Elodoth - Envoy
Rahu - Defender
Cahalith - Warhowler
Fetishes in Chargen
Learning Gifts Out of Order
Yes, you can learn them out of order! If you want to pick up Dominance 3 through XP, and don't want 1 or 2, you can do that. However, each rank you skip costs you 3 XP. So in this case, it would cost you +6 XP. This is only the case when learning gifts through XP, and not through Renown. This is a clarification from WtF p 103.
Dominance Gift Tree
This gift tree only affects your own Template and Mortals. It does not cross templates. A Feral with this gift tree gains no benefit against Werewolves, and vice versa.
Elemental Gift Tree: Alternate Elements
We use the suggested optional rule of allowing alternate elemental gifts (WtF 111). Only the first alternate elemental gift line you choose is also an affinity list. All others' cost is equivalent to a non-affinity list. The gifts in the book are always an affinity list. See Elemental Gifts for the alternate gift lists.
Bale Hound Gifts
These gift trees are not approved for PC's to purchase.
Full Moon Gift Tree
Attunement (Full Moon 2)
Success: The character exploits a weakness and may ignore an amount of his opponent's Defense equal to the Gift user's Primal Urge for the remainder of the scene.
Death Grip (Full Moon 3)
Mother Luna Gift Tree
Partial Change (Mother Luna 1)
Partial Change can produce numerous variations with different stat bonuses. Here are the stat modifiers for the ones we've thought of. (If you have others not listed here, ask staff and then get them to post it here once approved.) Many of these invoke the Lunacy if noticed. (See WtF, pg 176.)
Stealth Gift Tree
Feet of Mist (Stealth 1)
Spend 1 Essence to strengthen the effect, not Willpower. (This corrects error in text)
Technology Gift Tree
Create Technology (Technology 5)
When using this Gift/Spirit Gift for crafting an item the total Resources cost of creation is reduced by 2. However, this will not reduce an items cost below Resources 1.
Herd counts for anything without a Power Stat and non-Wolf Blooded half-templates.
The Language of the Spirits is exceedingly difficult to speak by a human form.
Regardless of your form, you can understand any language that you know. The difficulty of speaking lies in having mouths and throats (and sometimes tails) properly shaped for the language you're trying to communicate in. For ease of reference:
Being in Hishu doesn't make you forget how to understand Wolf-Speak, nor does being in Urhan make you not understand the word laundromat. Conveying the concept of laundromat in wolf-speak however would be rather difficult.
Allies (• to •••••)
Allies do not make your territories bigger or let you cover more area. Nor are they going to help you patrol your areas.
Language (First Tongue) (•)
This is a Werewolf only merit.
Lunatic Glare (••)
The bonus for this has been brought down to a +3. This makes the impact of Lunatic Glare stronger than an Uratha in Dalu form, but requires one to still make a roll.
Pleasing Aura (•••)
This is not available to Werewolves; Wolfblooded can purchase this if wished.
Pack Bond (• to •••)
Wolfblood may now purchase Pack Bond as listed on WtF 2nd Ed on pg 305. In summary: 1 dot may purchase 1 dot of Totem Merit and enjoy the benefits of the totem. 3 dots may purchase up to the full 5 dots of Totem and enjoy the benefits of the totem. Totem dots must still be purchased separately, this merit does not grant any free dots of totem.
Acquisition of this merit requires a PRP or other proof of the character's importance to the pack and why the Totem would consider this Wolfblooded important enough to count.
Wolfblooded (•• to •••••)
Wolfblooded needs to be taken at Chargen to be a Wolfblooded. You also can't buy more dots in the merit post Chargen as it's a Chargen only merit.
Any game mechanic which refers to a pack member may only effect an individual to whom an Uratha is bound via a the Totem. Therefore, gifts such as Pack Awareness, etc, do not function on Protected Wolfbloods, only Wolfbloods who have contributed to the Totem.
Pack Bond & Leaving Packs
Bonding with a Pack Totem is a big deal. It might not seem like it, but to be accepted by one and be made a genuine member of a pack takes a lot of effort.
With that, when you leave a pack and try to join another one you will need to not only purchase the merit for the second pack but also have a plot run by someone not in the pack you are joining to show that you are committed to the pack that you are joining.
To reflect some sense of development, jumps in Primal Urge will not be allowed. They'll be permitted at a rate of one point per month.
Regeneration has gotten a revamp for both Werewolves and Ferals. Mechanically, this consists of two changes, one to the essence per turn rates of Primal-Urge and Feral-Heart, along with Bashing regeneration rates, and Regeneration itself.
Uratha heal at least one point of bashing damage per turn, depending on their Primal Urge. See the chart above for the exact amount at each Primal Urge score.
Uratha heal one point of lethal damge every 15 minutes.
Aggravated damage regenerates much slower, closer to the speed of human wounds. Uratha heal one point of aggravated damage every four days. Only Silver and supernatural powers or items can cause aggravated damage to Uratha directly. Any source of harm that would cause aggravated damage to a human, including massive bodily devastation, only causes lethal damage to Uratha. As such, most unwitting attackers must do enough lethal damage to cause it to "roll over" into aggravated damage before it poses a real problem for the shifters.
When in Gauru, the character heals bashing and lethal damage equal to their Primal Urge score without essence expenditure at the start of each turn. This is a change from the 2e regeneration rules where the update is coming from.
Toxins can still affect Uratha. Subtract her Primal Urge from the Toxicity rating of any poison or disease that would ail her.
Regrowing Lost Limbs / Organs
In healing a lost limb or organ (including fingers, legs, livers, lungs and eyes) requires special effort. First, the Uratha must be willing and able to spend a draining amount of effort to regrow the lost part. During this time, the werewolf must remain relatively inactive; he can eat (and may have to), but cannot fight or engage in strenuous activity. This limb regrowth is separate to the actual healing of the health wounds.
We follow the guidelines found in Blood of the Wolf, pg 18.
In Play and Outside of Chargen
Primary Renown Overlap
Re-Buying Stripped Renown
Rites and Rituals
Limits on Rolls for Rites
Ritemasters are limited to a number of dice rolls equal to their Harmony + Rituals + Rite Modifiers. For instance, a Harmony 7 Werewolf with Rituals 4 casting in Dalu has a roll limit of 7 + 4 + 1 = 13.
Rules on Ritual Notations
Ritesmasters are fearsome werewolves who know ancient rituals that allow them to affect the world, themselves and their pack in various ways. In keeping with that, Some werewolves and ritualists will want to keep certain rituals prepared and performed at all times. The werewolf staff supports this decision but also knows that there needs to be some form of accountability. With that in mind, we have come up with the following.
Bind Spirit and Shackle Spirit (Lodge of Harmony)
The book, Lodges: The Faithful, notes that members of the Lodge are taught even more powerful variations of both Shackle Spirit and Bind Spirit. To go with this Lodge members receive +4 to all rolls for both Rites, and the appearance of such should be more detailed the norm.
Bloody-Handed Hunter (Shadows of the UK)
The exceptional success clause for this rite was not proofed. As written, it causes 60L an hour of bloodloss, while werewolf regeneration is naturally 4L per hour. Since that makes the rite inevitable death for every ritualist who gets 20+ successes to activate it, we have the following Houserule:
Call Gaffling and Call Jaggling
Summoning a Gaffling or a Jaggling now requires (Spirit Rank x 10 Successes), instead of a flat 40 successes for all. So for example, it will require 20 successes to summon a Greater Gaffling (rank 2) with Call Gaffling, but will still require 40 successes to summon a Greater Jaggling (rank 4) with Call Jaggling.
Rite of Dedication permits dedicating one set of clothing plus one item/container/set of clothing per point of Primal-Urge. This change effectively grants the exceptional success result to your first set of clothing. You may, at the beginning of a scene, choose to end dedication of that suit of clothing to attempt an exceptional dedication on a different item. The result of that ritual cast will hold for that scene.
This rite has been changed in the following manner:
Rite of Offal (Lodge of Harmony)
The Rite of Offal is missing from Lodges: The Faithful, according to White Wolf's errata. We allow its use. See details here.
Speak with the Guardian (Lodge of Cerberus)
This rite is missing from Lodges: The Faithful. We allow its use. See details here.
The Whelp's Rite
In Signs of the Moon the Rite wasn't assigned a level. To account for this it has been set at Level 2 by WereStaff.
To The Cannon's Mouth 3 and 4 (Tribes of the Moon)
Only one of these rituals can be active on a target at a time.
For Characters undergoing an on-grid Tribal Initiation, the following HR applies:
Blood & Birth Merits
The Wolfblooded Merits from WtF 2e are available to take. You can only take one Auspice (Birth) and one Tribal (Blood) merit, these cannot change, so when you purchase them make sure it's what you want.
Characters who possess three of more dots of the Wolf Blooded merit shall now be granted a +1 to their effective Willpower for resisting Delusion inflicted by Ferals.
There will be no Wolfblooded Hunters.
Wolfblooded are NOT loci. Please do not use them as such. They cannot be used to step sideways or draw essence. Spirits (and ONLY spirits) can potentially use them to cross the Gauntlet. This is not a house rule, but a clarification.