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Laws of the Wild
Werewolf House Rules
Character Creation
Like out of the book, except as follows:
Attributes: 15 points to spend as you like, but no more than 8 can be devoted to any one category (Physical, Social and Mental). Characters start with the first "free" dot in every Attribute, of course.
Abilities: 30 points to spread, but no more than 3 dots can be invested in any one Ability with initial spread.
Backgrounds: 5 points. Backgrounds cost one Background/freebie point per dot up to three; every dot beyond the third costs two points. (So a Pure Breed of 4 dots costs a total of five Background/freebie points, and a rating of 5 cost seven points.) The one exception to this rule is Totem (or Jamak or equivalent Background), which costs points equal to its value and scales its benefits with the points invested in it.
For every dot in the Rites Background, a character gains two levels of rites. (So Rites 2 means the character starts out with four levels of rites.)
Advantages: Willpower, Gnosis or Rage may not exceed 8 at character generation.
Merits and Flaws: I set a maximum of 7 points' worth of Flaws. (Be sure to check with me before selecting Merits and Flaws, because some I don't allow: for example, Silver Tolerance (from pre-Revised), Dark Fate, and several others like that can be simulated through roleplaying or standard traits.)
All lupus and animal-breed characters have the Flaw: Illiterate, and can't read or write. Complex mathematics (anything beyond simple addition and subtraction) is beyond them as well. This prevents animal-breeds from having Knowledges that rely on these aptitudes, such as Academics or Science. However, spending two freebie points at character generation, or three experience points after play begins, negates this Flaw.
Gnosis: There's a huge (four-point) gap between the initial Gnosis granted homids and lupus Garou (1 and 5, respectively). While lupus should be more attuned to spiritual matters, this disparity is a bit much. It also encourages players not actually interested in actually roleplaying a lupus to do so for the Gnosis boost, leading to poorly considered lupus characters that speak in monosyllables but otherwise act pretty much like homids with bigger Gnosis. And, sorry, the lupus Ability restriction is not the equivalent of an 8-pt. Flaw.
Thus, I even out the curve a bit by giving homid Garou 2 Gnosis, metis 3 Gnosis, and lupus 4 Gnosis. This gives homids a needed boost in Gnosis, and lupus are still two Gnosis points ahead of homids -- still easily worth the restriction on Abilities, especially for players who are interested in exploring the lupus philosophy over the breed's stats. I do a similar "evening out" of Gnosis scores for other Changing Breeds, where it's needed.
Basic Rules
The system White Wolf uses for the World of Darkness functions really well for most things, but it runs a little clunky in combat with turn-by-turn initiative rolls, reroll-10s for specialties, etc. -- not to mention Gifts, shapeshifting, and all the other sorts of die rolls that come into play in a typical combat session. While some of this is unavoidable, I try to minimize dice rolling whenever possible. Drawing from a variety of sources (including the Trinity and WoD2 systems), I've streamlined the system a bit.
Die Rolls: In my games, natural results of 10 on die rolls counts as two successes, except when the difficulty is 10; in this case, each 10 is one success. This isn't over the top, in my opinion, as the law of averages means 1s will come up as often as 10s.
Exceptions: 1s on damage rolls are simple failures, and don't reduce damage successes; 10s on damage rolls are simple successes, and don't count as two damage successes.
Specialties: While conceptually much the same, I do specialties differently than in the book. Specialties cost two freebie points/ three exp, or one Ability dot from your initial spread at character generation. A character can have a specialty in any Ability he has, and can have as many specialties as he has dots in that trait. So someone with an Enigmas of 3 can have up to three Enigmas specialties. Specialties don't apply to Attributes.
A specialty allows you to roll an extra die when taking actions or making rolls involving that specialty. For example, a Fianna with Enigmas 3 and the Riddles specialty adds four dice to his Intelligence when attempting to decipher a riddle, but not when trying to resolve philosophical quandaries, assemble a puzzle, and so forth.
Initiative: A single initiative roll is made at the beginning of combat for each participant (1d10 + Dexterity + Wits). This result is kept for the remainder of the combat, and isn't rolled each turn. However, Dexterity changes from shapeshifting, and use of Rage (see below), will adjust initiative appropriately on the turns they come into play.
A character may elect to sacrifice his action for the turn to add 3 to his initiative result for the next turn, and for the rest of the fight. A point of Rage (and only one point) may be spent to gain this bonus next turn, and the character may still act that turn; otherwise, a player must sacrifice her action for that turn, and may not take multiple actions. Reflexive actions may be taken during "skipped" turns, such as yelling a short warning or making a healing roll.
Forms
Sensory Benefits: Garou characters in Homid form receive no sensory bonuses, though they tend to be more alert and aware than "average" people by their very natures. In Glabro and Crinos forms, werewolves' senses of hearing and smell improve slightly, granting a -1 difficulty bonus on related Perception rolls. In Hispo and Lupus forms, Perception rolls involving scent and hearing are at -2 difficulty.
Similar, though appropriate, bonuses apply to other Shifters. For example, Corax would gain the difficulty bonus to sight (and suffer smell equivalent penalties) in Crinos and Corvid forms, while werecats boast excellent night vision in all non-Homid forms and especially sharp senses in Chatro and Feline.
Social Attributes: I apply the penalty to Social Attributes from non-human forms to as a penalty to die pools when the character attempts to interact with non-Shifters and those of other Breeds; when interacting with his own kind or with allied spirits, penalties don't apply. For example, a Shadow Lord wouldn't act at -4 Manipulation when attempting to influence another Garou while in Crinos form (though few Lords would be so gauche as to do so). However, this penalty would be assigned if he tried to chit-chat with a human camper or Balam. This allows characters to use the full Attribute rating when interacting with their fellows, and when using Gifts that employ Social Attributes, regardless of what form they're in. (Of course, common sense rules the game; Persuasion or Glib Tongue wouldn't likely function for a werewolf in Hispo.)
While Storytellers using the house rules for size should decide when size-based stat modifiers apply or not, some might want more defined rules. So here's a list of Changing Breeds and their forms. Those forms listed in bold font gain mods for being bigger, while those in italics gain the listed adjustments for being small.
♦ Garou: Glabro, Crinos, Hispo, Lupus.
♦ Ajaba: Anthros, Crinos, Crocas, Hyaenid.
♦ Ananasi: Lilian, Pithus, Crawlerling.
♦ Bastet -- Bagheera, Balam, Pumonca and Swara: Sokto, Crinos, Chatro, Feline.
♦ Bastet -- Bubasti, Celican and Qualmi: Sokto, Crinos, Chatro, Feline.
♦ Bastet -- Khan and Simba: Sokto, Crinos, Chatro, Feline.
♦ Corax/Tengu: Crinos, Corvid.
♦ Gurahl: Arthren, Crinos, Bjornen, Ursus.
♦ Kitsune: Sambuhenge, Koto, Juko, Kyubi.
♦ Mokole: Archid; varnas (reptile forms): Champsa (Nile croc), Gharial (gavial), Halpatee (American alligator), Karna (saltwater croc), Makara (mugger croc), Ora (monitor), Paisa (American croc), Syrta (camian), Unktehi (gila monster).
♦ Nagah: Silkaram, Azhi Duhaka, Kali Duhaka, Vasuki.
♦ Nuwisha: Tsitsu, Manabozho, Sendeh, Latrani.
♦ Ratkin: Crinos, Rodens.
♦ Rokea: Glabrus, Gladius, Chasmus, Squamus; Kagesame (Same-Bito "Goblin Sharks"): Tsufu (Glabrus), Karvu (Gladius), Warui (Chasmus), Watasami (Squamus).
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Size Does Matter: It never made sense to me that the Huge Size Merit granted certain bonuses, but a Gurahl trebling her mass didn't gain the same. While game balance is a consideration, being larger will have effects (both positive and negative) other than making one stronger and scarier.
In any case in which a character is in a form is considerably larger than her "human" form, she gains an additional Bruised health level and two bonus dice when grappling, tackling, or otherwise using her mass against a smaller foe. However, difficulties to hit her in combat decrease by 1, and other difficulties might arise from the extra size and weight -- for instance, fighting in cramped areas will be difficult, and a rotten wooden floor may not support a 600-lb. Crinos stomping about. Intimidation bonuses may be appropriate, as well. The extra Bruised level is lost when you assume a smaller form, and damage carries over level for level. (For example, an Ajaba in Crocas form suffers four levels of damage. When she assumes Homid form, she falls from Injured to Wounded).
Characters with smaller forms gain bonuses, too. When a character is dramatically smaller than an adult human (say, less than half the mass), it becomes more difficult to hit her; +1 is added to the difficulties of attacks made against her. However, Strength die pools are halved (rounded down) when the Shifter is employing her mass in any way; while a Kitsune in fox form can deliver a bite to full effect, pulling a dead human body into an alleyway isn't something she'd probably be able to do. Shifters, due to their supernatural natures, retain their full health levels in smaller forms.
The Delirium
Nature: Instead of going strictly by an onlooker's Willpower when determining the effects of the Delirium, I use Willpower as the amount of resistance a mortal has to the Delirium's effect. However, exactly how the witnessing character responds to the Delirium is determined by his Nature. The base, dominant instincts that drive the character come to the fore. This means that two characters with equal Willpower ratings may act very differently when Slashes-the-Bane comes tromping down the street in Crinos form. For instance, a mortal with the Caregiver, Conniver or Follower Nature isn't going to attack the Garou while in the throes of the Delirium, and would likely flee for his life; but, a Bravo, Deviant or Soldier thrown into a visceral panic probably would respond violently. How well the character resists his instincts depends on his Willpower. This is best left to on-the-spot adjudication, rather than to tables; a Storyteller can decide how a particular character reacts, based on his Nature and Willpower rating.
Acclimation: Mortals become gradually resistant to the Delirium's effects with repeated exposure, though they run the risk of going insane. For every two or so exposures to the Delirium, the Storyteller may award the witness a "phantom" point of Willpower for purposes of determining subsequent reactions to the Delirium. However, at each such "increase", a successful Willpower roll must be made (using the actual score, vs. difficulty 8) to avoid gaining a temporary Derangement; a botch decreases the character's effective Willpower toward the Delirium and inflicts a Derangement. Appropriate Derangements include Phobias (usually of animals), Mania, Paranoia and Compulsions. An effective Willpower of more than 10 indicates immunity to the Delirium, and a permanent Derangement.
Repeated exposure to Delirium triggers is required to retain this resistance; a risky proposition, to say the least. So eventually, a successful werewolf hunter will become immune to the Delirium so long as he encounters Garou (or other Shifters) fairly often, though his surviving enough fights to gain such resistance -- and remaining sane enough to function in the process -- is very much in question...
Go to the Werewolf index.
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