Werewolf FAQ

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Put together by
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[[User:Shouldabeenadog]] & [[User:Roadnottaken]]
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===The Lycanthropic Condition===
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Frequently asked questions about the Werewolf venue on Edge of Darkness.  But first, some links to other pages that may answer your questions.
 +
* [[Werewolf: The Forsaken]] An overview of the Werewolf game line.  If you don't know anything about Werewolf this is a good place to start.
 +
* [[Werewolf]] The landing page for werewolf on the wiki.  Provide a glimpse of the backstory of Werewolf in Sacramento.
 +
* [[Character Creation for Werewolf]] As the title says, if you're looking to create a new werewolf, this is the page for you.
 +
* [[Form:Add Werewolf Character]] Add your approved Werewolf character to the wiki here.
 +
* [[Who's Who: Werewolf]] A list of active packs and some information about them.
 +
* [[Werewolf Characters]] A list of characters and some information about them.
 +
* [[Werewolf Territories]] A map of current territories held by active packs. (Out of date as of February 2016)
 +
* [[Werewolf House Rules]] Some rules don't work so well in a Play-by-Post format, other rules can simply unbalance the game to much.  This page list all the House Rules that Story Tellers have instituted to make the game fun for everyone.
 +
* [[Errata: Werewolf]] Stuff that Ethan Skemp has said in terms of errata and clarifications.
 +
* [[:Category:Werewolf Books]] A list of all the Werewolf books.
 +
* [[:Category:Werewolf: The Forsaken]] A list of all the wiki pages we have about Werewolf: The Forsaken.
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====Auspices====
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__TOC__
 +
== Where did all the other information on this page go? ==
 +
To the [[Werewolf Cheat Sheet]].  All the information on this page has been moved as the two pages contained the exact same information.
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*[[Rahu]] (Full Moon, Warrior)
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== How do I use the Cahalith's dream ability, Prophetic Dreams? ==
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**Renown: [[Purity]]
+
Ask the Werewolf story teller's for a dream and tell them what theme your character has.<ref>[http://nwod.org/forum/showthread.php?3574 Cahalith and Dreams]</ref>
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**Specialties: [[Brawl Skill|Brawl]], [[Intimidation Skill|Intimidation]], [[Survival Skill|Survival]]
+
-
**Gift Lists: [[Dominance Gifts|Dominance]], [[Full Moon Gifts|Full Moon]], [[Strength Gifts|Strength]]
+
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**Ability: Warrior’s Eye. “Read” a foe once per session, [[Pool::Wits]] + [[Primal Urge]] to determine if foe is more/less powerful. DF: Misjudgment, ES: Sense of gap between power levels.
+
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*[[Cahalith]] (Gibous Moon, Visionary)
+
== How do indicate I'm speaking in First Tongue? / Why are people using angle brackets when they talk? ==
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**Renown: [[Glory]]
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The use of First Tongue on the site is indicated by using double angle bracket's around speech instead of double quotation marks.<ref>[http://nwod.org/forum/showthread.php?1841 A note on languages]</ref>
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**Specialties: [[Crafts Skill|Crafts]], [[Expression Skill|Expression]], [[Persuasion Skill|Persuasion]]
+
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**Gift Lists: [[Gibbous Moon Gifts|Gibbous Moon]], [[Inspiration Gifts|Inspiration]], [[Knowledge Gifts|Knowledge]]
+
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**Ability: Prophetic Dreams. Gives clue about challenges faced once per story., must sleep at least 4 hours. +1 bonus to [[Occult Skill|Occult]] rolls to interpret omens or occult riddles.
+
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*[[Elodoth]] (Half Moon, Walker Between)
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== Do I need to get a Spirit Branding in a scene or can it be done 'backstage'? ==
-
**Renown: [[Honor]]
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So long as a packmate has the [[Spirit Brand Rite|Rite of the Spirit Brand]] it doesn't need to be done in a scene.<ref>[http://nwod.org/forum/showthread.php?17470-OOC-Talk-amp-Scene-Questions&p=69782&viewfull=1#post69782 Rite of the Spirit Brand]</ref>
-
**Specialties: [[Empathy Skill|Empathy]], [[Investigation Skill|Investigation]], [[Politics Skill|Politics]]
+
-
**Gift Lists: [[Half Moon Gifts|Half Moon]], [[Insight Gifts|Insight]], [[Warding Gifts|Warding]]
+
-
**Ability: Spirit Envoy. +2 bonus to Empathy, [[Expression Skill|Expression]], [[Persuasion Skill|Persuasion]], or Politics rolls made to negotiate with spirits. Does not apply to threats.
+
-
*[[Ithaeur]] (Crescent Moon, Spirit Master)
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== What is the  mindset of a Werewolf? ==
-
**Renown: [[Wisdom]]
+
"Average" Werewolves are strongly pack-aligned and social, with powerful bonds to their pack brothers and sisters. A regular "night as a wolf" consists of patrolling and maintaining their territory, interaction with the pack, and ensuring that the Hisil and the regular world aren't attempting to have a massive cat fight with each other, and that no one's sticking their nose in. Clashes with other packs aren't uncommon if they intrude on territory.
-
**Specialties: [[Animal Ken Skill|Animal Ken]], [[Medicine Skill|Medicine]], [[Occult Skill|Occult]]
+
-
**Gift Lists: [[Crescent Moon Gifts|Crescent Moon]], [[Elemental Gifts|Elemental]], [[Shaping Gifts|Shaping]]
+
-
**Ability: Ritual Master. Rituals dots cost new x4. New [[Rites]] bought with experience cost dots x1.
+
-
*[[Irraka]] (New Moon, Stalker)
+
Also, the Hisil doesn't like them. People don't like them. If anyone ever finds out what you are, they're probably going to try and kill you, and as it turns out, the rumour about what works on werewolves is totally true.
-
**Renown: [[Cunning]]
+
-
**Specialties: [[Larceny Skill|Larceny]], [[Stealth Skill|Stealth]], [[Subterfuge Skill|Subterfuge]]
+
-
**Gift Lists: [[Evasion Gifts|Evasion]], [[New Moon Gifts|New Moon]], [[Stealth Gifts|Stealth]]
+
-
**Ability: Pathfinder’s Sense. +2 bonus to ‘peek’ into [[Shadow Realm|Shadow]] ([[Pool::Wits]] + [[Pool::Occult Skill|Occult]] + PU, Instant) or perceive ephemeral spirits ([[Pool::Wits]] + [[Pool::Occult Skill|Occult]] + PU, Instant). Also applies to rolls to sense [[Locus|loci]] ([[Pool::Wits]] + [[Pool::Investigation Skill|Investigation]] + PU).
+
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====Death Rage ([[Kuruth]])====
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They also give off a predatory, wolfish air to normal people the higher their Primal Urge is, and can detect each other, and the wolfblooded, by scent in all forms. They also live with the knowledge that violence can suddenly explode from them, no matter how pleasant and calm they might be in ordinary life. The Rage is both a weapon and a massive downside of being a werewolf - it makes them more able to defend and protect themselves, but it can lead to them turning on their allies and mortal families.
-
[[Pool::Resolve]] + [[Pool::Composure]] to resist ([[Action::Reflexive]])
+
-- Kazakin<ref>[http://nwod.org/forum/showthread.php?17470-OOC-Talk-amp-Scene-Questions&p=251464&viewfull=1#post251464 Mindset of a Werewolf]</ref>
-
Failure: Shift reflexively into [[Gauru]]
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== How does a Pack get their own place? ==
 +
Basically, you don't.
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Automatic Provocation
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Werewolf doesn't have a safehouse merit per RAW, and it mucks things up a bit to HR one. Werewolves are unique in that the venue is set up especially to take advantage of small unit tactics and forging a tightly knit group. Because of this, a variety of merits like the safehouse are...less then fitting.
-
* Wounded by [[Aggravated|aggravated]] damage
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* Struck by an exceptional success attack roll
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* Striking an exceptional attack success
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* Wound is marked on one of character’s last 3 health boxes
+
-
{|
+
If a standard safehouse were to be allowed for size and security a standard pack of 4+ wolves would have a Size 4 Security 4 safehouse in a month or two for 6 xp, with a locus following shortly after. The Crusaders took this the furthest as far as I've seen, requiring a stipend of 6-8 XP to stay in the pack to go towards Pack Den or a Guardian Spirit. The end result was very efficient in getting ridiculous essence among other perks you really wouldn't see in other venues. For this reason SDog, then me and Kelreth, talked about ditching the merit for something more thematically appropriate (wolves don't stay in a single home like the Herd). From the looks of it Kelreth and SDog have taken steps to continue the process.
-
! [[Harmony]]
+
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! Minimum Stimulus (outide of combat)
+
-
|-
+
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| 9-10
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| Loved one/packmate slain or badly injured; betrayed by loved one/packmate
+
-
|-
+
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| 7-8
+
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| Betrayed by ally
+
-
|-
+
-
| 5-6
+
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| Injured outside combat by aggravated damage; loved one/packmate in danger
+
-
|-
+
-
| 3-4
+
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| Humiliated or injured
+
-
|-
+
-
| 1-2
+
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| Insulted; authority challenged
+
-
|}
+
-
Effects
+
-- [[User:Xander|Xander]]<ref>[http://nwod.org/forum/showthread.php?17470-OOC-Talk-amp-Scene-Questions&p=360128&viewfull=1#post360128 Safehouse]</ref>
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* Time in Gauru form lasts for entire scene
+
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* Attempts to destroy nearest target, friend or foe
+
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* Self-preservation takes over when wounded within last 3 health boxes – Flees, attacking anyone intervening
+
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* Attempts to mentally/socially coerce at -3
+
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* Talkdowns are an automatic -5
+
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* Cannot use [[Fetish|fetishes]]/[[Gifts]]
+
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* Cannot spend Willpower
+
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* [[Pool::Resolve]] + [[Pool::Composure]] may be rolled if talked down, etc.
+
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* Induces fear in spirits
+
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* Reflexive Kuruth roll may save from being disabled by giving extra health
+
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====[[Harmony]]====
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== The core NWoD book says that you can only meditate once per day. Does this timer also apply to the bonus to Rituals?  Or does a successful meditation last the whole day? ==
 +
Lets go with successfully meditating benefits the rolls for one Ritual performance.
-
<div style="float: right; margin-left: 20px;">{{Tables/Harmony}}</div>
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So 4+ successes to meditate (ie a successful meditation) will give you +2 on all rolls that it takes to complete one ritual. If you want the benefits for a 2nd ritual (or attempt the ritual again) you need to successfully meditate again.
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Exceptional Success on degeneration check: 1 [[Willpower]] gained
+
-- [[User:Kelreth|Kelreth]]<ref>[http://nwod.org/forum/showthread.php?17470-OOC-Talk-amp-Scene-Questions&p=393214&viewfull=1#post393214 Meditation bonus to Rituals]</ref>
-
If degeneration occurs, roll Harmony to check for [[Derangements|derangement]].
+
-
====[[Lunacy]]====
 
-
 
-
{|
 
-
! Willpower
 
-
! Description
 
-
! Penalty
 
-
! Memory
 
-
|-
 
-
| 1-2
 
-
| No control over actions. Catatonic, cardiac arrest, suicidal or regressive behavior.
 
-
| -5 penalty to all actions.
 
-
| No memory of event, refuse to believe evidence.
 
-
|-
 
-
| 3-4
 
-
| Little control, likely to flee.
 
-
| -4 penalty to all actions.
 
-
| Vague and rationalized memories of event.
 
-
|-
 
-
| 5-7
 
-
| Overcome with fear, likely to flee. Has presence of mind to lock doors, etc. May attempt to fight if cornered.
 
-
| -3 penalty to all actions.
 
-
| Attempts to remember require [[Intelligence]] + [[Composure]] at -4.
 
-
|-
 
-
| 8-9
 
-
| Exceptional self-control. May spend 1 WP to avoid fleeing for one turn.
 
-
| All actions at -1 penalty.
 
-
| Conscious effort to remember events require [[Intelligence]] + [[Composure]] at -2 penalty. Succ allows memory that excludes the [[Uratha]], ES allows full recall. Roll made for each attempt to remember.
 
-
|-
 
-
| 10
 
-
| Complete control over Lunacy.
 
-
| Nil
 
-
| Acts rationally and remembers clearly.
 
-
|}
 
-
Modifiers:
 
-
* Dalu: +4 WP
 
-
* Urshul: +2 WP
 
-
* Wolf-Blooded: +2 WP, max 10
 
-
* Supernatural creature (Including mortal servants): Immune
 
-
* Storyteller fiat: Res + Composure roll adds successes to WP
 
-
 
-
====[[Primal Urge]]====
 
-
 
-
{{Tables/Primal Urge}}
 
-
 
-
====[[Regeneration]]====
 
-
 
-
• Regenerate 1 bashing at the beginning of action for the turn (reflexive).
 
-
• May spend 1 essence to regenerate 1 lethal INSTEAD of 1 bashing (reflexive). This may be done even when unconscious.
 
-
• Without spending Essence, 1 lethal is regenerated every 15 minutes.
 
-
• Aggravated is healed at 1 point per week.
 
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• Dead/unconscious Uratha imemdiately revert to Hishu.
 
-
• Immune to mundane infection and disease.
 
-
 
-
====[[Renown]]====
 
-
 
-
Dots in tribally afilliated renown earn you brownie points among others of your tribe.
 
-
 
-
Total Renown Dots Honorary Rank Among Spirits
 
-
0-7 2
 
-
8-15 3
 
-
16-23 4
 
-
24+ 5
 
-
 
-
====[[Shapeshifting]]====
 
-
 
-
Stamina (Hishu) + Survival + PU, Instant (ES: Reflexive action), OR Spend 1 Essence for automatic, Reflexive, OR automatic Reflexive under Auspice moon.
 
-
• Returning to Hishu is always a Reflexive action without a roll
 
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• Automatic reversion to Hishu when knocked out or killed
 
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• Fighting Style Merits usable only in Hishu and Dalu
 
-
• Manipulation never reduced less than 1, except in Gauru
 
-
 
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[[Hishu]] (Human): No modifiers.
 
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• -2 penalty to detect as supernatural creature
 
-
 
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[[Dalu]] (Near-Human): Str +1, Sta +1, Manip -1, Size +1, Health +2, Speed +1, Perception +2. +25-50 lbs mass, +4-6” height.
 
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• Lunacy at +4
 
-
 
-
[[Gauru]] (War Form): Str +3, Dex +1, Sta +2, Size +2, Health +4, Initiative +1, Speed +4, +3 Perception.+200-250 lbs mass, +2-3’ height.
 
-
• Full Lunacy
 
-
• Armor 1/1
 
-
• Claws +1L
 
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• Bite +2L (No grapple required)
 
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• Ignore wound penalties
 
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• No unconsciousness rolls
 
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• -2 penalty to resist Kuruth
 
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• Manipulation = 0, most Social and Mental tasks fail
 
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• Must attack an enemy, travel toward one, or take out frustration.[[Pool::Resolve]] + Composure (Reflexive) required to do anything else, failure means Kuruth. Gifts and fetishes (Reflexive) excepted
 
-
• Maximum time in Gauru: Stamina (Hishu) + PU (+Auspice renown if under Auspice moon). Afterward must revert to Hishu, or make Sta + Survival + PU / spend Essence for alternate form
 
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• May shift out of Gauru voluntarily if not subject to Kuruth
 
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• May not voluntarily assume Gauru again for remainder of scene
 
-
 
-
[[Urshul]] (Near-Wolf): Str +2, Dex +2, [[Pool::Stamina]] +2, Manip -3, Size +1, Health +3, Initiative +2, Speed +7, Perception +3. 3-5’ at shoulder, 6-8’ in length. +150-200 lbs in weight
 
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• Lunacy at +2
 
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• Claws +1L
 
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• Bite +2L (No grapple required)
 
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• Human speech impossible
 
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• Body language and scent can convey ideas to pack members
 
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• Limited use of First Tongue
 
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• Track by scent
 
-
 
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[[Urhan]] (The Wolf): Dex +2, Sta +1, Size -1, Initiative +2, Speed +5, Perception +4
 
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• Claw +1L
 
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• Bite +2L
 
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• -2 penalty to detect as supernatural creature
 
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• Human speech impossible
 
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• Can communicate with wolves (-1 to -3 penalty until familiar)
 
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• Limited use of First Tongue (Complex ideas: Man + [[Pool::Expression Skill|Expression]])
 
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• Track by scent
 
-
 
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====Silver====
 
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Silver weapons inflict aggravated damage. Werewolves must be wounded by these weapons, contact is not sufficient. The silver must be sufficiently pure. Silver is a poor choice of materials and imposes a -1 penalty for use of the weapon.
 
-
 
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====Spiritual Perception====
 
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Detect ephemeral spirits: [[Pool::Wits]] + [[Pool::Occult Skill|Occult]] + PU, Instant.
 
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Detect Loci: [[Pool::Wits]] + [[Pool::Investigation Skill|Investigation]] + PU, Instant.
 
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‘Peek’ across Gauntlet: [[Pool::Wits]] + [[Pool::Occult Skill|Occult]] + PU, Instant.
 
-
 
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====Stepping Sideways====
 
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[[Pool::Intelligence]] + [[Pool::Presence]] + Primal Urge OR Spend 1 Essence to cross as a Standard action.
 
-
 
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Must be done within the influence of a Locus unless the Rending the Gauntlet rite is used. Modifiers:
 
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• Werewolf stares into a reflective surface: +1
 
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• Near a locus rated 2 or 3: +1
 
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• Near a locus rated 4 or higher: +2
 
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• Crossing during the day: -2
 
-
 
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DF: Cannot attempt to cross Gauntlet again until following night.
 
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Failure: Cannot make another attempt for an hour.
 
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1 Success: 30 seconds (10 turns)
 
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2 Successes: 21 seconds (7 turns)
 
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3 Successes: 12 seconds (4 turns)
 
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4 Successes: 3 seconds (1 turn)
 
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5 Successes: Instantaneous (Reflexive).
 
-
 
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====Tribes====
 
-
 
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[[Blood Talons]] (Suthar Anzuth)
 
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Totem: Fenris, the Destroyer Wolf
 
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Ban: Offer no surrender that you would not accept
 
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Renown: Glory
 
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Gift Lists: Inspiration, Rage, Strength
 
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[[Bone Shadows]] (Hirfathra Hissu)
 
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Totem: Kamduis-Ur, the Death Wolf
 
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Ban: Pay each spirit in kind
 
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Renown: Wisdom
 
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Gift Lists: Death, Insight, Warding
 
-
 
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[[Hunters in Darkness]] (Meninna)
 
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Totem: Hikaon, the Black Wolf
 
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Ban: Let no sacred place in your territory be violated
 
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Renown: Purity
 
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Gift Lists: Elemental, Nature, Stealth
 
-
 
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[[Iron Masters]] (Farsil Luhal)
 
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Totem: Sagrim, the Red Wolf
 
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Ban: Honor your territory in all things
 
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Renown: Cunning
 
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Gift Lists: Knowledge, Shaping, technology
 
-
 
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[[Storm Lords]] (Iminir)
 
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Totem: Skolis, the Winter Wolf
 
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Ban: Allow no one to witness or to tend your weakness
 
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Renown: Honor
 
-
Gift Lists: Dominance, Evasion, Weather
 
-
 
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[[Ghost Wolves]] (Thihirtha Numea)
 
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Totem: None
 
-
Ban: None
 
-
Renown: None
 
-
Gift Lists: Father Wolf, Mother Luna
 
-
 
-
====Tracking====
 
-
 
-
Tracking by sight (As human): Int + Surv, 10-20+ succ, 10 min per roll.
 
-
Tracking by scent (As wolf): [[Pool::Wits]] + Surv, 10-20+ succ, 10 min per roll.
 
-
(Uratha can choose either the above if in appropriate form).
 
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Countertracking: Tracking roll vs. [[Pool::Wits]] + Survival each stage.
 
-
• Tracker has more succ: Progress made
 
-
• Countertracker has more succ: Trail lost
 
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• Tie: Tracker needs # of succ equal to # of succ in countertracker’s tying roll in order to resume the trail.
 
-
 
-
Modifiers:
 
-
• Moving at ½ speed: None
 
-
• Moving at ¾ speed: -1
 
-
• Moving at full speed: -2
 
-
• Every hour trail ages: -1
 
-
• Each subject in group tracked after the first: +1
 
-
• Uratha has tasted subject’s blood: +4 (For 1 year)
 
-
 
-
====Gauntlet modifier====
 
-
 
-
The rolls for dual senses and to cross the Gauntlet at a locus are subject to the Gauntlet modifier. Within the city, this modifier is -3 everywhere except in parks, where it is -2, and loci, where it is +1
 
-
 
-
====Rites:====
 
-
 
-
The dice pool for all Rites is equal to the werewolf's Harmony, subject to the following modifiers:
 
-
 
-
* +2 Ritemaster meditates successfully prior to ritual (that is, four or more successes are accumulated in a meditation Attribute task — see World of Darkness Rulebook, p. 51)
 
-
* +2 In the vicinity of a powerful locus (rated ••••+)
 
-
* +1 In the vicinity of a locus (rated • to •••)
 
-
* +1 Ritualist has gained goodwill of local spirits
 
-
* +1 Ritemaster is in Dalu form
 
-
* +1 Ritemaster’s auspice moon is in the sky
 
-
* –1 to –3 Performer suffers wound penalties
 
-
* –1 Local spirits are hostile to ritualist
 
-
* –1 City suburb or town (only if rite is performed in physical world) (this includes any park within Sacramento)
 
-
* –1 Distracting environment (powerful odors, noisy)
 
-
* –2 Packmates are involved in battle
 
-
* –2 Dense urban area (only if rite is performed in physical world) (this includes all of Sacramento except parks)
 
-
* –2 Ritemaster is struck during rite but takes no damage
 
-
* –3 Rite is performed in a Barren
 
-
 
-
===Moon Phases===
 
-
To find the current Moon Phase follow [http://nwod.org/forum/showthread.php?t=540 this link].
 
{{footer|wtf}}
{{footer|wtf}}

Latest revision as of 15:38, 10 February 2016

Werewolf
The Cast
Who's Who
Auspices
Cahalith
Elodoth
Irraka
Ithaeur
Rahu
Tribes
Blood Talons
Bone Shadows
Ghost Wolves
Hunters in Darkness
Iron Masters
Storm Lords
Joining (Open)
Werewolf Creation
Submit Character
Add/Edit Character
Werewolf House Rules
This box: view · talk


Frequently asked questions about the Werewolf venue on Edge of Darkness. But first, some links to other pages that may answer your questions.

  • Werewolf: The Forsaken An overview of the Werewolf game line. If you don't know anything about Werewolf this is a good place to start.
  • Werewolf The landing page for werewolf on the wiki. Provide a glimpse of the backstory of Werewolf in Sacramento.
  • Character Creation for Werewolf As the title says, if you're looking to create a new werewolf, this is the page for you.
  • Form:Add Werewolf Character Add your approved Werewolf character to the wiki here.
  • Who's Who: Werewolf A list of active packs and some information about them.
  • Werewolf Characters A list of characters and some information about them.
  • Werewolf Territories A map of current territories held by active packs. (Out of date as of February 2016)
  • Werewolf House Rules Some rules don't work so well in a Play-by-Post format, other rules can simply unbalance the game to much. This page list all the House Rules that Story Tellers have instituted to make the game fun for everyone.
  • Errata: Werewolf Stuff that Ethan Skemp has said in terms of errata and clarifications.
  • Category:Werewolf Books A list of all the Werewolf books.
  • Category:Werewolf: The Forsaken A list of all the wiki pages we have about Werewolf: The Forsaken.

Contents

Where did all the other information on this page go?

To the Werewolf Cheat Sheet. All the information on this page has been moved as the two pages contained the exact same information.

How do I use the Cahalith's dream ability, Prophetic Dreams?

Ask the Werewolf story teller's for a dream and tell them what theme your character has.[1]

How do indicate I'm speaking in First Tongue? / Why are people using angle brackets when they talk?

The use of First Tongue on the site is indicated by using double angle bracket's around speech instead of double quotation marks.[2]

Do I need to get a Spirit Branding in a scene or can it be done 'backstage'?

So long as a packmate has the Rite of the Spirit Brand it doesn't need to be done in a scene.[3]

What is the mindset of a Werewolf?

"Average" Werewolves are strongly pack-aligned and social, with powerful bonds to their pack brothers and sisters. A regular "night as a wolf" consists of patrolling and maintaining their territory, interaction with the pack, and ensuring that the Hisil and the regular world aren't attempting to have a massive cat fight with each other, and that no one's sticking their nose in. Clashes with other packs aren't uncommon if they intrude on territory.

Also, the Hisil doesn't like them. People don't like them. If anyone ever finds out what you are, they're probably going to try and kill you, and as it turns out, the rumour about what works on werewolves is totally true.

They also give off a predatory, wolfish air to normal people the higher their Primal Urge is, and can detect each other, and the wolfblooded, by scent in all forms. They also live with the knowledge that violence can suddenly explode from them, no matter how pleasant and calm they might be in ordinary life. The Rage is both a weapon and a massive downside of being a werewolf - it makes them more able to defend and protect themselves, but it can lead to them turning on their allies and mortal families.

-- Kazakin[4]

How does a Pack get their own place?

Basically, you don't.

Werewolf doesn't have a safehouse merit per RAW, and it mucks things up a bit to HR one. Werewolves are unique in that the venue is set up especially to take advantage of small unit tactics and forging a tightly knit group. Because of this, a variety of merits like the safehouse are...less then fitting.

If a standard safehouse were to be allowed for size and security a standard pack of 4+ wolves would have a Size 4 Security 4 safehouse in a month or two for 6 xp, with a locus following shortly after. The Crusaders took this the furthest as far as I've seen, requiring a stipend of 6-8 XP to stay in the pack to go towards Pack Den or a Guardian Spirit. The end result was very efficient in getting ridiculous essence among other perks you really wouldn't see in other venues. For this reason SDog, then me and Kelreth, talked about ditching the merit for something more thematically appropriate (wolves don't stay in a single home like the Herd). From the looks of it Kelreth and SDog have taken steps to continue the process.

-- Xander[5]

The core NWoD book says that you can only meditate once per day. Does this timer also apply to the bonus to Rituals? Or does a successful meditation last the whole day?

Lets go with successfully meditating benefits the rolls for one Ritual performance.

So 4+ successes to meditate (ie a successful meditation) will give you +2 on all rolls that it takes to complete one ritual. If you want the benefits for a 2nd ritual (or attempt the ritual again) you need to successfully meditate again.

-- Kelreth[6]

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