in station, they don't have to respect anybody. Most tribal conclaves will ignore a younger Garou, heady with the power of his half-wolf form, who thoughtlessly abuses or maims a 'lesser' being, such as a deer or derelict.
The Veil shall not be lifted
This is perhaps the most inviolate portion of the Litany. There is no "reality" here - Garou are aware that both the forces of the Wyrm and the Inquisition hunt for them, and those who disobey this edict die. In recent years, special teams of Garou exist for the sole purpose of destroying the equipment of camera crews and scaring reporters.
Do not suffer thy people to tend thy sickness in death
Originally a Garou who was injured or aged to the point that he was a burden to the tribe was simply torn to pieces by his fellow Garou, but as time went on it was considered to be more dignified simply to let the Garou end his own life.
Reality: The Children of Gaia prefer to let their infirm stay on at the caerns and die naturally. Many older or wounded Garou simply go back to human society forever, particularly if they are of sufficient Rank to avoid frenzy.
The leader may be challanged at any time in peace
Unlike the Kindred, Garou are not expected to slavishly obey their leaders. In times of peace, when no immediate threat is pending, any Garou may challenge another's decision or even his position. A duel of some sort (see Duels) will usually be fought, with the winner successfully espousing her point of view or claim to succession as appropriate.
Reality: If a leader is extremely tough and skilled, this law might for all practical purposes not exist, as no one will be able to deafeat the leader. Some unscrupulous packs of Garou have challenged a leader one after the other, twisting the Litany for their own purposes by gradually wearing down the leader until one of their number wins the leadership position. Certain cunning leaders of the Bone Gnawers and Shadow Lords have simply declared 'martial law' or a continuous alert for the Wyrm, thus ensuring that it is always techinically wartime and thus against the Litany to disobey the leader.
The leader shall not be challenged in time of war
The practical Garou had to learn group and pack tactics against the often enormous Wyrm creatures early on, and relized that one Garou's failure to conduct herself properly in a battle could mean the destruction of the entire pack. In battle, the word of the leader is immutable law. A Garou who disobeys or even insolently questions a superior may be destroyed as soon as it is safe to do so.
Reality: If it is evident that the leader is incompetent or under a magical controal, the Half Moon judges will ignore the actions of a subordinate whose disobedience saves the pack or tribe in question, although any Renown said subordinate would have recieved is cancelled by the violation of the Litany (sad, but true).
Ye shall take no action that causes a caern to be violated
Like the violation of the Veil, this one is pretty straightfoward and rigidly enforced. The caerns are the lifeblood of Gaia, and if they are destroyed, the Garou will cease to exist. Even accidently leading an enemy to a caern is often severly punished.
Step 1: Character Concept
Choose concept, breed, auspice and tribe
Step 2: Select Attributes
Prioritize the three categories: Physical, Social, Mental (7/5/3)
Choose Physical Traits: Strength, Dexterity, Stamina
Choose Social Traits: Charisma, Manipulation, Appearance
Choose Mental Traits: Perception, Intelligence, Wits
Step 3: Select Abilities
Prioritize the three categories: Talents, Skills, Knowledges (13/9/5)
Choose Talents, Skills, Knowledges
Step 4: Select Advantages
Choose Backgrounds: 5 (restricted by tribe)
Gifts: 1 rank one each from breed, auspice, and tribe
Renown: by auspice (3 points)
Step 5: Finishing Touches
Record Rage (by auspice), Gnosis (by breed), Willpower (by tribe)
Begin at Rank One
Spend "Freebie Points" (15)
Breed Starting Attributes
Homid: You were raised as a human, by human parents. You did not know you were a werewolf until you were nearly an adult and underwent your First Change (age 13 - 16)
Initial Gnosis: 1
Beginning Gifts: Persuasion, Smell of Man
Metis: Your parents are both Garou, but you are malformed and sterile. You understand Garou culture more deeply than other breeds do, for you were raised by your tribe.
Initial Gnosis: 3
Beginning Gifts: Create Element, Sense Wyrm
Lupus: You were raised in the wild as a wolf. Until you were nearly grown (2 - 3 wolf years), you did not know you were a werewolf.
Initial Gnosis: 5
Beginning Gifts: Heightened Senses, Leap of the Kangaroo
Auspice Starting Attributes
Ragabash: New Moon--The Trickster: questioner of the ways
Initial Rage: 1
Beginning Gifts: Blur of the Milky Eye, Open Seal, Scent of Running Water
Beginning Renown: 3 in any combination
Theurge: Crescent Moon--The Seer: searcher of the ways
Initial Rage: 2
Beginning Gifts: Mother's Touch, Sense Wyrm, Spirit Speech
Beginning Renown: 3 Wisdom
Philodox: Half Moon--The Judge: keeper of the ways
Initial Rage: 3
Beginning Gifts: Resist Pain, Scent of the True Form, Truth of Gaia
Beginning Renown: 3 Honor
Galliard: Gibbous Moon--The Moon Dancer: lover of the ways
Initial Rage: 4
Beginning Gifts: Beast Speech, Call of the Wyld, Mindspeak
Beginning Renown: 2 Glory, 1 Wisdom
Ahroun: Full Moon--The Warrior: protector of the ways
Initial Rage: 5
Beginning Gifts: Razor Claws, Inspiration, The Falling Touch
Beginning Renown: 2 Glory, 1 Honor
Black Furies:
Initial Willpower: 3
Backgrounds: No restrictions
Beginning Gifts: Heightened Senses, Sense Wyrm
Bone Gnawers:
Initial Willpower: 4
Backgrounds: Bone Gnawers ma not buy Past Life, Pure Breed, or Resources
Beginning Gifts:: Cooking, Scent of Sweet Honey
Children of Gaia:
Initial Willpower: 4
Backgrounds: No restrictions
Beginning Gifts: Mother's Touch, Resist Pain
Fianna:
Initial Willpower: 3
Backgrounds: No restrictions
Beginning Gifts: Persuasion, Resist Toxin
Get of Fenris:
Initial Willpower: 3
Backgrounds: Get of Fenris may not buy Contacts or Mentor
Beginning Gifts: Razor Claws, Resist Pain
Glass Walkers:
Initial Willpower: 3
Backgrounds: Glass Walkers may not buy Mentor, Past Life, or Pure Breed
Beginning Gifts: Control Simple Machine, Persuasion
Red Talons:
Initial Willpower: 3
Backgrounds: Red Talons may not buy Allies, Contacts, or Resources. Their Kinfolk are always wolves.
Beginning Gifts: Beast Speech, Scent of Running Water
Shadow Lords:
Initial Willpower: 3
Backgrounds: Shadow Lords may not buy Allies or Mentor
Beginning Gifts: Aura of Confidence, Fatal Flaw
Silent Striders:
Initial Willpower: 3
Backgrounds: Silent Striders may not buy Past Life or Resources
Beginning Gifts: Sense Wyrm, Speed of Thought
Silver Fangs:
Initial Willpower: 3
Backgrounds: Silver Fang characters must spend at least three of their Background points on Pure Breed
Beginning Gifts: Lambent Flame, Sense Wyrm
Stargazers:
Initial Willpower: 5
Backgrounds: Stargazers may not buy Allies, Fetish, or Resources
Beginning Gifts: Balance, Sense Wyrm
Uktena:
Initial Willpower: 3
Backgrounds: No restrictions
Beginning Gifts: Sense Magic, Shroud
Wendigo:
Initial Willpower: 4
Backgrounds: Wendigo may not buy Contacts or Resources
Beginning Gifts: Call the Breeze, Camouflage
Allies: Your friends, be they human or wolf
Contacts: Describes the contacts you possess among human society
Fetish: You possess a magickal object with a bound spirit within it.
Kinfolk: The number of Delirium-free human or wolf relatives and friends you possess
Mentor: A powerful elder who advises and looks out for you
Past Life: Describes your mnemonic connection with Garou ancestors and the past
Pure Breed: Your lineage and pedigree among your people
Resources: Describes how wealthy you are; your belongings
Rites: Describes the number and/or power of rites you have learned
Totem: The power of a pack totem varies depending on the total points invested in it.
Gifts
See Breed, Auspice, and Tribe.
A beginning character gets to choose 1 gift from each the Breed Auspice and Tribe gifts.
You can learn more about the gifts at my Gifts Page.
Renown
See Auspice
Rank
All characters begin at Rank One.
Rage, Gnosis, and Willpower
See as follows: Auspice (Rage), Breed (Gnosis), and Tribe (Willpower)
Freebie Points
Trait Cost
Attributes..........5 per dot
Abililties.........2 per dot
Backgrounds..........1 per dot
Gifts..........7 per Gift (level one only)
Rage..........1 per dot
Gnosis...........2 per dot
Willpower.........1 per dot
Merits and Flaws
Maximum of 7 points of Merits Flaws
All WOD Merits included, any choice subject to ST approval before play
Merit |
Cost |
Notes |
Acute Sense | 1 |
-2 diff to one Sense |
Agency Insider | 3 |
+1 dice pool on working inside |
Ambidextrous | 1 |
|
Ancestor Ally | 1 |
-2 diff channeling one Past Life |
Animal Affinity | 1 |
-2 diff on Animal Ken rolls |
Animal Magnetism | 1 |
-2 diff on gender-apropos social rolls |
Arcane Heritage | 2 |
|
Awareness - Discipline | 1 |
|
Awareness - Psychic | 3 |
aka: Detect Numina |
Awareness - Sorcery | 4 |
aka: Detect Sphere/Hedge/Tremere Magic |
Awareness - Spiritual | 3 |
aka: Detect Art/Gift |
Baby Face | 2 |
|
Bad Taste | 2 |
things don't want to bite you |
Balance - Catlike | 1 |
+2 dice on balance Dex rolls |
Balance - Perfect | 3 |
-3 diff to balance Dex rolls |
Berserker | 2 |
enter frenzy at will |
Blase | 3 |
immune to Presence |
Bright Aura | 2 |
aka: Holy Aura |
Bright Presence | 4 |
-1 to Shroud |
Calm Heart | 3 |
+2 diff to frenzy |
Casts Reflection | 2 |
|
Celestial Awareness | 1 |
determine Phase of Moon, astrological alignments |
Charmed Existence | 5 |
ignore one 1 per roll |
Chimerical Wings | 3 |
wings in Umbral/Chimerical form, faster movement |
Clan/Tribe Friendship | 2 |
-2 diff on social rolls to one group |
Clan/Tribe Masquerade | 3 |
|
Clear Sighted | 6 |
Immune to Illusions of Mind(Gifts, Disciplines, Spheres, etc.) |
Code of Honor | 1 |
+3 dice on resists against code |
Cold Presence | 2 |
|
Common Sense | 1 |
|
Companion - Avatar | 7 |
|
Companion - Family | 1 |
relative is supernatural |
Companion - Mortal | 2 |
|
Companion - Other Half | 3 |
|
Companion - Sidekick | 3 |
student of yours |
Companion - Spouse | 4 |
spouse is Supernatural |
Companion - Supernatural | 3 |
Werewolf, Mage, Wraith, etc. |
Computer Aptitude | 1 |
-2 diff Computer rolls |
Concentration | 1 |
Normally no penalty, max +2 penalty for distractions |
Controllable Thirst | 1 |
-3 diff to blood frenzy |
Corporation CEO | 5 |
|
Crack Driver | 1 |
-2 diff Driving rolls |
Cultural Knack | 3 |
+3 dice to Sociology/Psychology rolls |
Danger Sense | 2 |
|
Daredevil | 3 |
-1 diff and ignore one 1 when dangerous |
Disembodied | 6 |
|
Disgusting | 2 |
(Wits + Intimidate) successes = opponent dice loss |
Double Identity | 3 |
|
Double Jointed | 1 |
-2 diff on Dex flexibility rolls |
Dual Nature | 2 |
|
Early Riser | 1 |
|
Eat Food | 1 |
|
Ecumenist | 4 |
not limited to one religion |
Efficient Digestion | 3 |
x1.5 Blood from feeding |
Eidetic Memory | 2-3 |
aka: Photographic Memory |
Ecstatic | 2 |
+1 die to social within group |
Eye for Beauty | 1 |
-4 diff for Art Appreciation |
Faerie Affinity | 2 |
|
Fair Glabro | 2 |
no loss of social attributes |
Fast Learner | 3 |
+1 XP per story |
Fist of God | 7 |
causes aggravated Dmg to "evil" |
Foul Blood | 3 |
as Bad Taste |
Full Of Life | 1-4 |
+1 max Corpus per level |
Garou Kinfolk | 4 |
|
Gift of Proteus | 1-4 |
2= minor control, 4 = other critters |
Gifted Artist | 3 |
-3 diff on Creativity and Art rolls |
Graceful | 2 |
-2 diff on Social rolls |
Greater Colors | 3 |
-1 diff on Visual Arts, Aura Reading |
Guardian Angel | 6 |
|
Haven Affinity | 2 |
+1 dice pool when in primary haven |
Higher Purpose | 1 |
+2 dice pool related to purpose |
Horn of the Unicorn | 1 |
one auto-success on healing/purify |
Huge Size | 4 |
+1 Health Level |
Immune to Wyrm Touch | 5 |
|
Inner Strength | 2 |
-2 diff on Willpower when struggling |
Innocent | 1 |
|
Inoffensive to Animals | 1 |
|
Insight | 2 |
-2 diff to detect Subterfuge, +2 diff for others |
Inter-Agency Permit | 2 |
|
Iron Tolerance | 3 |
no discomfort from cold iron |
Iron Will | 3 |
+3 diff to mind control |
Jack of All Trades | 5 |
one dot in skills/knowledges |
Jupiter Midsky | 4 |
+2 dice on any Knowledge |
Jupiter Rising | 7 |
roll Luck |
Lack of Scent | 2 |
+2 diff to track by scent |
License to Kill | 2 |
|
Light Sleeper | 2 |
|
Lightning Calculator | 1 |
-2 diff on Computers/Math |
Lizard Limbs | 1 |
may shed/regrow limbs |
Long Fingers | 1 |
+1 die on related Dex rolls |
Longevity | 2 |
aka: Faerie Eternity |
Loyalty | 1 |
+2 Willpower where relevant |
Luck | 3 |
3 re-rolls per game session |
Lunar Influence | 1 |
+/- 50% Physical traits in auspice |
Machine Affinity | 4 |
+1 dice to any technology |
Malleable | 2 |
-2 diff Moliate |
Mars Midsky | 5 |
+2 dice soak, +1 Strength when frenzy |
Mars Rising | 6 |
+1 die to any attack |
Mechanical Aptitude | 1 |
-2 diff with machines |
Medium | 2 |
|
Mercury Midsky | 2 |
+3 XP per story if teacher |
Mercury Rising | 3 |
-1 diff Gauntlet/opening anything |
Metamorph | 6 |
|
Misplaced Heart | 2 |
|
Mixed-morph | 1 |
|
Moon Bound | 2 |
+/-1 to difficulties |
Mortal Double | 2 |
|
Natural Athlete | 1 |
-2 diff to Athletics/Acrobatics |
Natural Channel | 3 |
-1 to Shroud/Gauntlet |
Natural Leader | 1 |
-3 diff to Leadership rolls |
Natural Linguist | 2 |
+3 dice Linguistics rolls, +1 level per language |
NightSight | 3 |
|
Nine Lives | 6 |
literally nine |
Nonchalant | 5 |
unaffected by Delirium/Mists/Shroud |
Oversized Fangs | 1 |
+1 die damage/Intimidation rolls |
Oversized Mouth | 1 |
|
Pack Distinction | 2 |
+2 to status for one clique |
Patagia | 4 |
gliding flaps |
Pain Tolerance | 2 |
ignore 1 die wound penalty |
Pawn | 3 |
|
Physically Impressive | 2 |
+1 die on Intimidation |
Pitiable | 1 |
|
Poetic Heart | 3 |
roll Willpower to resist Banality |
Poison Resistance | 1 |
-3 diff to resist toxins |
Power Natural | 5 |
one sphere/discipline/art/... at 3/4 cost |
Precog - Mystic | 2 |
lesser, personal |
Precog - Oracle | 3 |
lesser |
Precog - Prophecy | 4 |
greater |
Prestigious Mentor/Sire | 1 |
|
Prodigy | 2 |
+1 dice on magical theory |
Psychic Ally | 4 |
|
Refined | 2 |
-3 diff for Etiquette |
Regeneration | 7 |
heal 1 stun/Chimerical per turn, 1 physical per hour |
Reputation | 2 |
+3 dice on social rolls in one group |
Resist - Magic | 2 |
+2 diff vs. Sphere/Hedge/Tremere Magic |
Ruse of Wolf | 2 |
as Baby Face to animals |
Sanctity | 2 |
greater Innocence |
Seeming's Blessing | 5 |
Fay/Glabro benefits in human form |
Self Confident | 5 |
If one success is made in WP exp.then no loss occures |
Silence | 1 |
-2 diff to Stealth rolls |
Silver/Iron Immunity | 7 |
no special affects from vulnerabilities |
Silver Tolerance | 5 |
can soak silver damage |
Slimy | 2 |
two auto-success to evade grapple |
Soothing Voice | 3 |
+2 dice rolls using voice |
Spark/Fountain of Life | 5 |
-2 diff to all healing rolls |
Special Rapport | 2 |
with one other supernatural |
Spirit Magnet | 3-7 |
|
Spirit Resistance | 2 |
+2 diff vs. Gifts/Arts/Arcanos/Numina |
Strong Blood | 5 |
|
Supporter | 2 |
-2 diff on social rolls |
Swarm Attractor | 2 |
opponent Willpower roll or lose two dice |
Symbol Independence | 3 |
don't need holy symbols |
Time Sense | 1 |
|
Top Secret Access | 2 |
|
Tough Hide | 2 |
+1 dice soak physical |
True Love | 1 |
|
Twin Souls | 4 |
joint power pools when touching |
Unbondable | 3 |
|
Untamable | 5 |
cannot be Mind Controlled |
Venus Midsky | 3 |
+3 temp Willpower when mediating |
Venus Rising | 4 |
+1 die to Charisma |
Voice of the Songbird | 3 |
one auto-success on voice rolls |
Weak Shadow | 4 |
Shadow at +2 diff to control |
Well-Read | 3 |
treat Skill/Knowledge as Talents |
Well Travelled | 2 |
One dot in all Sociology |
All WOD Flaws included, any choice subject to ST approval before play
Flaw |
Cost |
Notes |
Addiction | 1-3 |
-2 dice if can't get addiction |
Agency Outsider | 3 |
-1 dice pool on working inside |
Aging | 3 per |
-1 physical trait |
Alien Appearance | 1-5 |
aka: Slipped Seeming |
Allergic | 1-5 |
-2 dice if touched, -5 dice if ingested |
Amnesia | 2 |
|
Anachronism | 2 |
|
Artistic Inept | 2 |
+2 difficulty to all Creativity and Art rolls |
Asthma | 1 |
|
Bad Sight | 2 |
+2 difficulty to Vision |
Banned Transformation | 1-6 |
|
Bard's Tongue | 1 |
|
Bizarre Hunger | 1-4 |
|
Blackmailed | 1-3 |
|
Blind | 6 |
|
Blunt Teeth | 1 |
minus one success on bite attacks, +1 damage |
Botched Moliate/Shift | 1-3 |
|
Bound | 3 |
unable to leave specific location |
Bulimia | 4 |
willpower roll to keep food down |
Bureau Vendetta | 2 |
|
Burned Out | 1 |
|
Can't Cross Stream | 3 |
|
Can't Enter Residence | 3 |
requires permission or Willpower check |
Child | 3 |
+2 difficulty on relevant social rolls |
Chimerical Disability | var |
any physical (half value), Umbra/Chimerical only |
Clan/Tribe Enmity | 2 |
-2 dice penalty on social rolls to one clan/tribe |
Clan/Tribe Weakness | 2 |
|
Club Foot | 1 |
half movement rate |
Color Blind | 1 |
|
Compulsion | 1 |
|
Compulsive Truth | 2 |
|
Conflicting Loyalties | 1-3 |
|
Confused | 2 |
|
Curiosity | 2-3 |
|
Cursed | 1-5 |
|
Damned | 1 |
|
Dark Fate | 5 |
|
Dark Heritage | 2 |
|
Deaf | 4 |
|
Debts | 1-3 |
|
Deep Sleeper | 1 |
|
Deformity | 3 |
+2 difficulty on related Dex rolls |
Derangement | 3 |
|
Disconcerting | 1 |
+2 difficulty to social rolls, aka: Animal Musk |
Disease Carrier | 4 |
|
Disembodied Shadow | 3 |
external incarnate Shadow |
Disfigured | 2 |
Appearance 0 |
Disgrace | 2 |
|
Disreputable Clique | 2 |
|
Distinctive Appearance | 1 |
|
Double Agent | 2 |
|
Driving Goal | 3 |
|
Easily Sensed | 3 |
-2 difficulty for people to notice you |
Echoes | 1-5 |
superstition affects you |
Eerie Presence | 2 |
-2 dice to social interaction |
Enemy | 1-5 |
aka: Foe from the Past |
Fangless | 2 |
|
Flashbacks | 3 |
|
Forced Transformation | 1-4 |
|
Fragile Corpus | 3 |
takes double corpus damage |
Freak Magnet | 4 |
|
Geas | 1-7 |
aka: Magic Prohibition/Imperative |
Hard of Hearing | 1 |
+2 difficulty to Hearing |
Hatred | 3 |
|
Haunted | 3 |
|
Hero Worship | 1 |
|
Hunchback | 2 |
+1 difficulty on Social and Dex rolls |
Hunted | 1-5 |
|
Illiterate | 1 |
|
Improperly Buried | 1 |
|
Inept | 5 |
-5 dots starting in Talents |
Infertile Vitae | 3 |
cannot create children |
Intolerance | 1 |
|
Isolated Upbringing | 1 |
-1 dice to social rolls outside group |
Jinx | 3-4 |
cannot uses Tech Artifact/Fetish |
Jupiter Descending | 6 |
always +1 die, 1's take away |
Lame | 3 |
-2 dice on movement rolls |
Lazy | 1 |
|
LifeSaver | 3 |
|
Light Sensitive | 5 |
|
Limited Life/DeathSight | 1 |
+2 difficulty to one ability |
Low Self-Image | 1 |
-2 dice where in doubt |
Lunacy | 2 |
|
Magic Susceptible | 2 |
-2 difficulty vs. Sphere/Hedge/Tremere Magic |
Manchurian Candidate | 5 |
|
Mark of the Predator | 2 |
-3 dice on animal interaction |
Mars Descending | 6 |
-1 die for combat |
Mercury Descending | 3 |
+1 difficulty Gauntlet/opening anything |
Methuselah's Thirst | 7 |
may only feed on Vampire blood |
Minority | 1 |
|
Mistaken Identity | 1 |
|
Multiple Personality | 5 |
different Nature/Demeanors, aka: Alternate Identity |
Monstrous | 3 |
Appearance 0 |
Moon Madness | 5 |
+2 Rage, must make frenzy checks often |
Mute | 4 |
|
Naive | 1 |
|
Nightmares | 1 |
|
No Partial Transform | 1 |
|
No Reflection | 2 |
|
Notoriety | 3 |
-2 dice penalty on social rolls in one group |
Obsession | 2 |
|
Offensive to Animals | 1 |
-2 dice on animal interaction |
One Arm | 3 |
-2 dice where both hands are used |
One Eye | 2 |
-2 dice using depth perception |
Overconfident | 1 |
|
Pack Disgrace | 2 |
-2 dice on Social, -2 Status |
Pack Mentality | 2 |
+/-1 difficulty without/with pack |
Pack Punishment | 1 |
you are at the bottom of the pecking order |
Pain of the Past | 4 |
faint from Past Life recall |
Paranoia | 2 |
+1 difficulty on social rolls |
Paraplegic | 6 |
|
Parasitic Infection | 2 |
loose D4 Blood per day, +1 diff to resist frenzy |
Permanent Wound | 3 |
your natural state is -4 wound levels |
Persistent Family | 2 |
|
Phobia | 1-5 |
requires Courage roll |
Pierced Veil/Mists | 3 |
|
Poor Artistic Taste | 1 |
|
Poor Heritage | 1-2 |
|
Power Inept | 5 |
one sphere/discipline/art/... unlearnable |
Prey Exclusion | 1 |
|
Privacy Obsession | 2 |
Frenzy if someone enters your haven |
Probationary Member | 4 |
no one trusts you, yet... |
Proselytizer | 1 |
|
Psychic Vampire | 5 |
|
Putrescent | 3 |
-1 soak, zombie rot |
Rebel | 1-3 |
|
Religious Hysteria | 3 |
|
Repelled by Crosses | 3 |
|
Repulsed by Garlic | 1 |
|
Rival | 1 |
|
Rotting | 2 |
+1 difficulty on social rolls |
Sado-Masochism | 2 |
willpower to stop hurting someone, +1 diff soak |
Secret - Dangerous | 2 |
|
Secret - Dark History | 1 |
|
Secret - Friendship | 1 |
|
Siege Mentality | 3 |
-1 die to Investigate/Empathy outside group |
Selective Digestion | 2 |
|
Sensation Junkie | 2 |
|
Short | 1 |
|
Short Fuse | 2 |
-2 difficulty to frenzy |
Shy | 1 |
+1 difficulty on social rolls |
Sign of the Beast | 2 |
|
Sire/Mentor - Diabolic | 2 |
|
Sire/Mentor - Infamous | 1 |
|
Sire/Mentor - Insane | 1 |
|
Sire/Mentor - Resent | 1 |
|
Slip Sideways | 1 |
-1 to Shroud/Gauntlet when accidental |
Slow Healing | 3 |
1/4 healing rate, double cost |
Social Outcast | 3 |
|
Soft-Hearted | 1 |
|
Special Responsibility | 1 |
|
Speech Impediment | 1 |
+2 difficulty on speaking rolls |
Spirit/Chimera Magnet | 2-6 |
|
Spirit Susceptible | 2 |
-2 difficulty vs. Gifts/Arts/Arcanos/Numina |
Stench | 1 |
-2 dice stealth vs scent |
Strangeness | 1 per |
one auto-success (bad) on weirdness roll |
Strict Carnivore/Veget | 1 |
|
Superstitious | 2 |
|
Taint of Corruption | 1 |
kills plants |
Territorial | 2 |
+1 difficulty on anything outside |
Thaumivore | 5 |
|
Thin-Blooded | 4 |
|
Throwback | 1-5 |
aka: Insane Past Life |
Time Cycle | 1-5 |
Shroud/Gauntlet tougher at certain times |
Tortured Artist | 1 |
|
Twisted Upbringing | 1 |
|
Ugly | 1 |
Appearance costs double |
Umbra Reflections | 1-3 |
aka: Echoes of the Past (Wraith) |
Umbral Connection | 3 |
considered as Spirit for Binding purposes |
Uneducated | 5 |
-5 dots starting in Knowledge |
Unknown Fetter | 1-5 |
|
Unskilled | 5 |
-5 dots starting in Skills |
Vengeance | 2 |
|
Venus Descending | 2 |
+1 difficulty to Charisma rolls |
Vulgar | 1 |
|
Vulnerability | 1-5 |
takes damage from common substance |
Ward | 3 |
|
Weak-Willed | 2 |
-2 difficulty to be controlled |
Whimsy | 1 |
|
Weaver Taint | 4 |
|
Wolf Years | 5 |
1/7 normal live span |
Wyld Mind | 2 |
willpower roll for extended actions |
Wyrm Taint | 7 |
[half for Vampires] |
All WOD Talents included, any choice subject to ST approval before play
Alertness | |
Animal Ken - Empathy | |
Artistic Expression | |
Athletics | |
Athletics - Acrobatics | |
Athletics - Running | |
Awareness | aka: Spiritual Alertness, Kenning |
Brawl | |
Carousing | aka: Drinking |
Creativity | |
Diplomacy | |
Dodge | |
Empathy | aka: Body Reading, Sense Deception |
Focus | |
Focus - Lucid Dreaming | |
Insight | aka: Body Reading |
Instruction | aka: Teaching |
Interrogation | |
Intimidation | |
Intuition | |
Leadership | aka: Management |
Logic | aka: Debate |
Martial Art Style | [Street Fighter] |
Marital Art: Do | [Mage] |
Memory | |
Mimicry | |
Musical Expression | |
Negotiation | aka: Bargaining, Haggling |
Oratory | aka: Public Speaking, Homily |
Panhandling | aka: Begging, Bujo |
Performance | |
Personal Style | |
Persuasion | aka: Sales, Fast Talk |
Primal Urge | [Werewolf] |
Scan | |
Seduction | |
ShapeShifting | aka: Body Alteration |
Stealth - Hiding | aka: Camouflage |
Streetwise | |
StoryTelling | |
Subterfuge | aka: Intrigue, Misdirection |
Throwing | |
Writing |
White Wolf: Skills
All WOD Skills included, any choice subject to ST approval before play
Advertising | aka: Publicists, Marketing |
Animal Ken | |
Animal Ken - Training | |
Archery | |
Artist - Calligraphy | aka: Scribing |
Artist - Cartography | |
Artist - Forgery | |
Artist - Painting | |
Artist - Photography | |
Artillery | |
Athletics - Climbing | |
Athletics - Skating | |
Athletics - Skiing | |
Athletics - Swimming | |
Blind Fighting | |
Boating | aka: Sailing |
Brewing | |
Bribery | |
Construction | |
Construction - Carpentry | |
Construction - Masonry | |
Cooking | |
Crafts | |
Crafts - Leatherworking | |
Crafts - Woodworking | |
Demolition | |
Disguise | aka: Make-up |
Drive | |
Escape | |
Etiquette | |
Falconry | |
Firearms | |
Forward Observer | |
Fishing | |
Fletcher | |
Focus - Meditation | |
Focus - Resist Torture | |
Fortune Telling | |
Fund Raising | |
Gambling | aka: Bookie |
Game Playing | |
Hunting | |
Hypnosis | |
Impersonation | aka: Masquerade |
Indoctrination | aka: Brainwashing |
Jeweler | aka: Lapidary |
Lip Reading | |
Lockpick | |
Massage | |
Medicine - First Aid | |
Melee | |
Music - Conducting | |
Music - Instrument | |
Music - Singing | |
Navigation | |
Pilot | |
Parachuting | |
Performance - Acting | aka: Masquerade |
Performance - Dance | |
Performance - Singing | |
Psychoanalysis | |
Quick Draw | aka: Fast Draw |
Riding | |
Scrounge | |
Search | |
Security | |
Sled Driving | aka: Mushing |
Slight of Hand | aka: Pick Pocket |
Speed Reading | |
Stealth | |
Survival | |
Tech/Repair | aka: Technology, Mechanic |
Tech/Repair - Blacksmith | |
Torture | |
Tracking | |
Traps | |
Ventriloquist | |
Writing - Journalist | |
Writing - Lyric/Poetry | |
Writing - Prose | |
Writing - Oratory |
White Wolf: Knowledges
All WOD Knowledges included, any choice subject to ST approval before play
Architecture | |
Area Lore | |
Athletics - Scuba | |
Bureaucracy | |
Computer | |
Computer - Hacking | |
Computer - Programming | |
Cosmology | |
Cryptography | |
Economics | aka: Business |
Electronics | |
Engineering - Civil | |
Engineering - General | |
Engineering - Mechanical | |
Engineering - Nuclear | |
Enigmas | |
Finance | aka: Accounting |
Heraldry | |
Herbalism | |
History | |
History - Art | |
History - Church | |
History - Literature | |
History - Political | |
Investigation | aka: Research |
Investigation - Forensics | aka: Criminology |
Law | |
Linguistics | |
Literature | |
Lore - Angelic | |
Lore - Changeling | |
Lore - Church | |
Lore - Covert Ops | |
Lore - Criminal | |
Lore - Demons | |
Lore - Government | |
Lore - Kindred | |
Lore - Lodge | |
Lore - Mage | |
Lore - Martial Arts | |
Lore - Mummy/Immortal | |
Lore - Music | |
Lore - Sabbat | |
Lore - Spirit | |
Lore - Sports | |
Lore - Stories/Tales | |
Lore - Performance | |
Lore - Trivia | |
Lore - Werecreatures | |
Lore - Wraiths | |
Lore - Wyrm | |
Math | |
Medicine | |
Medicine - Acupuncture | |
Medicine - Anatomy | |
Medicine - Genetics | |
Medicine - Holistic | |
Medicine - Surgery | |
Medicine - Toxicology | |
Medicine - Veterinary | |
Music - Composition | |
Occult | aka: Mysteries |
Occult - Alchemy | |
Occult - Astrology | |
Occult - Cosmology | |
Occult - Mythology | |
Philosophy | |
Politics | |
Ritual | aka: Ceremony, Liturgy |
Science | |
Science - Anthropology | |
Science - Archaeology | |
Science - Astronomy | |
Science - Biology | |
Science - Botany | |
Science - Chemistry | |
Science - Ecology | aka: Naturalist |
Science - Geology | |
Science - Metallurgy | |
Science - Meteorology | |
Science - Physics | |
Science - Zoology | |
Sign Language | |
Tactics | aka: Strategy, Military Science |
Taxidermy | |
Technology - Cybernetics | |
Tech/Repair - Gunsmith | |
Tech/Repair - Vehicle Mechanic | |
Tech/Repair - Weaponsmith | |
Thanatology | [Mummy] |
Theology | |
Writing - Composition |
Note: All Rites of Accord require a pure object be carried by the caster, either a branch collected from a forest never touched by the Wyrm, a small stone froma caern or some similar object. Also, you may not roll more dice on Caern Rite than you have Gnosis.
Sources for this rites are as follows, unmarked, the core rulebook. W:tWW=Werewolf: the Wild West, RAA=Rage Across Appalachia, ST=Storyteller's Handbook, PG=Player's Guide, (tribe name= appropriate tribebook, U:tVS= Umbra:the Velvet Shadow.
MINOR
Bone RythmsThe Garou honors his Totem by tapping out a prayer with slender bone sticks. If done three times daily for three days, the Garou recives an extra die on a single roll in the spirit Realms.
Breath of Gaia The Garou takes thirteen deep breathes and clears his mind. If preformed every morning for a month, the Garou gains a -2 difficulty on any one healing or detection roll.
Greet the Moon The Garou howls a paen to Luna when he sees the moon each evening for a month. He then gains add one die to his social interaction with the auspice of Garou he started the rite under.
Greet the SunThe Garou sings a paen to Helios each morning at sunrise for nine days. He then receives one extra die on rolls to detect Wyrm taint so long as he continues singing each morning.
Hunting Prayer The Garou pauses before hunting to praise all Gaia's creatures and bestows her prayers upon an object, a tooth, a feather, or similar item for three months. If done, she receives an additional die on all tracking rolls until such time as she fails to pray before hunting.
Prayer for the Prey The Garou steps sideways after killing a creatue of Gaia (wyrm beasts don't count) and thanks its spirit for dying. If done for a month, she receives a -1 difficulty on all rolls with Nature-spirits.
Prayers for Rain(W:tWW) This may either be enacted by an individual or a whole pack. The Garou involved dance in circles and plead with Gaia to bring the rain, either thrugh poetry or begging, or whatever means they think will best work. This may or may not serve to bring rain, depending on the whim of the spirits (and Storyteller).
Offerings (Wendigo) The garou offers up a small part of every meal to the spirits or smokes a pipe of tobacco every morning or evening in their honor for a moon cycle (new to full). He may then roll Char+Rituals (d6), for each success he may shift the demeaner of the next spirit he encouters up one on the summoning chart. If he continues to please the spirits, he may keep the bonus at STs discretion.
LEVEL ONE
Rite of Cleansing(Accord) The Ritemaster draws a circle about the person or objects to be cleansed and walks counter clockwise around the circle, carring a smouldering branch or torch. With another branch (perferably a willow or birch) she flicks pure water onto the target of the rite. All Garou then present howl to drive out the contamination. Roll Charisma+ Rituals diff, 7, or 6 if performed at dawn. A Gnosis point must be spent for each object over one that is cleansed.
Rite of Contrition (Accord) The Garou offers a formal apology to another Garou or a spirit by dropping to the ground and licking his paws in remorse. A gift of some sort must be givem to the offended, but if the Rite is preformed well, all wrongs are forgiven. Roll Charisma+Rituals difficulty of the target's Rage.
Rite of the Hunting Ground (Accord) (PG)The garou can mark off his territory so that no other Garou have any doubt as to who it belongs to. Leaving more specific message requires a roll of Int+ Primal-Urge, d7.
Moot Rite (Caern) The Garou of a caern gather into a great circle and the leader of the Rite, the Master of the Howl, leads all present in a howl to open the business of a moot. Some Garou bite themselves and scratch their blood into the ground during this Rite, while others pass a sacred object around the circle during the howl, depending on the tribe. Roll Char+Rituals, difficulty 7.
Rite of the Opened Caern (Caern, duh) This Rite is used to "open" a caern to the one enacting the Rite. Once opened, a number of dice equal to the caern level may be added to the appropriate dice pool for the caern type (Stamina for a Stamina, Enigmas or Instruction for a caern of Wisdom, Engimas or Occult for Visions, etc) To open a caern, a connection must be made to the caern totem, through howling, or dance, or perhaps solving a complecated riddle. It varies with each caern. The generic roll is Wits+Rituals, difficulty 7. You need as many successes as the caern's level to open it.
Gathering for the Departed (Death) The Ritemaster leads the gathered Garou in a memorial for a fallen Garou, either racous or solemn depending on the tribe and the departed. Char+ rituals, diffculty 8-your Rank.
Wake Rite (Death)(W:tWW) The Kinfolk of the fallen Garou join the Garou for a memorial and celebration of the departed. The Kin then leave and the Garou shift out of Homid and howl their grief at the death of their packmate. The ritemaster rolls Char+rituals difficulty 8- the rank of the departed. If the Ritemaster achieves five successes, the closest related Garou in attendance to the deceased receives him as a Past Life. (+1 Past Life) If no blood relatives are in attendance, the ritemaster recieves the dot.
Baptism of Fire (Mystic) This Rite brands a wolf cub or human child with a mystic brand that declares them to be Kinfolk and sets a spirit to watch over them and alert the local Garou if it should go through First Change. The Ritemaster mixes her blood and some ash together and dabs the mix onto the child's ears, tongue, nose, and eyelids. Then, beneath the moon the child was born under, the Garou howls a greeting to her and kisses the child on the forehead, leaving the spirit brand behind. Roll Char+ Rituals diff 6.
Rite of Binding (Mystic) You may temporarily bind a spirit into an object, imbibing it with special powers. This can more rarely be used to bind a spirit into a person. Finding a spirit willing to be bound and an object that corresponds with the spirit type makes it easier (An Eagle-spirit is easier to bind into a feather than a Bic pen) Roll Willpower vs the spirit's Gnosis. You must spend a Gnosis point.
Rite of the Questing Stone (Mystic) If you know the name of a person and something about them, you may track them by dangling a stone from a thread. The stone pulls in the direction they lie. It does not give the exact location. Wits+Rituals diff 7.
Rite of Silence (Mystic)(PG) The Garou enacting this Rite secludes herself in a dark room or cave and whispers her darkest secret aloud, then utters a vow of silence. The Raven-spirits attracted by this secret will steal away any noise the Garou makes until she breaks the vow by speaking. She will then be surrounded in a cacaphony of sound for several minutes while all the stolen noise returns.
Rite of Talisman Dedication (Mystic) Simply put, this allows you to Dedicate clothing and objects so that they change forms with you and can be taken into the Umbra. You may not dedicate more items than you have Gnosis. A set of standard clothing is considered one item.Wits+ Rituals, diff 7 and spend a Gnosis.
Rite of Wounding (Renown) This is used to mark the first scar taken by a cub or a particuarly significant scar for an older Garou. The target receives two Glory for the Rite. Roll Char+Rituals diff 6.
Rite of the Cardboard Palace (Mystic)(Bonegnawers) Roll Intelligence+ Survival diff six to turn an ordinary carboard box into a waterproof and warmth holding structure for the evening. Lasts one night, but may be casts on other people's boxes.
Rite of Inspiration (Mystic)(Fianna) By eating boiled pork while lying in dark room with his eyes covered and a stone on his stomach the Fianna will be granted inspiration for song, poem or other artistic endeavor.
Rite of the Solstice (Caern)(Fianna) Used to open a moot on the Solstices
Rite of the Equinox (Caern)(Fianna) Used to open a moot on the Equinox.
Rite of Heritage (Renown)(Get of Fenris) Used to reveal the heritage of Get, either proving of disproving his parentage.
Rite of Rune Carving (Mystic)(Get of Fenris) This allows a Get to carve runes into the bones of fallen enemies and use them for divination. Once dedicated, these bones may never be lost by the Get.
Rite of the Honorable Oath (Honor)(Silver Fangs) The Fang swears a binding oath to another Garou to complete a specific task. He gives the other Garou some personal item. So long as he dilligentally tries to perform the task, he recieves 4 Honor, regardless of whether he succeeds or fails. If he fails to pursue his task, the item crumbles and he loses two Permanent Honor.
Rite of Going to Water (Mystic)(RAA) The user may purify himself of all Wyrm taint by submerging himself in clean natural water while howling out all his impurities. Additionally, it decreases the difficulty of the next rite he particaipates in by one, so long as it is within eight hours of going to water. This is used primarily by Uktena and Wendigo. Wits+Rituals diff 7
Naskit-tin (Seasonal)(ST) When the first Alaskan flower bloom in late June or early July the Wendigo celebrate their return. The Ritemaster leads the assembled onto the open tundra telling the story of Tuacholka, who climbed the highest mountain to see Gaia when she grieved for the Croatan. The land had grown cold from her neglect and Tuacholka told Gaia that the Uktena and Wendigo would shoulder her pain and always remember the Croatan if only she would return her warmth to the land. Gaia complied and her tears turned to beautiful flowers. As the Ritemaster speaks, she gathers a wreath of flowers and sheds a tear on each one in remembrance of the Croatan. It is then passed around so that all attending may add their tears. After that, the Ritemaster tosses the wreath into a river or ocean so that their love may be carried to the Croatan. Afterward, the Wendigo celebrate being alive.
Sweat Lodge (Accord)(Wendigo) The participants enter the sweat lodge to cleanse themselves of impurities. Rite master rolls Char+Rituals (d7) and each participant makes a Willpower roll. If successful they are cleansed of all Wyrm taint and make Stamina rolls at -1 difficulty for the next two days.
LEVEL TWO
Rite of Renunciation (Accord) This allows the Garou to renounce the auspice he was born under and take up a new one. A basin of water left exposed to Luna is poured over the naked Garou during the moon phase he wishes to embrace. He loses all Renown and starts over as Rank one in his new auspice. Char+ Rit diff 7.
Rite of Becoming (mystic) This allows the Garou to travel into the Deep Umbra without becoming irrevocably lost. He weaves a braid from three of his hairs, three copper wires, and three tendrils of ivy or other vine It is tied around the wrist and three words of power called out before entering the Deep Umbra. (Roll Wits+Rituals diff 7) If the bracelet is destroyed, the Garou takes one health level of damage and may become forever lost in the Umbra.
Rite of Spirit Awakening (or Sactification , Mystic) The Garou awakens the spirit of an object so that it appears in the Umbra. If preformed on a plant, it awakens the mystic powers of the plant creating a one use talen, such as awakened foxglove protecting against faerie magic. Roll Wits+Rituals, diff the spirits rage while either singing or playing an instument, not necessarily well.
Rite of the Spirit Brew (mystic)(PG) The Garou prays to Gaia for several hours and then buries a sealed container in pure earth for three days. After this time, the water in the container will contain three points of Gnosis that can be imbibed by the Garou. Rite of Summoning (mystic) You may summon spirits to you by invoking them. Material correspondence (such as an Raven feather when evoking Raven) may decrease the difficuly of the summoning, which depends on how powerful a spirit you try to summon. roll Wits+Rituals, variable difficulty.
Rite of Ostracism (Punishment) The Garou present face the offending Garou and then one
by one declare "of all gaia's children, I have no such brother (or sister)" and
turn away from the offender. The affected Garou is then shunned and treated as if he
doesn't exist for a period of time, generally one lunar month, though it may be longer.
Roll Char+ Rituals diff 7.
Sanction of Dishonor (Punishment) (W:tWW)An elder may call for this rite when a pup has offended him or the sept at large. The Garou of the sept stand in two parallel lines armed with sticks and have shards of sharp rock or glass between them. The Ritemaster stands at one end, the accused at the other. The elder recites his full name, the deeds that have merited punishment and the full name of the accused. The accused must run the gauntlet and be beaten as punishment for his transgression. The ritemaster rolls Charisma+Rituals diff his own Rage to prevent the Rite from turning into a bloodbath.
Stone of Scorn (Punishment) A stone is imbued with
mocking energies and then passed around the sept while sept members tell mocking stories
of the offending Garou. Roll Char+ Rituals diff 7.
Voice of the Jackal (Punishment) The ritemaster blows a handful of dust or ash into the
eys of the offending Garou declaring "Because thy (insert sin here) has proved thee
to be of jackal blood, let thy voice proclaim thy true breed!" causing the target's
voice to be changed into an irritating nasal whine until the punishment is repealed. Roll
Char+ Rituals diff 7.
Rite of Accomplishment (Renown) A Garou is publically praised for their wise, valouros or honorable deeds, increasing his Renown. Char+ Rituals diff 4, unless contested in which case it is 6.
Rite of Passage (Renown) The Ritemaster paints mystic symbols onto young Garou cubs proclaiming them full members of Garou society after they have completed a quest to prove their worth. Char+ Rituals diff 7.
Rite of Praise (Renown)(PG) The Ritemaster singles out a Garou for special praise at a moot. By entolling his virtues and rolling Char+ Rituals, d6, the Ritemaster gives the character as many extra dice on his social rolls with the sept as he had success on the roll. these dice last for three months or until the Garou loses Renown.
Rite of the Winter Winds (seasonal, winter Solstice) The Ritemaster gather the Garou of sept around a great bonfire and begins a howl. Once it reaches its peak, he snatches up a burning brand and leads the sept on a wild run through the woods, chasing and destroying all Wyrm cretaures around. After this, the Graou have a revel til dawn at which time the howl a greeting to the sun. Roll Stam+rituals diff 8-caern level
Rite of Reawakening (seasonal, Spring Equinox) The rite master leads the sept Garou on an umbral quest involving seven trials, each requiring the Garou to relinquish something, a grudge, a cherished fetish, or something similar. At the end of the Rite, the Garou return to the Realm and celebrate the pleasures of the flesh til dawn. Stam+Rituals diff 8-caern level.
The Great Hunt (seasonal, Summer Solstice) On Midsummer, at midnight, the Sept garou gather toegther to tell stories of valor and bravery and pour some of their blood into a bowl. Pictograms are then painted onto the Hunters with this blood. At dawn, the cretaure chosen for the ritual hunts is reveled to the Ritemaster and the Hunters have til midnight next to slay the creature or lose the blessing of Gaia for a year.
Soothe the Scars (Accord)(Black Furies) This allows the mental blocks erectd by someone who suffered abuse, rape, or similar trauma to be broken down so that they can deal with the pain and heal themselves.
Rite of Teaching (Black Furies) This is always conducted in Homid and is used to instruct human women in the ancient secrets of womanhood from healing, to childbirth, to contracpetion, to herbalism.
Rite of Pure Breeding (Mystic)(Black Furies) By spending a Gnosis and rolling Int+ Primal the Garou using this may assess the quality of a potential mate. This allows the Furies to select a mate for its ability to sire female offspring, produce strong children or any other specific trait.
Rite of the Oracle(Mystic(Black Furies) Used by the Temple of Artemis and the Moon Daughters. One of the participants is selected as sibyl and inhales the smoke of special prepared herbs. She enters a trance and the Ritemaster may ask her questions in an attempt at divination, though the answers will be suitably cryptic.
Rite of the Shopping Cart (Mystic)(Bonegnawers) Roll Manipulation+Rituals diff 7 and spend a Gnosis. Each succes allows ten more pounds of stuff to be placed in a container than it should be able to contain. Lasts one week.
Rite of Comfort (Accord)(Children of Gaia) This Rite prevents a Garou overcome by Harano from slipping any deeper into depression or from being self destructive. The Ritemaster rolls Char+Rituals diff 7. Each success grants the target one additional special Willpower for the pupose of resisiting self destructive impulses.
Rite of Joining (Seasonal)(Children of Gaia) This Rite is celebrated on Earth Day and has two Ritemasters, the female Voice if Gaia and the male Arm of Gaia. All assembled join hands and are lead in a salute to Gaia. First to the East and the air of Gaia's kiss, to the South and the fire of her embrace, to the west and the waters of her love, to the north and the earth of her body, and finally to the spirit which joins everyone together. The two then walk clockwise around the speaker and ask each person to speak their heart. The gathered then plant a special Peace Tree which if read with a roll of Per+Empathy will reveal which member of the triat is prevalent in the area.
Rite of War (Renown)(Get of Fenris) To achieve rank two, an Ahroun Get must undergo this Rite in which he must fend off two other Ahrouns armed with silver. The scars thus earned show off his bravery and battle prowess. The other Ahrouns are not actually supposed to kill him, though it happens.
Memorial Day (Seasonal)(ST) Held on Memorial Day, all the Glass Walkers of the city gather on rooftops to howl out their anguish at the passing of friends. The Ritemaster than summons all Garou to the Hall of Heroes, where the names of the Sept's greatest martyrs are carved. New names are proposed and duly entered and then the Ritemaster summons a spirit to be bound into the Hall for a year to protect it and aid the Sept. Roll Wits+Rituals.
Promethian Daze (Seasonal)(Glass Walkers) This week long Rite falls between Christmas and New Years. For the first half of the week, the Walkers seek to break down restrictive structures, both mental and social. The Houses discard repressive policies and seek for new ones. The second half of the week, the Walkers attempt to find new spirits being created by technology and gain their allegiance. Lots of drumming and howling involved.
Reconstruction of the Will (Mystic)(Glass walkers) This week long Rite usually takes place during one of the seasonal rites such as Promethean daze. All participants reagin all their Willpower at the end of the week.
Running With the Wyld (Mystic)(Glass Walkers) Used during Raves, this wild Rite drives the Walkers into a fever pitch so that they regain all their Rage.
House Bonding Rite (Renown)(Glass Walkers) This sets up a permanent bond between all the members of a House. All members thus know when one of them is in trouble or dies. This is a great honor to be included and the Garou so honored gains two temporary Renown.
Rite of Long Remembering (Seasonal)(ST) Held on August 2nd for a reason long forgotten, this Rite involves the Silver Fangs reenacting the descent of the First Wolf into the World navel to save Gaia from the Darkness as their tales tell as well as a telling of all their greatest deeds.
Rite of Thanksgiving or the Green Corn Dance (ST) An Uktena woman takes the role of the Green Corn Woman, standing holding a torch amid a circle of chanting, drumming, dancing Kinfolk and Garou. The Rite increases the chance of children born to the participants of being Garou.
Rite of Adoption (Accord)(Uktena) This is used to make a Garou from another tribe into an Uktena. The Garou so chosen endures tests by a council or elders to test her sincerity and must cast off all the trapping of her old tribe, including personal belongings. She changes into Crinos and is then declared a new Uktena cub. She may not use any of the Gifts of her old tribe until she has learned an equal number of Uktena Gifts.
Rite of the Wyrm-Eaten (Seasonal)(ST) On Thanksgiving, the Uktena lay out a great feast portraying the bounty of Gaia. The ritemaster than performs a dance representing the coming of the Wyrm to the Pure Lands while the particpants drum and chant. He then calls upon Gaia to reveal the state of the Pure Lands today and rips open a chunk of meat, usually revealing rot and maggots. Each participant takes a bite from each of the dishes at the feast so as to "eat of their Mothers pain" and understand what ails Gaia. Each participant is at -1 difficulty to detect the presence of the Wyrm for one lunar month afterward.