House Rules/Shifter

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House Rules - Shifter

"If you live among wolves you have to act like a wolf."

-Nikita Khrushchev


The Curse

There 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)

  • Staff ruling for what is considered 'human' and 'animals' are plain, simple, vanilla, everyday mortals/animals with no supernatural powers at all.

The Delirium

There 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.

  • Staff ruling for what is considered 'human' and 'animals' are plain, simple, vanilla, everyday mortals/animals with no supernatural powers at all. The following are immune to the Delirium:
    • Wraiths/Risen
    • All Shifters (Obviously)
    • All Mages
    • All Vampires
    • All Changelings
    • All Demons
    • All Ghouls
    • Sorcerers with at least level 3 in any numina.
    • Psychics with at least level 3 in any numina.
    • Possessed with the power: Immunity to the Delirium
    • Gorgons
    • Drones
    • All Kinfolk
    • All Kinain

Fera

For Fera, we prefer "Players Guide To The Changing Breeds" (WW3807). The individual breed books are used for things WW3807 does not specify.

Kinfolk

  • Characters that wish to be kinfolk in addition to something else must take the Kinfolk merit (4 points, 5 for vampire + non-BSD kinfolk)
  • House rule: Kinfolk with Gnosis may roll their Gnosis vs the Gauntlet to sidestep into the penumbra. This carries the same risk of getting stuck in the Gauntlet. Kinfolk are also usually woefully unprepared to defend themselves in the umbra. Sidestep at your own peril.
  • Kinfolk may purchase Gnosis merit, but only Kinfolk-specific Gifts.
    • The Gnosis merit is required for Kinfolk-specific Gifts.
  • Kinfolk with Pure Breed can automatically be identified by shifters of their race.
    • Shifters of other races must use Scent of the True Form and get 2+ successes.
    • Your character can start play unaware of their kinfolk-ness, this simply means that (up to that point) no shifter of their race has met them and told them about it.

Rank

For a shifter to advance in rank, we impose a minimum amount of time in the current rank in addition to the renown requirement:

Rank Minimum time
0 (cub) to 1 None
1 to 2 1 month
2 to 3 3 months
3 to 4 6 months
4 to 5 8 months

By this chart, the fastest any shifter can advance from Rank 1 to Rank 5 is 18 months.

Renown

In 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

  • Totem is limited to 5 dots during chargen, 10 dots afterward
    • If you want to start with a 6+ Totem, you need at least one packmate
  • Buying Totem / Jamak / Nushi with XP costs 2 per dot, regardless of level (WW3801/123)
  • Totem powers come from:
    • A specific totem named in a book (e.g. WtA Revised pages 294-298)
      • or from GarouMUSH with staff approval
      • no other custom totems
    • Construction kit (WtA Revised page 123)
  • Totem, Numen, and Familiar Spirit may all be bought by individual PCs
  • Fera may contribute to a pack totem (WW3807/163)

Wyrm Taint

  • Sense Wyrm targets the 'nearby area' (WtA 135), not one individual at a time
    • '+rules in public' and '+rules sniping' still apply
    • Pinpoint accuracy is limited to people within a couple yards
    • 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."
  • 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'

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"

... 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'"