Welcome to even more Werewolf Resources!
This page is for mechanical material for Werewolf players.
This page is for mechanical material for Werewolf players.
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List of all Gifts related to Garou and/or Fera
Alternative Link of all Gifts related to Garou
At Character Creation, each Player can choose one Gift from their Breed, Auspice, and Tribe list of a gifts, which rounds out to a minimum of 3 Gifts.
A Werewolf can learn from a Spirit that they petitioned or have their local Theurge petition for them using their summoning powers. The latter is considered more traditional while the former requires the Gift of Spirit Speech as Spirits do not communicate by conventional means of Human or Wolf speech.
Chiminage is the ritual payment that follows the interaction with Spirits. For example, a Spirit of Cat might demand that the Werewolf petitioning it to follow it through a dangerous obstacle course in order to learn a Gift of its nature.
A Werewolve can learn from or teach other Garou Gifts, however the process is neither fast or easy.
System
You can purchase more Gifts of an equal or lower Rank using Experience gained through play. Once learned, Gifts cannot be forgotten. They become an innate part of a Garou, though it may require a supernatural resource to activate, like Rage or Gnosis for example.
System
Garou have regenerative abilities and vulnerability to silver if they are in a form that isn't their Breed form.
Born human and raised by human parents, you were not aware of your heritage until you experience First Change ― though you've felt the effects of Rage burning within you before that. It's likely that you were completely unaware of the Werewolves in you family tree.
Unless you were extremely lucky, most humans who are found having their First Change experience the tragedy of Rage. People that are brought into the Garou Nation are called Callow.
Others who grew up in the Garou Nation are known as Kenning.
Initial Gnosis: 1 Permanent Dot
Beginning Gifts Available:
You were born a wolf and spent your first two years among wolves. Your First Change didn't come until you were almost fully grown. You haven't the sophistication or understanding of the human world of a Homid, but your instincts and connection to the wild is much stronger as a Lupus.
Initial Gnosis: 5 Permanent Dots
Beginning Gifts Available:
Your parents are both Garou. They broke the Litany in a moment of animal passion and you're the twisted result. Raised in a Sept among other Werewolves, you know Garou culture better than most Homids or Lupus. Your parents' crime left you malformed and sterile/infertile, a visible reminder of their crime.
You were born already in Crinos and your First Change allowed you to finally change into a Homid or Lupus.
Initial Gnosis: 3 Permanent Dots
Beginning Gifts Available:
The Power of Luna
Each Garou is blessed by the Moon's phases. The different Auspices are decided by the Moon phase of the Garou's birth date. And each phase of the Moon, as the Garou lives, affects their Rage, either by increasing the chances to Rage or even decreasing it. The affinity of each Auspice is also affected by the way the Moon waxes or wanes.
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LIST OF AUSPICES
Warriors and protectors who bring destruction to the Wyrm wherever it dwells and breeds.
Initial Rage: 5 Permanent Dots
Beginning Renown: 2 Glory, 1 Honor; Permanent Dots
Beginning Gifts Available:
Lore-keepers and tale-singers who tell the deeds of Garou past to inspire the present.
Initial Rage: 4 Permanent Dots
Beginning Renown: 2 Glory, 1 Wisdom; Permanent Dots
Beginning Gifts Available:
Judges and lawmakers who balance the dual nature of man and wolf.
Initial Rage: 3 Permanent Dots
Beginning Renown: 3 Honor; Permanent Dots
Beginning Gifts Available:
Seers and shamans who clearly understand spirits and their ways.
Initial Rage: 2 Permanent Dots
Beginning Renown: 3 Wisdom; Permanent Dots
Beginning Gifts Available:
Questioners and tricksters who stalk the Wyrm with guild and cunning.
Initial Rage: 1 Permanent Dot
Beginning Renown: 3 Dots of any Renown combination; Permanent Dots
Beginning Gifts Available:
System
All Garou, regardless of her Breed, have 5 forms to shift between. Transforming between the different Garou shapes requires at least 1 Success. The character must roll Stamina + Primal-Urge to transform, or the player can spend Rage points to change instantly. Also, most clothes and possessions tend to be destroyed unless the items are discarded before hand or the items are protected with the Rite of Talisman Dedication.
The basic human form which the Garou to move through human society as any other human with the exception of the Curse of Rage affecting the average human. Only Metis or Lupus Garou can maintain their regenerative abilities and vulnerability to silver because they are not Homids in their original Breed form.
Stats Adjustments: None
Shift Difficulty: 6
Size: Average height & weight for a human
The Wolf-Man form or the Near-human form is the description of an unusually tall, feral, and muscular person. A Garou shifting into Glabro has their body weight doubled or even tripled, as well as several inches or a foot added on. Some clothes might not completely shred, but they are at their limits on tearing. Speaking in this form is not easy to understand. There's also more hair added to the greater muscular form.
Stats Adjustments
Also known as the War-Wolf form, the Crinos form is the living embodiment of the Rage within every Garou. It is the most terrible elements of man and wolf. Most Garou in this form average 9 ft tall and have many wolf like features such as fur, claws, a tail, etc. In this form, humans experience Delirium from the Garou's presence. Tribal identity is most obvious in Crinos between the fur markings and body language. At this point, clothes are an option next to dedicated charms or jewelry. A Garou may speak as a human in this form but will find it easier to speak in the Garou High Tongueinstead. The penalties to Manipulation and Appearance do not affect interaction with spirits or other Garou. Only Metis are born in this shape.
Stats Adjustments
A Hispo werewolf represents the primal nightmare of ancient days. They represent the dire wolves that ran wild during the Impergium. This form is only slightly smaller than Crinos as it is on four legs. It is not possible to speak as easily but can communicate in the language known to the Lupus Garou.
Stats Adjustments
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*Note: There are some Tribes that have Restrictions on select Backgrounds due to their Tribe's culture based on importance, or the availability of the Background geographically or spiritually.
Example: Glass Walkers are restricted from the Background: Ancestors.
Backrounds in Werewolf are mechanical Advantages that can boost a Player Character's social ability, resource availability, spirituality, and many more things.
Your friends and confidantes among humans and wolves. Closer than a Contact, however the Ally might as a favor in return for the services and you would be obligated to reciprocate in kind. Having an Ally is a two-way street of services and resources.
Allies must be maintained in order to continue the relationship. Typically, that requires having a good rapport with your Allies.
The ability to channel the knowledge and skills of those Garou who have gone before. Somewhere in your Lineage, there was an Ancestor that you can call on to channel said knowledge and skills. An Ancestor is similar to Allies or Contacts in that you can call on them for help, but do not require maintenance of the relationship though an Ancestor can refuse your request for help.
System
Each dot invested in Ancestors allows the Player to have an easier time contacting an Ancestor.
A network of poeople throughout human, or even wolf, society that you can tap for information or assistance. Contacts can be very useful for tasks that are uncommon for you or the Pack to handle but the relationship is not as close as an Ally.
Contacts must be maintained in order to continue the relationship. Typically, that requires having a good rapport with your Contacts.
A prophecy surrounding you and your Pack that you will fulfill.
System
Fate is a cumulative Background. Each dot invested in it from the Pack determines the importance of the prophecy that will be fulfilled. Fate dots can be gained during play, however it is usually a story beat that emphasize the Pack's intended duty as a huge priority.
You have an item of some sort with a Spirit bound within it, giving the item supernatural powers. Some items might resemble the abilities of Gifts. Some Fetishes might require the expenditure of a supernatural resource like Gnosis or Rage, or even Willpower.
Fetishes must be maintained in order to continue the using the item. The Spirit bound within it might have a specific requirement, a demand for Chiminage, from the user.
A network of poeople throughout human, or even wolf, society that you can tap for information or assistance.
A Garou of higher Rank who has taken an interestest in your progress and offers advice. Mentors can offer insight and access to resources and Gifts that wouldn't be availabe for a much younger Werewolf.
Mentors must be maintained in order to continue the relationship. They are similar to Allies but maintain a higher position in the field of interest that you are being mentored in.
Also known as Purebreed
You have the blood of a Garou hero in your veins, and others can see it within you. Lineage can also be granted by a Tribe Totem Spirit as Lineage also shows the spiritual affinity of a Garou. Some Tribes with significant amounts of Lineage will manifest in distinct looks.
System
Based on your distinct Lineage, Garou are more inclined to listen to your words or have better social interactions in general.
Your personal wealth, possessions, and income.
You know a number of Rites which are rituals that are empowered with spirit magic. There are many major Rites but also minor ones.
System
Each Rite has their own mechanical requirements which, when done correctly, can grant the Player advantages during gameplay.
You have the touch of a particular type of Spirit on you, and they treat you as their own. Similar to Lineage, Spirit Heritage is the spiritual equivalent, however Spirit Heritage can only be attained if a Spirit has previously blessed your family or was your parent.
System
The Pack's Totem is a unique Spirit that patrons this particular group of Garou. The Totem is typically aligned with the purpose and strengths of the Pack's similar goals and strenghths. This Background is pooled amongst the Pack to create it.
System
Each dot invested into Totem allows the Spirit to gain abilities. The more dots invested, the more powerful, capable, and versatile the Spirit becomes, especially in regards of spiritual connection. Typically, the Theurge has the strongest spiritual connection with their Pack's Totem. However, anyone with high dots in Totem will have a stronger connection to that Spirit.
Click here for Master List of all Merits & Flaws!
Merits and Flaws are considered an optional ruling to playing Werewolf the Apocalypse, but they're a popular option due to the variety it brings for player agency and roleplay value. Both Merits and Flaws can bought with Freebie Points at Character Creation or they can be earned or lost through play based on the Player's character development.
Merits are positive advantages that boost your character's physical, mental, social, or supernatural abilities.
Flaws are disadvantages traits that negatively impact your character's physical, mental, social, or supernatural abilities.
Garou and Kinfolk each have different pools of Freebie Points to purchase Merits and Flaws.
The Curse of Luna
Rage quantifies how much supernatural anger the werewolf feels at the Wyrm and Weaver for desecrating Gaia. The higher a character's Rage, the more trouble she has dealing with ordinary humans. A character's starting Rage is determined by her Auspice. All Kinfolk are immune to the affects of Rage.
The average human can detect the supernatural Rage within Werewolves. The Curse, as it is commonly known, makes it difficult for Garou to interact within everyday human society. If a human's Willpower rating is less than a Garou's Rage, that human will avoid contact with that Garou, as much as possible. Humans with a Willpower score higher than 2 to 4 are not as affected by the Curse, depending on the individual.
Regular animals also avoid Garou, including non-Kinfolk wolves.
The Curse is the reason why some Garou stray from the Litany as true belonging isn't possible within human society.
When confronted with the sight of a Garou in Crinos form, most humans refuse to remember what they've seen, running in fear or cowering in a catatonic state. Delirium only affects people who can see the Crinos form in person. Photographs, any video, or other similar evidence won't trigger the reaction. Most humans, unless they have a Willpower rating of 8 or higher, will rationalize the evidence.
When a player rolls 6 or more successes on a Rage roll, the character enters a state known as theThrall of the Wyrm. In addition to attacking anything in sight, the Thrall has an additional conseuqence based on the Breed of the Garou. Each Breed has an affinity to one of the heads of the Triatic Wyrm This type of frenzied Rage is one of the worst Frenzies that a Garou can experience.
Homid
(Cannibalism)
Eater-of-Souls holds humans as its special children. This twisted favor extends to homid Garou. This Wyrm drives its minions to eat humans, wolves, and even other Garou. A werewolf in this Thrall must roll Wits (difficulty 7) whenever she kills or incapacitates an opponent. If the roll is a botch, she must stop for a turn and eat her kill.Metis
(Sexual Assault)
The Defiler Wyrm reserves special attention for those Garou who cannot breed themselves. It drives metis Garou to perform unspeakable sexual acts on their fallen opponents, regardless of their respective genders. If a werewolf kills or incapacitates an opponent, his player must roll Wits (difficulty 7). If the roll botches, the werewolf stops for a turn and slakes his unholy lusts on his opponent's corpse.Lupus
(Violent Corpse Destruction)
Beast-of-War lays claim to the savage lupus Garou. It forces them to tear into their victims until nothing is left but bloody chunks of meat and bone. The Garou loses all sense of mercy, and exists only to destroy. When a lupus werewolf kills or incapacitates a foe when in the Thrall, her player must roll Wits (difficulty 7). If the roll botches, the werewolf savages his opponent's corpse until it is torn limb from limb.
System
The difficulty for a Rage roll depends on the situation and the phase of the moon. The following conditions are examples for potential Rage rolls:
- Embarassment or humiliation
- Botching an important roll
- Any strong emotions (lust, rage, envy)
- Extreme hunger
- Extreme stress
- Confinement
- Helplessness
- Being taunted by a superior enemy
- Large quantities of silve in the area
- Being wounded
- Seeing a packmate wounded
The moon phase can reduce the difficulty of Rage rolls if the current moon phase matches the character's Auspice.
Moon Phase Difficulty New Moon, Ragabash 8 Crescent Moon, Theurge 7 Half Moon, Philodox 6 Gibbous Moon, Galliard 5 Full Moon, Ahroun 4
Rage can be spent as points at the beginning of a turn. Players can only spend Rage only in times of stress.
Extra Actions
Players can spend Rage to gain extra actions in a single turn. However, Garou cannot spend more Rage points than half of their permanent rating, rounded up (half of 5 Rage points would equal to 3 potential extra actions).
Changing Forms
Players can spend Rage to change instantly into any of the shapeshifter forms without having to roll Stamina + Primal-Urge.
Recover from Stun
Players can spend Rage to ignore the stun effect and function normally.
Remaining Active
Players can spend Rage to keep their character going even if the character falls below the Incapacitated health level. This option does require a Rage roll (difficulty 8). If this roll fails, the character doesn't recover. Should they survive, the wound will remain as an appropriate Battle Scar.
The Rage pool fluctuates as it is spent and as it replenishes through these methods.
The Moon
The first time a werewolf sees the moon at night, they may gain Rage from the viewing. If the moon phase corresponds with the character's Auspice, they regain all of their Rage.
Moon Phase | Rage Points |
---|---|
New Moon | 1 Point |
Waning Moon | 2 Points |
Half Moon | 3 Points |
Waxing Moon | 3 Points |
Full Moon | 4 Points |
Botch
With the Storyteller's approval, characters can gain Rage after a botched roll.
Humiliation
Characters can gain Rage from a particularly embarrassing situation or if they are humiliated. Garou tend to be very proud and the situation may warrant a Rage point.
Confrontation
With Storytell'ers approval, characters can gain Rage from the beginning of a tense situation or moments before combat starts. This gain accounts for the anticipation of conflict or hackle-raising just as tempers start to flare.
Start of a New Story
When a new story begins, each player rolls to determine how much temporary Rage their characters currently possess.
If a character has lost or spent all of their Rage and Willpower points, the Garou has "lost the wolf". They cannot regain Rage. The Garou cannot shift into anything except be in their Breed form until their Rage returns. The Garou must regain at least 1 point of Willpower point before they can recover any Rage.
The Uncontrollable Beast
Frenzy is the violent outburst, the untamed savagery, the animal instinct for blood and brutality that lurks in the heart of every Werewolf. Any Rage rolls can lead to a Frenzy, even for rolls to activate Gifts. The possibility represent an attempt to awaken the primal beast that drives all Garou.
There are two main ways Garou can frenzy: Beserk Frenzy and Fox Frenzy.
A beserk Garou shifts immediately to either Crinos or Hispo form (the player decides which), and attacks something.
If the Garou's permanent Rage exceeds their permanent Gnosis attacks anything that moves.
The Garou does everything in their power to escape in their Lupus form. The only time to attack is to move something out of the way of escape. The character runs until a safe hiding place is found, and will remain there until the Fox Frenzy passes.
System
Whenever a player gets 4 or more successes on a Rage roll, the character enters a Frenzy. The player can spend a Willpower point to immediately to halt the Frenzy, however the character cannot take any further action for that turn. During the Frenzy, the werewolf cannot perform combat maneuvers and pack tactics. They can only bite, claw, or run. The Garou can spend Rage for extra action, but they cannot split dice pools, use Gifts, or Step Sideways into the Umbra.
The werewolf does not feel pain and ignores all wound penalties. The Frenzy ends once the triggering situation is over. Once over, the player rolls Willpower (difficulty equal to the Garou's Rage) to escape the Frenzy finally. If the roll fails, the player can try again next turn with no increase in difficulty
The Gift of Gaia
Gnosis is the essence of the spiritual world. It is the connection to Gaia. Garou have varying access to the surrounding spirits and they must use Gnosis as an expression of their half-spirit nature. Using Gnosis is what makes travel to the Umbra possible and it also fuels many of the powerful Gifts that spirits can bestow on Garou.
Garou with low Gnosis can find it difficult to communicate with spirits, however Garou with high Gnosis can have a difficult time existing in a Weaver concentrated urban city as their connection with the Wyld is much stronger.
System
Gnosis functions similar to how a player can spend Rage and Willpower. The character's Gnosis pool cannot exceed their Gnosis rating.
Rage vs Gnosis
A player cannot use both Rage and Gnosis in the same turn, whether spending points or rolling the Trait. The only exceptions are certain Gifts that demand both to function. These two forces are very powerful, and the Garou's body is not strong enough to pull the power from these two natures simultaneously. For example, a werewolf cannot spend Rage for multiple actions and activate a Fetish in the same turn.
Silver Effects
Also, for every object made of or containing silver that a character is carrying, that same character loses a temporary point from their Gnosis rating. More potent silver objects will cause the character to lose more Gnosis. The effect is only temporary and lasts only a day after the silver is discarded from the character's person.
Gifts & Fetishes
Many of the Gifts bestowed upon Garou require expenditure of Gnosis point or Gnosis rolls to activate or control. Fetishes operate in a similar manner in addition to the cost of a Gnosis point for initial attunement.
Meditation
Characters can regain Gnosis by taking time to meditate and reconnect with the Sacred Mother aka Gaia on a personal level. The duration must be at least an hour of in one place, focusing deeply on the spiritual side.
Sacred Hunt
The Sacred Hunt is a ritualistic hunt most frequently performed activities at Garou Moots. A chosen spirit, typically an Engling, is summoned as prey and then hunted down. The activity can be done in either on Earth or the Umbra. After the prey is caught and "killed", werewolves will give thanks for its life and the participants will have their Gnosis pools completely.
Bargaining with Spirits
A werewolf can simply ask a spirit to share some of its Gnosis. The character must be able to speak the spirit language, typically through a Gift or something similar. Once the bargain is completed, the spirit spends some of its essence and the werewolf gains an amount of Gnosis.
Fame within the Garou Nation
Renown is a set of Traits that dictate the Rank of a Werewolf within Garou society. Each Auspice has different amounts of Renown to reflect their standing, based on deed and actions. A Werewolf can gain lots of Experience throughout the Game, but if they don't perform the duties expected of their Auspice, their Renown won't increase. When a Werewolf gains enough Renown, their Rank increases which lets them learn more Gifts and many other benefits.
Renown is divided into 3 Major Traits: Glory, Honor, and Wisdom. Each Trait has a permanent Dots and temporary Points. You earn temporary Points in each trait by embodying the creed and behavior the of respective trait, and those Points eventually become Dots. In-game, a Galliard must perform the Rite of Accomplishment to recognize a Werewolf's actions for the temporary Points to become a permanent Dot.
Creed of Glory
I shall be valorous
I shall be dependable
I shall be generous
I shall protect the weak
I shall slay the Wyrm
Code of Honor
I shall be respectful
I shall be loyal
I shall be just
I shall live by my word
I shall accept all fair challenges
Creed of Wisdom
I shall be calm
I shall be prudent
I shall be merciful
I shall think before I act and listen before I think
It's normal enough to lose temporary Renown as it is just as easy to gain more. Behavior dictates whether or not a Garou gains or loses Renown, so unacceptable behavior like cowardice or even reckless attacks can cause Renown loss. Sometimes, some actions will award Glory but can lose Wisdom if an action permits great risk yet great reward. It's very rare to lose permanent Renown as a penalty but when it does happen, it is a sign of great shame or punishment for a serious offense. If a Garou were to drop down a Rank because of it, they lose the benefits of their previous Rank, though everything will return once the lost Renown is regained.
Click here for the List of Renown Awards & Losses!
List of all Activities and Behaviors that may award temporary Renown or cause Renown losses
Hierarchy of the Garou
Rank is determined differently by each Auspice. As an entry requirement, each Auspice has different amounts of Renown in order to increase their social standing and gain other mechanical benefits. At Rank 3 or Adren, Werewolves have a more difficult time Frenzying or losing themselves to Rage. In order to gain a higher Rank among the Garou, the Werewolf must petition a higher ranked Garou of the same Auspice to grant them a quest to prove their worth, and then recognize their new Rank after accomplishing said quest.
RANK REQUIREMENTS USING RENOWN
Ahroun Ranks | Glory | Honor | Wisdom |
---|---|---|---|
1. Cliath | 2 Dots | 1 Dot | 0 |
2. Fostern | 4 Dots | 1 Dot | 1 Dot |
3. Adren | 6 Dots | 3 Dots | 1 Dot |
4. Athro | 9 Dots | 4 Dots | 2 Dots |
5. Elder | 10 Dots | 9 Dots | 4 Dots |
6. Legend | Special Condition |
Galliard Ranks | Glory | Honor | Wisdom |
---|---|---|---|
1. Cliath | 2 Dots | 0 | 1 Dot |
2. Fostern | 4 Dots | 0 | 2 Dots |
3. Adren | 4 Dots | 2 Dots | 4 Dots |
4. Athro | 7 Dots | 2 Dots | 6 Dots |
5. Elder | 9 Dots | 5 Dots | 9 Dots |
6. Legend | Special Condition |
Philodox Ranks | Glory | Honor | Wisdom |
---|---|---|---|
1. Cliath | 0 | 3 Dots | 0 |
2. Fostern | 1 Dot | 4 Dots | 1 Dot |
3. Adren | 2 Dots | 6 Dots | 2 Dots |
4. Athro | 3 Dots | 8 Dots | 4 Dots |
5. Elder | 4 Dots | 10 Dots | 9 Dots |
6. Legend | Special Condition |
Theurge Ranks | Glory | Honor | Wisdom |
---|---|---|---|
1. Cliath | 0 | 0 | 3 Dots |
2. Fostern | 1 Dot | 0 | 5 Dots |
3. Adren | 2 Dots | 1 Dot | 7 Dots |
4. Athro | 4 Dots | 3 Dots | 9 Dots |
5. Elder | 4 Dots | 9 Dots | 10 Dots |
6. Legend | Special Condition |
Ragabash Ranks | Any Combination of Renown |
---|---|
1. Cliath | 3 Permanent Dots |
2. Fostern | 7 Permanent Dots |
3. Adren | 13 Permanent Dots |
4. Athro | 19 Permanent Dots |
5. Elder | 25 Permanent Dots |
6. Legend | Special Condition |
Gifts
When a Garou reaches a new Rank, they can petition spirits to learn new and more powerful Gifts. To learn new Gifts, a character must have the Rank equal to the level of the Gift.
Rights
Based on the Litany, those of the lower station must defer to those of higher station. As a Garou increases in Rank, Garou who are younger and lower-ranked must defer in station to them. At Rank 3, a character is known to werewolf society at large. However, it does bring more responsibilities expected with the Rank.
Challenges
The legality of a challenge is governed by Rank. Garou can only issue challenges to another who is one Rank higher than their own station.
Example: A Rank 1 Garou can challenge a Rank 2 superior, but not anyone of Rank 3 or Rank 4.
Self-control
Characters of higher rank have shown discipline and are less likely to Frenzy.
Rank | Bonuses |
---|---|
Rank 3, Adren | +1 to Frenzy difficulties |
Rank 4, Athro | +2 to Frenzy difficulties |
Rank 5, Elder | +1 to Frenzy difficulties |
Rank 5, Elder | 5+ Successes needed to Frenzy |
Rank 6, Legend | +2 to Frenzy difficulties |
Rank 6, Legend | 6+ Successes needed to Frenzy |
At the end of every Session, the Storyteller will hand out Experience based on the Player's actions. The following is a checklist to act as a guideline. Credit by Sass
EXPERIENCE CHECK LIST
This is the general guideline for how the Storyteller has out Experience. This is for the sake of transparency and fairness of Players who are curious about how the Experience system works. There are lots of to earn extra EXP which requires really putting in the effort for Roleplay and Game strategy.
1 EXP for Showing up
Being here on time and ready is rewarded, along with letting ST know in advance when you'll be late. We all have lives and that can be worked around.
1 EXP for Active Participation & Progressing the Overall Story
This is for over all story, not your personal one. The ST will try to have your character's personal plots tied into the main plot to make this easier, but if you spend the whole session being self absorbed or sitting in a corner you will not earn this EXP point. This is a collaborative storytelling game. Let's all work together to make our story a great one to tell!
1 EXP for Staying in Character & Portraying them Well
The ST has read your backstories and asked for morals and flaws. If ST thinks you're meta gaming or acting outside of how your character would act you will not earn this point of EXP.
1 EXP for Progressing Personal Plot
This is for your personal story, separate form the over arching storyline. The ST will keep in mind of the personal story beats that interweave into the main plot to ensure that everyone feels that their character's story also matters. Not every session will be awarded with this EXP point. It all depends on the story.
1 EXP for doing something Cool by the ST's Standards & Deserves a Reward
This will likely not be handed out every night. Pulling something really awesome or hard off sometimes deserves an extra reward. The ST will decide if you deserve the 1 extra "You impressed ST with that move" EXP point.
1 EXP for a Truly Heroic Act
This isn't for basic heroics like saving a mortal woman from mortal muggers or the like. You really have to had put yourself out there and be truly selfless with a real chance of dying or did die. Things like standing up to an Elder to defend a friend or love one, running into a burning building to save someone, or drawing the fire of enemies with white sulfurous rounds so your allies could escape kind of heroics. If you survive your heroic ordeal you gain an extra 1 EXP.
If you die you get to use your total EXP from your last Character to make a new one instead of the base you'll get so you'll be balanced with everyone else.
1 EXP for Winning the Group Vote on Best Roleplayer of the Night
You earned this by working hard as your character and really putting the effort into the role-play. We should work to inspire each other in the game and that's what the group vote is about.
5 EXP for Finishing an Arc
You earned this by working hard as your character and really putting the effort into the role-play. We should work to inspire each other in the game and that's what the group vote is about.
Experience can be spent with the Storyteller's appoval. The Cost is how many Experience Points it takes to purchase that Trait as an upgrade.
EXPERIENCE CHART
TRAIT | COST |
---|---|
Increase Attribute by 1 Dot | Current Rating x 4 |
Increase Ability by 1 Dot | Current Rating x 2 |
New Ability | 3 Experience Points |
New Gift | Level of Gift x 3 |
New Gift from other Breed | Level of Gift x 5 |
New Gift from other Auspice | Level of Gift x 5 |
New Gift from other Tribe | Level of Gift x 5 |
Increase Rage by 1 Dot | Current Rating of Rage |
Increase Gnosis by 1 Dot | Current Rating x 2 |
Increase Willpower by 1 Dot | Current Rating |
WIP
Rituals & Celebrations
Rites help form and reinforce the spiritual and social ties between the Garou amongst themselves and to Gaia herself. Rites are mainly the folio of the Theurges but many Auspices use Rites as necessary to their duties to Gaia. Through Rites, Garou can connect with each other while also allowing Tribes and packs to hold unique identities. One execution or procedure of a Rite can vary between the individual Garou, but it is the same intent communicated despite the different flavors.
Types of Rites
TOTEM: Falcon
TOTEM: Uktena
TOTEM: Wendigo