MES APOCALYPSE ADDENDUM JULY 2015 CHANGELOG Page 13, Sanctioned Materials >> Sanctioned Books ADDED - W20 Umbra, the Velvet Shadow (Source Material only) ADDED - Laws of the Night, Revised (Vampire NPC mechanics only) Page 16, General PC Approval Levels ADDED - Low Approval: Silicon Sentinels, Male Black Fury Kinfolk REMOVED – Low Approval: Glass Walkers ADDED - High Approval: Ratkin (non-Freak Factor), Lupus Silicon Sentinels Page 16, Starting Ranks CHANGED – “MC 6 - 11: Rank 2 or lower” to “MC 6 - 8: Rank 2 or lower” CHANGED – “MC 12+: Rank 3 (with High Notification) or lower: If a player brings in a character at Rank 3, they must wait one year from when that character entered play before they can bring in another character at Rank 3.” to “MC 9+ - Rank 3. No approval or notification required.” Page 17, Tribes (New Section) ADDED - Silicon Sentinels: Silicon Sentinels are made with the same Tribal Totem, Tribal Advantage, Disadvantage, Background Restrictions, and starting Willpower and starting Gift list as Glass Walkers. Silicon Sentinels have access to Glass Walker Gifts, Rites, Talens and Fetishes, and all materials for Glass Walkers, in addition to new materials specifically for Silicon Sentinels. Garou who are not Silicon Sentinels (including Garou still identifying as Glass Walkers) do not have access to any materials listed for Silicon Sentinels. Page 18, Abilities >> Etiquette Ability ADDED - Once per scene, Galliards gain a free use of the Etiquette ability to cover any faux-pas or know the correct custom and tradition. Page 19, Backgrounds REMOVED - “It is Top Approval to purchase these Backgrounds after creation with Experience Points.” Page 20, Backgrounds >> Spirit Network REMOVED - Reference to Spirit Affinity found in the sentence: “Spirits far and wide seek you out with strange information to give you about the Garou Nation’s offenders (Notoriety 3 or more) and saints (Affinity 4 or more).” Page 24, Tribe Specific Content >> Glasswalker Camps CHANGED – Header to Silicon Sentinel Camps CHANGED - Mechanical Awakening: NPC Only, Top Approval. Page 25, Kinfolk >> Starting Traits CHANGED – “Kinfolk PCs are made similarly to Garou PCs, with the following changes:” to “Kinfolk PCs are made using the following guidelines:” CHANGED - “● Kinfolk Attributes start at 6/4/3, and their attributes can go no higher than 9.” to “● Kinfolk Attributes start at 6/4/3, and their attributes can go no higher than 10.” ADDED - ● Kinfolk may not learn or perform Rites. Page 26, Fera Rules >> Fera and Packs ADDED - Fera cannot join a pack with Garou, even with Tagalong or other gifts that allow partial inclusion. Page 26, Fera Rules >> Swiping Gifts 1 ADDED - Corax cannot swipe Gifts. Instead, Corax are allowed to learn one Garou Gift per Rank the Corax achieves. This process follows the same rules for Garou learning Out of Type Gifts. Corax who had already Swiped Gifts can choose to keep a number of swiped Gifts equal to their Rank as per this rule with only High Notification. Any Gifts exceeding this amount are considered as having been directly witnessed for the purpose of use with Mynah's Touch, but are lost and fully refunded. Page 30, Gifts >> General Gift Information ADDED - Gifts found exclusively in Tribebooks are not available to be learned Out of Tribe/Breed/Auspice. Current Gifts are not grandfathered, but are instead removed and XP is refunded for their purchase. Only a single Armor/Health Level giving Gift may give benefits at a time, with that providing the most significant benefit taking precedence. Page 33, Garou Camp Gifts >> Glasswalker Camps CHANGED - Header to “Silicon Sentinel (Glasswalker) Camps” Page 37, Lupus Gifts >> Advanced ADDED - Elemental Gift: This Gift summons a Rank 4 Spirit, constructed by the Storyteller. Page 38, Ragabash Gifts >> Intermediate >> Liar’s Craft ADDED - Those using Truth of Gaia while affected by this Gift will also see what the Gift-user is saying as true. Pages 40, Theurge Gifts >> Basic CHANGED - Sense Chiminage (Basic): Change to "as well as Spirit Notoriety", removing reference to Affinity and Broods. ADDED - Sense Weaver (Basic): As the Gift Sense Wyrm, detecting Weaver instead. Page 40, Philodox Gifts >> Basic CHANGED - Call to Duty: from “non-wyrm spirits” to “Non-Triat (wyrm, weaver, wyld) spirits” CHANGED – Strength of Purpose: The Garou may gain Willpower equal to Mental Traits spent on activation. A Garou may only gain a number of Willpower equal to their Rank, per day, via this power. Page 44, Ahroun Gifts >> Basic >> Shield of Rage CHANGED - Change to “...their Rank as one less…” Page 46, Bone Gnawer Gifts >> Basic >> Tagalong CHANGED - Change second sentence to, "The Storyteller may choose to disallow the Gift's use if the Totem has some special animosity toward the Garou." Page 49, Get of Fenris Gifts >> Intermediate >> Scream of Gaia ADDED - You cannot make a contested challenge in the same action that you use this Gift. Page 52, Silent Striders >> Intermediate >> Speed Beyond Thought CHANGED - Remove entire second paragraph. In fourth paragraph add, “Inside combat, the user gains two additional steps per action.” Page 52, Glass Walkers Gifts CHANGED – To Silicon Sentinels (Glass Walkers) Gifts Page 52, Glass Walkers Gifts >> Basic ADDED - Mind Partition: This gift cannot be used in combat. ADDED - Sense Weaver (as Sense Wyrm, but affecting Weaver). ADDED - Trick Shot (Basic LotWR): The number of Traits granted by this Gift are equal to the users Rank, not Glory Renown. Trick Shot cannot cause a target to lose their ability to move or take an action. Page 53, Glass Walkers Gifts >> Intermediate ADDED – Electroshock: Using this Gift is a contested Physical challenge against each target, retest Science. This cannot be paired with any other attack. 2 ADDED - Double Tap: As the Basic Black Fury Gift: Flurry of Arrows. This Gift can only be used with Pistols or Heavy Pistols. The second shot occurs during the same Everyman Action. Trick Shot cannot be used while this Gift is active. This extra shot does not count against the weapons Rate. Page 57, Additional Available Garou Rites >> Accord Rites >> Rite of Renunciation CHANGE - In the first paragraph remove the sentence that says the one affected gains Spirit Notoriety to the Tribe's Brood. Replace with, "The Garou affected by this Rite will be considered reviled by that Spirit's brood (no mechanics). In the second paragraph change the reference of Notoriety to the Spirit's Brood to, "yields one point of Spirit Notoriety". Page 59, Additional Available Garou Rites >> Punishment Rites >> Rite of Silver Cleansing REMOVED - “Leaving Erebus as one of the Unfortunates requires High Approval. Unless rescued from their fate it is not possible to leave while the subject still possesses any Wyrm, Weaver, or Wyld taint. Corruption generally drops off at a rate of 1 point per month. All derangements, negative traits, and flaws that can be bought off must be bought off before the subject can leave.” Page 60, Garou Rites Errata ADDED - Rite of Accomplishment: When being performed by a Galliard, the Garou who receives the permanent Renown award is also granted an additional two temp Honor for following proper tradition by seeking out a tale singer, this temp renown award is applied immediately after the temp-to-perm conversion has occurred. REMOVED - Rite of Rebalancing: Remove the second sentence which details how much Spirit Affinity must be had to undergo this Rite. ADDED - Rite of the Questing Stone: To use this Rite requires having a personal belonging of the target. Once a personal belonging has been used for this Rite a different belonging must be acquired to use this Rite again. REMOVED - Ritual of Acceptance: Remove the reference to it requiring Spirit Affinity, replace with "Requires High Approval." Page 63, Corax Gifts >> Basic ADDED – Enemy Ways (Basic Corax CB1): Add 'The range of this gift is permanent Wisdom x 20 in yards. Page 63, Corax Gifts >> Intermediate ADDED - Bloody Feather Storm: The maximum targets hit by this gift is equal to the character's Rank x 2. ADDED – Eyes of the Eagle (Intermediate Corax CB1): The win on ties effect of this gift cannot be used with Firearms. ADDED – Mynah’s Touch: Costs 1 Gnosis plus activation cost of the Gift. Mimicking gifts is not restricted as per learning gifts. Pages 68 - 72, Caerns and the Umbra >> Traversing the Umbra1: CHANGED - Replace section with new section: TRAVERSING THE UMBRA Below are the approval restrictions and realm rules for travel in the Umbra. These approvals may be acquired by the Storyteller running the trip or by the individual players involved. Regional Storytellers may run High Approval realms and locations without requiring PC approval. National storytellers may run any umbral location without requiring PC approval. Regional plotkits may allow travel to any High Approval umbral location, and national plotkits to any umbral location, without requiring PCs or STs seek approval, so long as they remain within the confines of that plotkit. General approvals: ● Penumbra – Low Approval ● Near Umbra – Low Approval ● 13 Near Umbral Realms – Varies (See below) ● Minor Near Umbral Realms – Low Approval ● Tribal Homelands – High Approval if a rank 4+ member of the tribe is present. Otherwise, Top Approval ● The Membrane (Including Anchorheads) – High Approval 1 Will be in a separate document. 3 ● Deep Umbra – Top Approval ● Other Umbral Features: ● Astral (High) Umbra – High Approval ● Dark Umbra – Low Approval ● The Dream Zone – Low Approval ● The Mirror Zone, Tapestry, Null Zone, or other extra-umbral features – Top Approval The rules for any location not presented below and without sanctioned mechanics are the discretion of the presiding storyteller. Each realm has “emanations”, as described in W20 Umbra: Velvet Shadow. These emanations have non-spirit stats (attributes, abilities, backgrounds) and are treated as mundane elements of the realm itself. Gifts that affect only spirits do not function on emanations. Below is a list of the status and the rules of each of the 13 Near Umbral Realms. Knowledge of these rules is based on Umbra Lore, and efforts to disseminate these rules widely will result in the rules changing rapidly. Any major alteration to any Umbral Realm as a result of a trip (changing the landscape, eliminating features defined in any source book) requires Top Approval. THE ABYSS – Top Approval Status: Darkness 9. Nightmaster’s forces are massing in this realm, making the Abyss even more hazardous than normal. Rules of the Realm: Uses the “Rules of the Abyss” of MET: Book of the Wyrm p. 46. The climbing difficulties listed are doubled. The difficulty of the mental challenge for looking into the abyss is determined by the presiding ST, but should be no lower than 10. Gaining ancestors by finding a face in the walls of the abyss is not sanctioned. THE AETHERIAL REALM – Low Approval Status: Open. Luna and Helios still harbor grudges against one another over the events of the Umbral Eclipse. Rules of the Realm: Per W20 p. 329. The difficulty reductions listed apply to static challenges only. Travel to Celestine Avatars or their domains requires Top Approval. ARCADIAN GATEWAY – High Approval Status: Open but under the sway of the Unseelie Courts. Rules of the Realm: 1. Travel in Arcadia is measured in “leagues”. Garou may travel one league in a day, regardless of the speed at which they travel. Gifts or powers that increase movement speed by more than double allow the user to travel two leagues in one day. The number of leagues between locations varies based on the appropriate “drama” of the location, and getting accurate measures of distance are impossible. 2. Fianna and followers of Stag are considered two traits up on all social challenges. 3. Each day lost in the woods increases the difficulty of a frenzy challenge by 1. 4. If a PC strays from a path, any power to find the path or the path’s destination automatically fails. Only a denizen of the realm can guide a lost PC back to the path. 5. Time in the Arcadian Gateway is particularly random. A day spent in the gateway can take an hour outside, or it could take a month – the presiding ST has the final say. ATROCITY REALM – Low Approval Status: Open Rules of the Realm: As written in MET Book of the Wyrm, p.49. The difficulty of finding a specific scene within the atrocity realm and to resist gaining a derangement after departing is set at the presiding ST’s discretion. 4 BATTLEGROUND – Low Approval Status: The chaos surrounding the Battlegrounds realm has begun to diminish, and the realm has returned to its original state. Follow descriptions of the plains of Apocalypse in W20 Umbra: The Velvet Shadow. Rules of the Realm: 1. The difficulty of frenzy challenges are increased by 2. 2. Creatures possessing rage who engage in the Realm’s battles gain 1 Rage each round. 3. Any items (fetishes, armor, weapons) acquired in the battlegrounds are ephemeral and fade upon returning to the material realm, or after 1 month in the Umbra outside of the Battlegrounds. 4. No individual may be permanently killed in the Battlegrounds. Anyone killed in the Battleground reforms somewhere in the Umbra and is down two Gnosis. 5. A character may find a battle they previously participated in on a static gnosis challenge, difficulty 8. Characters may be able to find other battles with this challenge, but only at ST discretion, and the lack of direct connection to the battle will cause them to be trapped in the battlegrounds for an extended period of time (ST discretion) CYBERREALM – Top Approval Status: Darkness 9. Death or loss of a PC is very likely certain as the threat of the weaver grows. Rules of the Realm: 1. Weaver spirits are at 150% essence, while wyld spirits are at half essence as long as they remain here. 2. Navigating the Computer Web requires a mental challenge (retest computers - difficulty determined by the ST). Time travels more quickly in the Computer Web. 3. Entering the Micro Level from the Computer Web requires a WP challenge, difficulty 7 (no retest). Failure means they have alerted the agents of the Spider Queen to their presence. 4. A character in the Computer Web of the Micro Level can alter their appearance by spending a Gnosis and making a Social Challenge, difficulty 10 (retest Computers). They cannot change their size by more than 50%. Shifting forms removes the false appearance. EREBUS – High Approval Status: Darkness 10. Charyss is angered by the foolishness of the Garou and has made it clear that anyone entering Erebus will be thrown into the lake of silver. Any PC travelling to Erebus will be retired; the rules are presented in case the PC wishes to interact with the realm prior to retirement. Rules of the Realm: 1. Any Garou entering Erebus will be granted passage by Cerberus, but will be expected to enter the lake. The Brood will not give them other options. Non-garou are forbidden entrance, and cannot enter Erebus by any means. Any PC entering the lake is retired. 2. Garou in Erebus regenerate aggravated damage as if it were lethal damage. No one can drown in Erebus 3. Garou in the rivers of silver (“Unfortunates”) take one level of aggravated damage each turn regardless of form 4. Garou entering Erebus cannot leave the realm. FLUX – High Approval 5 Status: Open. Rules of the Realm: 1. The landscape and composition of the Realm constantly changes; although not frequently lethal, the ST is encouraged to change the nature of the terrain drastically, turning mountains into lakes, thunderstorms into green skies, or even more bizarre phenomenon. 2. Changing forms requires no challenge; however, all shifters change forms constantly. The level of Primal Urge indicates how often the PC shifts forms: Characters with no primal urge shift at random once a round. Characters with 1-3 primal urge shift at random once every 3 rounds. Characters with 4-5 primal urge shift once every 5 rounds, and may choose the form they shift to. 3. Shapeshifters can manipulate the environment by spending a Gnosis and making a social challenge (retest Enigmas) at a difficulty determined by the presiding ST. The changes last one scene. 4. No form of binding functions in flux: blood bonds, uses of powers that induce mind control, and other forms of supernatural compulsion are shattered. Spirits are freed from talens and fetishes, and mundane forms of “binding” (addiction, etc) are temporarily eased. 5. Characters capable of frenzy must test for frenzy at the beginning of each scene (or once per hour). Characters who frenzy and would succumb to thrall do not, but instead gain a permanent Derangement. 6. Shifters may spend 3 Gnosis and make a Social challenge difficulty 18 (retest primal urge) to drastically change their form while in Flux. They may gain any specified benefits or lose any detriments at the discretion of the ST, but these changes last until the character leaves Flux. LEGENDARY REALM – High Approval Status: Open. Rules of the Realm: 1. Time in the legendary realm moves much more quickly than earth. A day on earth could last months in the Legendary Realm, and time spent here does not cause disconnection from the material world. 2. No spirit may be permanently destroyed within the Legendary Realm. 3. Only Totem spirits and spirits bound into Fetishes and Talens may enter the Legendary Realm. Other spirits may only enter at ST discretion (and should seldom be successful). 4. All Garou in the Legendary Realm gain three dots of ancestors as long as they remain in the Realm, including those tribes who would not normally have access to them. This can raise the background rating up to 8. Silent Striders may only gain up to a maximum background rating of 2. 5. Leaving the realm requires a “Hero’s Journey”, with a clear guardian to overcome and a spiritual lesson to master. MALFEAS – Top Approval Status: Darkness 9. The flavor and description of Malfeas relies on W20 Book of the Wyrm. It is very easy to get to Malfeas. It is nigh impossible to leave intact. Rules of the Realm: 1. No untainted individual may leave Malfeas without permission from an agent of the Wyrm. Actually finding an exit, however, may still be required. 2. Anyone attempting to Sense Wyrm must succeed in a willpower test, difficulty 9, or go insane (PC retirement). 6 3. Any attempt to use a Gaian rite instantly fails, and attracts the attention of the agents of the Wyrm. 4. Expenditures required to heal any damage are doubled (ex. activating mother’s touch requires 2 Gnosis – each health level requires two mental traits be spent). All wounds take twice as long to heal in Malfeas. PANGAEA – Low Approval Status: Open. Rules of the Realm: 1. Challenges retested with Primal Urge are up 2 traits. 2. Individuals with Gnosis Pools gain one Gnosis each dawn. 3. All Garou are considered part of the same tribe and lose any tribe-specific markings as long as they remain in Pangaea (Pure Breed still applies). Garou in Pangaea have difficulty remembering their own tribe or the tribes of others. Other fera lose any tribal distinctions (if applicable) and appear as primitive versions of their breed (Sabre-toothed tigers, etc). 4. Any shifter with an intermediate form between Crinos and Animal Form (Lupus, Feline, etc) cannot take the animal form, only the Hispo equivalent. 5. Anyone in Pangaea doubles their natural healing rates while in the realm. This has no effect on magical forms of healing. 6. Silver is rare in the realm, and confers no special benefits or penalties aside from dealing aggravated damage to shifters. 7. Metis are cured of their deformities for as long as they stay in Pangaea. SCAR – High Approval Status: Open. Rules of the Realm: As MET Book of the Wyrm, p. 52. The rule to find a specific factory within Scar is not used. SUMMER COUNTRY – Top Approval (by invite only) Status: Nearly impossible to find. National recommendation is required to find this realm. Rules of the Realm: As W20 p. 332-333 WOLFHOME – Low Approval Status: Open. Rules of the Realm: 1. Any shapeshifter in Wolfhome instantly takes animal form and cannot shift out. Non-shapeshifters cannot enter Wolfhome without High Approval, and specific mechanics/rules for their experience must be defined prior to approval 2. Shifters in Wolfhome think in more animalistic terms. They cannot understand any written language, and must engage in a mental challenge (retest Linguistics) to understand human speech, with a difficulty varying between 6 (for fairly simple concepts) to 20 (for highly abstract ideas). 3. All gifts and powers are deactivated on entering Wolfhome. Activating any gift requires, in addition to the normal requirements, a Gnosis expenditure plus a willpower challenge, difficulty 5 + the level of the gift. All gifts and powers last a maximum of three rounds, regardless of listed durations. 7 4. Interacting with any human tool requires a mental challenge; retest using an appropriate skill based on the object. Turning on a computer would require Computers, while turning on a car might require Drive. 5. Spirits not native to Wolfhome and not bound into a fetish or talen immediately become dormant while in Wolfhome. No Fetish or Talen may be activated while in Wolfhome. 6. The only way to leave Wolfhome is to come to a true understanding of one’s animal side, as determined by the ST. Using human tools or struggling to understand human language makes this process more difficult, but may be necessary for survival. Page 73, Spirits and Non-Theurge Garou CHANGED - Replace bullet point 7 with, “If you cannot learn Spirit Speech in Tribe/Breed/Auspice, Fetishes default to High Approval (excepting those that are Top). This applies to the Garou actually casting the rite to create the Fetish.” Page 75, Building Spirits >> Power CHANGED - Replace Spirits has renown against other Spirits which functions as Spirit Affinity with, "The Spirit is renowned among other Spirits and is considered to have two Bonus Traits on Social Challenges with them. This may not be purchased more times than the Spirit's Rank. Pages 76, Spirit Charms >> General Charms ADDED - The following Charms are not available for Pack Totems or Personal Totems: All Wyrm Charms CHANGED - The Following Charms are removed from play: Bloodsucking Clone Consumption Craving Drain Inner Pain Break Reality Solidify Reality Quit Reality Totems that had any of these Charms should be re-written at Low Approval. Starting on Page 76, Spirit Charm Edits ADDED - Armor: Can only be applied to the Spirit with the Charm. CHANGED - Call for Aid: Remove the reference to Affinity. Replace with, "...can call for the aid of Spirits sharing its Brood...." CHANGED - Open Moonbridge: Can be used by a Spirit without expending Essence if its destination is a Gaian Pathstone. For other locations the Charm costs 10 Essence and Storytellers have leave to disallow Moonbridge travel for reasons at their discretion. ADDED - Prophecy: An ST can deny or limit the functionality of this Charm as they see fit. CHANGED - Tech Sense: Moved to Uncommon Charms list. CHANGED - Incite Frenzy: By besting the target in a Rage versus Willpower challenge, the Spirit causes the target to enter Rage Frenzy. Victims must test for Thrall as per normal. When determining if a Garou afflicted by this Gift will attack her packmates, compare the Rage of the Spirit to the Gnosis of the Garou. If the Gnosis of the Garou is lower than the Rage of the Spirit, packmates may be targeted during this Frenzy. Pages 81 - 82, Spirit Notoriety and Affinity CHANGED - Replace with: Notoriety returns to the format utilized in LotW:R, page 235. Background: Spirit Affinity (1 - 5): Spirit Affinity represents a general affinity with the Gaian denizens of the Umbra. For each level of Spirit Affinity a Garou possesses, he receives a +1 in dealings with Spirits. Additionally, for each level of Spirit Affinity possessed, a Garou may select one Spirit type (specific spirit, not Brood) to specialize in, conferring an additional +1 on social challenges with such 8 Spirits. Should chronicle or character events change the association with that spirit, the specialization may be changed with Low approval. Approval Levels: 1-2: Low 3-4: High 5: Reserved for National Use/Award Spirit Affinity Specialization: Any Celestines: Top Conversion: Your level of Spirit Affinity is equal to the level of your highest current affinity. This approval is grandfathered. Spirit Affinity costs experience points to purchase as per backgrounds. Page 82, Totems CHANGED - Bullet point two: Remove, "...or hold at least Spirit Affinity x3 with that Totem's spirit brood, which qualifies the pack to follow that Totem at Low Approval." ADDED - Attribute Traits from the same category (Physical, Social, Mental), individual Abilities, and individual Tempers from Totems do not stack with Attribute Traits, individual Abilities, and individual Tempers granted from Pack Totems. This is true regardless of how a character is gaining the benefit from an additional Totem (Personal Totem, Tagalong, etc.). The character must pick which Totem's Attribute Traits and Bonus Traits he is going to use. Once selected this does not change. CHANGED - Remove sentence: "In order to obtain a Personal Totem the Garou must have at least Spirit Affinity 4 with the Brood that the spirit is a member of.” Starting on page 83, Alphabetical Listing of Totems CHANGED - American Dream: This is now considered a Fianna Totem as well as a Bone Gnawer Totem. ADDED - City Father/Mother (Totem of Wisdom): Background Cost: 7 Traits: A pack forming under this totem must define which City Father/Mother they are forming under (for example, City Father of Detroit). A City Father Pack can interact with city spirits of the city their totem is attached to as though they had Attunement (Urban version). Additionally, the city warns them of impending danger. +3 Streetwise, 1 Temp Wisdom Renown for Glass Walkers. Ban: City Fathers and mothers often request favors, small or large, of his children to aid the city as a whole. Frequently Garou devoted to the city experience the emotions of their totem, becoming light-headed during citywide celebrations or suffering nose-bleeds in major disasters. CHANGED - General Lee: remove, "(see Spirit Notoriety)" from the end. ADDED - Hyperion (Top Approval): Background Cost: 10 Totem of Respect Traits: Each pack member gets five additional Willpower Traits per month. These Traits do not count toward the comparison of ties and overbids. In addition, each pack member (of Rank to do so) may use the Intermediate Corax Gift: Helios’ Child. Mokolè and Corax, the other children of Helios, respect Hyperion’s children and will cooperate with them as necessary. Ban: Children of Hyperion must protect the other shapeshifters left on earth, particularly the Mokolè and Corax. In addition, followers of Hyperion must actively pursue and destroy Nightmaster and his minions. ADDED - I’wai the Crocodile (Top Approval) : Background Cost: 7 Totem of War I'wai the Crocodile is an old and patient Totem of War. He prefers to lie in wait for his prey rather than exert himself in a chase. I'wai is swift in the kill, holding his prey underwater with his strong jaws until it drowns. Traits: I'wai has a tough hide, and his Children gain an additional Healthy health level, Primal Urge x3, and the physical trait Resilient. Mokole may be particularly well disposed towards I'wai's followers. I’wai is considered a Bone Gnawer totem. 9 Ban: As well as being forbidden to wear crocodile skin, I'wai's Children must always help those people seeking revenge against a foe. ADDED - Phoebe (Top Approval): Background Cost: 7 Totem of Respect Traits: Each pack member gains Enigmas x3 and Primal-Urge x2. Each pack member of the Pack (of Rank to do so) can use the Intermediate Ragabash Gift: Open Moon Bridge. Bans: Children of Phoebe are pledged to defend moon bridges and moon paths from the predations of the Wyrm. CHANGED - Sphinx-of-Wisdom: Replace with, "This is also a Silent Strider Totem." Page 89, Sanctioned Talens and Fetishes >> Fetishes >> A ADDED - Assassin's Klaive (Shadow Lord): These weapons can either be made out of silver or bone (as written). If made of bone it cannot be used in Klaviskar. Page 92, Sanctioned Talens and Fetishes >> Fetishes >> G CHANGED - Goibhniu's Hammer: Removed, "...and earns one Spirit Notoriety from the angered spirit within the Fetish." Page 98, Custom Fetish Rules >> Overview CHANGED - Remove bullet points 7 - 11. Pages 103 - 115, Lores ADDED - A Galliard is treated as having Tribal Lore for their own Tribe and Garou Lore at one higher level. CHANGED - Change approval levels to: Unique Lore (Anything not covered below): 1-5 Top Weaver/Wyld/Wyrm: 1-3 Low, 4-5 Top BSD: 1-2 Low, 3-5 High Fera/Garou/Spirit/Tribes/Umbra: 1-3 Low, 4-5 High White Howler/Croatan/Bunyip: 1-5 Top Bastet: 1-3 Low, 4-5 High for Bastet PCs; 1-5 High for all other PCs Corax: 1-3 Low, 4-5 High for Corax PCs; 1-5 High for all other PCs Gurahl: 1-3 Low, 4-5 High for Gurahl PCs; 1-5 High for all other PCs Nuwisha: 1-3 Low, 4-5 High for Nuwisha PCs; 1-5 High for all other PCs Ratkin: 1-3 Low, 4-5 High for Ratkin PCs; 1-5 High for all other PCs Fae: 1-5 High (1-3 Low for Fianna) Vampire: 1-5 High (1-3 Low for Silent Striders) Wizard: 1-5 High Wraith: 1-5 High (1-3 Low for Silent Striders) Remove ALL Tribe lores, replace with: Tribe Lore All tribal lores follow this general format of knowledge. For example, Fianna Lore x3 would give you a passing familiarity with the entire contents of the Fianna Tribebook. Tribe Lore 1 ● You are familiar with all tribal descriptions in Laws of the Wyld: Revised and the W20 Core Rulebook. ● You are familiar with all low approval/non “secret” camps in your tribe. ● You are familiar with universal tribal customs, holidays, naming conventions, and legends (from the tribebooks) ● You know the names, advantages, and bans of the spirits within the tribe’s brood. ● You know of all sanctioned basic tribal gifts and rites from all sources. ● You can spend a level of lore to find any local meeting areas or territories for the tribe which are open to all members of that tribe. Tribe Lore 2 ● You are familiar with the major history, myths, and legends of the tribe as described in the tribebook 10
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