Also, I think you might've been right to make a new thread. Judging by the lack of poll responses, the updated first post might've went somewhat unnoticed. Not that polls are super important, but I was kinda hoping to make a player registry of sorts, for alert purposes.
Im interested also, albeit have not played white wolf in 20 + years, got stuck on pathfinder 1e for a long time, would like to play a human monster hunter... im open though....
I've been mulling a WtA game set in Russia, and read the beginning of that book. It is wild to think that it was written before the fall of the Soviets.
So apparently the new White Wolf will be testing V6 at GenCon. V6! The madmen. There is some talk about returning to the more metaplot heavy times or something, which is just.. wow.
So assuming this is true, how do you feel about this? V5 players, are you interested? Disappointed that the system that brought you into the WoD universe is ending already? Scared/excited about possible changes? V20/Revised crew, will you be taking a look at this new possible iteration? Does it have a chance to win you back?
My views of V6 are purely in the context of the groundwork it produces for M6 and C6 (and maybe, if I become courageous, WtO6). And, well, from what I've seen from M20 first-hand, and what I've read from second-hand sources about V5 and V6, I think the direction the setting is taking seems is just moving in various directions away from whatever made its glory days.
I'm getting a Butterfly Effect kind of 'cannot unmess what you once messed up' feeling, where attempts to 'come back' will just result in some stitched up mess that lack's the original's cohesion and merit.
(I had a great time playing C20 though, and I know people seem fond of V20. So the best hope I have is that they'll just try to de facto make an e20 fork. But that seems implausible to expect.)
I played V5 a good bit when it first came out, but never "bought into it", and never played it after COVID (our group that was playing it fell apart). Never purchased any of the books. So... ok, I guess??
8 years (or 9 or whatever it will be by the time they release it) isn't at all an unheard of pace for a new version of a ttrpg.
To me, a new edition must mean mechanical changes tho.
Which could potentially be pretty unfortunate as I view V5 as the best mechanical version of the game ever, for narrative-focus purposes.
Which could potentially be pretty unfortunate as I view V5 as the best mechanical version of the game ever, for narrative-focus purposes.
Very much agree here, I love V5 mechanically. V20's fun too, I like some of the things that can be done with it. But I hope they don't just fully go 'lets try and play into the good ol' days' and forget everything that does make V5 a really fun and interesting game to play and engage with.
As much as VtM was a gateway into WoD for me, I spent most of my time with the nWoD systems - VtR, WtF, CtL, etc. Lately, I've been finding myself drawn more towards those "new World of Darkness" editions than anything since. Hell, if I was ever to run anything WoD on here, it would probably be 1e Werewolf the Forsaken or 1e Changeling the Lost.
I'd certainly give V6 a look, but I haven't felt as pulled towards classic setting stuff since V20 and W20 came out. I began playing with VtM 3e, so their similarity to that system was what drew me.
@Alordis @runekyndig I remember seeing a Werewolf sheet adjustment in your game, where you could toggle different forms with a button or something? Since the threads in "Edges.." are archived, could either of you please share the updated sheet or how this was done? Looking to remake the sheet for a potential game and wanted to include this neatness if I could.
@Alordis @runekyndig I remember seeing a Werewolf sheet adjustment in your game, where you could toggle different forms with a button or something? Since the threads in "Edges.." are archived, could either of you please share the updated sheet or how this was done? Looking to remake the sheet for a potential game and wanted to include this neatness if I could.
The Hunting Grounds Background typically represents a large stretch of wilderness in which a Garou (or pack) can freely hunt and breed. This wilderness generally contains no humans, though the Garou might choose to live within the area. (These humans might be Kinfolk, allies, contacts or just ordinary humans who happen to live in the area.) If the player prefers, Hunting Grounds may represent part of a city, though typically such is the case only among urban Garou. Hunting grounds in a city are rarely empty of human habitation. Quite the contrary, they are as populous as any other part of town. The influence of the Wyrm and Weaver is kept at a minimum in such areas, however, as the very territorial Garou are quick to burn out any such infestation in their homes.
This Background differs from the vampire Domain Background in a few respects, but the most important of them is that the Garou do not rule their hunting grounds. They protect and nurture the land. They hunt for food within them, but they do not despoil them. The Garou are almost never the "official" rulers of their hunting grounds. They are the caretakers, but they let the human nobility think that it rules the place while it passes laws governing it and so on. The Silver Fangs and Shadow Lords are the only exceptions, as they are the only formally rule over human cities in their time.
Hunting Grounds is probably the best choice for an Anchorage Background for a Background pool. Any people living within the hunting grounds might then be represented as Allies, Contacts or Kinfolk.
A single pack rarely, if ever, controls a caern, so a pack’s hunting grounds probably won’t contain one, so the pack manages to successfully perform the Rite of Caern Building (p. 147) and open a new caern, it will likely become the ruling body of the caern, but other members of their tribes will arrive in short order to help with the maintenance of the caern.
Just as dots in Domain can be used to increase the area’s size or security, a player (or troupe) may allocate dots of Hunting Grounds for any of the following:
• Reduce the Gauntlet within the grounds by one (to a minimum of 4).
• Make the area more amenable to human and Garou survival. Reduce the difficulty of Survival rolls by one. (This can be bought only three times.)
• Make the beasts of the area more amenable to the Garou. Reduce the difficulty of Animal Ken rolls by one. (This can be bought only three times.)
• Make the flora of the area more useful. Reduce the difficulty of rolls involving plants (including Medicine and Herbal Wisdom rolls to employ them for healing) by one. (This can be bought only three times.)
The troupe might also decide to increase the difficulties of the preceding rolls, or to gain points toward their Hunting Grounds rating. For example, the Hunting Grounds might be located primarily in a rolling field that is almost completely devoid of healing or useful herbs. The troupe might decide to apply +2 difficulty to any rolls to use those plants then add two points to the Hunting Grounds rating (which might then be applied to size or a different modifier).
Note that these points to the difficulty of Abilities apply throughout the hunting grounds, and they do not affect the difficulty of supernatural abilities within the area. Additionally, these modifiers cannot take a difficulty below 2 or above 9.
Hunting Grounds size:
• An acre or so — space to run, perhaps hiding place, but nothing but space through except small game and that which is just passing through.
•• A small wood, perhaps with a stream running through it. A few acres.
••• Several acres with plenty of native wildlife.
•••• A broad swath of land. Dozens of acres.
••••• A large and verdant wilderness, with a heart more than a day away from civilization
The Hunting Grounds Background typically represents a large stretch of wilderness in which a Garou (or pack) can freely hunt and breed. This wilderness generally contains no humans, though the Garou might choose to live within the area. (These humans might be Kinfolk, allies, contacts or just ordinary humans who happen to live in the area.) If the player prefers, Hunting Grounds may represent part of a city, though typically such is the case only among urban Garou. Hunting grounds in a city are rarely empty of human habitation. Quite the contrary, they are as populous as any other part of town. The influence of the Wyrm and Weaver is kept at a minimum in such areas, however, as the very territorial Garou are quick to burn out any such infestation in their homes.
This Background differs from the vampire Domain Background in a few respects, but the most important of them is that the Garou do not rule their hunting grounds. They protect and nurture the land. They hunt for food within them, but they do not despoil them. The Garou are almost never the "official" rulers of their hunting grounds. They are the caretakers, but they let the human nobility think that it rules the place while it passes laws governing it and so on. The Silver Fangs and Shadow Lords are the only exceptions, as they are the only formally rule over human cities in their time.
Hunting Grounds is probably the best choice for an Anchorage Background for a Background pool. Any people living within the hunting grounds might then be represented as Allies, Contacts or Kinfolk.
A single pack rarely, if ever, controls a caern, so a pack’s hunting grounds probably won’t contain one, so the pack manages to successfully perform the Rite of Caern Building (p. 147) and open a new caern, it will likely become the ruling body of the caern, but other members of their tribes will arrive in short order to help with the maintenance of the caern.
Just as dots in Domain can be used to increase the area’s size or security, a player (or troupe) may allocate dots of Hunting Grounds for any of the following:
• Reduce the Gauntlet within the grounds by one (to a minimum of 4).
• Make the area more amenable to human and Garou survival. Reduce the difficulty of Survival rolls by one. (This can be bought only three times.)
• Make the beasts of the area more amenable to the Garou. Reduce the difficulty of Animal Ken rolls by one. (This can be bought only three times.)
• Make the flora of the area more useful. Reduce the difficulty of rolls involving plants (including Medicine and Herbal Wisdom rolls to employ them for healing) by one. (This can be bought only three times.)
The troupe might also decide to increase the difficulties of the preceding rolls, or to gain points toward their Hunting Grounds rating. For example, the Hunting Grounds might be located primarily in a rolling field that is almost completely devoid of healing or useful herbs. The troupe might decide to apply +2 difficulty to any rolls to use those plants then add two points to the Hunting Grounds rating (which might then be applied to size or a different modifier).
Note that these points to the difficulty of Abilities apply throughout the hunting grounds, and they do not affect the difficulty of supernatural abilities within the area. Additionally, these modifiers cannot take a difficulty below 2 or above 9.
Hunting Grounds size:
• An acre or so — space to run, perhaps hiding place, but nothing but space through except small game and that which is just passing through.
•• A small wood, perhaps with a stream running through it. A few acres.
••• Several acres with plenty of native wildlife.
•••• A broad swath of land. Dozens of acres.
••••• A large and verdant wilderness, with a heart more than a day away from civilization
Kinfolk are otherwise normal humans and wolves who
descended from Garou without inheriting their spiritual duty.
Through this Background you are in contact with a number of
Kinfolk. While Kinfolk are normal members of their species
in most respects, they are immune to the Delirium, giving
them the dubious advantage of looking upon a Crinos-form
werewolf. 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.
Some Kinfolk may be related to you directly, while others
are contacts you have made through your sept.
Kinfolk may be pooled among a pack.
• Two Kinfolk
•• Five Kinfolk
••• 10 Kinfolk
•••• 20 Kinfolk
••••• 50 Kinfolk
Kinfolk are otherwise normal humans and wolves who
descended from Garou without inheriting their spiritual duty.
Through this Background you are in contact with a number of
Kinfolk. While Kinfolk are normal members of their species
in most respects, they are immune to the Delirium, giving
them the dubious advantage of looking upon a Crinos-form
werewolf. 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.
Some Kinfolk may be related to you directly, while others
are contacts you have made through your sept.
Kinfolk may be pooled among a pack.
• Two Kinfolk
•• Five Kinfolk
••• 10 Kinfolk
•••• 20 Kinfolk
••••• 50 Kinfolk
The Resources Background describes your character’s access to and control over a range of valuable assets. These assets may be actual cash, but as this Background increases, they’re more likely to be investments, property, or earning capital such as stocks and bonds. A character’s Resources depend upon the standard of living she’s comfortable with — a lupus in the Yukon isn’t likely to get a wire transfer from her broker each month. A character with no dots in Resources can have enough clothing and supplies to get by, or she may be homeless, sleeping in a den in her lupus form.
You receive a basic allowance each month based on your rating, so make sure to detail where this money comes from. The Storyteller will determine how much this is based on the area your game takes part in and the cultures you’re in contact with. A werewolf’s fortune can run out if she’s fighting in the Amazon rather than managing her stock portfolio. You can also sell your less liquid resources if you need the cash, but this can take weeks or even months, depending on what exactly you’re trying to sell. Art buyers don’t just pop out of the woodwork, after all.
Resources can be pooled among a pack.
• Sufficient. You don’t get many spending sprees, but you’ve got a decent place to live, a car that doesn’t crap out every week, and a decent standard of living for the working class.
•• Moderate. You’re thoroughly middle-class in in-come, and can afford the odd indulgence. You can hire specific help as necessary. You have enough available cash, portable property, and valuables that you can maintain a one-dot standard of liv-ing wherever you are for up to six months.
••• Comfortable. You own a house and some land outright, which you may let the sept use or keep for your pack, and you’ve a reputation that gives you easy access to credit at good terms. More of your assets are tied up in property than in cash, and if needs be you can maintain a one-dot standard of living wherever you are for as long as you like.
•••• Wealthy. You have serious financial power, and are one of the richest people in your country. You don’t deal much with actual cash, using more valuable and stable assets to pay off debts as they arise. When you can’t focus on maintaining your level of Resources, you can live at the three-dot level for up to a year, or a two-dot life indefinitely.
••••• Extremely Wealthy. You’re one of the richest people on Earth. You have multiple homes, many forms of luxury transport, and frequently show up in glossy magazines and on gossip websites. You have assets everywhere, and can hobble the Wyrm’s activities with a ten-minute phone call. You can live at the three-dot level indefinitely if you ignore your fortune; higher if you put a little effort in to it.
The Resources Background describes your character’s access to and control over a range of valuable assets. These assets may be actual cash, but as this Background increases, they’re more likely to be investments, property, or earning capital such as stocks and bonds. A character’s Resources depend upon the standard of living she’s comfortable with — a lupus in the Yukon isn’t likely to get a wire transfer from her broker each month. A character with no dots in Resources can have enough clothing and supplies to get by, or she may be homeless, sleeping in a den in her lupus form.
You receive a basic allowance each month based on your rating, so make sure to detail where this money comes from. The Storyteller will determine how much this is based on the area your game takes part in and the cultures you’re in contact with. A werewolf’s fortune can run out if she’s fighting in the Amazon rather than managing her stock portfolio. You can also sell your less liquid resources if you need the cash, but this can take weeks or even months, depending on what exactly you’re trying to sell. Art buyers don’t just pop out of the woodwork, after all.
Resources can be pooled among a pack.
• Sufficient. You don’t get many spending sprees, but you’ve got a decent place to live, a car that doesn’t crap out every week, and a decent standard of living for the working class.
•• Moderate. You’re thoroughly middle-class in in-come, and can afford the odd indulgence. You can hire specific help as necessary. You have enough available cash, portable property, and valuables that you can maintain a one-dot standard of liv-ing wherever you are for up to six months.
••• Comfortable. You own a house and some land outright, which you may let the sept use or keep for your pack, and you’ve a reputation that gives you easy access to credit at good terms. More of your assets are tied up in property than in cash, and if needs be you can maintain a one-dot standard of living wherever you are for as long as you like.
•••• Wealthy. You have serious financial power, and are one of the richest people in your country. You don’t deal much with actual cash, using more valuable and stable assets to pay off debts as they arise. When you can’t focus on maintaining your level of Resources, you can live at the three-dot level for up to a year, or a two-dot life indefinitely.
••••• Extremely Wealthy. You’re one of the richest people on Earth. You have multiple homes, many forms of luxury transport, and frequently show up in glossy magazines and on gossip websites. You have assets everywhere, and can hobble the Wyrm’s activities with a ten-minute phone call. You can live at the three-dot level indefinitely if you ignore your fortune; higher if you put a little effort in to it.
Renown
Glory, Permanent:
Glory, Temporary:
Honor, Permanent:
Honor, Temporary:
Wisdom, Permanent:
Wisdom, Temporary:
[table="compact"]
[f=font-aladin large bold]Glory, Permanent: [/f]|[_a=2/10]
[f=font-aladin large bold]Glory, Temporary: [/f]|[_a=0/10]
[f=font-aladin large bold]Honor, Permanent: [/f]|[_a=0/10]
[f=font-aladin large bold]Honor, Temporary: [/f]|[_a=0/10]
[f=font-aladin large bold]Wisdom, Permanent: [/f]|[_a=1/10]
[f=font-aladin large bold]Wisdom, Temporary: [/f]|[_a=0/10]
[/table]
Combat
Rolls
Initiative
d10
Soak damage (6)
d10
successes on attack 5
Weapon
Attack
Damage
Claws (diff)
d10
d10
Bite (diff)
d10
d10
Sword (diff 6)
d10
d10
Lethal and Bashing regen 1/turn
AG you heal 1/day of full rest.
This Gift imbues a homid’s words with intrinsic credibility and conviction, causing them to ring true to the ear and lay heavy on the heart. An ancestor-spirit teaches this Gift. System: The player rolls Charisma + Subterfuge (difficulty 7). Success lowers the difficulty of all social rolls by one for the rest of the scene, and allows successful rolls to have uncommonly strong impact (such as changing long-held political views, or ausing an addict to seriously reconsider the course of his life).
This Gift imbues a homid’s words with intrinsic credibility and conviction, causing them to ring true to the ear and lay heavy on the heart. An ancestor-spirit teaches this Gift.
[b]System: [/b]The player rolls Charisma + Subterfuge (difficulty 7). Success lowers the difficulty of all social rolls by one for the rest of the scene, and allows successful rolls to have uncommonly strong impact (such as changing long-held political views, or ausing an addict to seriously reconsider the course of his life).
The werewolf may send her howl far beyond the normal range of hearing and imbue it with great emotion, stirring the hearts of fellow Garou and chilling the bones of all others. A wolf-spirit teaches this Gift. System: The player rolls Stamina + Empathy; the number of successes determines how far away the Call can be heard (double the normal range for each success) and how stirring it is to those who hear it. This Gift should be used in conjunction with one of the Garou howls (see p. 58).
The Storyteller determines the effects as appropriate to the purpose to which it is put, perhaps awarding a bonus die to revel participants for each two successes, or granting a point of Rage to all listeners for an exceptional battlefield howl.
The werewolf may send her howl far beyond the normal range of hearing and imbue it with great emotion, stirring the hearts of fellow Garou and chilling the bones of all others. A wolf-spirit teaches this Gift.
[b]System: [/b]The player rolls Stamina + Empathy; the number of successes determines how far away the Call can be heard (double the normal range for each success) and how stirring it is to those who hear it. This Gift should be used in conjunction with one of the Garou howls (see p. 58).
The Storyteller determines the effects as appropriate to the purpose to which it is put, perhaps awarding a bonus die to revel participants for each two successes, or granting a point of Rage to all listeners for an exceptional battlefield howl.
Sense Wyrm (Level One) — The werewolf can sense nearby manifestations of the Wyrm. This Gift involves a mystical sense, not a visual or olfactory image, although Garou often describe the Wyrm’s spiritual emanations as a stench. This Gift doesn’t necessarily sense dedication to the Wyrm, merely contact with its spiritual essence, which can cling to even blameless souls. Sense
Wyrm requires active concentration; the spiritual sense it provides doesn’t function passively. The Gift may be taught by any Gaian spirit. System: The player rolls Perception + Occult. The difficulty depends on the concentration and strength of the Wyrm’s influence: 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 7. Vampires register as Wyrm-tainted, save those with Humanity ratings of 7 or higher.
Sense Wyrm (Level One) — The werewolf can sense nearby manifestations of the Wyrm. This Gift involves a mystical sense, not a visual or olfactory image, although Garou often describe the Wyrm’s spiritual emanations as a stench. This Gift doesn’t necessarily sense dedication to the Wyrm, merely contact with its spiritual essence, which can cling to even blameless souls. Sense
Wyrm requires active concentration; the spiritual sense it provides doesn’t function passively. The Gift may be taught by any Gaian spirit.
[b]System[/b]: The player rolls Perception + Occult. The difficulty depends on the concentration and strength of the Wyrm’s influence: 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 7. Vampires register as Wyrm-tainted, save those with Humanity ratings of 7 or higher.
Notes
The Litany
Garou Shall Not Mate With Garou (see Metis)
Combat the Wyrm Wherever it Dwells and Whenever it Breeds
Respect the Territory of Another
Accept an Honorable Surrender
Submission to Those of Higher Station
Respect Those of Lower Station, for all are of Gaia.
The First Share of the Kill for Greatest in Station
Ye Shall Not Eat the Flesh of Humans
The Veil Shall Not Be Lifted
Do Not Suffer Thy People to Tend Thy Sickness
The Leader May Be Challenged At Any Time During Peace
The Leader May Not Be Challenged During Wartime
Ye Shall Take No Action That Causes a Caern to Be Violated
The group
[b]The Litany[/b]
Garou Shall Not Mate With Garou (see Metis)
Combat the Wyrm Wherever it Dwells and Whenever it Breeds
Respect the Territory of Another
Accept an Honorable Surrender
Submission to Those of Higher Station
Respect Those of Lower Station, for all are of Gaia.
The First Share of the Kill for Greatest in Station
Ye Shall Not Eat the Flesh of Humans
The Veil Shall Not Be Lifted
Do Not Suffer Thy People to Tend Thy Sickness
The Leader May Be Challenged At Any Time During Peace
The Leader May Not Be Challenged During Wartime
Ye Shall Take No Action That Causes a Caern to Be Violated
Level One
This rite is a form of apology. The offending party uses it to prevent the enmity of spirits or Garou whom an individual has offended, or to prevent war between septs or tribes. The rite most often involves the enactor dropping to her belly and sliding forward. The ritemaster may also whine and lick his paws or hands. If performed well, however, a simple inclination of the head may suffice. To enact the rite successfully, the Garou must either give a small gift to the offended individual or, in the case of a spirit, possess some aspect of the spirit in question (for example, a clay falcon if the Garou is appealing to the totem spirit Falcon) that he pays homage to.
System: The difficulty level of the rite equals the Rage of the target spirit or werewolf. A single success suffices for a gracious apology, but may not be enough to mend friendships or undo grievous errors. The more successes rolled, the greater the wrong that can be forgiven. Werewolves who refuse to recognize a Rite of Contrition are looked upon poorly by elders. Most spirits will always accept a well-performed rite.
(Cha+Ritual diff 7)
Level One
This rite is a form of apology. The offending party uses it to prevent the enmity of spirits or Garou whom an individual has offended, or to prevent war between septs or tribes. The rite most often involves the enactor dropping to her belly and sliding forward. The ritemaster may also whine and lick his paws or hands. If performed well, however, a simple inclination of the head may suffice. To enact the rite successfully, the Garou must either give a small gift to the offended individual or, in the case of a spirit, possess some aspect of the spirit in question (for example, a clay falcon if the Garou is appealing to the totem spirit Falcon) that he pays homage to.
System: The difficulty level of the rite equals the Rage of the target spirit or werewolf. A single success suffices for a gracious apology, but may not be enough to mend friendships or undo grievous errors. The more successes rolled, the greater the wrong that can be forgiven. Werewolves who refuse to recognize a Rite of Contrition are looked upon poorly by elders. Most spirits will always accept a well-performed rite.
(Cha+Ritual diff 7)
This common rite takes many form, but always involves pausing before the start of a hunt to praise Gaia and all her creatures. In addition, the Garou selects some item to hold her prayers. The item could be anything from an old belt to a shark-tooth necklace, but the werewolf must have it with her when she hunts. If she loses the item, she must choose a new one and begin her devotions anew.
System: If the Garou performs this rite before every hunt for three lunar months, she receives an additional die to all tracking rolls as long as she continues her pre-hunt prayers. If she neglects the prayer before even one hunt, she must begin the cycle again before she regains the bonus.
This common rite takes many form, but always involves pausing before the start of a hunt to praise Gaia and all her creatures. In addition, the Garou selects some item to hold her prayers. The item could be anything from an old belt to a shark-tooth necklace, but the werewolf must have it with her when she hunts. If she loses the item, she must choose a new one and begin her devotions anew.
System: If the Garou performs this rite before every hunt for three lunar months, she receives an additional die to all tracking rolls as long as she continues her pre-hunt prayers. If she neglects the prayer before even one hunt, she must begin the cycle again before she regains the bonus.
A specific form of the Rite of Contrition, this rite involves the werewolf stepping sideways into the Umbra just after making a kill, in order to thank her prey’s spirit for giving its life that she might survive.
System: The character must perform this rite upon every beast of Gaia (not including Wyrm-spawn) she slays for one full turning of the moon. Should she do so, all of her difficulty numbers drop by one when dealing with nature spirits. This bonus lasts until she kills an animal without taking time to thank the creature’s spirit.
A specific form of the Rite of Contrition, this rite involves the werewolf stepping sideways into the Umbra just after making a kill, in order to thank her prey’s spirit for giving its life that she might survive.
System: The character must perform this rite upon every beast of Gaia (not including Wyrm-spawn) she slays for one full turning of the moon. Should she do so, all of her difficulty numbers drop by one when dealing with nature spirits. This bonus lasts until she kills an animal without taking time to thank the creature’s spirit.
Your reputation among the Garou of your sept does you credit. You may have earned this good name independently, or through the actions of your pack. When you deal with the Garou of your sept, you gain three extra dice to your Social dice pools. Reputation should not be confused with Renown; you may have a good "name" with your sept while possessing relatively little Renown. You may not take the Flaw: Notoriety.
OOC:
Her castle is open for the Garou
Your reputation among the Garou of your sept does you credit. You may have earned this good name independently, or through the actions of your pack. When you deal with the Garou of your sept, you gain three extra dice to your Social dice pools. Reputation should not be confused with Renown; you may have a good "name" with your sept while possessing relatively little Renown. You may not take the Flaw: Notoriety.
[ooc]Her castle is open for the Garou
[/ooc]
You have inherited an enemy, not because of anything you’ve done, but because one of your ancestors incurred his wrath. The strength of the enemy determines the point value of the Flaw.
• (3 points) A powerful vampire or spirit creature who has sworn a vendetta against your family line.
You should work with the Storyteller to come up with a logical backstory surrounding your ancestor’s enemy, since encounters with your foe may provide an ongoing story arc for your chronicle. You must possess the Ancestors Background to take this Flaw.
You have inherited an enemy, not because of anything you’ve done, but because one of your ancestors incurred his wrath. The strength of the enemy determines the point value of the Flaw.
• (3 points) A powerful vampire or spirit creature who has sworn a vendetta against your family line.
You should work with the Storyteller to come up with a logical backstory surrounding your ancestor’s enemy, since encounters with your foe may provide an ongoing story arc for your chronicle. You must possess the Ancestors Background to take this Flaw.
You possess a hidden past which, if revealed, would cause you great embarrassment at best and make you an outcast or even hunted in Garou society at worst. Perhaps you had a lover who is a Black Spiral Dancer. Maybe you were responsible for the slaughter of your former pack or the mysterious death of a sept leader. This secret preys on your mind at all times, even though your friends and packmates are unaware of your shame. Occasionally, hints
about your secret may arise in stories and you must take precautions to keep the knowledge from coming out into the open. So long as your secret remains unknown to those who might use it against you, you may keep the Flaw, even if a few individuals discover it. If your Dark Secret ever resolves itself so that it is no longer a factor in your life, you must sacrifice the experience points to buy it off.
OOC:
She eate her husband at her first turn
Compulsion (1 pt. Flaw)
You feel compelled to take certain actions at certain times or under specific circumstances. This psychological quirk sometimes takes a highly ritualized form (constant hand-washing or grooming) or else manifests in trigger situations (compulsive gambling, swearing, talking, stealing). This Flaw not only causes problems for you, but for your packmates as well. You may spend a Willpower point to avoid your compulsion temporarily. Check with your Storyteller to find out how long you can resist before you must spend another Willpower point or succumb to your compulsion.
OOC:
Fiddle with her sword
You possess a hidden past which, if revealed, would cause you great embarrassment at best and make you an outcast or even hunted in Garou society at worst. Perhaps you had a lover who is a Black Spiral Dancer. Maybe you were responsible for the slaughter of your former pack or the mysterious death of a sept leader. This secret preys on your mind at all times, even though your friends and packmates are unaware of your shame. Occasionally, hints
about your secret may arise in stories and you must take precautions to keep the knowledge from coming out into the open. So long as your secret remains unknown to those who might use it against you, you may keep the Flaw, even if a few individuals discover it. If your Dark Secret ever resolves itself so that it is no longer a factor in your life, you must sacrifice the experience points to buy it off.
[ooc]She eate her husband at her first turn[/ooc]
Compulsion (1 pt. Flaw)
You feel compelled to take certain actions at certain times or under specific circumstances. This psychological quirk sometimes takes a highly ritualized form (constant hand-washing or grooming) or else manifests in trigger situations (compulsive gambling, swearing, talking, stealing). This Flaw not only causes problems for you, but for your packmates as well. You may spend a Willpower point to avoid your compulsion temporarily. Check with your Storyteller to find out how long you can resist before you must spend another Willpower point or succumb to your compulsion.
[ooc]Fiddle with her sword[/ooc]
[npcs="NPC list"]
Nieve|https://i.imgur.com/7Jn5RG9.jpeg
Nieve (Glabro)|https://i.imgur.com/FJPFnHL.jpeg
Nieve (Crinos)|https://i.imgur.com/4BHibj7.jpeg
Nieve (Hispo)|https://i.imgur.com/gMaSGZs.jpeg
Nieve (Lupus)|https://i.imgur.com/74grMaC.jpeg
[/npcs]
[2column][col]
[table="compact"]
[f=font-aladin large bold]Name:[/f]|[_=Lady Nivie]
[f=font-aladin large bold]Player:[/f]|[_=Runekyndig]
[f=font-aladin large bold]Concept:[/f]|[_=Lady of the castle turne warewolf]
[f=font-aladin large bold]Breed:[/f] |[_=Homid]
[f=font-aladin large bold]Auspice:[/f] |[_=Galliard ]
[f=font-aladin large bold]Tribe:[/f] |[_=Silver Fangs]
[f=font-aladin large bold]Rank:[/f] |[_=1 Cliath]
[f=font-aladin large bold]Pack Name:[/f] |[_=]
[f=font-aladin large bold]Pack Totem:[/f]|[_=]
[/table]
[/col]
[col]
[table]
[f=font-aladin large bold]Willpower, Max: [_=3][/f]|[_a=3/3]
[f=font-aladin large bold]Rage, Max: [_=4][/f]|[_a=0/4]
[f=font-aladin large bold]Gnosis, Max: [_=1][/f]|[_a=1/1]
[f=font-aladin large bold]Health:[/f]|[_hp=0/7] [f=tiny color:#ffffff00][_step1$=(hp>1)?-1:''][_step2$=(hp>3)?-1:''][_step3$=(hp>5)?-3:''][_hpmod$=0+step1+step2+step3][/f]
[/table]
[/col][/2column]
[f=centre][b]Glabro[/b]: [_glabro=1/1] [b]Crinos[/b]: [_crinos=0/1] [b]Hispo[/b]: [_hispo=0/1] [b]Lupus[/b]: [_lupus=0/1][/f]
[3column]
[col]
[table= "rolls pool-add"]
[f=font-aladin large bold]Physical[/f]|||
STR [_=]|[_attstr=3/5]|[_tstr$=attstr+glabro*2+crinos*4+hispo*3+lupus+hpmod]d10
DEX [_=]|[_attdex=4/5]|[_tdex$=attdex+crinos+hispo*2+lupus*2+hpmod]d10
STA [_=]|[_attsta=1/5]|[_tsta$=attsta+glabro*2+crinos*3+hispo*3+lupus*2+hpmod]d10
[/table][f=tiny color:gray]total: [_$=attstr+attdex+attsta-3]/[_=5][/f]
[/col]
[col]
[table= "rolls pool-add"]
[f=font-aladin large bold]Social[/f]|||
CHA [_=]|[_attcha=3/5]|[_$=attcha+hpmod]d10
MAN [_=]|[_attman=4/5]|[_$=attman-glabro*2-crinos*3-hispo*3-lupus*3+hpmod]d10
APP [_=]|[_attapp=3/5]|[_$=attapp-glabro+hpmod]d10
[/table][f=tiny color:gray]total: [_$=attcha+attman+attapp-3]/[_=7][/f]
[/col]
[col]
[table= "rolls pool-add"]
[f=font-aladin large bold]Mental[/f]||
PER [_=]|[_attper=2/5]|[_$=attper+hpmod]d10
INT [_=]|[_attint=3/5]|[_$=attint+hpmod]d10
WIT [_=]|[_attwit=2/5]|[_$=attwit+hpmod]d10
[/table][f=tiny color:gray]total: [_$=attwit+attint+attper-3]/[_=3+1][/f]
[/col]
[/3column]
[3column]
[col]
[table= "rolls pool-add"]
[f=font-aladin large bold]Talents[/f]|||
Alertness [_=]|[_ab1ale=1/5]|[_$=ab1ale]d10
Athletics [_=]|[_ab1at=1/5]|[_$=ab1at]d10
Brawl [_=]|[_abbra=0/5]|[_$=abbra]d10
Empathy [_=]|[_ab1emp=2/5]|[_$=ab1emp]d10
Expression [_=]|[_ab1exp=0/5]|[_$=ab1exp]d10
Intimidation [_=]|[_ab1int=1/5]|[_$=ab1int]d10
Leadership [_=]|[_ab1lea=2/5]|[_$=ab1lea]d10
Primal Urge [_=]|[_ab1urg=2/5]|[_$=ab1urg]d10
Streetwise [_=]|[_ab1stre=0/5]|[_$=ab1stre]d10
Subterfuge [_=]|[_ab1sub=0/5]|[_$=ab1sub]d10
Hobby Talent [_=]|[_ab1hob=0/5]|[_$=ab1hob]d10
[/table]
[f=tiny color:gray]total: [_$=ab1ale+ab1at+abbra+ab1emp+ab1exp+ab1int+ab1lea+ab1urg+ab1stre+ab1sub+ab1hob]/[_=9][/f]
[/col]
[col]
[table= "rolls pool-add"]
[f=font-aladin large bold]Skills[/f]|||
Animal Ken [_=]|[_ab2ak=0/5]|[_$=ab2ak]d10
Crafts [_=]|[_ab2craf=0/5]|[_$=ab2craf]d10
Drive [_=]|[_ab2dri=0/5]|[_$=ab2dri]d10
Etiquette [_=]|[_ab2eti=2/5]|[_$=ab2eti]d10
Firearms [_=]|[_ab2fire=0/5]|[_$=ab2fire]d10
Larceny [_=]|[_ab2lar=0/5]|[_$=ab2lar]d10
Melee [_=]|[_ab2mele=2/5]|[_$=ab2mele]d10
Performance [_=]|[_ab2per=1/5]|[_$=ab2per]d10
Stealth [_=]|[_ab2ste=0/5]|[_$=ab2ste]d10
Survival [_=]|[_ab2tec=0/5]|[_$=ab2tec]d10
Professional Skill [_=]|[_ab2pro=0/5]|[_$=ab2pro]d10
[/table]
[f=tiny color:gray]total: [_$=ab2ak+ab2craf+ab2dri+ab2eti+ab2fire+ab2lar+ab2mele+ab2per+ab2ste+ab2tec+ab2pro]/[_=5][/f]
[/col]
[col]
[table= "rolls pool-add"]
[f=font-aladin large bold]Knowledges[/f]|||
Academics [_=]|[_ab3aca=1/5]|[_$=ab3aca]d10
Computers [_=]|[_ab3com=0/5]|[_$=ab3com]d10
Enigmas [_=]|[_ab3eni=2/5]|[_$=ab3eni]d10
Investigation [_=]|[_ab3inv=3/5]|[_$=ab3inv]d10
Law [_=]|[_ab3law=1/5]|[_$=ab3law]d10
Medicine [_=]|[_ab3med=1/5]|[_$=ab3med]d10
Occult [_=]|[_ab3occ=3/5]|[_$=ab3occ]d10
Rituals [_=]|[_ab3rit=2/5]|[_$=ab3rit]d10
Science [_=]|[_ab3sci=0/5]|[_$=ab3sci]d10
Technology [_=]|[_ab3tec=0/5]|[_$=ab3tec]d10
Expert Knowledge [_=]|[_ab3exk=0/5]|[_$=ab3exk]d10
[/table]
[f=tiny color:gray]total: [_$=ab3aca+ab3com+ab3eni+ab3inv+ab3law+ab3med+ab3occ+ab3rit+ab3sci+ab3tec+ab3exk]/[_=13][/f]
[/col]
[/3column]
[2column][col]
[abilities=Backgrounds][table="compact"]
Allies[_=]|[_a=0/5]
Ancestors[_=]|[_a=3/5]
Contacts[_=]|[_a=0/5]
Fate[_=]|[_a=0/5]
Fetish [_=]|[_a=0/5]
Kinfolk[_=]|[_a=2/5]
Mentor[_=]|[_a=1/5]
Pure Breed[_=]|[_a=3/5]
Resources[_=]|[_a=3/5]
Rites[_=]|[_a=2/5]
Spirit Heritage[_=]|[_a=0/5]
Totem[_=]|[_a=0/5]
Hunting Grounds[_=]|[_a=3/5]
Castle[_=]|[_a=2/5]
[/table]
#Hunting Grounds
The Hunting Grounds Background typically represents a large stretch of wilderness in which a Garou (or pack) can freely hunt and breed. This wilderness generally contains no humans, though the Garou might choose to live within the area. (These humans might be Kinfolk, allies, contacts or just ordinary humans who happen to live in the area.) If the player prefers, Hunting Grounds may represent part of a city, though typically such is the case only among urban Garou. Hunting grounds in a city are rarely empty of human habitation. Quite the contrary, they are as populous as any other part of town. The influence of the Wyrm and Weaver is kept at a minimum in such areas, however, as the very territorial Garou are quick to burn out any such infestation in their homes.
This Background differs from the vampire Domain Background in a few respects, but the most important of them is that the Garou do not rule their hunting grounds. They protect and nurture the land. They hunt for food within them, but they do not despoil them. The Garou are almost never the "official" rulers of their hunting grounds. They are the caretakers, but they let the human nobility think that it rules the place while it passes laws governing it and so on. The Silver Fangs and Shadow Lords are the only exceptions, as they are the only formally rule over human cities in their time.
Hunting Grounds is probably the best choice for an Anchorage Background for a Background pool. Any people living within the hunting grounds might then be represented as Allies, Contacts or Kinfolk.
A single pack rarely, if ever, controls a caern, so a pack’s hunting grounds probably won’t contain one, so the pack manages to successfully perform the Rite of Caern Building (p. 147) and open a new caern, it will likely become the ruling body of the caern, but other members of their tribes will arrive in short order to help with the maintenance of the caern.
Just as dots in Domain can be used to increase the area’s size or security, a player (or troupe) may allocate dots of Hunting Grounds for any of the following:
• Reduce the Gauntlet within the grounds by one (to a minimum of 4).
• Make the area more amenable to human and Garou survival. Reduce the difficulty of Survival rolls by one. (This can be bought only three times.)
• Make the beasts of the area more amenable to the Garou. Reduce the difficulty of Animal Ken rolls by one. (This can be bought only three times.)
• Make the flora of the area more useful. Reduce the difficulty of rolls involving plants (including Medicine and Herbal Wisdom rolls to employ them for healing) by one. (This can be bought only three times.)
The troupe might also decide to increase the difficulties of the preceding rolls, or to gain points toward their Hunting Grounds rating. For example, the Hunting Grounds might be located primarily in a rolling field that is almost completely devoid of healing or useful herbs. The troupe might decide to apply +2 difficulty to any rolls to use those plants then add two points to the Hunting Grounds rating (which might then be applied to size or a different modifier).
Note that these points to the difficulty of Abilities apply throughout the hunting grounds, and they do not affect the difficulty of supernatural abilities within the area. Additionally, these modifiers cannot take a difficulty below 2 or above 9.
Hunting Grounds size:
• An acre or so — space to run, perhaps hiding place, but nothing but space through except small game and that which is just passing through.
•• A small wood, perhaps with a stream running through it. A few acres.
••• Several acres with plenty of native wildlife.
•••• A broad swath of land. Dozens of acres.
••••• A large and verdant wilderness, with a heart more than a day away from civilization
#Kinfolk
Kinfolk are otherwise normal humans and wolves who
descended from Garou without inheriting their spiritual duty.
Through this Background you are in contact with a number of
Kinfolk. While Kinfolk are normal members of their species
in most respects, they are immune to the Delirium, giving
them the dubious advantage of looking upon a Crinos-form
werewolf. 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.
Some Kinfolk may be related to you directly, while others
are contacts you have made through your sept.
Kinfolk may be pooled among a pack.
• Two Kinfolk
•• Five Kinfolk
••• 10 Kinfolk
•••• 20 Kinfolk
••••• 50 Kinfolk
#Resources
The Resources Background describes your character’s access to and control over a range of valuable assets. These assets may be actual cash, but as this Background increases, they’re more likely to be investments, property, or earning capital such as stocks and bonds. A character’s Resources depend upon the standard of living she’s comfortable with — a lupus in the Yukon isn’t likely to get a wire transfer from her broker each month. A character with no dots in Resources can have enough clothing and supplies to get by, or she may be homeless, sleeping in a den in her lupus form.
You receive a basic allowance each month based on your rating, so make sure to detail where this money comes from. The Storyteller will determine how much this is based on the area your game takes part in and the cultures you’re in contact with. A werewolf’s fortune can run out if she’s fighting in the Amazon rather than managing her stock portfolio. You can also sell your less liquid resources if you need the cash, but this can take weeks or even months, depending on what exactly you’re trying to sell. Art buyers don’t just pop out of the woodwork, after all.
Resources can be pooled among a pack.
• Sufficient. You don’t get many spending sprees, but you’ve got a decent place to live, a car that doesn’t crap out every week, and a decent standard of living for the working class.
•• Moderate. You’re thoroughly middle-class in in-come, and can afford the odd indulgence. You can hire specific help as necessary. You have enough available cash, portable property, and valuables that you can maintain a one-dot standard of liv-ing wherever you are for up to six months.
••• Comfortable. You own a house and some land outright, which you may let the sept use or keep for your pack, and you’ve a reputation that gives you easy access to credit at good terms. More of your assets are tied up in property than in cash, and if needs be you can maintain a one-dot standard of living wherever you are for as long as you like.
•••• Wealthy. You have serious financial power, and are one of the richest people in your country. You don’t deal much with actual cash, using more valuable and stable assets to pay off debts as they arise. When you can’t focus on maintaining your level of Resources, you can live at the three-dot level for up to a year, or a two-dot life indefinitely.
••••• Extremely Wealthy. You’re one of the richest people on Earth. You have multiple homes, many forms of luxury transport, and frequently show up in glossy magazines and on gossip websites. You have assets everywhere, and can hobble the Wyrm’s activities with a ten-minute phone call. You can live at the three-dot level indefinitely if you ignore your fortune; higher if you put a little effort in to it.[/abilities]
[abilities=Renown][table="compact"]
[f=font-aladin large bold]Glory, Permanent: [/f]|[_a=2/10]
[f=font-aladin large bold]Glory, Temporary: [/f]|[_a=0/10]
[f=font-aladin large bold]Honor, Permanent: [/f]|[_a=0/10]
[f=font-aladin large bold]Honor, Temporary: [/f]|[_a=0/10]
[f=font-aladin large bold]Wisdom, Permanent: [/f]|[_a=1/10]
[f=font-aladin large bold]Wisdom, Temporary: [/f]|[_a=0/10]
[/table][/abilities]
[/col][col]
[abilities=Combat]
[table=rolls]Rolls|
Initiative|[_$=tdex+attwit]d10
Soak damage (6)|[_$=tsta-hpmod]d10
[/table]
successes on attack [_soa=5]
[table=rolls]Weapon |Attack| Damage
Claws (diff[_$=6-lupus]) |[_$=tdex+abbra]d10 |[_$=tstr+2+soa]d10
Bite (diff[_$=5-lupus]) |[_$=tdex+abbra]d10| [_$=tstr+1+hispo+soa]d10
Sword (diff [_=6]) | [_$=tdex+ab2mele]d10|[_$=tstr+2+soa]d10
[/table]
Lethal and Bashing regen 1/turn
AG you heal 1/day of full rest.[/abilities]
[abilities=Gifts]
#Persuasion (Level One)
This Gift imbues a homid’s words with intrinsic credibility and conviction, causing them to ring true to the ear and lay heavy on the heart. An ancestor-spirit teaches this Gift.
[b]System: [/b]The player rolls Charisma + Subterfuge (difficulty 7). Success lowers the difficulty of all social rolls by one for the rest of the scene, and allows successful rolls to have uncommonly strong impact (such as changing long-held political views, or ausing an addict to seriously reconsider the course of his life).
#Call of the Wyld (Level One)
The werewolf may send her howl far beyond the normal range of hearing and imbue it with great emotion, stirring the hearts of fellow Garou and chilling the bones of all others. A wolf-spirit teaches this Gift.
[b]System: [/b]The player rolls Stamina + Empathy; the number of successes determines how far away the Call can be heard (double the normal range for each success) and how stirring it is to those who hear it. This Gift should be used in conjunction with one of the Garou howls (see p. 58).
The Storyteller determines the effects as appropriate to the purpose to which it is put, perhaps awarding a bonus die to revel participants for each two successes, or granting a point of Rage to all listeners for an exceptional battlefield howl.
#Tribe:Sense Wyrm
Sense Wyrm (Level One) — The werewolf can sense nearby manifestations of the Wyrm. This Gift involves a mystical sense, not a visual or olfactory image, although Garou often describe the Wyrm’s spiritual emanations as a stench. This Gift doesn’t necessarily sense dedication to the Wyrm, merely contact with its spiritual essence, which can cling to even blameless souls. Sense
Wyrm requires active concentration; the spiritual sense it provides doesn’t function passively. The Gift may be taught by any Gaian spirit.
[b]System[/b]: The player rolls Perception + Occult. The difficulty depends on the concentration and strength of the Wyrm’s influence: 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 7. Vampires register as Wyrm-tainted, save those with Humanity ratings of 7 or higher.[/abilities]
[abilities=Notes]
[b]The Litany[/b]
Garou Shall Not Mate With Garou (see Metis)
Combat the Wyrm Wherever it Dwells and Whenever it Breeds
Respect the Territory of Another
Accept an Honorable Surrender
Submission to Those of Higher Station
Respect Those of Lower Station, for all are of Gaia.
The First Share of the Kill for Greatest in Station
Ye Shall Not Eat the Flesh of Humans
The Veil Shall Not Be Lifted
Do Not Suffer Thy People to Tend Thy Sickness
The Leader May Be Challenged At Any Time During Peace
The Leader May Not Be Challenged During Wartime
Ye Shall Take No Action That Causes a Caern to Be Violated
[b]The group[/b]
[/abilities]
[/col][/2column]
[linebreak]
[2column][col]
[abilities=Rites]
#Rite of Contrition
Level One
This rite is a form of apology. The offending party uses it to prevent the enmity of spirits or Garou whom an individual has offended, or to prevent war between septs or tribes. The rite most often involves the enactor dropping to her belly and sliding forward. The ritemaster may also whine and lick his paws or hands. If performed well, however, a simple inclination of the head may suffice. To enact the rite successfully, the Garou must either give a small gift to the offended individual or, in the case of a spirit, possess some aspect of the spirit in question (for example, a clay falcon if the Garou is appealing to the totem spirit Falcon) that he pays homage to.
System: The difficulty level of the rite equals the Rage of the target spirit or werewolf. A single success suffices for a gracious apology, but may not be enough to mend friendships or undo grievous errors. The more successes rolled, the greater the wrong that can be forgiven. Werewolves who refuse to recognize a Rite of Contrition are looked upon poorly by elders. Most spirits will always accept a well-performed rite.
(Cha+Ritual diff 7)
#Hunting Prayer
This common rite takes many form, but always involves pausing before the start of a hunt to praise Gaia and all her creatures. In addition, the Garou selects some item to hold her prayers. The item could be anything from an old belt to a shark-tooth necklace, but the werewolf must have it with her when she hunts. If she loses the item, she must choose a new one and begin her devotions anew.
System: If the Garou performs this rite before every hunt for three lunar months, she receives an additional die to all tracking rolls as long as she continues her pre-hunt prayers. If she neglects the prayer before even one hunt, she must begin the cycle again before she regains the bonus.
#Prayer for the Prey
A specific form of the Rite of Contrition, this rite involves the werewolf stepping sideways into the Umbra just after making a kill, in order to thank her prey’s spirit for giving its life that she might survive.
System: The character must perform this rite upon every beast of Gaia (not including Wyrm-spawn) she slays for one full turning of the moon. Should she do so, all of her difficulty numbers drop by one when dealing with nature spirits. This bonus lasts until she kills an animal without taking time to thank the creature’s spirit.[/abilities][/col]
[col][abilities=Fetishes]
[/abilities]
[/col][/2column]
[linebreak]
[2column][col]
[abilities=Merits]
#Reputation (2 pt. Merit)
Your reputation among the Garou of your sept does you credit. You may have earned this good name independently, or through the actions of your pack. When you deal with the Garou of your sept, you gain three extra dice to your Social dice pools. Reputation should not be confused with Renown; you may have a good "name" with your sept while possessing relatively little Renown. You may not take the Flaw: Notoriety.
[ooc]Her castle is open for the Garou
[/ooc][/abilities][/col]
[col][abilities=Flaws]
#Foe From the Past (3)
You have inherited an enemy, not because of anything you’ve done, but because one of your ancestors incurred his wrath. The strength of the enemy determines the point value of the Flaw.
• (3 points) A powerful vampire or spirit creature who has sworn a vendetta against your family line.
You should work with the Storyteller to come up with a logical backstory surrounding your ancestor’s enemy, since encounters with your foe may provide an ongoing story arc for your chronicle. You must possess the Ancestors Background to take this Flaw.
#Dark Secret (1 pt. Flaw)
You possess a hidden past which, if revealed, would cause you great embarrassment at best and make you an outcast or even hunted in Garou society at worst. Perhaps you had a lover who is a Black Spiral Dancer. Maybe you were responsible for the slaughter of your former pack or the mysterious death of a sept leader. This secret preys on your mind at all times, even though your friends and packmates are unaware of your shame. Occasionally, hints
about your secret may arise in stories and you must take precautions to keep the knowledge from coming out into the open. So long as your secret remains unknown to those who might use it against you, you may keep the Flaw, even if a few individuals discover it. If your Dark Secret ever resolves itself so that it is no longer a factor in your life, you must sacrifice the experience points to buy it off.
[ooc]She eate her husband at her first turn[/ooc]
Compulsion (1 pt. Flaw)
You feel compelled to take certain actions at certain times or under specific circumstances. This psychological quirk sometimes takes a highly ritualized form (constant hand-washing or grooming) or else manifests in trigger situations (compulsive gambling, swearing, talking, stealing). This Flaw not only causes problems for you, but for your packmates as well. You may spend a Willpower point to avoid your compulsion temporarily. Check with your Storyteller to find out how long you can resist before you must spend another Willpower point or succumb to your compulsion.
[ooc]Fiddle with her sword[/ooc]
[/abilities]
[/col][/2column]
[linebreak]
[2column][col]
[abilities=Metis Deformity]
Freebi points
Background: Huntring grounds (3)
Background: Kinfolk (3)
Background: Rituals (3)
Background: Mentor (1)
Attributes: (5)
[/abilities][/col]
[col][abilities=Battle Scars]
[/abilities]
[/col][/2column]
[linebreak]
[abilities=Derangements]
[/abilities]
[linebreak]
[abilities=Forms]
[img]https://i.ibb.co/B2JKG1R2/w20-forms.png[/img]
[/abilities]
[linebreak]
Has anyone tried running or played in a chronicle where the PCs are of the "evil" types? Black Spirals pack, Nephandi/barabbi coven, infernalist Cainites or Baali apostates? How'd it go?
What are your favourite fan-made supplements, if any? I've recently perused the Storyteller's vault and picked this free little project-book - Through the Looking Glass. It's about an alternative VTM universe where Clans and Bloodlines positions are reversed. Definitely got my creative juices flowing to pick up a similar old idea of mine. Any of your own published WoD/CoD fan-projects to plug?
On a similar note, Princess the Hopeful. Is a thing, and apparently good. Anyone tried? Which edition to pick for the first time reader?
Other Links of Interest: Custom Character Sheet List - most of oWoD titles are included, good for practicing chargens. Vampire for Newcomers Idea - did some prelim work on this, but couldn't quite figure out which direction to go in terms of mood, so it's sitting on the shelf for now.
Other Links of Interest: Custom Character Sheet List - most of oWoD titles are included, good for practicing chargens. Vampire for Newcomers Idea - did some prelim work on this, but couldn't quite figure out which direction to go in terms of mood, so it's sitting on the shelf for now.
[f=large centre]Active Games (oWoD)[/f]
[table=ht]
Game Name | Splat | ST | Recruiting | Link | Public?
Legacy of Lazarus | MtAs20 | BedzoneII | No | [url=https://gamersplane.com/forums/thread/39654]link[/url] | Yes
It's a Kind of Magic | MtAs20 | [s]JoshuaMabry[/s] emsquared | No | [url=https://gamersplane.com/forums/thread/37941]link[/url] | Yes
Buried Shallow | V20/Revised | reversia.ch | No | [url=https://gamersplane.com/forums/thread/36810]link[/url] | No
Boca Raton by Night | V20/V5 | DragonDweller62 | No | [url=https://gamersplane.com/games/5280]link[/url] | No
Rage Across Oregon | WTA? | JospehStrange | No | [url=https://gamersplane.com/games/5289/]link[/url] | No
End of Paradise | W5 | valentine_teddies | Yes | [url=https://gamersplane.com/games/5296/]link[/url] | No
[/table]
[f=large centre]Completed/Inactive/Retired Games (oWoD)[/f]
[table=ht]
Game Name | Splat | ST | Recruiting | Link | Public?
Yours to Keep | CtD20 | Qralloq | - | [url=https://gamersplane.com/games/4915]link[/url] | No
Phoenix By Night | V20 | Qralloq | - | [url=https://gamersplane.com/games/5195/]link | No[/url]
World Of Darkness | VDA20 | emsquared | - | [url=https://gamersplane.com/forums/10336]link[/url] | Yes
Singing Streets, whispering alleys | WoD20 | reversia.ch | - | [url=https://gamersplane.com/games/4970/]link[/url] | Yes
Wraith | Wraith20 | BedzoneII | ??? | [url=https://gamersplane.com/games/5240/]link[/url] | Yes
Fereau City | V5 | Dirigible | ??? | [url=https://gamersplane.com/games/5127]link[/url] | Yes
Let the Streets Run Red | V5 | BedzoneII | - | [url=https://gamersplane.com/games/4926]link[/url] | Yes
Houston by Night | V20 | The_Ecumenical_Antifa | No | [url=https://gamersplane.com/games/5233/]Link[/url] | No
Edges of the Darkest Sky | WtA20 | Alordis | No? | [url=https://gamersplane.com/forums/thread/38955]link[/url] | Yes
[/table]
Other Links of Interest:
[url=https://gamersplane.com/forums/thread/21532/]Custom Character Sheet List[/url] - most of oWoD titles are included, good for practicing chargens.
[url=https://gamersplane.com/forums/thread/38186/]Vampire for Newcomers Idea[/url] - did some prelim work on this, but couldn't quite figure out which direction to go in terms of mood, so it's sitting on the shelf for now.
Update: Added ems^2' old VDA20 game.
Update: Lazarus is live and closed.
Update: Added Phoenix-in-limbo.
Update: Old Las Vegas CtL game circa '21 added.
Update 4/7: Phoenix is live and closed, Werewolf recruiting.
Update 5/10: Moved "Edges.." to inactive.
Update 5/12: Houston by Night is live and recruiting!
Update:5/19 Houston closed and live, Wraith ph added.
Update:6/3 Phoenix and Yours to Keep retired, added 2 old Geist games
Update:7/? Boca Raton and Oregon added, Houston inactive
Simple Flow Chart-making - excalidraw.com
GhoulApp - VTM Character Builder and Chronicle Manager - link
GarouApp - Same as above, but for WTAlink
VTM Fortunes of the Dead zine - link
WoD Community Board on Tumblr - link
WoD Hallozine - link
[ +- ] Actual Plays
Storyteller Spira - "A wonderful example of how to run sandbox, character driven chronicles. While this amazing Storyteller is not with us anymore, her stories live on to inspire next generation of storytellers. This is what really inspired me to start storytelling and Spira is the person by watching whom I learned the ropes of how to do it. Well worth the watch. Also one of the few places that house classic HtR play." - reversia
Caffeinated Conquests - "What if a serious goth ST gathered his merry band of madman friends to play all sort of WoD goods? This is what. These guys played a lot of stuff over the years, so if you're looking to see how some obscure WoD stuff works - they might have what you're looking for. I also recommend taking a look at their "How not to *Clan name*" series. The first video - How not to Toreador - is my favourite by far, but others are fun as well." - reversia
Final Show Films - "These guys play a lot of WoD/CoD stuff, especially Werewolf the Apocalypse. Nice crew, some queer representation almost always present." - reversia
If you have any other resources you'd like to see added here, post them in the thread!
Popping back into this thread…I’m dreadful at keeping up with long threads LOL. Compelled by the recent conversations going on though.
emsquared says:
Which could potentially be pretty unfortunate as I view V5 as the best mechanical version of the game ever, for narrative-focus purposes.
That’s a really interesting perspective. I was introduced to the WoD by playing V5, though very briefly (so briefly, I don’t even remember how the system works.) My partner introduced me to V20 and for the last year, I’ve been familiarizing myself with and running that.
But I’m coming into my own as a GM and I started to realize that the level of crunch can be overwhelming for me, as someone who’s only been GMing for a year. I’ve been running Hunter: the Reckoning 5th edition lately, and I’ve really been jiving with the system, how it streamlines game mechanics for narrative purposes.
So I think I wanna give V5 another shot. Gonna start with a respec of my first V5 character since I’m in a better position to understand the system now…
As someone who discovered V20 and V5 at roughly the same time, I never really understood why so many people disliked the lore of V5. I like it just fine myself, and I'm actually considering running a V5 game sometime in the distant future, despite being a newbie to the rules and setting.