Difference between revisions of "House Rules/Shifter"
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=Wyrm Taint= | =Wyrm Taint= | ||
− | * Sense Wyrm | + | * Sense Wyrm targets the 'nearby area' (WtA 135), not one individual at a time |
− | ** | + | ** '+rules in public' and '+rules sniping' still apply |
− | * Demons with Torment < 6 do not smell of the Wyrm | + | ** Pinpoint accuracy is limited to people within a couple yards |
− | * Vampires with | + | ** WtA 135: "Sensing a single fomor in the next room would be difficulty 6, while detecting the stench of a Bane that was in the room an hour ago would be difficulty 8." |
− | ** Path of | + | * Demons with Torment < 6 do not smell of the Wyrm just for being demons |
− | ** | + | * Vampires with Humanity 7 or higher do not smell of the Wyrm just for being vampires |
+ | ** Vampires with a Path of Enlightenment do smell of the Wyrm, regardless of path rating | ||
+ | ** Kuei-jin: See '+rules kuei-jin' | ||
+ | |||
+ | <blockquote> | ||
+ | Players who rely too heavily on the Sense Wyrm Gift to discern between "evil and needs to be killed" and "not evil and should be protected" are SOL in the city. Wyrm-taint is a pervasive spiritual force, and it clings to victims as well as abusers, the violated as well as the violator. Although certainly not everyone in a city is going to smell of the Wyrm, using Sense Wyrm in any crowded area will probably register multiple instances of taint. In a nightclub, that taint might belong to a few frat boy date rapists, the bouncer who augments his bulk with Magadon "nutritional supplements", the young lady who unintentionally sipped a little vampire blood during her "hot date" last night, the drunk who's attracted the attention of a tiny Bane of despair, the habitual drug user on the dance floor, the "special" bottle of King spirits behind the bar, and yes-- any fomori that might be present. How does the Garou discern which instances of taint are a direct threat, which need slightly less immediate attention, and which are probably beneath his notice? | ||
+ | |||
+ | He uses his head, like any werewolf who wants to survive in the city does. | ||
+ | |||
+ | ... [Garou] need to pay attention to their surroundings, the better to recognize and prioritize the threats facing them. ... the city is the ideal environment for the spread of Wyrm-taint, and ... they can't rely on Sense Wyrm alone for that very reason. The Garou didn't survive two Wars of Rage and millennia of battle against the Wyrm because they attacked everything that smelled funny-- they survived because they're wolves, and wolves know how to /hunt/. | ||
+ | |||
+ | --Werewolf Storytellers Handbook page 85, "The Customary 'Of the Wyrm' Warning" | ||
+ | </blockquote> | ||
+ | |||
+ | <blockquote> | ||
+ | ... Sense Wyrm is a /sense/ ... If the players are in a nightclub, don't tell them that the guy in the Sesame Street T-shirt over there smells of the Wyrm. Tell them "There's a faint, stale smell of rot pervading the dance floor. It's a warm, familiarly sickly-sweet smell - but wait, there's a distant whiff of something stronger, something putrid - no, wait, it's gone." Now they have to work the room, getting closer to something that they don't recognize yet, and they /know/ they'll have to come within arm's reach of it to pick it out. | ||
+ | |||
+ | --Book of the Wyrm (2nd ed) page 12, "On 'Sense Wyrm'" | ||
+ | </blockquote> | ||
|} | |} |
Revision as of 13:39, 15 January 2014
"If you live among wolves you have to act like a wolf."
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The CurseThere seems to be some misunderstanding of who/what is exactly immune to various forms of supernatural innate powers. The following is a list of what's what for the races that have such: The Curse - Other animals, especially humans, can sense the predator in a werewolf, and they shy from him. Whenever a Garou's Rage exceeds a human's willpower, the human will avoid contact with the Garou as much as possible. Since the average human's willpower is usually 2 to 4, the Curse is no laughing matter. Wolves are also subject to this dread, and most natural wolves will avoid Garou whenever possible. Garou call this phenomenon the Curse, for it makes normal relationships with humans or wolves all but impossible. (pg. 191-192 WtA Revised)
The DeliriumThere seems to be some misunderstanding of who/what is exactly immune to various forms of supernatural innate powers. The following is a list of what's what for the races that have such: The Delirium - Werewolves (and many other shifters) preyed on humans for over 3,000 years, and while most humans have no idea that werewolves truly exist, a part of them remembers. The horrible wolf-man the Crinos form (Or battle form for other shifters), incites a kind of madness in humans that Garou call the Delirium.
FeraFor Fera, we prefer "Players Guide To The Changing Breeds" (WW3807). The individual breed books are used for things WW3807 does not specify. Kinfolk
RankFor a shifter to advance in rank, we impose a minimum amount of time in the current rank in addition to the renown requirement:
By this chart, the fastest any shifter can advance from Rank 1 to Rank 5 is 18 months. RenownIn the books, spirits witness your deeds when no one else is around, Galliards sing your praises, and you gain Renown as a direct result of your bravery, and general awesomeness. In tabletop, the Storyteller manages this. On a MU it's generally left to one's peers and those peers don't always give credit where credit is due. Renown requests can be submitted with +renownreq. See Also: +help +renownreq Totem / Jamak / Nushi
Wyrm Taint
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