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Garou House Rules

Delirium

Posted: Thu May 15, 1998 by Judge Dredd

Delirium is an inbred, mind-numbing, mystical terror awakened upon sighting a crinosed were. Pure mortals with a Willpower of 6 or less /must/ immediately flee in terror or cower helplessly if flight is not apparently possible. NO OTHER ACTIONS ARE ALLOWED. (It is important to note that anyone viewing a Crinos that is NOT a werewolf, _such as a Bastet, Mokole, Ratkin, and so on_, has an effective +2 to their Willpower for their reaction to Delirium ONLY)

Mortals with a Willpower higher than 6 react accordingly:

Regardless of the situation and of your Willpower, the mystical effect of the Veil will force you to forget or rationalize the incident quickly after the crinos has left (Yeah, some idiot in a Spuds Mackenzie suit was doing a beer spot and just wigged out. Musta been the heat.), regardless how big a logical reach it might be.

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Immunity to Delirium

Posted Thu May 15, 1998 by Judge Dredd

The following types of characters (of the ones allowed on Dark Gift) are totally immune to the effects of Delirium and of the Veil. Of course, if you are one of these types and a were crinoses in front of you, this doesn't imply you are going to be able to handle it well...

If you are not one of these types of characters, Delirium and the Veil affect you as normal. See the prior post on the Delerium for more info.

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Herbal Magick

Posted Mon Jun 15 by Judge Dredd

The Herbal Magick section from the first edition Werewolf Player's Guide is no longer going to be used on Dark Gift. The section is notably absent in the second edition Player's Guide and we will follow that new version and the lack of that section. Current Herbs still in circulation will loose their potence and become just regular versions of the plants.

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Pain/Fang Daggers

Posted: Mon Oct 13, 1998 by Judge Dredd

Due to some of the unique and sometimes devastating powers behind these, and the fact that most don't look like simple daggers or have to be specially crafted, Pain Daggers and Fang Daggers (as well as Klaives, of course) are Difficulty 6 to wield in combat.

Additionally, for Fang Daggers, the damage doubling is applied only after soak. Thus when you roll damage...whatever is left after the person soaks is doubled. For example. Joe hits and does 5 damage, this would normally be doubled to 10 for Jack to have to soak. Jack rolls 3 on his soak and takes 2*2=4 damage from the attack instead of 7 damage.

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Recognize Garou

Posted Tue Feb 2 by Memnoch

Recognize Garou (3 pt. Merit) - Explanation: Over the years, you've become adept at identifying the innate quirks and characteristics of those who belong to the Shifter Nation. Rather then having any kind of mystical awareness, you've simply learned what physical and personality traits tend to mark the Celestial's warriors. Through observation and study, one may be capable of determining another's heritage if they have undergone their first Change. This merit requires a subtle study, in relatively close proximity, with most cases, and one may be required to offer insight to a judge as to why you should be allowed the roll, based on the roleplay situation. This merit is not instantaneous, nor can one merely enter a packed club and begin spotting people within the crowd who are Shifters as if they had a glowing neon sign above their heads exclaiming such. The system is as follows:

The user must roll their Perception + Viable Shifter Lore(Usually what one's own heritage is, or spaciality) versus a varied number. Bete, being more rarified and less common, have a slightly higher difficulty due to their uncommonness. The difficulties may be reversed, if the one employing the Merit is of the Bete heritage(where Garou on the chart would be more uncommon innately).

Note: The Full Moon will reduce difficulties of each category by 1. Also, descendants of Coyote and Arachnids will not be revealed in this manner, as they do not possess Rage.

ST'rs Option: Ritualistic or Combative scarring or tattooing, Blatant Acts, and other factors might make it easier for recognition and lower the difficulty.

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Sense Wyrm

Posted Thu May 15, 1998 by Judge Dredd

The secondary knowledge Wyrm Lore is used instead of the Knowledge Occult for the roll for this Gift. If you don't have Wyrm Lore, you just get your Perception dice for the roll...regardless of Occult skill. In addition, the Gift may be directed at an individual person or item at diff 8, instead. Mortals come up as VAGUELY Wyrm-tainted at a Humanity of 6 or less, increasing in taint the closer they are to 1.

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Silver

Posted Wed April 7, 1999 by Memnoch

Silver now will incure Soakable Aggravated damage to those species of Shifters who suffer from such. This is for run of the mill objects and weapons constructed out of silver, and the most commonly available. Shifters _are_ still entitled a soak roll, based on their Stamina+Armor+Applicable Defense Gifts which are activated.

The only classification of Silver which will do Unsoakable aggravated damage, is the purified variety, which has been in use here for some time now. Understanding the principles and differences between the two will take a moderately considerable bit of Lore to recognize this Secret. Damage from these types of weapons can only be soaked by Armor, and or Applicable Defensive Gifts which allow the soaking of silver. Some cautions and warnings. Carrying Silver will largely be considered a death sentence by the Shifter Nation. When you request or fashion weapons for this purpose, it is for a 'select' purpose, and that is the slaying of Shifters. Carrying this race-specific type of weaponry IS grounds for being severely harmed. You understand the risks and implications of this with your request for silver. This is fair OOC Warning. There _are_ abilities, to detect the presence of Silver. This is one of the highest threats to the Shifters, and will be protected and dealt with accordingly.

Shifters still suffer the same penalties to their Gnosis ratings for the carrying of Silver, be it purified or the norm.

Also, keep an eye on this board for further Rules as to Silver. Weapons with silver added(that inflict soakable aggravated) will be less restricted, and for projectile weapons as firearms, will mushroom severely and lack the true penetration as one might expect firing standard rounds. On a metallurgical standpoint, silver is exceedingly malleable and makes a poor basis for a weapon, especially bladed. For density and strength purposes, they will be kept to reasonable size. A silver knife, for instance. Do not expect to fashion a Double Bladed silver axe, or two-handed or bastard sword made out of purified silver. It simply is not feasible. Klaives maintain their strength due to the imbedding of a spirit of war inside them, and thus gain the fortitude and matrix construed by such a being.

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Sleeping shifters

Posted Sun Jan 10, 1998 by Cusidhe

This subject has caused some discussion lately. Please be aware that if you are a shifter and you become unconscious (whether due to sleep, hypnosis, injury, fainting, whatever) in a form other than your breed form, you will revert to your breed form unless you have the merit Metamorph.

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