A Vampire: the Requiem Live Action RPG. Set in the fictional city of New Oskana and ran in Regina, Saskatchewan. To contact the game staff by email use: requiemforregina@gmail.com. Register for additional game information.


    Werewolf: the Forsaken House Rules and Clarifications

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    Posts: 106
    Join date: 2009-05-04
    Location: Regina

    Werewolf: the Forsaken House Rules and Clarifications

    Post  Admin on Fri Aug 19, 2011 3:28 pm

    Lunacy will be adjusted to:

    Humans seeing a form that causes Lunacy must make a Resolve + Composure roll, penalized by the Werewolf's Primal Urge.
    -Dramatic Failure: A dramatic failure causes the human to react badly: he crumples, urinates or defecates on himself and gains a mild derangement (Storyteller’s choice, generally a phobia related to the situation or animals involved) for the following week.
    -Failure: Indicates that the human panics and flees in terror.
    -Success: The human can stand his ground, but suffers a –2 dice penalty to any roll actively directed at the Werewolf not related to self defense.
    -Exceptional Success: The person exhibits a will of steel and reacts no differently than if he were looking at the mailman. While they may well have a healthy level of fear or respect from such a monstrous figure, they can respond beyond by instinct.

    Proposed Change to humans remembering what they encountered after the scene.
    Using the same roll as above. Resolve + Composure - the Werewolf's Primal Urge.
    -Dramatic Failure: The human has no recollection of the event with any clarity. They may suffer from nightmares associated with the encounter, but effectively suppress the memory entirely as a form of amnesia. Most will assume the character was utterly traumatized.
    -Failure: The human rationalizes what they saw as something more "sensible" or mundane. An overly hairy, frightening man. A dog, wolf, bear or other attack (as appropriate to the scene). Someone in a costume. It being too dark to make out anything more than a large hairy figure.
    -Success: The character remembers fragmentary bits of the encounter: Large teeth, a specific smell, a canine figure on two legs, an excessively hirsute or feral man, a dog or wolf abnormally large. While they won't necessarily associate the event with something supernatural like a Werewolf (or have a truly clear picture) without some actual familiarity with Werewolves, they're aware something quite strange occurred. Think Bigfoot encounters, and other "strange beasts". They will try to put it into the context of their beliefs ("It was the Devil itself, all slavering drool and glinting fangs, eyes from the pits of hell!"), perhaps even deny the truth if a true skeptic ("Werewolves? Don't be preposterous! A wolf of that size must be a Great Dane/Wolf crossbreeding project."), but they will remember having ran into a big, hairy wolf monster/beast of some sort. There may be some that -do- associate the encounter with a Werewolf, specifically hunters and other occult researchers.
    -Exceptional Success: Perfectly clear recollection. The human remembers the event with complete clarity, potentially even specific markings or characteristics that hold over into the Werewolf's other forms. Even the most skeptical will remember perfectly well they ran into something impossible by their previous standards. For most, this level of recollection is a life changing event.


    Eating human/wolf flesh will use the addiction rules presented:

    A Werewolf in Death Rage and no Essence must make a Resolve + Composure test to avoiding consuming those it attacks for Essence (if the target viable for such feeding, the primal state isn't stupid when it comes to prey items). This test has a -1 Penalty if the Werewolf is also hungry prior to the Death Rage, -2 if Starving. This -does- necessitate a Harmony test.

    After a Werewolf has gotten the taste for human or wolf flesh, they must make a Resolve + Composure test to resist doing so again, within Death Rage or outside of it. Each time the character fails and gives into the temptation, the roll suffers a cumulative -1 penalty the next time. Every time the character resists the urge, they gain a +1 cumulative bonus to the next test to resist the urge. Every year spent without consuming such flesh also gains the +1 bonus. An exceptional success rids the Werewolf of the addiction to human and wolf flesh. It should be noted that consuming an already dead human or wolf risks the same addiction, and that beating the craving once only to consume it again, starts the character right from scratch for addiction once again.

    Obviously, those who willfully consume the flesh of others among Werewolves are the most at risk, as are those that frivolously use their Essence or have issues resisting Death Rage. It should be noted, that this assumes the Werewolf has actually consumed enough of the victim to gain at least 1 Essence (1 Lethal). A small taste, while potentially tempting, does not require this roll, such as the taste of blood tracking abilities or rites/gifts that rely on such. A taste is a taste, and while thrilling, is not as damning as guzzling down the victims blood, or sending chunks of their flesh into their belly. All werewolves who succeed on the Harmony roll to resist degeneration from such an act feel how unnatural the act is, or more accurately, how imbalancing it is to the state of being.

    Victor

    Posts: 401
    Join date: 2009-05-04
    Age: 32
    Location: Regina

    A Clarification on Max Gift Ratings

    Post  Victor on Wed Jan 25, 2012 3:15 pm

    The book has several sections that disagree with each other on what you can and can not use for a gift. For instance it says that if you lose a Renown and have your max gift level lowered you do not lose any gifts and can still access all levels that you have previously learned; you are simply unable to learn more at that level. On the other hand it says that if your totem grants you a gift you must have sufficient renown to be able to use it.

    The new rule will be that if it is a totem granted gift you can use it. It is your totem powering you and has no relation to your renown.
    Also you will keep all gifts that you have already learned and be able to use them though you will only be allowed to learn new gifts if you have sufficient levels of renown.

    Mendez

    Posts: 23
    Join date: 2009-07-12
    Age: 30
    Location: a small little room

    Ok

    Post  Mendez on Tue Feb 07, 2012 7:01 pm

    I think those are all fair. Especially the rules on Lunacy.

    Victor

    Posts: 401
    Join date: 2009-05-04
    Age: 32
    Location: Regina

    Pure Character Creation

    Post  Victor on Mon Apr 09, 2012 2:03 pm

    It states that they only get two starting gifts but I have changed that to three simply because the rules state that you get one gift for each dot of renown and they start with three of those so they will get their three starting gifts.

    They will also have access to father wolf gifts. I have done this because it not only makes sense it is needed if you create a character that has at least 1 in all of his renown.

      Current date/time is Wed May 16, 2012 7:55 am