Difference between revisions of "Shifter Backgrounds"
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To humans, ancestral memory is a pseudo-scientific concept at best. To Garou it's a fact of life. Many werewolves have some of the memories of their distant ancestors; some even allow their forebears to take over their bodies. | To humans, ancestral memory is a pseudo-scientific concept at best. To Garou it's a fact of life. Many werewolves have some of the memories of their distant ancestors; some even allow their forebears to take over their bodies. | ||
− | Once per game session, the player of a Garou with this Background | + | Once per game session, the player of a Garou with this Background mayroll his Ancestors Background (difficulty 8, or 10 if he's trying to contact the spirit of a specific ancestor). Each success allows the character to add one die to the dice pool of any Ability (even if the character doesn't possess that Ability). For example, young Emil, apure flatlander, must scale an immense cliff to come to the aid of his embattled pack. Emil has an Ancestors rating of 4 and an Athletics of 0. He calls on his forebears to guide him, and Emil's player rolls four dice at difficulty 8. He scores three successes. Emil contacts his great-great-great grand uncle Cragtamer who guides him over the sheer face and over the top. Now the player has an effective Athletics rating of 3 to make his climbing roll. If Emil had an Athletics rating of 2,then his effective dice pool would be 5. All effects last for only one scene. |
− | successes. Emil contacts his great-great-great grand uncle Cragtamer who guides him over the sheer face and over the top. Now the player has an effective Athletics rating of 3 to make his climbing roll. If Emil had an Athletics rating of 2,then his effective dice pool would be 5. All effects last for only one scene. | ||
While it is more difficult to contact a specific ancestor, successful contact may provide counsel or precognitive visions at the discretion of the Storyteller. | While it is more difficult to contact a specific ancestor, successful contact may provide counsel or precognitive visions at the discretion of the Storyteller. | ||
+ | |||
Botching an Ancestors roll may indicate that the character becomes catatonic for the remainder of the scene as he's overwhelmed by the memories of thousands of lives. Alternatively, the ancestral spirit refuses to relinquish the body. How long the ancestor stays depends on the Storyteller. | Botching an Ancestors roll may indicate that the character becomes catatonic for the remainder of the scene as he's overwhelmed by the memories of thousands of lives. Alternatively, the ancestral spirit refuses to relinquish the body. How long the ancestor stays depends on the Storyteller. | ||
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|} | |} | ||
− | ==Kinfolk== | + | |
+ | ==Kinfolk (background)== | ||
* '''Book Reference:''' ''Werewolf: The Apocalypse, Revised Ed. p. 121'' | * '''Book Reference:''' ''Werewolf: The Apocalypse, Revised Ed. p. 121'' | ||
* A +note is required. Kinfolk are not statted out in general, especially when they get to the higher levels. Some general information on what they do for you, where they work, live, etc, is good enough. | * A +note is required. Kinfolk are not statted out in general, especially when they get to the higher levels. Some general information on what they do for you, where they work, live, etc, is good enough. | ||
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Over the eons, whole lines of heroes have fallen to war, Wyrm or simply time. In this latter age, very few pure-bred Garou walk the Earth. | Over the eons, whole lines of heroes have fallen to war, Wyrm or simply time. In this latter age, very few pure-bred Garou walk the Earth. | ||
+ | |||
+ | * Black Spiral Dancers can take this but only at FIVE or not at all. (BotW 2nd p.109) | ||
{| class="wikitable" | {| class="wikitable" | ||
Line 204: | Line 207: | ||
* '''Book Reference:''' ''Player's Guide to the Garou p. 169'' | * '''Book Reference:''' ''Player's Guide to the Garou p. 169'' | ||
− | As creatures of half-spirit, the Garou share a kinship with the spirit world, but this is truer of some than others. For some reason, perhaps an | + | As creatures of half-spirit, the Garou share a kinship with the spirit world, but this is truer of some than others. For some reason, perhaps an ancestral tie to a household of spirits, certain types of spirits react more positively to you than others. this doesn't need to be a friendly relationship - spirits may be fearful and respectful of you, in awe of you, or feel a sense of duty to you. No matter what the relationship, one group of spirits is more likely to cooperate with you. |
When you select this background, choose one type of spirit. Examples of possible groups are animal spirits, plant spirits, elementals, urban spirits, and even Banes. When dealing with spirits of this type, the player may add his Spirit Heritage rating to any Social rolls, or rolls involved in challenges. Spirits whom you are attuned to will see you as more than "just another Garou"; however they also view you to some degree as one of their own. (Which means those attuned to Banes may be seen as suspicious by other Garou.) If you act against such spirits or ignore their lights, you may be seen as betraying them. | When you select this background, choose one type of spirit. Examples of possible groups are animal spirits, plant spirits, elementals, urban spirits, and even Banes. When dealing with spirits of this type, the player may add his Spirit Heritage rating to any Social rolls, or rolls involved in challenges. Spirits whom you are attuned to will see you as more than "just another Garou"; however they also view you to some degree as one of their own. (Which means those attuned to Banes may be seen as suspicious by other Garou.) If you act against such spirits or ignore their lights, you may be seen as betraying them. | ||
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| {{Flexidot|4|0}} || You have been physically shaped by a member of the Triat. Wyld: Visible spasms; Weaver: Joints occasionally lock up; Wyrm: Constant low pain throughout their body. You suffer a -1 penalty to both social and physical rolls. | | {{Flexidot|4|0}} || You have been physically shaped by a member of the Triat. Wyld: Visible spasms; Weaver: Joints occasionally lock up; Wyrm: Constant low pain throughout their body. You suffer a -1 penalty to both social and physical rolls. | ||
|- | |- | ||
− | | {{Flexidot|5|0}} || You are nearly an avatar of the member of the Triat that has Touched you. You suffer all the effects | + | | {{Flexidot|5|0}} || You are nearly an avatar of the member of the Triat that has Touched you. You suffer all the effects above, and radiate the effect of the Triat around you. For example - Wyld: plants you touch grow uncontrollably; Weaver: plants never grow again; Wyrm: plants rot instantly. |
|} | |} | ||
+ | |||
==Kinfolk== | ==Kinfolk== | ||
===Equipment=== | ===Equipment=== | ||
* '''Book Reference:''' ''Kinfolk: Unsung Heroes p. 49'' | * '''Book Reference:''' ''Kinfolk: Unsung Heroes p. 49'' | ||
+ | |||
+ | Whether through your Garou family, a Fellowship or your own nimbleness, you have access to specialized equipment not normally available from the local outfitter. This equipment may be as simple as silver bullets or as rare and complex as a mage's ray gun. You begin the game with this equipment, but once it's gone, it's gone. If you blow all your dragon-breath bullets in one firefight, you'll have to finagle a way to get replacements through roleplaying. | ||
+ | |||
+ | * If you are just looking for having a vehicle, a simple weapon, clothing, etc, that is what Resources are for. | ||
+ | |||
+ | {| class="wikitable" | ||
+ | ! style="min-width: 150px" | # of Dots | ||
+ | ! style="min-width: 300px" | | ||
+ | |- | ||
+ | | {{Flexidot|1|0}} || One minor item: Encompasses such objects as silver bullets, quality kevlar vests, street-level drugs, etc. | ||
+ | |- | ||
+ | | {{Flexidot|2|0}} || Two minor items: More minore items include laser sights, healing herbs, gas masks or police-issue pepper spray. | ||
+ | |- | ||
+ | | {{Flexidot|3|0}} || One major item: Major itmes include explosive ammunition, wiretaps, pharmaceuticals, surgical field kits, white noise gnerators, small private aircraft and so on. You could also have a lesser talen (Gnosis 4 or less) at this level. | ||
+ | |- | ||
+ | | {{Flexidot|4|0}} || Two major items: Additional major items include specialized vehicles, military-issue frearms, electron microscopes, etc. You may alternately have a greater talen at this level (Gnosis 5-7). | ||
+ | |- | ||
+ | | {{Flexidot|5|0}} || One unique item: High-tech experimental firearms, magical crystal balls and untraceable poisons fatal to Garou are examples of unique items. This level alternately allows ownership of one powerful talen (Gnosis 8-10). Equipment at this level should be carefully regulated at Staff. | ||
+ | |} | ||
===Renown=== | ===Renown=== |
Latest revision as of 18:39, 23 November 2024
Reference Lists | |||
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On this page are Backgrounds that are specifically for Shifters and Kinfolk. All listed will be available for all Shifters/Kinfolk unless otherwise noted.
Specific Sections:
General
Ancestors
- Book Reference: Werewolf: The Apocalypse, Revised Ed. p. 120
- Kinfolk cannot take this Background.
To humans, ancestral memory is a pseudo-scientific concept at best. To Garou it's a fact of life. Many werewolves have some of the memories of their distant ancestors; some even allow their forebears to take over their bodies.
Once per game session, the player of a Garou with this Background mayroll his Ancestors Background (difficulty 8, or 10 if he's trying to contact the spirit of a specific ancestor). Each success allows the character to add one die to the dice pool of any Ability (even if the character doesn't possess that Ability). For example, young Emil, apure flatlander, must scale an immense cliff to come to the aid of his embattled pack. Emil has an Ancestors rating of 4 and an Athletics of 0. He calls on his forebears to guide him, and Emil's player rolls four dice at difficulty 8. He scores three successes. Emil contacts his great-great-great grand uncle Cragtamer who guides him over the sheer face and over the top. Now the player has an effective Athletics rating of 3 to make his climbing roll. If Emil had an Athletics rating of 2,then his effective dice pool would be 5. All effects last for only one scene.
While it is more difficult to contact a specific ancestor, successful contact may provide counsel or precognitive visions at the discretion of the Storyteller.
Botching an Ancestors roll may indicate that the character becomes catatonic for the remainder of the scene as he's overwhelmed by the memories of thousands of lives. Alternatively, the ancestral spirit refuses to relinquish the body. How long the ancestor stays depends on the Storyteller.
# of Dots | |
---|---|
You have brief, hazy visions from the distant past. | |
You remember faces and places from past lives just as you remember those of your early childhood. | |
You put names to faces among your ancestors. | |
Ancestors converse with you on a regular basis. | |
Your ancestors watch your adventures with interest, and they often come to counsel you. |
Familiar Spirit
- Book Reference: Werewolf Players Guide, 2nd Ed. p. 34
- A +note is required describing your spirit.
You have a special relationship with a spirit, one who freely and without compunction is your companion. This spirit can be an animal spirit (perhaps associated with a totem), an affiliated spirit (such as a spirit of War),or in some cases even a faerie spirit. The spirit follows you wherever you go in the Umbra, and it’s always waiting for you when you step sideways. It can act as a “battery” for extra Gnosis, Rage or Willpower points;you can give these points to your familiar to hold until they are needed. This Background can be bought only with freebie points.
# of Dots | |
---|---|
Your familiar is the smallest Gaffling and not too bright. The only ways you can speak to it are with the Gift:Spirit Speech or by direct communication when you’re near it in the Umbra. It can store three extra points of Gnosis, Willpower or Rage (choose one at a time) for you. It normally cannot Peek through the Gauntlet, so it rarely knows what’s going on in the Realm. | |
Your familiar is a decent-sized Gaffling and almost intelligent. The only ways you can speak to it are with the Gift: Spirit Speech or by direct communication when you’re near it in the Umbra. It can store five extra points of Gnosis, Willpower or Rage (choose one at a time) for you. It knows instinctively where you are, and it can Peek to see you from time to time. | |
Your familiar is a Jaggling of average intelligence. You can speak aloud to it easily through the bond you share, as long as it is nearby. It can store five extra points of Gnosis, Willpower, or Rage (choose two) for you.It knows instinctively where you are, can see through your eyes and can also Peek through the Gauntlet. | |
Your familiar is a fairly bright Jaggling. You can speak telepathically to it through the bond you share, aslong as it is nearby. You always know where it is. You can see through its eyes and "it can borrow your sight as well. It can store five extra points of Gnosis, Rage or Willpower (all three in any combination) for you. It knows instinctively where you are. It can Peek into (and can even Manifest in) the Realm. | |
Your familiar is an intelligent Jaggling affiliated with a specific Incarna. You can speak telepathically toit no matter how far away it is. You and it always know each other’s location. You both can share any of it’s five senses and knowledge from any Gift (such as Scent of the True Form or Truth of Gaia). It can store a total of six extra points of Gnosis, Rage or Willpower (all three in any combination) for you. |
Fate
- Book Reference: Player's Guide to the Garou p. 169
- A +note is required.
- Approved only at staff discretion. Chargen only.
A prophecy accompanied your birth. Fates can be great and glorious, but they can also be dark and infamous. In these times of Apocalypse, the Garou cannot afford to sacrifice even one warrior, no matter how dark the portents surrounding them are. However, even those with terrible fates often prove to be some of the greatest Garou, perhaps because they try so hard to defy their fate. Some may even succeed.
Once per story you may use this Background to add successes to any roll that either failed or achieved less successes than required. The player rolls Fate vs 8 and adds any success to those that were achieved in the original failed roll. If this means the action succeeds, the player should describe what fortuitous seeming events caused him to succeed. The ST gets final decision if the player's actions run against what he is destined to do, and could disallow the use.
# of Dots | |
---|---|
You will be involved in an event that will make you known to the entire Garou Nation... and most likely the Wyrm as well. For now, though, only those in your sept know of this prophecy. | |
You will be the cause of an event that greatly impacts your sept, such as the destruction of a long time enemy or a highly considered Garou. The Garou throughout the city of local geographical area in which you reside might know your fate. | |
You will be responsible for an event that greatly impacts the Garou right across the continent, perhaps single handedly saving (or destroying) a caern. Any Garou in your hemisphere might know of the prophecy. | |
Your actions will affect the entire Garou Nation, such as the defeat of a great Wyrm enemy or the massacre of dozens of Garou. Thre might be a cub or two that hasn't heard of your destiny, but don't count on it. | |
You will be a direct factor in the fate of the Apocalypse, on way or another. There isn't a cub that hasn't heard of your destiny. |
Fetish
- Book Reference: Werewolf: The Apocalypse, Revised Ed. p. 121
- Kinfolk cannot take this Background. Must buy Fetish merit instead or have a PC give you one.
- Only available at Chargen
- A +note is required and all Fetishes MUST be written up in a book. The Book Reference must be included in the +note. You can change the name of the fetish, even a bit of the flavor (ex: Pipes of the Otherworld is traditionally a Fianna fetish made with bag pipes, but you can change it to a flute, or some other wind instrument). Ask staff if you have any questions.
# of Dots | |
---|---|
You possess one Level One fetish. | |
You possess one Level Two fetish or two Level One fetishes. | |
You possess one or more fetishes with a total of three levels. | |
You possess one or more fetishes with a total of four levels. | |
You possess one or more fetishes with a total of five levels. |
Kinfolk (background)
- Book Reference: Werewolf: The Apocalypse, Revised Ed. p. 121
- A +note is required. Kinfolk are not statted out in general, especially when they get to the higher levels. Some general information on what they do for you, where they work, live, etc, is good enough.
You are in contact with certain humans or wolves who are descended from Garou without actually being werewolves themselves. While Kinfolk are normal members of their species in most respects, they have the advantage(?) of immunity to the Delirium. They know that you are Garou, and they are willing to help you however they can,although most are not in positions of power (such people are considered Allies). Networks of Kinfolk are a valuable way for werewolves to deal with the human world without risking frenzy or discovery.
# of Dots | |
---|---|
Two Kinfolk | |
Five Kinfolk | |
10 Kinfolk | |
20 Kinfolk | |
50 Kinfolk |
Numen
- Book Reference: Player's Guide to the Garou p. 170
- A +note is required to describe your spirit.
To offer a child protection in a harsh and unforgiving world, many native peoples bind a spirit to a newborn child, so that the two may both protect each other. Whether or not this works for humans, it certainly works for the Garou who adopt the practice. At birth, the Garou parent of the child (the Black Furies have a Crone enact the ritual instead) calls a spirit to the newborn and offers it the security of a Garou’s protection in exchange for its service. Usually, this spirit also acts as the Kin-Fetch.
Since a parent’s love is not necessarily limited to Garou alone, Kinfolk may also possess this Background.
When taking this background, players should specify what type of spirit accompanies them, both as a specific type (such as a Pattern Spider or fire elemental) and if it qualifies as a spirit of Glory, Honour or Wisdom. By spending one point of Gnosis, the Garou can draw upon his friend’s strength, adding his Numen rating to a single Physical (Glory), Social (Honour), or Mental (Wisdom) roll. Alternatively, the spirit may lend the Garou the use of a Charm it possesses for a single use. In addition to this, the spirit may act as a straight forward ally and aide, and a Garou with a Numen of the same type may instinctively feel a kinship.
Maltreatment or neglect may weaken the bond between a Garou and their Numen. Storytellers can represent this by denying the player the ability to obtain extra dice. In addition, the spirit is a real, living spirit that can be hurt and killed. The Background rating determines how large the bound spirit is.
Numen | |
---|---|
Gaffling | |
Potent Gaffling | |
Lesser Jaggling | |
Strong Jaggling | |
Very strong Jaggling. Your parents were clearly owed some favours. |
Pure Breed
- Book Reference: Werewolf: The Apocalypse, Revised Ed. p. 121
- Not available to all tribes. Only available in chargen.
Garou take great stock in ancestry, and the werewolf who is descended from renowned forbears has a definite advantage in Garou society. This Background represents your lineage, markings, bearing and other features of birth. Other Garou revere werewolves with high scores in Pure Breed asheroes of yore come to life — and such werewolves are expected to act the part. The higher your Pure Breed score is,the more likely you are to impress elder councils or receive hospitality from foreign tribes. Each point of Pure Breed adds an extra die to Social or challenge rolls involving other Garou (even Ronin or Black Spiral Dancers).
Some tribes place more value on good breeding than others, but Pure Breed is almost universally respected. It's almost a mystical trait, and werewolves can tell instinctively whose blood is particularly pure. Of course, Garou expect those of pure blood to live up to the standards set by their noble ancestors. They frown on those who can't or won't accept the challenge.
Over the eons, whole lines of heroes have fallen to war, Wyrm or simply time. In this latter age, very few pure-bred Garou walk the Earth.
- Black Spiral Dancers can take this but only at FIVE or not at all. (BotW 2nd p.109)
# of Dots | |
---|---|
You have your father's eyes. | |
Your grandfather made a name forhimself at the Battle of Bloody Ford, and you carry that name with pride. | |
Your pedigree is blessed with pillars of the Garou Nation, and the blood tells. | |
You can be dressed as a beggar and still command respect. | |
The greatest of heroes live on in you. |
Rites
- Book Reference: Werewolf: The Apocalypse, Revised Ed. p. 123
- Note: Only available in character generation. Must also have Rituals (Primary Knowledge) at level of highest Rite. See the character generation cheat sheet for additional details.
- Kinfolk cannot take this Background.
# of Dots | |
---|---|
You know one Level One Rite. | |
You know one Level Two Rite or two Level One Rites. | |
You know one or more Rites with a total of three levels. | |
You know one or more Rites with a total of four levels. | |
You know one or more Rites with a total of five levels. |
Spirit Heritage
- Book Reference: Player's Guide to the Garou p. 169
As creatures of half-spirit, the Garou share a kinship with the spirit world, but this is truer of some than others. For some reason, perhaps an ancestral tie to a household of spirits, certain types of spirits react more positively to you than others. this doesn't need to be a friendly relationship - spirits may be fearful and respectful of you, in awe of you, or feel a sense of duty to you. No matter what the relationship, one group of spirits is more likely to cooperate with you.
When you select this background, choose one type of spirit. Examples of possible groups are animal spirits, plant spirits, elementals, urban spirits, and even Banes. When dealing with spirits of this type, the player may add his Spirit Heritage rating to any Social rolls, or rolls involved in challenges. Spirits whom you are attuned to will see you as more than "just another Garou"; however they also view you to some degree as one of their own. (Which means those attuned to Banes may be seen as suspicious by other Garou.) If you act against such spirits or ignore their lights, you may be seen as betraying them.
# of Dots | |
---|---|
The spirits can smell their scent on you. No one else can though. | |
The spirits note your arrival. Others tend to think of certain spirits in your presence, though few can understand why. | |
In the Umbra, you emanate an intangible, though noticable, sense of your aligned spirit type. | |
In the Umbra you visually have hints of your aligned spirit type. Those attuned to nature spirits may have tiny twigs emerge from their fur, for example. | |
Some question if you really are 'half flesh.' |
Spirit Network
- Book Reference: Book Of Auspices p. 58
This Background is the spiritual equivalent of Contacts. Possessing this background shows you have cultivated good relations with small spirits in the region, who gladly feed you information about goings-on in the local Penumbra. Sometimes they notice things that physical observers on Earth just wouldn't catch. This Background is one of the reasons that Theurges are often privy to information they have no mundane way of knowing.
To see if a Theurge can turn up information about a specific event from spirits, she must first spend several hours in the Umbra talking with different spirits (via the Gift, Spirit Speech). Then, roll her Spirit Network rating against a difficulty of the Gauntlet where the event occurred. Thus may only be attempted once for any given event.
One success gives a vague description. Three or more successes means that the Theurge will get a fairly complete rundown. Regardless of successes, however, the description will still be given from the perspective of spirits, which may miss out on important details that have no strong spiritual resonance (like detailed finanical or political information).
A Theurge can also receive however much random gossip and minor secrets the ST wishes by means of this Background, simply through daily communication with spirits. Of course, this is a wonderful way to introduce a new plot hook or adventure.
# of Dots | |
---|---|
You have a few spirits on the lookout for interesting information. | |
Several spirits are willing to share what they have seen with you. | |
You have unseen eyes in coutless different locations at any time. | |
Spirits far and wide seek out information and report strange happenings to you. | |
Unless the Gauntlet is extremely high, very little escapes the notice of your watcher-spirits. |
Totem
- Book Reference: Werewolf: The Apocalypse, Revised Ed. p. 123
- See also house rules
Touched
- Book Reference: Player's Guide to the Garou p. 171
- Kinfolk cannot take this Background.
- A +note is required detailing which part of the Triat, and how this came about.
Notes:
- Spending a Willpower for an auto-success does not negate the background; if the unmodified roll is a failure, Wyld Touched still turns it into a botch (but a less severe one).
- Spending a Willpower to negate the background can be done either before or after the roll, but does not give an auto-success.
- You can do both of these on a single roll.
- Wyld Touched (if not negated) turns failures into botches, regardless of specific dice values (i.e. even if "adding a 1" would otherwise be insufficient to make it a botch).
Each living creature possesses a touch of each of the Triat in different degrees, but those with the Background possess more than their fair share of one. Perhaps some spirit took a particular interest in them sometime in life, maybe they were born where one force was very strong, or maybe it simply inexplicable. Never are these situations entirely healthy; Gaia orders creation wisely and those that break her rules suffer.
Weaver:
Those touched by the Weaver tend toward very small successes or failures. For each point in this Background a werewolf has, he must deduct ONE success from every roll he makes, down to a minimum of ONE success (resulting in a simple success). However, should he roll a botch, he may ignore one 1 for every dot he has in this Background.
Wyld:
A Wyld Touched, conversely, tends to extremes. Should she roll a success, she may add one success for every point in this background, but should she fail? She adds a 1 to her roll, guaranteeing a botch. The more 1s gained in a roll, the more severe the botch should be.
Wyrm:
A Garou touched by the wyrm gains a figurative devil on his shoulder, with no angel to balance it. once per chapter, he may make a Willpower roll at difficulty 2; each success will add one success to his next roll. However, for every 1 rolled, he loses one point of permanent Gnosis, and his maximum Gnosis score is reduced by one. Should his permanent Gnosis ever reach zero, the character is lost to the Wyrm and will be retired.
Sense Weaver, Sense Wyrm, Sense Wyld will detect those Touched by those respectively. You may only ever be Touched by one member of the Triat.
# of Dots | |
---|---|
In addition to the above effects, you exhibit some personality quirks associated with the Wyld, Weaver, or Wyrm, such as excitability, cool detachment or morbid humor. | |
Your personality is warped by your explosure, occasionally to the point of incoherence. Wyld: May insert inexplicable words into their sentences; Weaver: Sometimes boil down their sentences into the minimal possible words; Wyrm: Commit acts of cruelty (verbal or physical) for reasons even they do not understand. | |
Your attachement has begun to impose itself physically on you, creating lopsided features (Wyld), perfectly symmetrical features (Weaver), or a slightly unnatural physical malformation (Wyrm). in most circumstances, you suffer a -1 penalty in social situations. | |
You have been physically shaped by a member of the Triat. Wyld: Visible spasms; Weaver: Joints occasionally lock up; Wyrm: Constant low pain throughout their body. You suffer a -1 penalty to both social and physical rolls. | |
You are nearly an avatar of the member of the Triat that has Touched you. You suffer all the effects above, and radiate the effect of the Triat around you. For example - Wyld: plants you touch grow uncontrollably; Weaver: plants never grow again; Wyrm: plants rot instantly. |
Kinfolk
Equipment
- Book Reference: Kinfolk: Unsung Heroes p. 49
Whether through your Garou family, a Fellowship or your own nimbleness, you have access to specialized equipment not normally available from the local outfitter. This equipment may be as simple as silver bullets or as rare and complex as a mage's ray gun. You begin the game with this equipment, but once it's gone, it's gone. If you blow all your dragon-breath bullets in one firefight, you'll have to finagle a way to get replacements through roleplaying.
- If you are just looking for having a vehicle, a simple weapon, clothing, etc, that is what Resources are for.
# of Dots | |
---|---|
One minor item: Encompasses such objects as silver bullets, quality kevlar vests, street-level drugs, etc. | |
Two minor items: More minore items include laser sights, healing herbs, gas masks or police-issue pepper spray. | |
One major item: Major itmes include explosive ammunition, wiretaps, pharmaceuticals, surgical field kits, white noise gnerators, small private aircraft and so on. You could also have a lesser talen (Gnosis 4 or less) at this level. | |
Two major items: Additional major items include specialized vehicles, military-issue frearms, electron microscopes, etc. You may alternately have a greater talen at this level (Gnosis 5-7). | |
One unique item: High-tech experimental firearms, magical crystal balls and untraceable poisons fatal to Garou are examples of unique items. This level alternately allows ownership of one powerful talen (Gnosis 8-10). Equipment at this level should be carefully regulated at Staff. |
Renown
- Book Reference: Kinfolk: Unsung Heroes p. 51
- Chargen only, requires +note describing IC circumstances
Fera
Bastet
Den Realm
- Book Reference: Player's Guide to the Changing Breeds p. 160
- Requires Shifter Rank 3+
Jamak
- Book Reference: Breedbook: Bastet p. 84
- See also house rules
Trinket
- Book Reference: Breedbook: Bastet p. 85
Corax
Other People's Secrets
- Book Reference:
Umbral Maps
- Book Reference:
Gurahl
Umbral Glade
- Book Reference: Breedbook: Gurahl p. 88
Kitsune
Batsu
- Book Reference: Hengeyokai: Shapeshifters of the East p. 161
Go-en
- Book Reference: Hengeyokai: Shapeshifters of the East p. 161
Sempai
- Book Reference: Hengeyokai: Shapeshifters of the East p. 162
Mokole
Mnesis
- Book Reference: Player's Guide to the Changing Breeds p. 162
Wallow
- Book Reference: Breedbook: Mokolé p. 54
Ratkin
Colony
- Book Reference: Breedbook: Ratkin p. 64
Freak Factor
- Book Reference: Breedbook: Ratkin p. 65
Rokea
Remora
- Book Reference: Breedbook: Rokea p. 63