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Banes from the Walking Shadows Campaign

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  • Banes from the Walking Shadows Campaign

    [Since I appear to be putting up absolutely everything I or my players have written for WS, here's some more material. Banes! I loved what I saw in the VtR Banes, so I developed my own system for my various games]
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    “So, the wooden stake through the heart thing is apparently a myth, but you can be killed by fire. Anything else?"

    "Should I be concerned that one of your first questions is how to kill me?"

    Her jaw dropped. "What? No! I didn't mean... I was just curious."

    He snorted. "Well you can remain so."

    "What about the sun?" she asked. "Extra toasty?"

    "I'm not going to burst into flames, but I avoid tanning beds."

    "Silver?"

    "Some of my favorite cufflinks."

    "Garlic?"

    "Please," he sneered. "I'm Italian.”
    Elizabeth Hunter, A Hidden Fire
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    This will be our one-stop depository for all Banes in Walking Shadows. When new Banes are written up, we will add them to these lists.

    What is a Bane?

    A Bane is a supernatural weakness that afflicts supernatural characters. They come in Universal (like sunlight to vampires or silver to werewolves) and Personal (need an invitation to get invited, repelled by holy symbols) flavors. They function like conditions -- when a character is hit with a Bane, they take a Beat.

    Gaining, Exchanging, and Losing Banes

    All supernatural characters begin play with Universal Banes determined by their species, and one Personal Bane of their choice. They gain an additional Personal Bane when their Power Stat reaches 4, 7, 9, and 10. Personal Banes that have the character select a situation or a specific power or the like can be selected more than once.

    A character may exchange 1 Universal Bane for 2 Personal Banes; They may also exchange 2 Personal Banes for 1 Universal Bane of a different species. (Thus, one may have a day-walking vampire who is extremely vulnerable to silver). An Irreplaceable Bane is one that a character cannot give up -- all Mages are plagued by Paradox, with no exceptions -- though it can be gained.

    The idea behind Personal Banes is to give characters flavorful weaknesses, which come up periodically but not often (once every two adventures or so). How dangerous a Bane is is to some extent a function of the character's Innocence. A reasonably together character with an Innocence-equivalent of 6 or 7 will be hampered but not seriously endangered by a Bane, while a character with an Innocence-equivalent of 1 or 2 will be near-crippled by it.


    Vampire Banes lean towards the folkloric, usually a thing or situation that causes trouble.
    Mage Banes are almost always about magic going wrong (either not working properly, or working too well).
    Changeling Banes are also folkloric, and lean towards specific compulsions or taboos.
    Shapeshifter Banes lean towards forced shapeshifting in certain circumstances.


    GM of the Walking Shadow Campaigns
    New System and Setting Material

  • #2
    Vampire Banes

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    Sunlight (Universal)
    Vampires and the sun do not get along. So long as there is even a pinprick of direct sunlight on their skin, even filtered through a heavy curtain or dark sunglasses, they take a penalty to all rolls equal to (10 – Humanity). Exactly how this penalty manifests varies, but it most commonly feels like a kind of burning on the vampire's skin (think a very bad sunburn), or as a kind of sluggishness instead, a forcible reminder that to the vampire that they are a moving corpse.


    Fire (Universal)
    Any damage a vampire suffers from fire is Aggravated.


    Aura of Menace (Universal)
    The cold and awkward fact is even the prettiest, sexiest, most vivacious vampire is a walking corpse, and people pick up on this. Whenever dealing with living mortals, the vampire takes a penalty to all Social rolls equal to (10 – Humanity)/2, rounded up.

    Note: This penalty can also come into play when dealing with living supernaturals or Extraordinary Mortals, if they have never had extensive dealings with vampires before.


    Frenzy (Universal, Irreplaceable)
    When confronted with an appropriate stimulus (fear, hunger, or rage), the vampire explodes into Frenzy. The vampire rolls Humanity dice each round until they either fail a roll and fall into Frenzy or accumulate a sufficient number of successes and resist it. Alternatively, they may spend 1 WP and try to Ride the Wave (same roll, 5 successes required, results in a Frenzy where the vampire sets the goal).

    Some common stimuli and the successes required to resist them are:
    Fear Stimuli: Unexpected but controlled flame (~3), bonfire (~5), trapped in a burning building (~10)
    Hunger Stimuli: Less than 20% Vitae and sight of blood (~3), no Vitae and sight of blood (~5), no Vitae and taste of blood (~7)
    Rage Stimuli: Public insults (~3), An expected betrayal (~5), Betrayed by a loved one (~7), Loved one killed (~10)

    In a Frenzy, the vampire gains their (Blood Potency) as a bonus to all non-supernatural rolls, to their speed, and to their Defense, but their minds become consumed entirely by the Beast, that is, by their primal Id. They become utterly focused on their goal, to the exclusion of all else. The way a vampire behaves in Frenzy will depend on the personality of the vampire, though there's a certain commonality among clans. It isn't always easy to tell when a vampire is in frenzy.
    • Mekhet grow cold and distant, and pursue hidden plots and schemes to further their goals.
    • Ventrue grow paranoid and tyrannical, and often manipulate others into helping them.
    • Daeva grow violent, lustful, and jealous, and break the hearts of others -- literally or figuratively.
    • Gangrel grow bestial and furious, and become the embodiment of nature, red in tooth and claw.
    • Nosferatu grow sadistic and spiteful, and stalk their prey to torment it.
    Obviously, some goals allow more leeway for personality to emerge than others -- all vampires flee fire in about the same fashion, though how vampires sate their hunger or indulge their rage varies more. When a PC vampire is in Frenzy, they retain control of their character but the GM sets their goals. If they accomplish their goals, they gain a beat, but attempting to pursue any non-goal related activities inverts the frenzy bonuses into higher (BP+2) penalties (and the GM reserves the right to take control of characters if the player doesn't seem to even be trying).

    Frenzies last for 1 scene/1 hour, or until resolved (the character escapes their fears or sates their

    Clan Weaknesses (Universal, Irreplaceable)
    For the moment, these are as they are in the present. They'll all get changed about when Blood & Smoke comes out.





    Bells or Hymns
    Your character cannot stand the sound of bells or hymns, and it causes intense pain. This only occurs when the character can physically hear the sounds (so good-enough ear plugs or soundproof walls will negate this Bane), and it only happens in the presence of the actual sounds; recordings will not cause pain. Each minute she’s exposed to the sound, she takes (10 – Humanity) dice worth of bashing damage, and is provoked to frenzy (3 successes required).


    Picky Eater
    The character has a specific preference among their victims, and finds the blood of other victims distasteful and disgusting. She can drink it if forced to, but she doesn't like it. Her starting Vitae and hunting rolls are both penalized by (10 – Humanity)/2, rounded up.


    Counting
    Your character must count things that are in disarray, including rice, sticks, and other similar collections. Unless she’s injured, she cannot stop for a number of minutes equal to (10 – Humanity).


    Crossroads
    Your character is confused when he knowingly passes through a crossroads. For the remainder of the scene, all his mental dice pools are reduced by (10 – Humanity).


    Fog and Mist
    Your character is confused whenever she is surrounded by fog or mist. For the remainder of the scene, all of her mental dice pools are reduced by (10 – Humanity).


    Face of Hunger
    When your character finds himself hungry, it shows on his face and on his skin. His eyes grow red, and his skin pulls tight over his visage. He looks every bit the corpse. When he has less than five Vitae, all his social dice pools are reduced by (10 – Humanity).


    Grave Soil
    Your character is tied to the soil of her place of death. If she does not sleep in at least a handful of dirt from her region of death, all her dice pools are reduced by (10 – Humanity) until she next sleeps.


    Hated by Beasts
    Animals despise your character. They’ll rile up defensively, growl, hiss, or boast. Any attempts to deal with animals through Animal Ken or Animalism suffer a (10 – Humanity) penalty, and any animals gain a (10 – Humanity) bonus to attack rolls against the character.


    Holy Day
    Your character holds one day of the week holy. She cannot resist the daysleep on that day, and cannot awaken during that day unless her body suffers damage equal to 10 – Humanity.


    Uninvited
    Your character cannot enter a private dwelling uninvited. If he does, he suffers bashing damage equal to 10 – Humanity. He cannot heal the damage as long as he remains inside.


    Open Wounds
    Your character’s wounds stay open until she sleeps. She can heal Health Levels with Vitae, but the wounds do not close until she’s undergone daysleep.


    Plague of Purity
    Your character finds the pure of heart to be utterly repulsive. Any touch by a human with Integrity 8 or higher causes 10 – Humanity bashing damage.


    Rat King/Queen
    Your character attracts vermin. She’s always surrounded by rats, flies, cockroaches, and other creatures of plague. This causes discomfort and disgust in most mortals, causing her to fail any Social roll not related to the Intimidation Skill. She can send the vermin away for a time with a Willpower point. (At Humanity 8-10, they remain gone for the entire night; at Humanity 5-7, they remain gone for the scene; at Humanity 2-4, they remain gone for ten minutes; at Humanity 1, they remain gone for one minute).


    Repulsion (________)
    Your character finds a certain substance abhorrent. Choose this when taking the bane, but it should be something that is likely to appear in many homes. For example, garlic, salt, roses, or silver are all valid repulsions. She cannot come closer than 10 – Humanity feet from the item without spending a point of Willpower. As well, if the object of repulsion enters a wound, it causes 10 – Humanity dice of bashing damage.


    Symbols
    Symbols of faith and devotion weaken your character. When touched by such a symbol, or when acting against someone brandishing such a symbol, his dice pools are penalized by 10 – Humanity.


    Webs
    A spider’s webs cause your character great problems. Even a web from a small spider stops her in her tracks. Once she touches a web, breaking free requires breaking the web, which is treated as an item with Durability equal to 10 – Humanity.


    Running Water
    Running water has the unfortunate effect of grounding out the character's magic. The character cannot use any magic while over a river, stream, canal, or any body of open, moving water at least (10 – Humanity) feet across. Furthermore, they take a (10 – Humanity) penalty to all spellcasting rolls while standing in rain.


    Holy Ground
    The character cannot set foot on holy or consecrated ground without suffering extreme pain. Holy ground includes any church, mosque, synagogue, or temple, as well as any religious cemetery, certain circles of standing stones, and (at GM's discretion) other locations -- the character always know when she is about to step onto holy ground. If she does, she suffers lethal damage equal to 10 – Humanity. She cannot heal the damage as long as she remains inside.


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    • #3
      Mage Banes

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      Paradox (Universal, Irreplaceable)
      Whenever a mage casts a Vulgar spell (something obvious, like a casting a lightning bolt) or too many Covert (subtle) spells to be believed (usually around the third use of a subtle spell in a scene), they are hit with Paradox. The mage rolls (10 – Wisdom) dice. The presence of mortals increases the dice pool by 2. Successes increase the local Paradox level, which has the following effects:

      Paradox Levels
      Anomaly (1): Spells at this level retain their function, but begin to develop unusual displays or glitches. Creations are off color, magical fire moves abnormally, mind reading is plagued by background noise. This is rarely anything more than cosmetic, enough to show that Paradox is building but without hindering play. Storytellers don’t have to adjust every spell in this fashion, only when they think an anomaly feels appropriate.
      Bedlam (2): The mage begins to have difficulty maintaining focus as the abyss bites at his mind. He gains the Bedlam condition (see below).
      Unveiling (3): The paradox manifestation begins to break into the physical. The mage’s magic becomes obvious to all eyes, rendering it blatantly supernatural. Covert spells are considered vulgar and anyone who understands awakened magic can see the beginnings of paradox manifesting in her nimbus.
      Havok (4): Paradox has invaded the mage’s paradigm. Her spells no longer function as intended. Whenever a spell is cast the storyteller should secretly roll a chance die. On a success, the spell goes as intended. Failure indicates it works roughly as intended but with some unpleasant side effect, while a dramatic failure means the spell goes totally haywire and falls out of the mage’s control.
      Manifestation (5): An abyssal entity (or entities) emerges from the Mage’s imago. The spell the mage was attempting to cast automatically suffers a dramatic failure on its havok roll, the Mage's Paradox level resets to 0, and the Mage suffers a -5 die penalty to casting for the remainder of the scene.
      Condition: Bedlam
      The Abyss besets the Mage's psyche. In an attempt to disrupt the wizard's concentration it assaults her with brief ludicrous visions and sensations. This is extremely jarring, and a hindrance to even the most experienced wizards. The mage takes a -2 penalty to all non-spellcasting rolls due to the distraction.

      Resolution: n/a
      Beat: n/a
      Expiration: Paradox dissipates at a rate of one point per scene, or a point per hour, whichever is shorter. Bedlam goes away when the Paradox level goes down below 2.
      Paradox can be removed or mitigated in the following ways:
      1) Before rolling for Paradox, the Mage may spend 1 or more Mana. Each point spent reduces the Successes on the Paradox roll.
      2) Paradox hitting level 5 discharges as above.
      3) Paradox dissipates harmlessly at a rate of one point per scene, or a point per hour, whichever is shorter.
      4) The mage accepts the Paradox into their body as Backlash -- Doing so requires a point of willpower, and causes the Mage to take one point of resistant lethal damage per point of paradox built up, and gain the Pattern Scarring Condition. Mages may not opt to remove individual paradox points, it’s all or nothing.
      Condition Pattern Scarring
      The mage has dissipated the Abyssal energies of Paradox through his body, doing physical damage and disrupting his ability to form an Imago. For every point of resistant damage caused by Backlash, apply a -1 penalty to all spell casting rolls.
      Resolution: n/a
      Beat: n/a
      Expiration: Damage heals


      Paradigm (Universal)
      This is a bit of fluff we'll be borrowing from Mage: The Ascension. In brief, a Paradigm is one's conception of how magic works. All magic is a product of will, but the human psyche isn't well equipped to channel raw magic directly through their minds. A paradigm is an intellectually consistent framework of why magic works that serves as 'insulation' between the Mage and the Magic.

      In practice, a paradigm has two parts. First, it's a philosophy or methodology, an understanding of why and how magic works. This can be anything, so long as it's internally consistent, though they usually follow after mortal magical traditions (though hyper-science is also common), because that's how most mages are trained. High Gnosis may be understood as the ability to frame more and more magic in the context of one's paradigm.

      Secondly, and more concretely, it's a set of physical actions (formally called Rituals or Methods) and/or physical objects (formally called Foci) that the mage uses to practice his magic. These can be almost anything, but they are always visually recognizeable actions/objects (a raygun, an inscribed Seal of Solomon, a Kiai shout), though the mage may try to conceal the action or pass it off as something else with a Dexterity+Stealth or Manipulation+Subterfuge roll, at a penalty equal to twice the spell level.

      If the mage tries to cast magic without their Rituals, Methods, or Foci (usually either because they're trying to be subtle, or because they lack their materials or are unable to use them), then they can still cast the spell, but it suffers a (10 – Wisdom) penalty and the spell is considered Vulgar for the purposes of Paradox.

      Some sample paradigms:
      • Zen Martial Arts
      • Entheogenic rituals (mind-altering drugs and vision quests)
      • Music (singing spells)
      • Yoga/Meditation/Rhythmic Breathing
      • Ceremonial Magic: Enochian Invocation (calling angels)
      • Ceremonial Magic: Demonology
      • Runes and symbols (and the inscribing thereof)
      • Mad Science: Electromagnetism
      • Mad Science: Nanotechnology
      • Mad Science: Genetic Engineering
      • Onmyōdō
      • Prayer & Religious Practices: Christian Theurgy
      • Prayer & Religious Practices: Sufi Mysticism
      • Prayer & Religious Practices: Kabbalism
      • Prayer & Religious Practices: Mesoamerican Blood-Letting
      • Prayer & Religious Practices: African Tribal Shamanism
      • Prayer & Religious Practices: Theosophic Meditation
      • Prayer & Religious Practices: New Age practices
      • Blood sacrifice
      • Herbs and hedge-witch potions
      • Mirrors and pools of water
      • Animism
      • Alchemy

      [There's also a Nimbus Universal Bane, but since that's broadly swiped from LOOK/PenDragon's material I don't think I can copy it here]


      Running Water
      Running water has the unfortunate effect of grounding out the character's magic. The character cannot use any magic while over a river, stream, canal, or any body of open, moving water at least (10 – Wisdom) feet across. Furthermore, they take a (10 – Wisdom) penalty to all spellcasting rolls while standing in rain.

      Blood Magic
      The character must shed blood to use their magic. Each time they cast a spell, they take 1 point of Resistant bashing damage, or else suffer a (10 – Wisdom) penalty to the spellcasting roll. More significant than the damage is the fact that unless the character is exceptionally careful, they're leaving behind something that can be used to track or identify them, by magic or by DNA testing.

      Gone Horribly Right (________)
      Choose a Mystery when selecting this Bane that the character has at least 3 dots in. When the Mage casts a spell of that Mystery, roll (Wisdom). On a success, nothing happens. On a failure, the spell works, and more than works -- it works so well that something undesirable happens (a lightning bolt is so potent it burns through a structural support, a summoning spells brings not just a ghost but several ghosts, etc).

      Gone Horribly Wrong (________)
      Choose a Mystery when selecting this Bane that the character has at least 3 dots in. The Mage's Paradox pools for that Mystery are increased from (10 – Wisdom) to (15-Wisdom).


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      • #4
        Fae Banes

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        Cold Iron (Universal)
        All attacks with a cold iron weapon gain (10 – Clarity) bonus dice.

        Seeming Weaknesses (Universal)
        Pretty much what they were.



        Bells or Hymns
        Your character cannot stand the sound of bells or hymns, and it causes intense pain. This only occurs when the character can physically hear the sounds (so good-enough ear plugs or soundproof walls will negate this Bane), and it only happens in the presence of the actual sounds; recordings will not cause pain. Each minute that the character hears the bells or hymns, she takes (10 – Clarity) dice worth of bashing damage.

        Counting
        Your character must count things that are in disarray, including rice, sticks, and other similar collections. Unless she’s injured, she cannot stop for a number of minutes equal to (10 – Clarity).

        Crossroads
        Your character is confused when he knowingly passes through a crossroads. For the remainder of the scene, all his mental dice pools are reduced by (10 – Clarity).

        Hated by Beasts
        Animals despise your character. They’ll rile up defensively, growl, hiss, or boast. Any attempts to deal with animals through Animal Ken or Fang & Talon suffer a (10 – Clarity) penalty, and any animals gain a (10 – Clarity) bonus to attack rolls against the character.

        Uninvited
        Your character cannot enter a private dwelling uninvited. If he does, he suffers bashing damage equal to 10 – Clarity. He cannot heal the damage as long as he remains inside.

        Plague of Purity
        Your character finds the pure of heart to be utterly repulsive. Any touch by a human with Integrity 8 or higher causes 10 – Clarity bashing damage.

        Repulsion (________)
        Your character finds a certain substance abhorrent. Choose this when taking the bane, but it should be something that is likely to appear in many homes. For example, salt, mirrors, or silver are all valid repulsions. She cannot come closer than 10 – Clarity feet from the item without spending a point of Willpower. As well, if the object of repulsion enters a wound, it causes 10 – Clarity dice of bashing damage.

        Symbols
        Symbols of faith and devotion weaken your character. When touched by such a symbol, or when acting against someone brandishing such a symbol, his dice pools are penalized by 10 – Clarity.

        Compulsion (________)
        The character must carry out a specific behavior when confronted with an appropriate stimulus. Choose a stimulus (which should be the kind of thing that will come up a few times a month) and a behavior (which should be something that the character doesn't really want to do) when taking this Bane. Good examples would be "When given a gift, must give a gift of equal or greater value in return" or "Must answer any riddle posed." Failing to do so results in the character losing (10 – Clarity)/2 glamour, rounded up.

        Taboo (________)
        The character has a certain behavior that they avoid at all costs. Choose a behavior (which should be something that inconveniences or makes the character seem odd when they avoid it) when taking this Bane. Good examples would be "Never wear shoes," or "Never sleep indoors" or "Never say 'I love you'." Carrying out this behavior results in the character losing (10 – Clarity)/2 glamour, rounded up.

        True Name
        Knowing the character's True Name grants power over them (this may be their birth name, the name their Keeper gave them, or something else, but it should be something difficult but not impossible to discover). Any spell used against the character (such a vampire's mind control or an Autumn Courtier's curse) gains a bonus of (10 – Clarity) if the caster speaks the character's True Name during the casting. However, a character can change their True Name with a mystic ritual and the expenditure of a Willpower dot.

        True Tongue
        The character speaks the truth -- like it or not. The character takes a penalty of (10 – Clarity) on all Subterfuge rolls to lie -- though they are under no obligation to tell the whole truth, or to correct a mistaken impression.

        Running Water
        Running water has the unfortunate effect of grounding out the character's magic. The character cannot use any magic while over a river, stream, canal, or any body of open, moving water at least (10 – Clarity) feet across. Furthermore, they take a (10 – Clarity) penalty to all spellcasting rolls while standing in rain.

        Holy Ground
        The character cannot set foot on holy or consecrated ground without suffering extreme pain. Holy ground includes any church, mosque, synagogue, or temple, as well as any religious cemetery, certain circles of standing stones, and (at GM's discretion) other locations -- the character always know when she is about to step onto holy ground. If she does, she suffers lethal damage equal to 10 – Clarity. She cannot heal the damage as long as she remains inside.


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        • #5
          Werewolf Banes

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          Note: This applies to werewolves. Other shapeshifters will have subtly different Banes.


          Silver (Universal)
          Any damage a werewolf suffers from silver is Aggravated.

          Aura of Menace (Universal)
          Every werewolf has a snarling beast tied up within, and some of that predatory menace bleeds through no matter how meek and mild the werewolf is. Whenever dealing with mortals, the werewolf takes a penalty to all Social rolls equal to (10 – Harmony)/2, rounded up.

          Note: This penalty can also come into play when dealing with other supernaturals or Extraordinary Mortals, if they have never had extensive dealings with werewolves before.

          Death Rage (Universal, Irreplaceable)
          When confronted with an appropriate stimulus (pain or rage), the werewolf explodes into Death Rage. The werewolf rolls (10 – Harmony) dice each round until they either fail a roll and fall into Death Rage or accumulate a sufficient number of successes and resist it. If the character is in Hybrid Form they take a -2 to their dice pool, and if they are in Primal Form, a -3.

          Some common stimuli and the successes required to resist them are:
          Pain Stimuli: Attacked in a surprise round (~3), Attacked with a silver weapon (~5),
          Rage Stimuli: Public insults (~3), An expected betrayal (~5), Betrayed by a loved one (~7), Loved one killed (~10)

          In a Death Rage, the werewolf gains their (Primal Urge) as a bonus to all non-supernatural rolls, to their speed, and to their Defense. They do not take wound penalties and do not collapse until they are killed outright with aggravated damage. The Werewolf automatically assumes Gauru form (or Primal Form, if they know the Gift and are willing to pay the cost), which they maintain until the end of the scene.

          In Death Rage, the werewolf attacks every single turn (beginning with enemies, moving to allies, and finishing with inanimate objects), though they may spend 1 WP to control their character for a round, and are able to prioritize targets (and never attack packmates and people for whom they have the True Friend merit). If the character suffers a lethal wound in his last health box, the Death Rage turns to a Flight Rage, and the werewolf turns tail and runs.

          Death Rage last for 1 scene/1 hour, but can be ended prematurely if another character rolls Presence+Empathy and gains as many successes as the original stimulus required (this is best done as a teamwork action or with considerable supernatural and circumstantial help). This is only possible if there are no more threats and combat has ended.




          Wolfsbane
          The toxic plant wolfsbane, also known as monkshod or Aconitum are even more virulently poisonous to the werewolf. If the werewolf ingests wolfsbane, they treat it as a (12 – Harmony) Toxicity poison. If injected or use to poison a weapon, the monkshod is treated as a (12 – Harmony/2, rounded up) Toxicity poison.

          Note: Wolfsbane is a Toxicity 4 ingested poison and a Toxicity 2 weapon poison normally.

          Silver Allergen
          Most werewolves can touch and use silver without issue, though they find it uncomfortable, so long as they do not let themselves be attacked with it. Not so this character. The faintest touch of silver causes their flesh to burn and scald, with wisps of smoke rising from the wound, dealing (10 – Harmony) bashing damage that remains until the silver is removed.

          Chronological Trigger - Wolf (________)
          Several times each month, the werewolf is forced to take the shape of the wolf. Choose a set of times (which should occur at least 3-4 times each month: sunset on a specific lunar phase and sunset on a specific day of the week are both acceptable) when taking this Bane. When the time comes, the werewolf immediately transforms into Urhan form and remains in that form for (10 – Harmony) x 3 hours; they may spend 1WP to delay the transformation for (Harmony) minutes. The werewolf is in full possession of his wits and may use any and all abilities he could normally use in wolf form, but he can't actually change out of wolf form into any other form, unless he falls into Death Rage.

          Situational Trigger - Wolf (________)
          When a specific situation or chain of events occurs, the werewolf is forced to take the shape of the wolf. Choose a situation (which should occur at least a few times a month: having sex or being angry are both common triggers) when taking this bane. When the situation occurs, the werewolf immediately transforms into Urhan form and remains in that form for (10 – Harmony) x 3 hours; they may spend 1WP to delay the transformation for (Harmony) minutes. The werewolf is in full possession of his wits and may use any and all abilities he could normally use in wolf form, but he can't actually change out of wolf form into any other form, unless he falls into Death Rage.

          Allergenic Trigger - Wolf (________)
          When the werewolf scents or touches a certain substance, the werewolf is forced to take the shape of the wolf. Choose a substance (which should be uncommon but not rare: blooming roses or blood, for instance) when taking this bane. When the werewolf smells or touches the substance, the werewolf immediately transforms into Urhan form and remains in that form for (10 – Harmony) x 3 hours; they may spend 1WP to delay the transformation for (Harmony) minutes. The werewolf is in full possession of his wits and may use any and all abilities he could normally use in wolf form, but he can't actually change out of wolf form into any other form, unless he falls into Death Rage.

          Chronological Trigger - Rage (________)
          Several times each month, the werewolf risks Death Rage. Choose a set of times (which should occur at least 3-4 times each month: sunset on a specific lunar phase and sunset on a specific day of the week are both acceptable) when taking this Bane. When the time comes, the werewolf rolls for Death Rage at 5 successes.

          Situation Trigger - Rage (________)
          When a specific situation or chain of events occurs, the werewolf risks Death Rage. Choose a situation (which should occur at least a few times a month: having sex or being angry are both common triggers) when taking this bane. When the situation occurs, the werewolf rolls for Death Rage at 5 successes.

          Allergenic Trigger - Rage (________)
          When the werewolf scents or touches a certain substance, the werewolf risks Death Rage. Choose a substance (which should be uncommon but not rare: blooming roses or blood, for instance) when taking this bane. When the werewolf smells or touches the substance, the werewolf rolls for Death Rage at 5 successes.

          Holy Ground
          The character cannot set foot on holy or consecrated ground without suffering extreme pain. Holy ground includes any church, mosque, synagogue, or temple, as well as any religious cemetery, certain circles of standing stones, and (at GM's discretion) other locations -- the character always know when she is about to step onto holy ground. If she does, she suffers lethal damage equal to 10 – Harmony. She cannot heal the damage as long as she remains inside.


          GM of the Walking Shadow Campaigns
          New System and Setting Material

          Comment

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