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Mundane Crafting Rules
Research Roll (optional, needed for creating an item a crafter has never attempted before, or for new materials used in a new or old design)
Int+Research diff 6 (Computer, Academics, etc can be subsitituted with ST approval)
Design Roll
(No matter what your creating there has to be a design or plan behind it. Everything from a sculpture to a written article/book to a sword.)
Int+Expression diff 8 (can be lowered by Research Successes (Every 2 success = -1 diff on Design)
Crafting Roll
(Only one roll, an extended roll would no longer be used and the 'time' involved is left to ST discretion. IE a painting might be a week, Sculpture the same, a sword 2 weeks, a car from pieces 4 days.. etc.)
Dex+Crafts+Design Successes diff 6 (Diff and Crafts can vary depnding on what exactly is being created, specialties or secondary abilities of course take the place of Crafts as per ST.)
Simple items get only a single crafting roll.
Complex items can have up to the same number of rolls as dice in the base crafting roll. (IE if you have 3 in dex and 2 in crafts you can make up to 5 rolls for a complex item.)
1 roll equals 1 day/week worth of work depending on the item created.
Fetish and Talen Creation – Forging the tools of the Apocalypse
Sooner or later any Theurge worth his salt will want to create a weapon, an instrument, a tool for the hidden war that is the existence of the Garou in Washington State. Be it a simple pinecone, an elaborate Klaive, or something in between, there’s going to be several important things to consider:
1. All Fetishes and Talens* MUST be created using the Rite of Fetish Creation, period. There are no alternate routes.
2. All proposed (that is, any time a PC intends to create one) fetishes or talens MUST be presented to the venue ST PRIOR to beginning the crafting, regardless of who makes the item or how they make it. Bought, commissioned, or hand made, natural, man-made, or some combination, an ST MUST be aware of both the process and the intended result.
3. The end result must be pre-defined. That is, if you intend to make a klaive, you don’t start off making a grand klaive and down-grade your efforts.
4. Finally, if it’s an already existing fetish or talen, you MUST know the process… that is, you MUST have consulted an experienced garou in the process for creating your item.
Fetish and Talen creation will be handled largely as detailed in Hammer and Klaive.
(What, you don’t own that book? You call yourself a Theurge!? Shame on you, go purchase it right now!)
In general, the items gnosis, dots, and difficulty to make and to activate will be determined by it’s use.
An item that serves only limited or easily replicated effects will likely get one dot and be fairly simply to create and require only a relatively low powered spirit. It may not even require a ban. Something that works only in the wilderness, only tracks a single kind of creature, or is of limited use is probably one dot.
An item that serves a useful purpose and can help solve a problem that might otherwise be very hard to solve might get two dots. This usually does involve a ban, and further, will take a little coaxing on the part of the creator to involve the spirit. A key that opens any door with a key lock, a weapon of power no greater than a garou’s claws and fangs, these might be level two fetishes or talens.
An item that is capable of more than the Garou on his own, including weapons or things useful in a lot of circumstances, might fall into three dot range. This level of fetish presents a challenge to most garou who try to forge them. There is always a ban, there is always significant costs, and there will always be significant risk in just bargaining with the spirits involved in this level of fetish or talen.
An item of really great power that can supersede the werewolf who created it, greatly expand his combat ability, or otherwise presents a huge advantage is going to get four (or more) dots. These are made of extremely valuable materials, they are always forged by hand and with tremendous care, and they require a jaggling’s ban to create, period.
Five dot fetishes and talens should *always* be discussed on a per-item basis with very special consideration given to the player, the character, the intentioned use, et cetera. If this is even possible within the game, it should be a unique, powerful, and very, very carefully created story point. This should *not* happen for some time
Rolling up a Fetish (Or Talen*):
1. The Rite of Purification must be performed prior to the Rite of Fetish Creation. If not, the craftsman suffers as +1 difficulty on *every* roll that follows.
2. If the craftsman hand-creates the item to be made into a Fetish or Talen by hand personally they may, at ST discretion get a -1 difficulty for an exceptionally well made (or well thought out) object (i.e. 4 or more successes). If a PC puts a tremendous effort into the craftsmanship or achieves outstanding successes on its craftsmanship the ST may increase the bonus as high as -3. No purchased or commissioned item should ever receive more than a -1 difficulty no matter how extravagant.
Research Roll: Intelligence + Research, difficulty 6 Possibly needed for creating an item a crafter has never attempted before, or for new materials used in a new or old design. (Computer, Academics, Science etc can be subsitituted with ST approval)
Design Roll: Intelligence + Expression, difficulty 8
No matter what your creating there has to be a design or plan behind it. Everything from a sculpture to a written book to a sword. (This can be lowered by Research Successes - Every 2 success is a -1 diffisulty on Design)
Crafting Roll: Dexterity + Crafts + Design Successes, difficulty 6
Only one roll, an extended roll would no longer be used and the 'time' involved is left to ST discretion. IE a painting might be a week, Sculpture the same, a sword 2 weeks, a car from pieces 4 days - et cetera.
(Diff and Crafts can vary depending on what exactly is being created, specialties or secondary abilities of course take the place of Crafts as per ST.)
3. Gnosis can be used to coax a spirit into a fetish, however it is only truly appropriate for 3 dot and higher fetishes or talens. It does not give a dice advantage to rolling, however, doing so requires a gnosis roll… a single success results in falling into a harano state within 24 hours.
4. The (Philodox) Gift Call To Duty (Werewolf Page 140) if used will reduce the difficulties from that point on by -1.
5. Any good taboo should offer at least a -1 difficulty modifier, however, it may be even higher depending on how significant it is at ST discretion. For more powerful fetishes and talens this may be limited to no more than -1.
6. The roll for fetish creation is wits + rituals. This is an extended roll that must be carried on until the fetish creator gets a number of successes more than the spirit’s = to the fetish level. (IOW, a 3 dot fetish requires the creator to get 3 successes more than the spirit. The difficulty for the creator is the spirits willpower. The spirit rolls his gnosis versus the fetish creators charisma + the level of the fetish. This should be role played out as the spirit insults the fetish-to-be and the craftsman continues to implore until one or the other wins. If the spirit ever gets more successes than the fetish creators charisma, he grows bored and leaves (or attacks the craftsman…) and that’s the end of the fetish.
No item can be offered again for a fetish, once it’s turned down, it’s no longer suitable. No Spirit will ever consider it.
The final thing to do is name the fetish if it’s unique or completely new. That’s up to the player and it’s completely IC flavor.
Talens are created using the rite of binding and a rite of purification is not typically required, but otherwise creation is the same. A talen may be made in the same manner as a fetish craftsmanship wise, and it is generally only created with a ban in place if it is of exceptional potency or affect, and as stated earlier almost never with a Gnosis expenditure.
Experience point costs:
| Attribute: | Current rating x 4 |
| Ability: | Current rating x 2 |
| New Ability: | 3 |
| Gift: | Level x 3 |
| Gift outside breed/tribe/auspice: | Level x 5 |
| Rage: | Current rating |
| Gnosis: | Current rating x 2 |
| Willpower: | Current rating |
| Background: | 3 |
| New Background: | current rating x 3 |
Combat
-Always pay attention to the initiative and declare order and wait your turn.
-Please keep ooc to a minimum, combat is always a long process.
-Don’t Forget Your Form Modifiers!
Initiative
-Dex+Wits+1 Die (Please use the Initiative button on the dice roller.)
-These should be posted as (Init b (dex+wits)) as the base number will help to break any ties. Ex. (12b7) The dice roller will do the math. Don't forget to add your form modifieris though!!
Declares - Rage, Wp, Gnosis, Snarls, Gifts, etc all must be declared. If it is not declared it cannot be used until the next round.
Attack Rolls
-Brawl Attack (Claw, Punch, etc)
Dex+Brawl diff 6 (Bite is diff 5; Kick is diff 7)
-Melee Attack
Dex+Melee diff 6 (Unless otherwise specified; some weapons may be higher or lower)
-Firearms
Dex+Firearms diff 6
Damage Rolls
-Remember to ask the difficulty for damage on Spirits as it changes. Standard on all others is diff 6.
-Don’t forget your rollovers, this is the number of successes rolled to hit minus 1.
Soak Rolls
Stamina diff 6 (DON’T FORGET FORM MODS!)
Regeneration or Combat Healing
-At the end of every round it is possible to heal a single level of lethal or bashing damage, in order to do this roll Stamina diff 8. Failing means there are no levels healed and botches act simply as a failure.
Rage Rolls
-The first time you are injured in a fight, two things happen. You gain a temp point of rage, and a rage roll is required.
Roll your current or permanent Rage score (whichever is higher!) (Diff for the rage roll is dependent on the moon phase, if you are not sure ask your ST - ESPECIALLY if the scene may not be set on the current date.) There is a real time moon phase indicator online at: http://www.calculatorcat.com/moon_phases/phasenow.php?tcv=28
-4 successes on a rage roll means you are in beserk frenzy.
-6 successes on a rage roll means you are in thrall to the wyrm. (If this happens your ST will advise you as to your characters actions.)
Stay Active
-If you are dropped below Incapacitated, you will get a Stay Active or Rage Roll.
Roll your current or permanent Rage score (whichever is higher!) diff 8.
-The number of successes on this roll is the number of health levels you gain back, starting at Incap. (no matter how many levels of damage you actually took)
-If you succeed on this roll, the character is saved from death and is in a beserk frenzy. This frenzy will not end until the fight is over or the character is dropped below Incap again.
-Only one Stay Active roll can be used in a fight. If you are dropped below Incap again, the character is dead.
-Use of a Stay Active Roll means the character will gain a Battle Scar at the ST’s discretion. You are welcome to make suggestions, but the ST has the final say. (Battle Scars can be healed at the time they are gained, but it is a loss of renown.)