Garou physical trait max is 15 +1 per rank
social trait max is 12 + rank
mental trait max is 10+ rank
Garou are built on 11/7/5
Remember, Garou Take Lethal not Bashing from Bullets.
They don't bleed out but they do take the damage
A Garou starts with a Willpower of 2, a rage of 1, and a gnosis of 2
Garou start with 2 gifts, one from their essence, one from their brood.
Gifts cost 10 freebies for lvls 1 and 2, 15 for 3 and 4, and 20 for 5.
Gifts cost 6 times desired level in exp.
A Garou cannot purchase gifts above their rank.
Garou with no essence only get one gift to start.
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Their Maximum willpower is 5+rank
Maximum Gnosis is 10+rank
Maximum rage is 10+rank
Rage costs 3 freebies per, desired rating in exp
Gnosis costs 3 freebies per, desired rating in exp but cannot advance without the direct infusion of energy from a patron
Willpower costs 3 freebies per, desired rating in exp
Rule 0 for werewolves: it's all about the rage triggers. You are a magical device designed only for carnage.
Garou cannot enter play without having written on their sheet and battle sheet what their current rage triggers are. No one, not even staff, is allowed a werewolf in play without another party knowing their rage triggers.
Garou have rage.
When rage is spent either at the beginning of or during a round, the Garou cannot spend gnosis.
If gnosis is spent during a round, the Garou cannot spend rage.
Rage can be spent at the beginning of the round as follows:
for a point of rage, they can heal a health level of lethal or bashing,
for 4 rage and a willpower, they can heal an agg so long as it is not damage from silver,
for a point of rage, they can get an extra action that turn.
Rage cannot be spent in the above manners in the middle or later in the round, i.e. A Garou cannot decide that he would rather have taken an extra action than healed or to take an extra action after he has already taken one.
Rage can be spent during one's action for the following:
to change form into one of the 3 basic forms,
to enter frenzy. Entering frenzy in this manner lasts for 10 rounds of combat or one minute, whichever is longer.
Neither of these expenditures take an action.
A Garou suffers a Social trait penalty on all non-intimidate Social challenges with creatures that do not have a Rage or Pathos pool.
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Frenzy
All Garou who enter frenzy are determined to be riding the frenzy. They can choose target priority (who to hit) but not which gifts to use. They must use their most powerful and most devastating powers possible so long as use of those powers is possible in the frenzy. A Garou can use a melee weapon while in frenzy if, and only if, they already have it drawn and in hand. They cannot sheath or draw a weapon while in frenzy and, if disarmed, cannot pick up their lost weapon. A werewolf cannot leave frenzy without the stimulus being removed or supernatural interventions. Normal talk down will not work. A werewolf entering frenzy regains rage equal to their courage when the frenzy begins.
All mental and social compulsions are suppressed for the duration of the frenzy unless specifically noted in the power. See Animalism and Contracts of Summer.
Frenzy
All Garou who enter frenzy are determined to be riding the frenzy. They can choose target priority (who to hit) but not which gifts to use. They must use their most powerful and most devastating powers possible so long as use of those powers is possible in the frenzy. A Garou can use a melee weapon while in frenzy if, and only if, they already have it drawn and in hand. They cannot sheath or draw a weapon while in frenzy and, if disarmed, cannot pick up their lost weapon. A werewolf cannot leave frenzy without the stimulus being removed or supernatural interventions. Normal talk down will not work. A werewolf entering frenzy regains rage equal to their courage when the frenzy begins.
All mental and social compulsions are suppressed for the duration of the frenzy unless specifically noted in the power. See Animalism and Contracts of Summer.
Immediately upon entering frenzy, the Garou dumps their rage pool in the following order,
1. Any gifts that can be activated in a frenzy, in order of priority
2. Half of their remaining rage rounded up into extra actions
3. If wounded to incapacitated, spend rage to heal
4. On their first action, turn into crinos, if possible
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Rage Triggers
For every dot of permanent rage a Garou has, they must choose a rage trigger. This rage trigger follows the rules for hatreds and intolerance flaws. It must be a portion of the population that is is reasonable for the Garou to meet. When in the presence of a rage trigger a garou regains a rage per round that the rage trigger is present.
When a rage trigger is present, a Garou must make a difficulty (3 + the Garou's permanent rage) Temperance challenge or frenzy every round the trigger is present.
When multiple rage triggers are present, there is still only one challenge. The difficulty of the challenge is increased by 2 traits for each additional rage trigger present.
Example. Walter the werewolf has a rage of 3, he chooses as his frenzy triggers: 1. vampires, 2. white people, 3. men in suits.
Walter then sees Bobby Brujah (who is, in this instance, hispanic and so should perhaps be called Roberto Brujah). Walter must make a difficulty 6 Temperance challenge for every round Bobby is there or else flip out and kill him. Walter is also regaining 1 rage per round that Bobby is present. Let's say instead Walter meets Sam Settite. Sam Settite wears a suit. Walter needs to make a difficulty 8 frenzy test each round and will regain 2 rage per round. Wally should really leave if he doesn't want to break the veil... or not. Walter is a freaking werewolf. Let us say after his likely brutal combat, Walter is beset by the local law, Victor Ventrue. Vic Ventrue is fucked, Walt has to make a difficulty 9 frenzy challenge and will be regaining 3 rage per round or his entire rage pool. Goodbye Vic. Walter Werewolf now has a new problem, what to do about all the police.
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Regeneration
Example. Walter the werewolf has a rage of 3, he chooses as his frenzy triggers: 1. vampires, 2. white people, 3. men in suits.
Walter then sees Bobby Brujah (who is, in this instance, hispanic and so should perhaps be called Roberto Brujah). Walter must make a difficulty 6 Temperance challenge for every round Bobby is there or else flip out and kill him. Walter is also regaining 1 rage per round that Bobby is present. Let's say instead Walter meets Sam Settite. Sam Settite wears a suit. Walter needs to make a difficulty 8 frenzy test each round and will regain 2 rage per round. Wally should really leave if he doesn't want to break the veil... or not. Walter is a freaking werewolf. Let us say after his likely brutal combat, Walter is beset by the local law, Victor Ventrue. Vic Ventrue is fucked, Walt has to make a difficulty 9 frenzy challenge and will be regaining 3 rage per round or his entire rage pool. Goodbye Vic. Walter Werewolf now has a new problem, what to do about all the police.
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Regeneration
Werewolves regenerate one lethal health level or 2 bashing per round. This damage regenerates at the beginning of the round when they regain rage. This stacks with their ability to spend rage to heal.
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Turn order
The combat turn for Garou happens in the following order:
1. Regain rage/gnosis and willpower from appropriate environmental stimulus up to your maximum values; regenerate health naturally.
2. Spend beginning of turn rage or gnosis and/or willpower to refresh skills.
3. Person with the most Celerity goes first, if Spirit of the Fray is active, their rank is used in this calculation. Everyone with supernatural initiave boosting powers go, in order of who has the most power then who has highest traits for ties.
4. Person without supernatural bumps to initiative with the most traits goes first, then next most, and so on.
5. Rage/Celerity actions - everyone's first extra action goes, follow steps 3 and 4 to determine priority
6. Rage/Celerity actions continue following priority until everyone has gone
7. S.T. sets the scene, describes all results and current situation
end of round.
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Werewolves and Their Forms
Werewolves have 3 primary forms:
Wolf - A large wolf or dog depending on brood.
Man - Normal human. No different in appearance from anyone else.
Wolfman - Killer, death creature with fur. Sometimes this form is known as crinos.
Any other forms are the result of gifts.
As a wolf, you get an additional 2 steps per round and have no thumbs.
You can talk just fine if you have a mind to. Your bite can do lethal or ag as you decide
As a crinos, wolfman deathmachine, you gain 4 physical traits, your unarmed attacks can do ag, lethal, or bashing at your discretion. Your bite can do ag or lethal and you can wield 2 handed weapons in one hand. You cannot wield firearms or other things that require fine motor manipulation without them being custom adapted for your giant hands. You also gain an additional health level as per the huge size merit.
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Werewolf Birth
All werewolves are born human unless mutations (merits and flaws of shape) are involved.
In order to Find the Wolf (become a werewolf), a person must spend exp to buy their rage from 0 to 1 and then make a Pure Breeding challenge, the potential werewolf's breeding vs a difficulty of 5.
If this challenge fails, they lose the exp, must atone to the spirits for their presumption, and cannot try again for a year.
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Turn order
The combat turn for Garou happens in the following order:
1. Regain rage/gnosis and willpower from appropriate environmental stimulus up to your maximum values; regenerate health naturally.
2. Spend beginning of turn rage or gnosis and/or willpower to refresh skills.
3. Person with the most Celerity goes first, if Spirit of the Fray is active, their rank is used in this calculation. Everyone with supernatural initiave boosting powers go, in order of who has the most power then who has highest traits for ties.
4. Person without supernatural bumps to initiative with the most traits goes first, then next most, and so on.
5. Rage/Celerity actions - everyone's first extra action goes, follow steps 3 and 4 to determine priority
6. Rage/Celerity actions continue following priority until everyone has gone
7. S.T. sets the scene, describes all results and current situation
end of round.
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Werewolves and Their Forms
Werewolves have 3 primary forms:
Wolf - A large wolf or dog depending on brood.
Man - Normal human. No different in appearance from anyone else.
Wolfman - Killer, death creature with fur. Sometimes this form is known as crinos.
Any other forms are the result of gifts.
As a wolf, you get an additional 2 steps per round and have no thumbs.
You can talk just fine if you have a mind to. Your bite can do lethal or ag as you decide
As a crinos, wolfman deathmachine, you gain 4 physical traits, your unarmed attacks can do ag, lethal, or bashing at your discretion. Your bite can do ag or lethal and you can wield 2 handed weapons in one hand. You cannot wield firearms or other things that require fine motor manipulation without them being custom adapted for your giant hands. You also gain an additional health level as per the huge size merit.
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Werewolf Birth
All werewolves are born human unless mutations (merits and flaws of shape) are involved.
In order to Find the Wolf (become a werewolf), a person must spend exp to buy their rage from 0 to 1 and then make a Pure Breeding challenge, the potential werewolf's breeding vs a difficulty of 5.
If this challenge fails, they lose the exp, must atone to the spirits for their presumption, and cannot try again for a year.
Pure Breeding goes from 1 to 5, breeding 1 and 2 have no effect.
At breeding 3, you have a one point flaw of shape or one derangement. At 4 you have a two point flaw of shape or two derangements, at 5 you have 4 points of shape flaws or 4 derangements, at pure breeding 6 you have 8, and so on.
Your Social trait cap is increased by 1 for every level of Pure Breeding after 2.
The level of Pure Breeding of the child is the lowest Pure Beeding rating of the two parents, plus one if both parents have Pure Breeding above 3.
A person with a Pure Breeding of 1 is called a kinfolk as they will never find the wolf, being triple overbidded by the difficulty.
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When a Garou is out of health levels, they may spend a permanent rage to completely negate the last strike. This can be done instantaneously instead of dieing. You also lose a rage trigger of your choice.
If your rage drops to 0, you cease being a werewolf and are an awakened mortal, max willpower 4, max traits 12 primary, 11 secondary, 10 tertiary, no supernatural powers. Pure breeding remains with its concurrent social trait bump and you may attempt to regain the wolf.
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The Moon
All lunar bonuses to rage can occur once per hour. Gazing at the moon to regain rage takes an action. This rage is gained at the start of the next round when rage is normally regained.
Garou receive 0 rage when looking upon a new moon.
Garou receive 1 rage when looking upon a crescent moon.
Garou receive 2 rage when looking upon a half moon.
Garou receive 3 rage when looking upon a gibbous moon
Garou receive 4 rage when looking upon a full moon
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Essences
A Garou can have one of 5 essences. For those familair with Chronicle of the Black Labrynth (a werewolf supplement) or with the hengeyokai rules, this will be familiar. For others, this will be new.
Each essence corresponds to an element, each element is ruled over by an Incarna of that element.
First among the essences is Wakshaa, Lady of the Earth Whose Dances Inspire The Hills to Skip and the Mountains to Dance.
Her servants are the Wakshaani and the thunderwyrms. Her Faithful have access to the Gifts of Earth and respire an extra gnosis per round. Her servants are Tasked never to sleep above ground.
Next is Furmas, Lord of Fire, Against Whose Wrath None May Stand.
His servants are Green Dragon and the Frumlings. His Faithful have an additional rage trigger, for good or ill. They have access to the Gifts of Fire.
Below Furmas in the Hierarchy of the Essences is Hoga, Lord of Air, Bringer of Sweet Fragrance and Bitter Winds.
His/Her/Its servant is Grandfather Thunder and the Zephrym, Hir Faithful move an additional 2 steps per round without penalty. Their Detriment is that they may not sleep in the same building 2 nights in a row, nor return to the same sleeping place within a lunar month. Those of the faith have access to the Gifts of Air.
Sister to Furmas, Above Hoga and seeking the seat of Wakshaa is H'rugg, lover of Ha'agenthi Maiden of Slumbering Waters, She whose Depths Contain Multitudes.
Her Servitors are The Great Serpents and Hrugglings. Her Faithful's souls are one with their water nature and they regenerate an additional lethal or 2 bashing per round naturally. For reasons best left unquestioned her faithful take 2 levels of lethal damage per round from rain. Her cultists have access to the Gifts of Water.
The final essence a Garou can have is no essence at all. Serving no patron, they gain no access to any of the elemental gifts. They cannot have a permanent gnosis above 3 without the direct intervention of an Incarna. Nor can they gain rank above 2 under any circumstances. They also do not respire gnosis through attunement to caerns, only through sleep. While they remain unaligned, they have an additional phantom permanent willpower, even if this takes them above their maximum. What spirit or spirits provide this boon is unknown.
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Brood
All Garou are of a brood, by blood if not by desire. The 13 tribes are gone, as are their affinities. Only three Broods remain.
Typhon's Brood
The followers of Gryffon, Beast of War, Fenris, and others joined in their love of glory under the banner of Typhon. They now march under the Pillar of Dominance. Their gifts are the Gifts of Claw. Their leaders are chosen solely by combat and they seek to sharpen themselves against the steel of the world. They seek bigger battles and greater glory over all things. Their tough upbringing grants them an additional Healthy Health level. Their fight first and ask questions later attitude reduces their maximum Mental traits by 1.
Typhon's manifestation is of an empty set of black armor wreathed in green fire riding atop a feral and frenzied gryphon. Those who have done glorious deeds may be swept up by the gryphon and placed in the suit of armor for their battle.
Ha'agenthi's Brood
The Wendigo, the Uktena, most of the Spiral Dancers, the Glasswalkers, Shadowlords, and all united by their inappropriate love of secrets and knowledge united under this totem, replacing the Renown of Wisdom with the conceit of the Pillar of Cunning. Ha'genthi's manifestation is that of a stone fat man in a crosslegged posture looking almost like the Buddha except for his fangs and an evil glint in his eye. He only moves when unobserved and can swallow an elephant whole. Followers of Ha'genthi devour knowledge voraciously. Anyone who a Ha'agenthi eats an arm sized piece of must, at the devourer's discretion, act as a tutor for 28 days for any skill, trait, or power they, the victim, may have had. Powers that a Garou cannot naturally learn require triple the normal xp expenditure. After that, the knowledge passes on and tutoring is no longer applicable. N.B. Vampires' limbs crumble to dust when removed so eating them is a difficult proposition at best. The chosen of Ha'agenthi consider themselves plotters more than direct warriors no matter how little sense that makes and as such have their courage maximum reduced by 1. Ha'genthi's gifts are the Gifts of Fang
Karnala's Brood
The children of Gaia, some Silver Fangs, the Bone Gnawers, and the Black Furies, amongst others, were enticed to join Karnala after the great darkness overtook the Defiler Wyrm and his shadowed mind was returned to sanity. Karnala was one of the servitor essences of the Defiler and has been enjoying her move up in the world. Her aspect is that of a woman of uncertain years but definitely old enough to be a mother in a pleasant business suit or nearest local equivalent for women in power. She is of whatever the dominant ethnicity is in the region and she is beautiful in a Mrs. Robinson kind of way. She always has an orange rose as a piece of jewelry, a boutonierre, a tattoo, or in some way present on her person. She holds alight the much abused stub of what was once the pillar of Honor, now ground into a fine footstool. Hers is the new Pillar of Judgment. In place of honor, she oversees oaths, whether a Garou can be trusted to deliver that which they claim to be able to deliver. Hers are stone tablets upon which every deal made by every spirit and Garou that know of her and hers are recorded. Any can come to her to have a debt recorded, for a price. Karnala's brood seek a calm head and are blessed and stricken with one fewer rage trigger than they would otherwise have. Their detriment is that their rank may not exceed their mastery of the politics skill. Her gifts are the Gifts of Eye.
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What Happened to the????
The lupus, fundamentally being wolves and not men, found themselves in a state of permanent frenzy. Those few that survived found their way into the Wyld through the hedge and may well be related to the Hedge Wolves, feral monstrosities with vast powers of destruction. Wolves who can sometimes wear the faces of men but not for long before their predatory natures inevitably tear through whatever feral veneer they have erected to entice prey into their thorny dens. Please see The Never Never.
As to what happened to the Metis, as the Metis curse was leveled by Gaia in retribution for the War of Rage and the Garou are no longer in any way beholden to Gaia or her petty whims, they are doing just fine. They may well be deformed due to their high level of pure breeding but that has its ups and downs.
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Gifts
Gifts taught by your patron cost 1 fewer exp per level, gifts taught by 2 of your patrons cost 2 fewer exp, and so on. Garou by and large have only 2 patrons, their breed patron and their elemental essence.
Each gift has a cost, a duration, a set of keywords and a frenzy priority. A higher number on the frenzy priority means you have to use it while in frenzy before other powers. If you have 2 gifts and only enough rage or will to operate one of them and they have the same frenzy priority, you may pick which. If a gift is still active, for example Speed of Thought, you need not activate it additional times.
Earth - Fortitude plus item breaking
Air - Celerity like maybe travel power,
Fire - Damage a go go, gnosis powered boom
Water - More shapechanging power merits I think
Claw - Buffs for me
Fang - Theft/drain of other people's shit
Eye - Seeking/tracking craziness
Shadow - Stealthy, stealthy stealth and maybe Obten. You know how we keep saying Obten isn't Obfuscate, well this can be both.
Unfair - Gifts with the Unfair Tag cannot be used by Npcs or staff character's without approval by Dave Christoph. PCs cannot play werewolves. If they do somehow get a werewolf, they can't use them either.
Why shadow? According to the normal cosmological schema the elements should be earth, air, fire, water, and life. In this instance, the spirits of life are not on speaking terms with the Garou and so the spirits of death and oblivion have stepped in.
Level 1 gifts
Balance
Air, Claw
Cost 0
Always on
Not that it ever comes up but if a challenge ever comes up in which the Garou might need to keep their balance, they do, no test.
Blur of the Milky Eye
Shadow, Claw, Unfair
Cost 0
Frenzy Priority 1
The Garou cannot be seen except by supernatural means. This power does not work on cameras or spirits. People attempting to attack an invisible Garou suffer the usual penalties of blindness.Supernatural means of detection inevitably work.
Call of The Wild
Air
Cost 1 Leadership retest
The Garou speaks a simple message no more than 50 words, it is heard by every other Garou within 100 miles. This is not to be used lightly as Garou do not appreciate spam.
Enshroud
Shadow
Cost 1 gnosis
Frenzy Priority NA
A 10 foot radius area becomes dark. This is not Obtenebration. It imposes a -1 trait penalty and a blindness retest if the people in the area cannot see in darkness. This darkness can be foiled by a light source being brought into the area
Eyes of the Cat
Eye, Water
Cost 0, duration instantaneous,
Frenzy Priority NA
The Garou can see in the dark with no penalties. this gift causes the garou's eyes to glow green in the dark, it does not take an action to activate or deactivate.
Falling Touch is banned,
because it is dumb, many other gifts have been banned for dumb but people always ask about this one, so it needed to be mentioned. some of the other gifts may be included someday in vastly altered form, or for other changing breeds, less killy ones. But falling touch will not, because it is dumb.
Inspiration
Earth, Claw
Frenzy Priority NA
Cost 1 willpower
The Garou's packmates but not the garou himself refresh one set of ability retests determined by the caster. Can only be used once per 15 minutes.
Jam Technology
Fang, Earth
Frenzy Priority NA
Cost 1 gnosis.
The Garou makes a challenge, their Permanent Gnosis vs the number of traits given by an item. that item ceases to function for one minute. If the item is a weapon it becomes an improvised weapon of the appropriate size. If it is armor or other item it ceases to function at all.
Leap Of the Kangaroo
Claw, Air
Frenzy Priority NA
Cost X rage
Duration, 1 jump
jump X+1 times your normal jumping distance in a single action, Activating this gift does not take an action. The jump does take your movement but you make act as normal.
Name the Spirit
Eye
Frenzy Priority NA
Cost 1 willpower
Mental challenge, investigate retests, vs 10 traits. Know the exact physical mental and social traits as well as power level, Mentam, Corpem and Prosapia levels of a spirit.
Open Seal
Fire, Fang
Frenzy Priority NA but usable in frenzy if relevant
Cost 1 rage
Physical challenge vs 5 traits for normal doors or windows, 10 triats for physically reinforced/armored doors and 15 form magically enhanced or high end potence rated doors. 20 for magically enhanced potence rated doors. uses Intimadate as a retest. the door explodes.or window, portcullis, drawbridge, etc.works only on actual openings sealed by doors, not walls.
Razorclaws
Claw, Fire
Cost 1 rage
Frenzy Priority 5
Your unarmed attacks (including bite) do an additional level of ag. this power lasts one hour and is dismissable.
Resist Toxin
Water, Earth, Claw
Always on
Frenzy Priority NA
The garou is now immune to any nonmagical toxin.
Scent of the True Form
Eye, Air
Cost 0
Frenzy Priority NA
Mental Challenge vs 10 traits, investigate retests. The Garou knows the creature type of his target. He also knows if they target is using magical means, surgery or other methods of disguising themselves but not what they look like in their natural form.
Sense Afilliation
Eye
Frenzy Priority NA
Mental challenge vs target, investigate retests. Allows the Garou to determine the brood and essence of a creature, for wraiths, faction and type, for vampires clan and faction and court if applicable and so on. Detects only the strongest affiliation if there are multiple options.
Sense Magic
Air, Eye
Cost 0
Always on
Mental challenge Difficulty 10, know the name of the power used, and if applicable the traits and retests for any magic, magic being defined as any power either done by Ritual and Rite or which grants Rituals when learned (necrology, blood Magic, certain sorceror powers etc.). Power must be still active to gain information.
Sense Silver
Earth, Eye
Cost 0
Always on
Mental challenge Difficulty 10, know the location and amount of any and all silver in the room. investigate retests.
Sense the Unnatural
Fire, Eye
Cost 0
Frenzy Priority NA
Mental challenge vs 10 traits, occult as retest. success lets you know what lore or combination of lores at what levels are needed to correctly identify target creature or supernatural circumstance.
Sharpen Senses
Eye, Water
Frenzy Priority NA
Garou is 2 traits up on all perception related mental or social challenges. They may also see though stealth powers such as obfuscate etc at their rank or lower.
Speed of Thought
Air
Costs 1 rage
Frenzy Priority 1
Double's the garou's speed, lasts 1 hour, does not stack with itself
Venomblood
Water, Talon
Always On
The Garou's blood is toxic, anyone touching their blood (striking them while unarmed while the garou has lethal damage on them) takes a level of lethal damage. Anyone tasting their blood (or biting the garou) takes a level of aggravated damage. Those attempting to actually drink the garou's blood take 2 levels of aggravated damage per point of blood imbibed.
Level 2 Gifts
Blissful Ignorance
Shadow, Unfair
Frenzy Priority 2
As per Blur of the Milky Eye except works on cameras, spirits, and other creatures, still fails vs supernatural forms of detection.
Bodywrack
Shadow, Fang
Cost 1 gnosis
Frenzy Priority NA
Mental challenge, medicine retests. Causes a -2 penalty on all physical mental and social challenges. Multiple uses are cumulative.
Burrow
Earth, Claw
Frenzy Priority NA
Cost 1 rage
Garou can now move through earth, stone, concrete, brick, etc at 1 step per action, gift lasts 1 hour.
Clap of Thunder
Air, Fang
Cost 1 gnosis
Frenzy Priority NA
Everyone except the garou must spend a willpower or lose their next action.
Curse of Hatred
Fang, Fire
Frenzy Priority NA
Cost 1 gnosis
Social challenge vs target. retest with intimidation. Target loses 2 willpower and 2 energy points (blood, rage, glamour etc) can only be used on a given target once per hour.
Cutting Wind
Fang, Air
Frenzy Priority NA
Cost 1 Willpower
Mental challenge vs everyone in the scene, Occult retests. victims are down 2 traits. multiple castings from the same garou do not stack
Disquiet
Fang,
Frenzy Priority NA
Cost 1 gnosis
Social Challenge using Intimidate as retest. The subject loses the ability to spend rage for 15 minutes. Note this does not work on Garou in Frenzy.
Gremlins
Fang, Earth
Frenzy Priority NA
Cost 1 gnosis.
The Garou makes a challenge, their Permanent Gnosis vs the number of traits given by an item. that item ceases to function permanently. If the item is a weapon it becomes an improvised weapon of the appropriate size. If it is armor or other item it ceases to function at all.
Halt the Coward's Flight
Fang, Air
Frenzy Priority NA
Cost 1 gnosis
The garou may not take any other actions for 1 turn while invoking this power. Social challenge using intimidate as a retest. if successful the victim halves their movement rate rounded down.
Luna's Armor
Earth, Fang
Frenzy Priority NA
Cost 1 gnosis
The Garou spends a gnosis and for one hour takes one less damage from all sources including silver.
Mother's Touch
Earth
Cost 1 gnosis
Frenzy Priority NA
Caster touches a willing subject, not themselves, subject heals the caster's gnosis in levels of damage. does not heal silver damage.
Power Surge
Air, Fire, Fang
Cost 1 Gnosis
Frenzy Priority NA
All electronic devices within a 1 block radius shut down and cannot be powered up for an hour. yes this includes portables, etc.
Scent of Sight
Water, Eye
Cost 0
Frenzy Priority NA
The garou can use their sense of smell as their sense of sight, negating any penalties from clouds, particulate matter, blindness, shroud of night, etc. Activating this gift does not cost an action.
Scent of Beyond
Eye, Air
Frenzy Priority NA
Cost 1 gnosis
The Garou sees a 10 foot radius area that they have ever been in for an hour.
Song of Rage
Fire
Frenzy Priority NA
Social challenge with target, uses expression as retest. Target frenzies for one round. Remember if you fail when using this power you cannot use it again on the same target for 5 minutes. target can relent.
Spirit of the Bird
Air
Cost 1 gnosis
Frenzy Priority NA
Garou can fly at 20 mph or 4 steps per round for one hour
Spirit of the Fish
Water
Cost 1 gnosis
Frenzy Priority NA
Garou can breathe underwater and swim at 5 steps per round for one hour.
Spirit of the Fray
Claw, Air
Frenzy Priority 3
Cost 1 rage
The garou acts in the initiative order as if she had celerity equal to her rank. This does not convey any extra actions.
Surface Atunement
Water, Air
Always on
The Garou can run on water, quicksand, tightropes, reeds, rice paper, etc and leave no tracks if they are moving at at least 1 step per action.
Level 3 Gifts
Adaptation
Water, Earth
Cost 1 gnosis
Frenzy Priority NA
For one hour the garou ignores the effects of temperature, pressure, atmospheric composition, disease and poison.
Cat Feet
Claw, Water
Cost 0
Frenzy Priority 3
Not that it matters gift is always on unless expressly turned off but it cannot be turned of in frenzy. The Garou is immune to trauma from falls up to 20 stories, you always have perfect balance even on the most slippery surface, and +2 physical traits while grappling or being grappled.
Clarity
Eye, Air, Unfair
Cost 1 willpower
Frenzy Priority NA but may be used in frenzy
The garou for one hour is unaffected by things that might obscure or mislead their sight, illusions, obfuscate, smoke, fog, shroud, etc below level 5 powers. n.b. obfuscate doesn't work on a frenzied garou anyway but...it could come up.
Clenched Jaw
Claw, Earth
Cost 1 rage
Frenzy Priority 3
This gift activates and rage is spent only upon the garou successfully establishing a grapple. The garou wins ties to maintain the grapple.
Coup De Grace
Claw, Fire, Unfair
Cost 1 rage
Frenzy Priority 3
Double the damage of a single attack. Usable only once per round. Player complaints Will be scoffed at condescendingly.
Exorcism
Air,
Cost 1 gnosis
Frenzy Priority 0
The garou pits their permanent Gnosis vs the Spirit's Prosapiam, no retest on either side, if the garou wins the spirit leaves as quickly as it is able for an hour, if the spirit is somehow bound it will do its level best to escape until it has spent 2 willpower.
Grandmother's Touch
Earth
Cost 1 gnosis
Frenzy Priority NA
Caster touches a willing subject, including themselves, subject heals the caster's gnosis in levels of damage. does heal silver damage.
Great Leap
Air, Claw
Cost 1 Willpower
Frenzy Priority NA but may be used in frenzy
Leap up to 300 feet in any direction in a single movement. this uses your movement for the action.
Heart of Fury
Water, Eye
Cost 1 Gnosis and 1 Willpower
For one hour the garou cannot be made to frenzy against their will and does not suffer benefit or detriment of rage triggers.
Kiss of Helios
Earth, Fire
Cost 1 gnosis
For one hour, the garou takes half damage from fire rounded down.
Mental Speech
Eye, Air
Frenzy priority NA
Garou can communicate mentally with anyone he has met within ten miles. 'Meeting' someone takes 5 minutes of interaction.
Open Moon Bridge
Air
Cost 1 gnosis
Frenzy Priority NA
Opens an existing moon bridge from any Caern to any other Caern the Garou knows the location of. The garou will arrive in a designated moon bridge area. The garou does not need the permission of the spirits of either caern.
Pulse of the Invisible
Eye, Water
Cost 0
Frenzy NA but must be used during frenzy if applicable
The Garou can now see into an umbra of their choice at will, this choice is made when the gift is purchased. This gift may be purchased multiple times
Skyrunning
Air
Cost 1 willpower + 1 willpower every 4 hours to maintain
Frenzy Priority NA but may be used in frenzy
Garou can run though the sky as if runnning on the ground at 50 miles per hour or 8 steps per action
Viscereal Agony
Fang, Water
Cost 0
Frenzy Priority NA
Upon a successful attack a garou can choose to instead of dealing damage, cause the victim to suffer wound penalties for one hour even if they normally would not due to frenzy, fortitude, etc.
Level 4 Gifts
Balor's Gaze
Fang, Water
Frenzy Priority NA
Cost 1 gnosis
Lasts 1 hour, all who see the garou suffer the effects of Viscereal Agony unless he decides otherwise
Bridgewalker
Air
Frenzy Priority NA
Cost 1 gnosis
The Garou teleports to anyplace they have been within their rank in miles. they cannot take anyone with them.
Form of the Great Beast
Claw, Water
frenzy priority 5
Cost 1 rage
the Garou grows an additional foot in height, gains 2 physical traits and an extra health level for an hour
Gift of the Porcupine
Claw, Water
Frenzy Priority 4
Cost 1 rage per round.
The Garou's fur or body hair sharpens to razor like quills, anyone attacking the garou with a barehanded attach, yes claws and fangs count, takes the full damage of their attack themselves. also the garou does an additional level of damage to grappled opponent with attacks while grappling. Activating this gift does not take an action.
Gnaw
Claw, Fire
Frenzy Priority 4
Costs 1 willpower
duration 1 hour
The garou's bite does an additional level of aggravated damage and the garou can chew through any inanimate object that is not magically reinforced. NOte he is not eating the object just crushing it to unusability in his jaws.
Grasp The Beyond
Claw, Earth
Cost 1 Gnosis
Frenzy Priority NA
Garou can bring any object they can carry into the umbra, if it leaves their hands it falls back into the real world at the analogue of their current location.
Hero's Stand
Earth, Claw
Cost 1 willpower
Frenzy Priority NA
The garou is rooted to the spot and cannot move. they win ties on all combat challenges until their enemies have all fled or perished, also they cannot be surprised.
Luna's Blessing
Earth, Claw, Unfair
Cost 0 Always on
Frenzy Priority 5
Garou takes lethal Damage from silver so long as they are in direct moonlight.
Mindblock
Eye, Earth, Unfair
Cost 0
Always on
Garou always wins ties on any defensive mental or social challenge and gets an additional discipline retest.
Open Wounds
Fang, Water, Unfair
Cost 1 rage
Frenzy Priority 4
The rage is spent upon a successful attack, the target will then bleed 1 level of lethal damage per round. multiple uses of this gift will stack. They will continue to bleed for a number of rounds equal to the garou's rank. This will even cause entities which do not or cannot bleed to hemmorage structural integrity, form brick walls to promethean constructs to vampires.
Preternatural Awareness
Eye, Fang
Frenzy Priority NA
Cost 1 gnosis
Mental challenge with target, Awareness retests. Victim loses ties on all attempts to attack you for one hour.
Quicksand
Earth, Fang
Cost 1 gnosis
Frenzy Priority NA
Anyone within 100 feet of the garou moves at 1/2 speed rounded down.
Sense of the Prey
Eye, Air, Unfair
Cost 1 willpower
Frenzy Priority NA
Garou knows the correct direction to go to reach their quarry provided they know anything about the quarry. A vampire will not suffice, but the vampire who bit my brother will. If the target is actively hiding there is an opposed mental challenge using investigate as a retest in which the quarry can use stealth to cancel but the quarry can NOT use willpower. The Power follows the simplest and most straightforward path that the garou can traverse. Note, all vampires are considered to be actively hiding on some level as a matter of course. This power cannot be used by the same garou on the same target more than once every 24 hours and the tracking effect lasts for one hour.
Silverclaws
Water, Earth, Claw
Cost 1 rage
Frenzy Priority 4
For one hour, The garou's claws do damage as if they were silver, because they are. The garou regains 1 rage per round because it hurts like the dickens.
Spirit Drain
Fang, Fire
Cost 1 gnosis
Frenzy Priority NA
Social Challenge vs a spirit. if the garou wins they spirit loses 2 willpower and the garou gains 1 willpower
Spirit Ward
Fang, Air
Frenzy Priority NA
Cost 1 gnosis
Mental challenge retested with occult All spirits in the room except the caster's totem(s) suffer a penalty to all challenges equal to the garou's rank for one hour.
Stoking Fury's Furnace
Claw, Fire, Water, Unfair
Frenzy Priority 5
A garou with this gift regains an additional rage at the beginning of every round in which they have spent a rage.
Strength of the Dominator
Fang, Fire
Cost 1 rage
Frenzy Priority 4
Rage is spent upon a successful strike. The victim loses one rage per round which is transfered to the attacker, Lasts for 1 hour or until the victim leaves the attacker's presence.
Wasp Talons
Claw, Water
Frenzy Priority NA but can be used in frenzy
The garou can make a brawl attack at ranged as their claws shoot out at an opponent. The attack is resolved as normal as if the garou were adjacent to the target except that they are at range. this power can only be used once every other round as the claws take a full round to regenerate and they cannot be used for claw attacks while regenerating.
Level 5 Gifts
Circular Attack
Fire, Fang, Air, Unfair
Cost 1 Willpower
Mental challenge vs all who can sense the garou, Subterfuge retests. Those who lose the challenge have the targets of their attacks chosen by the Garou. for one hour. They can still choose not to attack and just not attack anyone.
Feral Lobotomy
Fang, Air
Cost 1 gnosis
Frenzy Priority NA
Caster must touch target, Target loses 3 permanent mental traits, the target can choose to instead sacrifice a permanent willpower to keep them. they may be re-purchased with experience points as normal.
Gate of the Moon
Air
Cost N Gnosis
Teleport 100 times N miles. Must have some way of denoting where they are going to end up, whether it be gps co-ordinates or something. Power only teleports to and from places where the moon is visible or obscured solely due to atmospheric phenomena. Will get you in a room with an open window though.
Halo of the Sun
Fire, Fang, Talon
Frenzy Priority NA
Spend 1 gnosis
For one hour the Garou glows with actual sunlight affecting vampires as if it were noon on a cloudless day, their hand to hand attacks do ag even if they normally wouldn't for some reason and do an additional level of damage. Also anyone attempting to attack the garou suffers the effects of blindness as the glare is incredible.
Luna's Avenger
Earth, Claw, Unfair
Cost 1 gnosis
The garou cannot act for a full round while their entire body turns into silver, this transformation lasts 15 minutes. The garou becomes immune to silver damage. All of the garou's unarmed attacks gain the benefit of being silver. The garou takes one less damage from all sources and gains an extra healthy health level.
Paws of the Newborn Cub
Fang, Water, Unfair
Cost 1 gnosis
Social challenge with Target, Occult retests. Victim cannot use any use any supernatural powers below level 6 for a full round.
Reach the Umbra
Water, Eye, Unfair
No cost
Always on
The garou is in whichever umbra or umbras they see fit. this does not move them in physical space but they can interact with any or all of the spiritual or physical planes in their location as they see fit with no test or cost or issue.
Riot
Fire
Cost 1 gnosis
Frenzy Priority NA
Everyone within the same room must attack to the best of their ability the nearest person immediately to their left.If there is no one to their left they must attack the nearest person. If there is no one else detectable in the room. the victim must attack the most expensive inanimate object. If a victim expends a willpower they may engage the Caster of this power in a social challenge to no longer be compelled.The caster uses Intimidate as a retest. The Caster is in no way protected from the violence of the riot, besides being a rank 5 garou.
Strength of Will
Claw, Earth
Cost 1 willpower
Frenzy Priority NA
The Garou spends a willpower and all of their allies within 100 feet gain 3 temporary willpower even if it takes them above their maximum. These temporary willpower disappear if unspent after 1 hour.
Survivor
Earth, Unfair
Cost 1 gnosis
frenzy Priority NA
For 24 hours the garou is temporarily immune to Pressure variations, temperature variations, Disease, Poison, Radiation, Fire, Electricity, The corrupting effect of the touch of wyrm entities, other corrosives, acid, etc, wyld taint, pattern calcification, does not need to eat, drink or rest, takes one less level of damage from all sources except silver, ignores wound penalties and whenever they are about to die or be defeated regains one willpower.
Thieving Talons of the Magpie
Fang, Unfair
Cost, initially 1 gnosis, Upkeep: one temporary willpower per round after the first to maintain
When a power is used in your presence, make a social challenge with its wielder using security as a retest. If you succeed you have that power and they do not until you fail to pay the upkeep. note this only works on a specific level of a power, stealing someone's mettle will not take their aegis.
Violation
Fang, Unfair
Cost 1 willpower and 1 rage
Frenzy Priority NA
Social challenge with target. Intimidate retests. victim cannot spend rage, blood, glamour, pathos, etc. Nor can they spend willpower, nor can they frenzy. all of this for one hour. subject can spend specifically gnosis.
Whelp Body
Fang, Fire
Cost 1 gnosis
Frenzy Priority NA
Caster must touch target, Target loses 3 permanent physical traits, the target can choose to instead sacrifice a permanent willpower to keep them. they may be re-purchased with experience points as normal.
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Spirit Speech
All garou can talk to all spirits that they can perceive. They cannot perceive the real world when in the umbra or vice versa without a gift or other magical intervention.
Garou can always perceive spirits of their Essence or Brood regardless of umbral layer.
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Umbra
Garou can't see the landscape and most of the spirits through the umbra without the use of gifts,
Garou can see individual spirits with whom they share an essence or brood no matter what umbral layer they are on.
Kinfolk can see spirits with whom they share a brood, Kinfolk do not have essences.
Any Spirit a garou can see they can also hear, smell, and taste if relevant. they can not touch a spirit unless the spirit and the garou are on the same umbral layer or gifts and graces are involved.
A garou can only step into or out of the umbra at a node, shallowing or caern. There is a Rite that allows Werewolves to pass through mirrors and other reflective surface.
A Garou can step from the umbra to the physical world or from the physical world into the umbra at the cost of a gnosis, but only at a node, caern, or shallowing. When they do this they appear on the other side naked and without any equipment.
Special rites and gifts can be used to take objects in and out of the umbra but ultimately without constant magical intervention an object will fall back to its native plane unless it is on a caern, node, or shallowing. Umbral objects carried across fall back into the umbra, physical objects fall back into the physical world. when objects fall into another world they do not fall inside a solid object, the falling object is pushed aside taking 1 level of bashing damage.
The Umbra the Garou travel to depends on their Rage, Gnosis and Willpower. If a Garou's rage is higher than their gnosis they travel to the Shadowlands, please see Wraith. If their gnosis is higher than their rage, they travel to the middle umbra. If their rage is higher than their gnosis and willpower put together two things happen. First they enter permanent frenzy, and second if they try to travel between worlds they travel to The Never Never, Never to return.
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The Middle Umbra
While the Never Never has 4 layers and the Deadlands basically has two (the shadowlands and the labrynth) the Middle umbra has one. The Middle Umbra is here, all around us at all times, it is the soul of the physical world and the spiritual reflection of the world as it is, in spite of what we want it to be. it is a vibrant emerald tapestry of life interwoven with the threads of artifice and civilization. The Burning Malfean Pits and the Beautiful transcendant cloud cities of the various spirits are underground or floating in the air respectively, sometimes, particularly clearsighted spirits or sensitive humans peek into the other world next door, only a hairsbreadth away but infinitely far. Sometimes a mischievous spirit might catch a ride on an airplane wing, seeking its fortune away from the clouds it knows, only to be noiced by a young william shatner. The realms of the gods used to seem impossibly far, olympus impossible to scale but in these final nights the world gets smaller and smaller, compressing the stuff of life until it has no choice but to explode.
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Rank
At rank 2 all garou get a Discipline retest (might retest) on all physical challenges that occur during combat
At rank 3 all garou get a Discipline retest (awe and focus like) on all mental and social challenges that occur during combat.
At rank 4 all garou win ties on all physical mental and social challenges during combat.
Rank is gained in accordance with one's brood.
A garou is rank one if they have completed a quest for their incarna on the spirit org chart.
they reach rank 2 if they have completed quests for each of the faces of the wyrm within their element, that would be the two other incarnae on their row but not the Greater incarna of the essence of their row.
They reach rank 3 if they complete the quest for each incarna of each element on their column (brood) but not the greater incarna of their brood.
most werewolves stop here because the next step is hard
to reach rank 4 the garou must complete the quests of all of the lesser incarnae on the table.
to reach rank 5 they must complete the quests for all of the greater incarnae of the table.
n.b. the incarnae will not allow werewolves to accept these quests out of order.
Persons of the shadow essence are assumed to be rank 0 and they and only they may undertake quests for the greater incarna of their brood to become rank 1 and the greater incarnae of the other two brrods to become rank 2. This kills most of them which is why most shaddow essence garou are rank 0.
becoming kinfolk and losing the wolf, one keeps their rank even if they cannot access the powers.
rank can also be gained while a kinfolk but it is wicked dangerous as the tests are designed for werewolves.
Amongst some septs garou are expected to attempt to pass their rank 1 test before finding the wolf in the first place.
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Regaining rage
the following things cause a garou to regain rage
Looking at the moon, phase/hour
the first time the garou is hit in combat 1 rage
the first time the garou takes damage in combat 1 rage
death of a packmate refills rage entirely
entering frenzy gains the garou their courage in rage.
various gifts
rage triggers
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Things that cause a garou to regain gnosis
they regain their rank in gnosis per hour spent meditating at a caern
they regain 1 gnosis per night from sleep
they regain 1 gnosis from certain rites
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Things that cause garou to regain willpower
certain gifts
certain rites
a full night of sleep refreshes 1 willpower.
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Spirit Chart
The following chart is a doctored form of page 76 of ww0304 Chronicle of the Black Labrynth
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Rank Tests, Spirit Tests
The tests of Typhon's Lesser Incarnae are almost always a physical confrontation with an enemy of equal point value to the penitent but often better spent.
The tests of Ha'agenthi's Lesser Incarnae are almost always challenges of skill and intellect. The penitent usually engages in three exteneded challenges of three different but related skills i.e. investigate, empathy, and awareness; Finance, politics and streetwise; or stealth, subterfuge and defense.
Karnala's lesser incarnae do not test the garou, they test their pack, the garou in question must stay home and give naught but commands and advice while others engage in challenges. in many cases karnala herself provides the tools that the garou must coerce in some way. The task should be opposed by a total number of points equal to the forces the garou's pack including the 'missing' member.
Wind Essence Incarnae like to make the garou move, from races to scavenger hunts , the test will always involve a journey.
Earth Essence Incarnae Test the garou's endurance, from their will to their health to their patience. the test will always involve surviving an agressor.
Water essence Incarnae Test a garou's mutability and capacity for change and growth. These tests always involve a permanent change to living beings which include the garou, not resulting in their demise.
Fire Essence Incarnae are about damage and sacrifice. No one escapes a fire challenge with more than they started. These tests will always involve the permanent destruction of something including the permanent destruction of something of the garou's appearing on their sheet and costing points.
The tests of all of the greater incarnae should never under any circumstances be possible to complete by the garou alone and will inevitably involve the sacrifice some portion of whatever it is the garou is using outside themselves to pass the test.
as an example of the test of Typhon, the garou is caused to lose all of their rage and lose the wolf and told to destroy a sept of typhon's choice, someone assisting the garou is going to die in this attempt.
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Rites
There are three forms of Rite. Personal, Pack and Sept
Personal Rites are cast by the garou himself and require no other participants
Pack Rites require the participation of the entire pack. The pack must have at least 3 members
Sept Rites must be cast on a caern or node, they must have the permission of the caern spirit and the alpha of the sept, they must involve the participation of at least 7 garou.
All personal rites are performed with a Social challenge using occult as a retest.
All Pack Rites are performed with a Social challenge using Leadership as a retest.
All Sept Rites are performed with a Social challenge using Expression as a retest.
All rites are an extended challenge with a difficulty equal to their level, personal rites take one minute per level pack rites take five minutes per level and sept rites take 15 minutes per level.
Pack rites and Sept rites can be performed harmoniously or dischordantly.
if performed harmoniously the difficulty category of the ritual drops by one level
to perform a pack rite harmoniously, three of the pack members must be of three different broods.
to perform a sept rite harmoniously, three of the casters must be of the three different broods and one of the casters must be of each elemental essence (not shadow), no garou can count twice towards this total.
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Personal Rites
level 1
level 2
level 3
Mirror Gate
Duration 1 combat round
The garou stands in front of a reflective surface and spends a gnosis, the mirror becomes a passageway into or out of the umbra for 6 seconds.as many things as the garou can manage to squeeze through in a single round can go through, things caught halfway take a level of bashing and fall onto their native plane. This ritual does not cause items to stay in the umbra or physical world, they fall instantly back into their home plane unless other magics are used to anchor them.
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Delirium
The Delirium occurs in anyone who views a garou in Crinos form
It affects everyone regardless of supernatural affinity based on permanent willpower.
Willpower 1 - Catatonia, the viewer cannot do anything but sit, twitch and scream
WIllpower 2 - Hysteria, the viewer Can scream and run but not in any organized or useful fashion but they may well end up leaving the scene.
Willpower 3 - Flight, the viewer must (and can) spend all of their effort fleeing the scene in an effective and direct method, this may include tripping others.
Willpower 4 - Fight, the viewer is capable of dealing rationally and well with the situation in the moment but later, when remembering the situation they must make a mental challenge vs 10 traits, willpower can be used as a retest. if they fail they will make up some other explanation for what happened. If they succeed the memory sticks, no matter how bizzare
Willpower 5+ - Calm, The viewer is unaffected by the delirium.
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Abominations:
Abominations have no permanent or temporary Gmosis.
Abominations do NOT automatically heal each round but may spend either rage or blood to heal.
Abominations have a blood pool appropriate to their generation and can spend blood on all things a kindred can spend blood on.
Abominations are considered to be shadow essence with all of the merits and flaws associated with shadow essence garou (rank cap, lack of gifts etc)
Abominations may not make or use fetishes
Abominations may not have any totems that are associated with an essence in any way
Abominations retain their brood and the merits and flaws thereof
Abominations retain their rage triggers
Abominations still 'ride the frenzy' even if the frenzy is provoked by a vampiric stimulus i.e. fire.
Abominations are staked as normal.
Abominations take 1/2 bashing from blunt trauma rounded down minimum 1
Abominations take bashing form bullets.
Abominations have a permanent esuriance equal to their levels of the generation background + their permanent rage.
Abominations may learn vampiric disciplines as per their clan
Abominations are of the clan of their sire
Abominations recieve 3 dots of discipline that cannot be placed all on the same discipline but may be distributes 2 and 1 or 1 1 1 upon embrace, these disciplines must be of the sire's in-clan disciplines.
Abominations must spend a blood to wake up, not a rage.
Abominations take damage from sunlight as vampires do.
Abominations traits are capped by whichever is the higher of their generational max or their rank max.
Abominations are harmed by all magics that target vampires and detect as vampires to appropriate magics,
Abominations are harmed by all magics that target werewolves and detect as werewolves to appropriate magics
Abominations retain their social trait penalty for having rage.
Abominations' influences are capped by the lower of their Vampiric or Werewolf cap.
Abominations are affected by silver as garou are.
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Things to do:
totems and crap
Rites
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