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That said, if you feel that the ST has made a mistake and would like to say something to remind them, please do so in DMs. We really don't bite. | That said, if you feel that the ST has made a mistake and would like to say something to remind them, please do so in DMs. We really don't bite. | ||
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^ Table of Contents | ^ Table of Contents | ||
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< | < | ||
- | \\ | + | <tabbox Rage> |
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- | \\ | + | What is Rage to a Garou? It is what gives them the ability to fight against evil. It is what keeps them standing, keeps them going, //keeps them alive//. That said, it is also a curse. You can't have one and not the other. With Rage comes social difficulties. Keep this in mind when you create and play a Werewolf. |
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- | \\ | + | We will be listing here both book rules and house rules in regards to how Rage will work mechanically. |
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- | \\ | + | Whenever you think your character is feeling emotional, you should be rolling Rage. All Garou are emotional. There are no Garou who is stoic and uncaring. We're not playing Vampire with Humanity. That said, any ST can and will call for Rage rolls. Here are some examples for when to roll: |
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- | \\ | + | * Embarrassment or Humiliation (e.g. botching an important roll) |
- | \\ | + | * Any strong emotion (lust, rage, envy) |
- | \\ | + | * Extreme hunger |
- | \\ | + | * Confinement |
- | \\ | + | * Helplessness |
- | \\ | + | * Being taunted by a superior enemy |
- | \\ | + | * Large quantities of silver in the area |
- | \\ | + | * Being wounded |
- | \\ | + | * Seeing a packmate wounded |
- | \\ | + | * When a bane uses certain gifts on the werewolves that trigger rage |
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- | \\ | + | You roll the highest of either your Permanent or Temporary Rage rating. For example: |
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- | \\ | + | - You have default Rage of 5 for an Ahroun. This is your Permanent rating. This is what you roll when you are full on natural Rage. |
- | \\ | + | - You got angry at a sparring match, you roll 5 dice, with the difficulty modifiers listed below. |
- | \\ | + | - If you succeed in the roll, you gain 1 extra Temporary Rage. This will raise your Rage to 6 Temporary points. |
- | \\ | + | - The next time you roll Rage, you will roll 6 dice. |
- | \\ | + | - Now let us say that you used your Rage and now you have 3 Temporary Rage out of 5 Permanent. |
- | \\ | + | - When you next roll Rage, you still roll 5 dice because it is the highest of the two. |
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- | \\ | + | ^ Moon Phase ^ Difficulty |
- | \\ | + | |New Moon | 8 | |
- | \\ | + | |Crescent Moon | 7 | |
- | \\ | + | |Half Moon | 6 | |
- | \\ | + | |Gibbous Moon | 5 | |
- | \\ | + | |Full Moon | 4 | |
- | \\ | + | ^ Conditions |
- | \\ | + | |If the Character' |
- | \\ | + | |When in Crinos... (not cumulative with above) | -1 | |
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- | \\ | + | ^ Action |
- | \\ | + | |Take Extra Actions |For each point of Rage spent, the character can take one extra action that turn. The player must declare that she's spending Rage for extra actions at the beginning of that turn. Once she decides to spend those Rage points, they' |
- | \\ | + | |:::^ Extra Action Limitations |
- | \\ | + | |:::|Rage Score |Within a single turn, a player can spend up to half his character' |
- | \\ | + | |:::|Timing |Rage spent for extra actions //must// be declared at the beginning of the turn. Other Rage expenditures can be declared at any point within that turn. | |
- | \\ | + | |:::|Speed |In a single turn, a character can take only as many " |
- | \\ | + | |Change Forms |At any point in the turn, a player can decide to spend a point of Rage, immediately shifting his werewolf into any one of the five Garou forms. || |
- | \\ | + | |Ignore Stunning |Under normal circumstances, |
- | \\ | + | |Ignore Pain |In a similar fashion, a werewolf player can spend a point of Rage to let her character ignore the dice penalty for one health level worth of damage. This option does not heal the damage, it lasts for only one turn, and it alleviates only one health level' |
- | \\ | + | |Remaining Active |If a character falls below the Incapacitated health level, a player can use Rage to keep her character going. Doing so requires a Rage roll (difficulty 8). Each success heals a health level, regardless of the type of wound. A player may attempt this roll only once per scene. If this roll fails, the character doesn’t recover. However, this last-ditch survival effort has its price. Like all Rage rolls, the character is still subject to frenzy. The wound will also remain on the Garou’s body as an appropriate Battle Scar. || |
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- | \\ | + | These methods of regaining Rage are usually given outright, not rolled. If however, the ST feels that it would be best to roll, they may call for rolls. If so, follow the guidelines above. |
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- | \\ | + | ^ Trigger |
- | \\ | + | |The Moon |This is a HOUSE RULE modification. Due to the setting of the game being a real-time play-by-post, |
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- | \\ | + | |Botching |If the Storyteller approves, a werewolf might receive a Rage point after a botched roll. Rage comes from stressful situations, and seeing the action you were attempting blow up in your face, sometimes literally, can be a very stressful situation. | |
- | \\ | + | |Humiliation |Rage will also come rushing back if anything a Garou does proves particularly humiliating. The Storyteller decides whether a situation is embarrassing enough to warrant a Rage point. Garou tend to be very proud, and they don’t take being laughed at well. | |
- | \\ | + | |Confrontation |Again at the Storyteller’s approval, a character could receive a Rage point at the beginning of a tense situation, in the moments right before combat starts. This gain accounts for the anticipation and hackle-raising that happens just as tempers start to flare. | |
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- | \\ | + | This is where the Curse of Luna comes in. Social difficulties WILL happen when you play a werewolf. This is unavoidable. For the Garou to be good at being warriors, Luna gifted them with Rage and unfortunately, |
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- | \\ | + | *Note |
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- | \\ | + | City tribes (Bone Gnawers & Glass Walkers) have a different reaction to rage amongst mortals as it takes longer for it to set in due to their interactions with humanity at large. |
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- | \\ | + | **This is not a Golden Ticket to not RP the curse. It still takes effect but at a much longer rate amongst humans. They can, and will, still scream at you if you hang around them too long.** |
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- | \\ | + | Even outside of mechanics, please ensure that you are roleplaying accordingly. We don't care how charismatic you make your character seem. If they don't have the matching Charisma rating after Rage penalties, they cannot charm people. |
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+ | < | ||
+ | White Wolf contradicted themselves here, so we are going to House Rule this. We will be taking out the Willpower trigger for this to happen. < | ||
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+ | Depression is a good way to think about this, though it is NOT depression. __**// | ||
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+ | Berserker Frenzy | ||
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+ | In this state, your anger and rage consume you and you automatically shift to crinos. | ||
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+ | Fox frenzy | ||
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+ | In this state of fear or desperation or shock or sadness, your instinct to run takes over. You automatically shift to lupus. | ||
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+ | Wyrm thrall | ||
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+ | If you get 6 or more success on a rage check, the taint of the wyrm infects your rage and you enter a state where you will kill all there. | ||
+ | Homid: “Eater-of-Souls holds humans as its special children. This twisted favor extends to homid-breed Garou. This Wyrm drives its minions to eat humans, wolves, and even other Garou. | ||
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+ | Lupus: “Beast-of-War lays claim to the savage lupus Garou. It forces them to tear into their victims until nothing is left but bloody chunks of meat and bone. The Garou loses all sense of mercy and exists only to destroy. When a lupus werewolf kills or incapacitates a foe when in the Thrall, her player must roll Wits (difficulty 7). If the roll botches, the werewolf savages his opponent’s corpse until it is torn limb from limb. | ||
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+ | Metis: | ||
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+ | Willpower and Frenzy | ||
+ | In classic white wolf fashion, the book contradicts itself on willpower and frenzy. | ||
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+ | Escaping frenzy: | ||
+ | There are a few ways to escape frenzy. | ||
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+ | Gaining rage: | ||
+ | You gain 1 rage per night and get 5 rage at the height of the full moon up to your max rage. You cant go above from this and you don’t gain more if you are above your maximum | ||
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<tabbox Gnosis> | <tabbox Gnosis> | ||
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+ | Much as Rage fuels battle and the physical world, uses of Gnosis tend toward affecting insight and the spirit world. | ||
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+ | • Rage and Gnosis: A player cannot use both Rage and Gnosis in the same turn, whether spending points or rolling the Trait. The only exceptions are certain Gifts that demand both to function. These two forces are very powerful, and the Garou’s body is not strong enough to pull power from these two natures simultaneously. | ||
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+ | • Carrying Silver: For every object made of or containing silver that a character is carrying, she loses one effective point from her Gnosis rating. More potent objects will cause the character to lose more. Luckily, this effect is only temporary, and it lasts only a day after the silver is discarded. | ||
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+ | • Using Gifts: | ||
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+ | • Fetishes: Gnosis is used to attune or activate fetishes. See p. 221 for more information on fetishes | ||
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+ | • Umbra: You make a gnosis roll equal to the dc of the guanlet. | ||
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+ | Gaining and Regaining Gnosis: | ||
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+ | Characters can regain their Gnosis in several ways. | ||
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+ | • Meditation: | ||
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+ | • Sacred Hunt: The Sacred Hunt is one of the most frequently performed activities at Garou moots. | ||
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+ | • Bargaining with Spirits: Ritual hunts are not the only way to get Gnosis out of a spirit; the soft sell can work just as well. A werewolf can simply ask a spirit to share some of its Gnosis. The character must be able to speak in the spirit language through the use of a Gift or similar. The spirit may ask the character to perform some tasks before it shares its life force with the Garou. Once the bargain is completed, the spirit spends an amount of Essence, and the werewolf gains that many points of Gnosis. | ||
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+ | Losing your spirit | ||
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+ | If you lose all your gnosis, your spiritual side disconnects from you. When this happens, you cannot use any gifts (unless they are always active or spend rage). | ||
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+ | Losing True self | ||
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+ | If you lose all your gnosis and rage, you disconnect from your spiritual and wolf sides. | ||
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<tabbox Willpower> | <tabbox Willpower> | ||
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+ | Almost every creature in the World of Darkness possesses Willpower. | ||
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+ | Willpower point is recorded on the Willpower pool squares, and not on the permanent rating dots. As a character spends Willpower, he finds his reserves becoming depleted. With no Willpower left, characters are exhausted and unable to summon the inner strength to perform their duties. They will not care what happens to them, since they have no Willpower to go on. | ||
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+ | •Spineless | ||
+ | ••Weak | ||
+ | •••Unassertive | ||
+ | ••••Diffident | ||
+ | •••••Certain | ||
+ | ••••• •Confident | ||
+ | ••••• ••Determined | ||
+ | ••••• •••Controlled | ||
+ | ••••• ••••Iron-willed | ||
+ | ••••• •••••Unshakable | ||
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+ | Using Willpower Of all the Traits werewolves possess, Willpower is one of the most frequently rolled and spent because of the many ways it can be utilized. | ||
+ | • Automatic Successes: Spending a Willpower point on an action gives the player one extra success on any roll. Only one point can be spent this way each turn, but the success is guaranteed. Spending Willpower in this way completely negates the effects of a botch. Some do not allow a character to spend Willpower, including damage rolls or any roll to activate Gifts. | ||
+ | • Uncontrollable Urges: | ||
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+ | • Fighting On: When a werewolf is injured, her wounds can make it hard for her to concentrate, | ||
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+ | Recovering Willpower: | ||
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+ | Characters must be able to rest in order to regain Willpower. | ||
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+ | • Characters who achieve a personal victory in the framework of the larger story can regain some amount of Willpower. | ||
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+ | • If a character performed his auspice duties particularly well, she might regain one to three Willpower points. This method is subject to the Storyteller’s approval, and it relies largely on the roleplaying skills of the player. In addition to these methods, characters regain one point of Willpower when they wake up each day. While not as involved or satisfying as the above methods, it does allow werewolves to keep moving even when all hope seems lost | ||
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+ | • Every Day where the pc has had a complete and full rest, the character regains 1 WP up to their maximum. | ||
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+ | Losing all your willpower | ||
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+ | • If you lose all your willpower, you do not have the will to do anything. | ||
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