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  • Unofficial Werewolf Gift Errata (1st ed)

    This list covers every Gift from the W:tF Core book, Lore of the Forsaken, and The Rage, focusing primarily on those that are considered under powered. I am balancing with an eye for making the effects enjoyable, and roughly along the power lines of Changeling and Vampire. The changes to Gifts vary from tiny tweaks for clarity to completely rewrites and restructuring of whole Gift progressions. I have done my best to maintain the theme and flavor of each Gift and stick to the original effect where possible.

    My goal was twofold. First, to balance Gifts amongst themselves and improve those that had extremely limiting drawbacks or needless weaknesses that made them undesirable. Much of these changes were alterations to duration of the effect, or removal of the chronic "fails vs supernatural" flaw that plagues the system.
    The second objective was to balance the gifts in a crossover setting. This isn't to say that I am trying to turn Werewolves into Mage 2.0, but merely to make certain that the general power of their gifts stayed in line with that of other splats. This often meant increasing bonuses or reorganizing Gift's placement within their respective tree.

    I will do my best to assess and balance those Gifts with feedback from the discussion. But I will say this now: there is no way this revision will please everyone. Cherry picking is encouraged, for those Gifts that you find to be appropriate revision. As is civilized and constructive feedback on ways to better balance effects (inflammatory or unconstructive commentary will be ignored...sorry)

    Signature Renown

    One of the greatest difficulties of the Renown system is how incredibly random the application appears to be. Within an individual Gift tree it is possible to have every single form of Renown represented. This can require players to buy up several different forms of renown, including non-favored ones to improve effects that are otherwise well within auspice theme. A lot of players are not fond of that. However, more importantly, it is confusing...really confusing. Having to record renown for each Gift, check and double check. Even for a mechanically savvy player it is a huge drag.

    Dateweaver was kind enough to restructure the listed gifts into five categories, each tied to a separate renown that best represents the Gift Tree's flavor:
    Originally posted by Dataweaver
    Cunning: New Moon, Evasion, Stealth, Technology
    Glory: Gibbous Moon, Inspiration, Strength, Rage
    Honor: Half Moon, Warding, Shaping, Weather
    Purity: Full Moon, Dominance, Elemental, Nature
    Wisdom: Crescent Moon, Knowledge, Insight, Death
    Primal Urge: Father Wolf, Mother Luna

    As I structured each Renown's list, the left-most entry was exclusive to the Auspice that favors that Renown, and the right-most was one where the only way to have both the Affinity Renown and the Affinity Gift sync up is through the Tribe (that's also why I italicized the first and last entries).
    Take note that Father Wolf and Mother Luna Gifts do not fall under any of the listed Renown. Being universal Gifts they are tied innately to the Werewolves nature and spring internally from their own prowess as opposed to being external blessings. Whenever a roll is required to activate one of their gifts the user's Primal Urge score should be substituted from the standard Renown. In addition, Primal Urge may be substituted for Renown when determining the highest dot rating in the Gift that may be purchased.

    The choice of signature Renown for each Gift was borrowed from the "Emergent Beast" section of the Chronicler's Guide (a great resource for Werewolf fixes), then edited by Dataweaver and myself.

    Those using Signature Renown may also want to use revised Auspice/Tribe Rules:
    Whenever a character purchases a new Dot in a Renown they may either learn a Tribe/Auspice Gift, or any Gift that uses that Renown. Father Wolf and Mother Luna Gifts are considered to be "in Auspice" for all Uratha.
    __________________________________________________ ____________________
    Revision History:

    11-4-13
    -Migrated all changes to new forum.
    -Damn character limit.

    6-18-12
    -Switched around Between the Weave and Crash the Gates
    -Improved duration on Ghost Knife
    -Improved effect on Corpse Witness
    -Clarified effect on Luna's Dictum
    -Added optional Call Water variant
    -Improved effect on Manipulate Earth
    -Rewrote Fog of War again, aiming for less invasive mechanics
    -Made Rage Armor more/less Renown dependant
    -Improved Wolf-Blood's Lure
    -Clarified Spirit Pack
    -Added Gauru Shift Effect to Clarity
    -Limited Pack Awareness's exception success bonus

    6-19-12
    -Improved Resist Pain's Exceptional Effect
    -Retooled Scent of Taint to work more like Mage Sight
    -Capped the benefits of Comraderie (Should have done this in the first place).

    6-21-12
    -Fixed some faults and abuses of Know the Path
    -Clarified Communion with the Land
    -Clarified Quicksilver Rearrangement
    -Clarified Any Beast
    -Improved Speak with Beasts duration
    -Changed the cost of Plant Growth to make it more attractive for repeat use
    -Improved radius on Nature's Vengeance and added a Willpower cost to balance out the new benefits.
    -Changed Sense Weakness to avoid spam-till-success situtations
    -Clarified Distractions
    -Added changed for Rekindled Rage
    -New five dot Rage Gift, Fight or Flight
    -Made Feet of Mist permanent
    -Slightly improved Blending
    -Made Crushing Blow permanent
    -Added duration and limitation to Create Technology

    6-22-12
    -Updated Feet of Mist
    -Updated Ward Against Rage
    -Very major changes to Shadow Ward
    -Changed Ward of Spirit Slumber
    -Alter the damage on Killing Frost
    -Changed damage and attack calculation on Thunderbolt

    6-28-12
    -Swapped Ward Against Humans and Ward Against Rage.

    7-2-12
    -Clarified Warning Growl's action type.

    7-5-12
    -Updated Clarity's duration.

    7-10-12
    -Powered up Shadow Flesh to be more in line with its five dot status.
    -Made killing frost a lasting, damage of time style ability.

    7-13-12
    -Added a cost per use to Savage Rending. It's just too good otherwise.
    -Nerfed slightly Luna's Fury

    7-19-12
    -Buffed Father Wolf's Speed to function in Dalu and Hishu with diminished results.

    8-10-12
    -Changed how Sand in the Eyes interacts with allies and packmates.

    8-15-12
    -Updated Primal Howl's interaction with Spirits and Allies.

    8-23-12
    -Added Savage Rending Revision

    9-10-12
    -Added a bit of extra text to ward against humans.

    9-17-12
    -Minor adjustments to Spirit Skin and Traveler's blessing.
    Last edited by PenDragon; 11-04-2013, 05:30 PM.


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    Hacks and House Rules Hub Thread

    CofD Hacks By Splat: Vampire | Werewolf | Mage | Mummy | Demon

  • #2
    Werewolf: The Forsaken Core

    Crescent Moon Gifts
    Signature Renown: Wisdom

    NOTE: There is no increased cost for buying Between the Weave without Crash the Gates, or vice versa.

    Gauntlet Cloak (ooo)

    Success: The Ithaeur becomes shrouded in a cloak Gauntlet membrane, attempts to spot him or recognize him take a penalty equal to the number of successes on the activation roll, though the penalty can be no more than his highest Renown. The Werewolf is also treated as having a -2 concealment modifier vs ranged attacks, that stacks with natural concealment. This effect lasts the entire scene, may be activated reflexively at no cost whenever the Werewolf willingly crosses the Gauntlet.

    The original provided a measly -2 for a couple of actions, hardly worth the experience and much, much worse than comparable three dot effects.

    Crash the Gates (oooo)

    Cost: 1 Essence (+1 per Packmate)
    Action: Reflexive

    Change: Same effects, but the placement is swapped with Between the Weave.

    The new Between the Weave is much stronger than its previous iteration, and of notably greater utility. Crash the Gates offered essentially identical effects with a more appropriate name. Hence the swap.

    Between the Weave (ooooo)

    Cost: 1 Willpower
    Dice Pool: Manipulation + Occult + Wisdom
    Action: Extended (One Minute per Roll)

    Focusing on the small flaws inherent in the space between worlds the Werewolf selects one particular crack and briefly splits it open. This allows the Ithaeur to, very briefly, create a passable hole in the Shadow through which he and others can pass. This requires the Werewolf to sit and focus on spreading the gap, rolling in one minute intervals until he accrues enough successes (between 5 and 25, depending on Gauntlet density, at the Story Teller's discretion). Once open the portal functions exactly like a locus, save that it provides no essence and remains open for only a single scene.
    Canny spirits and other beings with proper perception might notice the hole being formed, but to do so requires a Wits + Composure roll at a -3 penalty.

    Between the Weave was an okay Gift, but made completely obsolete by Crash the Gates. Plus it's application was greatly limited by locus access and can only move the user (not good for that whole pack fighting thing they supposedly have going). This version is intended to synergize with Crash the Gates and Two World Eyes, plus it remains useful and pack-centric on its own.

    Full Moon Gifts
    Signature Renown: Purity

    NOTE: Death Grip has official Errata independent of this list.

    Clarity (o)

    When a Rahu activates this Gift he may also reflexively shift into Gauru form at no extra cost. He must, however, succeed a shapeshifting roll to do so. This bonus lasts the entire scene.

    Choosing between going first and going Gauru isn't really the Rahu way, the roll is there to prevent Essence Shifting obsoletion.

    Rage Armor (oooo)

    Cost: 1 Essence
    Dice Pool: Not rolled
    Action: Instant

    The werewolf gains points of armor equal to the higher of their Purity or Primal Urge (Max 5). This armor applies equally vs standard weapons and firearms, and stacks with worn armor and armor gained from assumed forms, but not armor provided by supernatural means. Rage Armor is not bulletproof, but is unaffected by armor piercing. When the Werewolf Shifts into Gauru form he may substitute 1 willpower for the essence cost of Rage Armor and activate the power reflexively. Rage Armor is scene long.

    Better duration and more reliable armor numbers, plus it can be activated while flying into Gauru without wasting turns. Oh, and it doesn't crumble to a silver letter opener.

    Luna's Fury (ooooo)
    Cost: 1 Essence (+1 Essence every turn)
    Dice Pool: Dexterity + Brawl + Purity
    Action: Reflexive

    Success: For a number of turns per successes rolled; the werewolf must spend one essence per turn (this is not an option, they have to spend it) in exchange the Werewolf may make all-out-attacks without losing his defense, applies his defense vs Firearms, doubles it against all other incoming attacks, and is not penalized by the number of opponents. This defense bonus even applies in Gauru Death Rage, allowing the Werewolf to continue to dodge while in the throes of pure fury. The werewolf may not opt to prematurely and the gift unless they've run completely out of Essence.
    Exceptional Success: The werewolf may end the effects of the gift any time he wants. Doing so causes the Essence loss to cease.

    All credit to Furry on this one. The original was unreliable in activation and had to be heavily optimized for to make use of. This version is more accessible and trades sanity for enormous attack and defense potential.


    Gibbous Moon Gifts
    Signature Renown: Glory

    Pack Awareness (o)

    The a character can only benefit from the willpower bonus from an exceptional success once per scene.

    The Exceptional Success effect screamed out for abuse. One dot willpower battery is not the point of this Gift.

    Resist Pain (oo)

    Resist Pain may be given to pack mates with an inspirational word. For those connected mentally, this inspiration may be given across that link. Using the Gift this way costs 1 Essence instead of 1 Willpower.

    Exceptional Success: The beneficiary of the Gift automatically succeeds the first roll to remain conscious if their health levels are filled with bashing.

    Everything else in this tree is about pack bolstering. Why isn't this?

    Call of Glory (ooooo)

    Remove the shared pack totem requirement, Call of Glory may heal up to [Glory+Successes] allies within earshot. Add: "A character can only benefit from Call of Glory once per day, it does not matter if the Gift is being used by a different Uratha, once per day is the limit."

    This is a wonderful five dot power, but its utility gets horribly gimped by the pack totem requirement. It is already limited to once per day, so it's not like spamming is an issue, and wide range healing is a rare effect, but one worthy of the Uratha's pinnacle power.


    Half Moon Gifts
    Signature Renown: Honor

    Scent Beneath the Surface (o)

    Exceptional Success: The Elodoth's senses are so keen that he can discern exact detail from omission alone. The player gains one clue as the their targets motivation.

    As written an exceptional success automatically alters them that you know they are lying. This can be disadvantageous when trying to work subtly, and exceptional successes should never make an effect WORSE.

    Snarl of Command (oo)

    Cost: 1 Essence
    Dice Pool: Same
    Action: Same

    Effects are unchanged save that the Werewolf may challenge (Honor) lies per activation. The lies must all be answered in succession, so it is advised the werewolf let the victim weave their nest of untruths before breaking it.

    1 Willpower to reveal one lie was a steep cost. Changeling's can do it for a whole scene at that cost, albeit with drawbacks.

    Aura of Truce (ooo)

    Same but add: If a member takes hostile action, but then elects to return to peaceful conduct he is brought back under the effects of Aura of Truce and must spend willpower to break free again.

    Again, good effect but the cost was steep given how easy the effect is to escape.

    Fuel Rage (oooo)

    Same but it functions in the Shadow and may be activated repeatedly in succession prior to Gauru to stack extra turns. Fuel Rage may be used a number of times each day equal to the Werewolf's [Primal Urge/2], rounded up. Regardless of the number stacked, shifting down ends all invocations of the Gift.

    3-4 extra turns in controlled Gauru isn't all that impressive, being able to stack the effect rewards the preparation a bit more while not detracting from the original effect.


    Death Gifts
    Signature Renown: Wisdom

    Ghost Knife (oo)

    As written, but the duration is one day per dot of Wisdom the user possesses, minimum 1 day.

    With only a scene long duration it was pretty much impossible (or quite difficult) to apply Ghost Knife pre-emptively, or as a precaution. With at least 24 hours to prepare the Uratha can reliably use this to buff of himself and his friends and still have time to recover essence before they have to tackle their ghastly challenge.

    Corpse Witness (ooo)

    Change: The corpse can report on events that transpired beyond the physical. It can gift summaries of conversations, descriptions of smells or explain that it had "a bumpy ride". When invoked the Werewolf can ask the corpse a number of questions equal to the rolled successes on the Gift activation, though without an exceptional success the corpse's intelligence is piddling. This recall is not limited to one day and night, but gets worse the further back the corpse must "remember".

    Original was kind of weird. It basically lets you put heads on spikes and they play lookout for you...poorly. This revision makes it both significantly more likely that the Werewolves will get SOME meaningful information from the corpse, but also adds the chance of missing out on important details.

    Vengeance of the Slain (ooooo)

    Same, but add: By spending an additional point of willpower each success instead returns the body to subject to life for one day per success.

    Vengeance for the Slain essentially has three applications. First, the Pushing Daisies approach, which is to briefly revive people to gain help or information. Second, the combat buff, where the Werewolf "revives" a fallen ally to continue in combat. Third, the plot device, where Vengeance for the Slain is used to allow the subject a final chance to get their things in order or seek revenge.
    For the first two effects, basically any duration works fine. However, the limit of mere hours greatly hampers the story applications of the Gift. Given how circumstantial this power is, I see no issue with allowing it to revive subjects for a slightly greater duration. It grants more utility (which 5 dot powers deserve) and opens up some wonderful story avenues.


    Dominance Gifts
    Signature Renown: Purity

    NOTE: Dominance Gifts work against all supernatural entities, Werewolves and Spirits included. Spirit Rank does not prevent the Gifts effects, but can add to or penalize the roll. Subtract the difference in spirit rank between the Werewolf and his target from the Gift's dice pool (Or add it, if the Werewolf is higher rank). This bonus does not apply vs targets that have no spirit rank.

    Warning Growl (o)

    Cost: None
    Action: Instant

    Success: Warning Growl inflicts the target with a preternatural weariness where the Werewolf is concerned. He takes a -2 penalty to all rolls made to knowingly oppose or harm the Uratha for the remainder of the scene.
    Dramatic Success: The penalty increases to -3

    1 Willpower for a potential +2 defense against close combat effects from one target was NOT a good value. I removed the cost, changed the bonus to a penalty (so all out attacking didn't magically invalidate the targets hesitance) and applied it to general opposed actions.

    Luna's Dictum (oo)

    Cost: 1 Essence

    Change: Make the duration 30 minutes per success. Additionally the subject only refuses an order if it is obviously dangerous or against their moral code.

    One minute is a pretty shitty duration, especially when compared to Vampire's Mesmerism. A longer duration vastly improves the utility of the effect, and removing the word "conceivably" broadens it greatly.

    Voice of Command (ooo) [Rewrite]

    The Werewolf learns to carry himself with an air of utmost authority. This Gift activates automatically but is contested individually by those with whom the Werewolf interacts.

    Cost: 1 Essence
    Dice Pool: Presence + Intimidation + Purity (see text)
    Action: Instant (See text)

    Everyone with whom the Werewolf interacts see him as their direct superior. This isn't a literal illusion, the Werewolf does not appear as a different person. Rather the subject merely assumes that the Werewolf holds hierarchical superiority over him. If they are a member of a group or organization they may mistake the Uratha for a superior within that hierarchy, otherwise they view the Werewolf as a sort of big brother authority figure. Subjects take a -2 penalty to any action intended to oppose the Werewolf's authority and will follow any orders they would reasonably obey coming from their direct superior (Unlock that door or get me those files are reasonable, kill those seven people or jump off that cliff are not).
    Most mortals succumb to this power instantly, but supernatural creatures and sufficiently steadfast mortals (i.e. important PCs/NPCs) are afforded some defense. They roll Resolve + Supernatural Advantage, penalized by the number of successes the Werewolf rolled on her activation roll. Success leaves them unaffected by Voice of Command for the rest of the scene.

    I could see no option here but to rewrite the whole Gift. The original was Luna's Dictum with a slightly longer duration and three targets (woo hoo...). This is more an major upgrade of Warning Growl which plays on the Alpha presence aspect of the Uratha.

    Tug the Soul's Strings (ooooo)

    The Werewolf learns to apply the principles of dominance to groups and congregations, acting with authority over many as opposed to over one. This functions much like Luna's Dictum, but on a much larger scale. The Werewolf applies the command not to a single individual, but to everyone within earshot, up to [(Purity or Primal Urge)*10] individuals, for one hour per success. Supernatural entities and meaningful NPCs resist individually, but it is advised that background characters be lumped together when rolling.
    Unlike Luna's Dictum this command can force listeners to break their moral code, and take actions that may put them in harms way (though outright suicidal commands are still ignored). The sheer magnitude of people obeying quells rebellion. Subjects cannot twist the meaning of the command unless they spend a point of willpower, and will actively attempt to stop those who are trying to sabotage the order. Minor harm is not enough to break the hypnosis, only major trauma (enough to knock them unconscious) or supernatural intervention can shake them of it.

    Cost: 1 Willpower + 1 Essence for every 10 targets
    Dice Pool: Manipulation + Intimidation + Purity vs Resolve + Power Stat
    Action: Contested; resistance is reflexive

    Dramatic Failure: The Gift fails completely, the Werewolf cannot use any Dominance Gifts for the rest of the scene.
    Failure: Subjects do not obey, but remain unaware of the supernatural nature of the order.
    Success: The subject follows the command as loyally as possible. They cannot attempt to twist the orders meaning or intent unless they pay a point of willpower (though those too dense or unskilled may still get it wrong), even then others will likely try to stop them. If faced with mortal danger, however, the subject may opt to delay their duties until safe.
    Dramatic Success: For a week after the Gift ends the subject remains more pliable towards Dominance, they suffer a -1 penalty on all rolls to resist Dominance effects for the duration.

    Not quite as much of a rewrite as Voice of Command, but still pretty big. A five dot power so completely overshadowed by a two dot disciple cannot stand. This version can accomplish vast tasks in a way that is thematic to the Uratha and not accessible to any other splat.


    Elemental Gifts
    Signature Renown: Purity

    Call/Alter Water (o)

    Cost: None
    Dice Pool: Wits + Survival + Purity
    Action: Instant

    Cupping his hands the Uratha conjures water from thin air. The "water" arrives in whatever molecular state the Werewolf chooses (Solid, Liquid, Gas), though it is then subject to the natural effects of the outside temperature. Steam is never hot enough to cause injury, and ice never cold enough to harm someone without prolonged exposure. Each roll creates one cup of water, that pours/drops/spreads outward from his palms. The water is not pressurized and cannot be directed.
    Alternatively, the Uratha may instead use this Gift to alter the chemical state of water in his surroundings. He can freeze, melt, and vaporize up to one cubic yard of water per success with a single touch. Once again, this doesn't allow him to make steam scolding hot, or ice improbably cold, nor can he shape the water in any special way outside of the ability to choose which sections change. Water that is inside a living creature is not a viable target for this effect, however the Uratha could easily freeze all the water on a wet man's skin, or melt a person sized hole in an ice cap.

    I don't even get the original purpose of this gift. Drinking water? Short Electronics? Either way it was incredibly weak. This version has vastly more flexibility.

    If Call/Alter Water is still not to your liking, consider this replacement:
    Water Walking (o)

    Cost: None
    Dice Pool: None
    Action: Reflexive

    The Uratha issues a command to the spirits of the seas, that they shall bear him in purpose wherever he needs. They answer, and hence forth the Werewolf may tread on water (or other liquids) as though it was solid ground. They needn't risk sinking or roll to keep their balance, save in truly volatile waters (such as rapids or stormy seas). This effect only applies to walking, running, or otherwise traveling. If the Uratha falls while striding the sea he is enveloped by water the same as any other man.
    Manipulate Earth (oo)

    Same, but he can sculpt 100 square feet (or 40 cubic) of earth per success. The user may also sculpt man made stone, like pavement and asphalt, but the amount each success can alter is halved (about 20 cubic feet of earth). The roll may also be penalized based on the pliability of the surface.

    Originally there was no difference between rolling 1 success and rolling 4, only Exceptional Success mattered. This way at least it scales with successes rolled. The "natural earth only" limitation further rendered it pointless in urban areas.

    Command Fire (ooo)

    No change, but a clarification: This gift lasts [Success] actions, and generates roughly a large bonfire's worth of flame upon activation. The user may control and direct that flame and surrounding fires for the remainder of the duration.

    A fine gift, but a touch vague on duration and application.

    Lament of the River (ooooo)

    The caster may select an epicenter up to 10 miles away from his location to be the nexus of the disaster. In the absence of natural water, manmade water sources will bulge instead. Pipes burst, sewers overflow, water towers explode. All water will pool violently into the selected area and continue to ravage it for the remainder of the scene. Areas with no water at all will still moisten visibly, though it is unlikely to do much damage.

    Lament of the River is bonkers destructive, but the original entry was a tad vague on the control and aiming of the effect.


    Evasion Gifts
    Signature Renown: Cunning

    Note: Swap Sand in the Eyes and Playing Possum's dot rating.

    Sand in the Eyes (ooo)

    The Uratha blurs his presence in the world, taking on a spirit like aspect, though one that is next to impossible to notice. It allows him to tread unremembered and unrecorded, leaving little evidence of his passing in the minds of others. Even those with whom he interacts. This effect endures for the entire scene and effects only attempt to remember the Werewolf's actions and presence within that scene.

    Cost: 1 Essence
    Dice Pool: Same
    Action: Instant, then Contested

    Dramatic Failure: The effect backfires, everyone gains +5 to remember the Werewolf and details about him.
    Failure: Memory is not clouded
    Success: Everyone who sees the Werewolf while he is under the effects of the Gift take a -5 penalty to remember any details about him from the scene. Even technology seems to suffer, camera footage comes out blurred and security records seem to have gaping holes for the time during which he was present. The user may elect to exempt up to [Cunning] allies from the effects of Sand in the Eyes, by default all packmates are also exempted (doesn't count towards the total).
    Dramatic Success: The affected must make an Intelligence + Composure roll at -5 to remember he was there at all, all electronic records are erased completely.

    In the age of electronics and bystanders a targeted -5 to describe a Werewolf is not going to go very far. I added an essence cost and made it wider reaching, then swapped with Playing Possum (which is in no way three dot material).

    Double Back (oooo)

    Same effect but the Gift compares its successes against those of mystical effects, if the Werewolf rolls better those effects are trumped.

    The inability to penetrate magical deception made this pretty damn ineffective against even middling foes. At least this way there is a good chance that the werewolf will sniff out parlor tricks.

    Fog of War (ooooo)

    Cost: 1 Essence
    Dice Pool: Presence + Expression + Cunning
    Action: Instant

    The werewolf releases a piercing howl, which echoes infinitely about the battlefield. With it he summons, chaos, discord and contempt. Communication and coordination collapse and chaos reigns within the field. For the remainder of the scene all attempts at communication more sophisticated than simple gestures and face-to-face discussion are automatically reduced to a chance die. Radio broadcasts come in garbled, phones lose all signal, computers fuzz up and misdisplay information, distant signs seem blurry, shouted orders fail to carry, even smoke signals are likely to be met with an unexpected wind. Communication bolstered by supernatural effects (such as an enchanted walkie-talkie, or telepathic communion) contest this effect normally, and regardless of result, the botch from the chance die cannot cause their effects to be dispelled (merely impeded for the time).
    The caster may choose to select individuals to be exempt from the effects of the Gift, though they must be present at the moment of invocation to do so.

    Having to stand and sing loudly put a severe hamper on the Gifts effects, but a scene long -3 to all actions for all foes is inordinately powerful (and has nothing to do with evasion). I propose this version with the kicker that the original is by no means terrible, just a touch out of theme and potentially goofy strong (loudspeakers could bump the range to miles)


    Father Wolf Gifts
    Signature Renown: None, Use Primal Urge for All Relevant Rolls

    Wolf-Blood's Lure (o)

    In addition to all other effects, the Uratha adds +3 to all rolls to tame, train, and command wolves, dogs, and their relative species.

    It's already a good gift, but kind of overshadowed by Nature's first dot. This little buff solves that issue.

    Father Wolf's Speed (oo)

    Change: Father Wolf's Speed adds +5 to the character's speed in Hishu and Dalu form.

    "Doesn't Work in Dalu or Hishu", why? Thanks to Rahuman for spotting this silly weakness. To maintain the core theme I didn't apply doubling to all forms. Instead Dalu and Hishu can now run as fast as a wolf, and Gauru, Urshul, and Urhan can run a whole lot faster.

    Primal Howl (ooo)

    No individual may be affected by Primal Howl more than once in a scene. Regardless of success or failure subsequent invocations will have no effect. Allies who hear the howl are unaffected, assuming they know for certain that the mighty Werebeast is on their side.

    Dice Pool: Presence + Expression + Primal Urge vs Composure + Power Stat

    Dramatic Failure: The Howl is so weak that it grants the Uratha's foes confidence. They gain +1 vs Lunacy and all rolls to resist being frightened or intimidated by the user.
    Failure: Nothing Happens.
    Success: The Howl terrifies listeners to the bones. All foes who hear it are immediately subject to the full effects of Lunacy. Including supernatural creatures, such as spirits and Uratha who are not normally subject to this effect. High ranking spirits possess additional resistance to this effect, add the difference between the Spirit and the Uratha's effective Rank in successes to the Spirit's resistance roll (assuming the Spirit's Rank is higher).
    Exceptional Success: The fear sticks with them, add +1 to all attempts by the user to intimidate or frighten those effected by Primal Howl. This lasts for one week after the gifts activation.

    Primal Howl operated under some weird rules that didn't really mesh with how the rest of the system functioned. This make success significantly more likely, and no longer rules out Werewolves primary antagonists from the list of acceptable targets.

    Savage Rending (oooo)

    Change: Functions only in Gauru form.

    Scene length Aggravated Damage, accessible at in auspice cost to any wolf...kinda makes silver a little less relevant. This isn't broken per say, but especially combined with enhanced Gauru rules or older wolves, Savage Rending becomes a bit of a power house.

    Spirit Pack (ooooo)

    Cost: 1 Essence and 1 Willpower

    Clarification: The Werewolf can never have more than [Primal Urge+2] Wolf-Brothers summoned at one time. The spirits return to the shadow once their hunt has ended. This can cause them to endure for several scenes of hunt and pursuit. The Storyteller is the final arbiter of when enemies have been sufficiently dispatched to satisfy the pack, but they certainly don't vanish while adversaries remain in sight.

    Spirit Pack is awesome, but spam summoning Wolf-Brothers to flood adversaries was very likely not the original intent (We're talking 7+ wolves per turn in some builds). This way the wolf count is capped at a reasonable, yet meaningful amount.
    Last edited by PenDragon; 11-04-2013, 06:28 PM.


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    CofD Hacks By Splat: Vampire | Werewolf | Mage | Mummy | Demon

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    • #3
      Full Moon Gifts
      Signature Renown: Purity

      NOTE: Death Grip has official Errata independent of this list.

      Clarity (o)

      When a Rahu activates this Gift he may also reflexively shift into Gauru form at no extra cost. He must, however, succeed a shapeshifting roll to do so. This bonus lasts the entire scene.

      Choosing between going first and going Gauru isn't really the Rahu way, the roll is there to prevent Essence Shifting obsoletion.

      Rage Armor (oooo)

      Cost: 1 Essence
      Dice Pool: Not rolled
      Action: Instant

      The werewolf gains points of armor equal to the higher of their Purity or Primal Urge (Max 5). This armor applies equally vs standard weapons and firearms, and stacks with worn armor and armor gained from assumed forms, but not armor provided by supernatural means. Rage Armor is not bulletproof, but is unaffected by armor piercing. When the Werewolf Shifts into Gauru form he may substitute 1 willpower for the essence cost of Rage Armor and activate the power reflexively. Rage Armor is scene long.

      Better duration and more reliable armor numbers, plus it can be activated while flying into Gauru without wasting turns. Oh, and it doesn't crumble to a silver letter opener.

      Luna's Fury (ooooo)
      Cost: 1 Essence (+1 Essence every turn)
      Dice Pool: Dexterity + Brawl + Purity
      Action: Reflexive

      Success: For a number of turns per successes rolled; the werewolf must spend one essence per turn (this is not an option, they have to spend it) in exchange the Werewolf may make all-out-attacks without losing his defense, applies his defense vs Firearms, doubles it against all other incoming attacks, and is not penalized by the number of opponents. This defense bonus even applies in Gauru Death Rage, allowing the Werewolf to continue to dodge while in the throes of pure fury. The werewolf may not opt to prematurely and the gift unless they've run completely out of Essence.
      Exceptional Success: The werewolf may end the effects of the gift any time he wants. Doing so causes the Essence loss to cease.

      All credit to Furry on this one. The original was unreliable in activation and had to be heavily optimized for to make use of. This version is more accessible and trades sanity for enormous attack and defense potential.


      Gibbous Moon Gifts
      Signature Renown: Glory

      Pack Awareness (o)

      The a character can only benefit from the willpower bonus from an exceptional success once per scene.

      The Exceptional Success effect screamed out for abuse. One dot willpower battery is not the point of this Gift.

      Resist Pain (oo)

      Resist Pain may be given to pack mates with an inspirational word. For those connected mentally, this inspiration may be given across that link. Using the Gift this way costs 1 Essence instead of 1 Willpower.

      Exceptional Success: The beneficiary of the Gift automatically succeeds the first roll to remain conscious if their health levels are filled with bashing.

      Everything else in this tree is about pack bolstering. Why isn't this?

      Call of Glory (ooooo)

      Remove the shared pack totem requirement, Call of Glory may heal up to [Glory+Successes] allies within earshot. Add: "A character can only benefit from Call of Glory once per day, it does not matter if the Gift is being used by a different Uratha, once per day is the limit."

      This is a wonderful five dot power, but its utility gets horribly gimped by the pack totem requirement. It is already limited to once per day, so it's not like spamming is an issue, and wide range healing is a rare effect, but one worthy of the Uratha's pinnacle power.


      Half Moon Gifts
      Signature Renown: Honor

      Scent Beneath the Surface (o)

      Exceptional Success: The Elodoth's senses are so keen that he can discern exact detail from omission alone. The player gains one clue as the their targets motivation.

      As written an exceptional success automatically alters them that you know they are lying. This can be disadvantageous when trying to work subtly, and exceptional successes should never make an effect WORSE.

      Snarl of Command (oo)

      Cost: 1 Essence
      Dice Pool: Same
      Action: Same

      Effects are unchanged save that the Werewolf may challenge (Honor) lies per activation. The lies must all be answered in succession, so it is advised the werewolf let the victim weave their nest of untruths before breaking it.

      1 Willpower to reveal one lie was a steep cost. Changeling's can do it for a whole scene at that cost, albeit with drawbacks.

      Aura of Truce (ooo)

      Same but add: If a member takes hostile action, but then elects to return to peaceful conduct he is brought back under the effects of Aura of Truce and must spend willpower to break free again.

      Again, good effect but the cost was steep given how easy the effect is to escape.

      Fuel Rage (oooo)

      Same but it functions in the Shadow and may be activated repeatedly in succession prior to Gauru to stack extra turns. Fuel Rage may be used a number of times each day equal to the Werewolf's [Primal Urge/2], rounded up. Regardless of the number stacked, shifting down ends all invocations of the Gift.

      3-4 extra turns in controlled Gauru isn't all that impressive, being able to stack the effect rewards the preparation a bit more while not detracting from the original effect.

      Insight Gifts
      Signature Renown: Wisdom

      Sense Emotion (o)

      Cost: None
      Dice Pool: None
      Activation: Reflexive

      All emotions have a scent, the hot of hatred, spice of attraction, heaviness of depression. An Uratha who knows this gift can sense these auras. When activating this Gift the Werewolf specifies a specific emotion they want to sniff out. For the remainder of the scene they can smell said emotion as well as they can any other scent. Roll Wits + Composure + Wisdom for all perception rolls to smell the chosen emotion. Creatures trying to hide their emotions may roll Composure + Power Stat to resist, and magical effects go into roll off vs. Sense Emotion.
      This effect endures for the duration of the scene, and the Werewolf may reactivate this Gift at any time to change the emotion for which they are hunting. (Note: Unlike Aura Sight [M:tA pg. 206] this Gift cannot sniff out supernatural templates. However, Aura Sight remains a good guide as to how each emotion would feel.)

      In Werewolf alone Sense Malice is a fine Gift. However, almost every other splat gets access to Aura Sight, a vastly better and more applicable emotion sensing effect. This application remains narrower than Aura Sight by a wide margin, but acts quickly and reflexively at no cost. A solid tradeoff.

      Scent of Taint (oo)

      Scent of Taint lasts for one full scene.

      Cost: 1 Essence
      Dice Pool: None
      Action: Reflexive

      The Werewolf heightens their occult senses to the point where they can literally smell supernatural phenomena, allowing him to catch the distinct scents of all supernatural effects within his area. Beings, objects, locations, all fair game. The scents are nonspecific but generally give a sense of the nature of the magic and vague descriptor (person, place, or thing). This lasts for a full scene.
      Scent of Taint does not reveal the source of a magical effect, it merely makes it possible to seek out magic based on its supernatural nature alone. The Werewolf must still roll Wits + Composure to spot a supernatural entity, and hidden people/objects/locations are not automatically revealed. (Note: For the more rules obsessed, a magical occlusion effect, like invisibility or a ward, is itself considered to be occluded.)

      Suggested Modifiers
      +2 | The Uratha has smelled the effect before
      -1 | There are a number of other supernatural effects already active
      -3 | The source hidden by magical occlusion

      The original effect was only slightly better than Unseen Sense, and that is a cheap merit. Most splats have access to some mage sight equivalent at this dot level.

      Omen Gazing (ooooo)

      The Werewolf specifies a potential topic on which they long to dream. This may be as vague as "Coming Danger" or as specific as "My Best Friends Moment of Death". They proceed to fall into a long trace, during which they may take no action and are totally unaware of the outside world. Only extreme trauma, such as violent shaking or receiving damage, can shake them from this trance.
      Alternatively, they may opt to remain unspecific in which case the Storyteller is encouraged to provide them with disjointed and cryptic visions of critical challenges yet to come. Key word here is cryptic, really, really cryptic.

      Cost: 2 Essence
      Dice Pool: Resolve + Occult + Wisdom
      Action: Extended.

      Success: The vision lasts for one minute per success, each granting a different vision. If the Werewolf is seeking for a particular event or omen the visions will generally revolve around it, showing different aspects leading up to and resulting from the event. Otherwise it will show the Uratha tidbits of random, but meaningful events in their life.
      These visions are not restricted to future portent alone. When relevant Omen Gazing will show snapshots of past and even current events.

      Exceptional Success: The vision focuses very specifically on the key components of one event, notably those that conspire to bring about that particular future, and how it may be averted.

      An incredibly brief ST controlled vision that the Werewolf can't direct, occurring over a nebulous and nonspecific time-frame (one action). It is barely better than the Prophetic Dreams merit. This version lets the Werewolf direct her vision and get a slightly more comprehensive view of the events to come.


      Inspiration Gifts
      Signature Renown: Glory

      Camaraderie (oo)

      Cost: 1 Essence
      Roll: Presence + Persuasion + Glory
      Action: Instant

      Dramatic Failure: The inspiration fails and embitters the Uratha. The user cannot gain teamwork bonuses for the remainder of the scene.
      Failure: The speech is not inspiring
      Success: The Uratha binds all subjects into a pact of unity. Everyone in the group gains +1 to resist Death Rage, (max [Glory] or [Successes], whichever is lower) for every other member within close proximity (~10 yards). Additionally all members gain a +2 modifier on all teamwork rolls to help one another. These bonuses last the remainder of the scene.

      A +1 bonus doesn't amount to much, even if it is free. Especially in Death Rage's case. Plus a rousing speech is more than a reflexive action.

      True Leader (ooo)

      True Leader can be used on any pack-mate within the caster's vision. That pack-mate must be able to hear, or at least see the user's show of support for the Gift to function. Non-pack-mates must spoken too directly, face to face, for this power to function.

      True Leader is flaberghastingly strong as written. The ability to stack upwards of 5-6 points of willpower to ALL allies in range is unreasonably incredible. More importantly, however, it renders the Gibbous Moon Gift "Rallying Cry" completely obsolete. This vision of True Leader treats it as a single target inspiration, a leader's heartfelt words to a broken soldier.

      Spirit Skin (oooo)

      Change: The social bonus does not stack with bonuses from renown, but will alleviate penalties. When two bonuses clash the higher is applied to the roll.

      This power is quite strong, the penalty/bonus interaction was weird though


      Knowledge Gifts
      Signature Renown: Wisdom

      Traveler's Blessing (oo)

      Duration: [Success] Hours

      One scene is pretty short for a power that is liable to come up in repeat succession across scenes.

      Know the Path (oooo)

      Change: When a location has multiple inhabitants use the highest of their Resolve + Power Stat to resist. Know the Path rolls off against supernatural occlusion, it is not automatically trumped.

      Removed the "fails vs. supernatural effects" clause again, fixed the "I found the Archmage because he owns a dog (with really low resolve and no power stat) problem.

      Communion with the Land (ooooo)

      The Werewolf becomes aware not only of the number of creatures in the area, but of their general location as well. Being's not magically veiled are immediately located, while those with supernatural stealth roll off against the Gift's effect.

      Little clarification as to the Gift's exact effects

      Mother Luna
      Signature Renown: None, Use Primal Urge for All Relevant Rolls

      Change: Swap Any Beast and Skin Stealing's dot ratings. Optionally replace Silver Jaws with Quicksilver Rearrangement.

      Quicksilver Rearrangement (ooo) [Optional. Replaces Silver Jaws]

      Mother Luna teaches that the physical form is temporary, a template that can change at any time. Using this Gift a Werewolf can spread wounds and damage across their body, repositioning them to less critical locations and generally dispersing the harm. A bloody gash across the neck might be broken into a dozen smaller cuts on the arms and legs, a gaping hole in the chest might be shifted to bloody lacerations across the back.
      This gift cannot be used to regenerate a crippling wound, a missing eye or leg cannot be restored. Nor can it be used to totally remove damage completely, merely downgrade it to a lesser severity.

      Cost: 2 Essence
      Dice Pool: Stamina + Survival + Primal Urge
      Activation: Reflexive

      Success on the activation roll allows the Uratha to downgrade Lethal or Aggravated damage to a lower level. A single Aggravated wound is becomes two lethal wounds, and a single lethal wound is downgraded to two bashing. The wounds are downgraded at one point per action, for [Success] actions, starting on the action in which this Gift is activated. While active the Werewolf may take actions as normal, but suffers a -2 penalty to all physical rolls due to the shifting of his form. Only one instance of this effect may be active at any one time.

      Note: there is nothing wrong with Silver Jaws per say, save for the fact that when you view it in context with other Gift trees it is completely outclassed by Father Wolf's four dot Savage Rending. Quicksilver Rearrangement is a proposed substitute that sticks with Mother Luna's body adjustment theme and provides a more effective anti-aggravated outlet.

      Many Werewolf myths and tales involve a Werewolf being grievously wounded, even by silver, only to return again the next night with little more than scars. This Gift provides a major effect that most other splats have access to, but Werewolves do not. Healing Aggravated damage. It is not quick, nor efficient at its job, but still offers an avenue to get Uratha back on their feet at a respectable pace. (Yes, I am stealing Exalt names, so sue me).

      Any Beast (oooo)

      Cost: None
      Dice Pool: None
      Activation: None

      When a Werewolf purchases this power the select a single predatory animal, generally a mammal (though great birds and even sharks have been observed). This creature many vary in size from a wolf, but small forms (ferrets, cats, etc.) are very very uncommon. Hence forth when shape shifting the gain the option of assuming a wolf form, as normal, or the form of their chosen beast. Their Dalu, Gauru, Urshul, and Urhan forms all adjust to fit this change gaining all additional advantages that said form would acquire (such as wings, gills, armored hide, etc.). Storytellers are encouraged to work with players to come up with appropriate stats for their new Gauru form.
      This Gift has a permanent duration, whenever the Uratha changes forms he may choose between his standard forms, or those provided by Any Beast without any extra rolls or cost. Uratha who learn this Gift often avoid publicly revealing the power, as they are frequently shunned or distrusted in Urathan culture due to their...non-normative form. Once purchased the chosen form cannot be changed, but Any Beast may be bought again (up to Primal Urge times), each purchase adding a new shape to their library of forms.

      Skin-Stealing, is a fine Gift but not really four dot in power. Most splats get a disguise of equal or better quality at two dots. On the other hand, Any Beast is an awesome an interesting effect that was shackled in application at two dots.

      Primal Form (ooooo)

      Cost: 1 Essence and 1 willpower
      Dice Pool: This power requires no roll
      Action: Instant

      Same, but change: Primal Form is an enhancement to Gauru and consumes Gauru turns at the same rate. If the Werewolf enters Death Rage while in Primal Form (very likely), he remains in Primal Form for the duration. If a werewolf enters Death Rage outside for Primal Form, he may reflexively activate Primal Form (assuming he can pay the cost).

      I love me some Primal Form, the health and regen buffs give enormous bang for your buck in essence. However, as written it requires the Werewolf to be heavily optimized for its activation, discouraging purchase even if it is in theme. The almost guaranteed loss of control is enough of a balancing factor as is.


      Nature Gifts
      Signature Renown: Purity

      Note: Storytellers should discourage players from buying dots two, three, and five of this tree in games where there will be very little access to plant life.

      Speak with Beasts (o)

      Duration: One Scene

      Reflexive roll? No Cost? This is basically a permanent power, no reason to add a silly minute long duration.

      Plant Growth (oo)

      Cost: 1 Essence

      What part of this power requires a great expenditure of will? Seriously.

      Nature's Vengeance (ooooo)

      Cost: 1 Essence and 1 Willpower

      Same, but: The area effected is equal to [(Purity + Successes)*5] square yards. And the Uratha can specify individuals to be spared the world's fury at the activation of the Gift. However, once active he cannot add new exemptions.

      Five dot power that can't be attuned to friends? Even though Werewolf is predicated around the notion of pack unity and group tactics...I don't think so. Otherwise it is a good power.


      New Moon Gifts
      Signature Renown: Cunning

      Sense Weakness (o)

      The player chooses the area about which they want to glean information. This Gift cannot be used, successfully or unsuccessfully on the same target more than once per day.

      Nothing like trying using a power to dig up a target's vice, only to instead learn he has a slight limp and suffers chronic meningitis. Added choice, removed spam.

      Distractions (ooo)

      Dice Pool: Manipulation + Subterfuge + Cunning

      Success: The victim is distracted by the Irraka's illusions. In combat this inflicts a -2 penalty to all actions through confusion and annoyance. This penalty is greater when the target's mind is less focused. If the target is caught unawares by this attack (Ambushed, for instance), or generally unfocused (standing guard on a quiet night, hung over, etc.) the penalty becomes the higher of [Cunning] or -2.

      Yet another werewolf -/+2 effect with a rather steep requirement (not attacking). I increased the bonus to encourage stealthy and out of combat applications.

      Blend In (oooo)

      Add the following: The anonymity extends to the Irraka's scent as well, and inflicts a -[Successes+Cunning] penalty on all attempts to track, chase or otherwise follow the Irraka through a crowd. Even if located the Irraka remains almost indistinguishable, levying the same penalty on future attempts to accurately recall his appearance or actions during the scene.
      This rolls off vs. supernatural powers as normal.

      Good, but not quite 4 dot. It gives no consideration for chases through populated areas and has a weird handling of supernatural conflict that doesn't mesh with the rest of the system.

      Ghost Step (ooooo)

      Duration: [Success+Harmony] Minutes, the -1 rule applies for remaining longer.

      So many Gifts are hindered by extremely short durations. This is one of them. Several splats have very similar effects without the extremely limiting time frame
      Last edited by PenDragon; 11-04-2013, 06:40 PM.


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      • #4
        Rage Gifts
        Signature Renown: Glory

        Note: The power of Rage Gift varies greatly depending on what Gauru house rules are in place. Standard Gauru is, quite correctly, viewed as being underpowered. In which case most of the Rage tree is fairly weak. Therefore all revisions here will vary in mileage greatly from group to group.

        Rekindled Rage (oooo)

        Cost: 1 Willpower (+1 Essence)
        Dice Pool: None
        Action: Instant (Reflexive)

        The user may opt to spend one point of Essence instead of making the shape change roll, in which case this Gift becomes reflexive. The new rage has a duration of Stamina+Glory-1, and suffers and additional -1 to resist Death Rage. The Uratha may use Rekindled Rage any number of times within a scene, however each activation adds a cumulative -1 to Gauru's duration and the roll to resist Death Rage.

        Given the urgent nature of this Gift losing a turn transitioning is pretty unacceptable. Repeat activation has also been slightly gimped. Added repeat activation with diminishing returns and increasing risk.

        Fight or Flight (ooooo) (Replaces Soured Rage)

        The Werewolf hones his rage and directs it with laser precision at a single target. The victim is struck with a sense of absolute, primal dread and an instinctive urge to flee.

        Cost: 1 Willpower
        Dice Pool: Presence+Intimidation+Glory vs. Composure+Power Stat
        Action: Instant

        Dramatic Failure: The Werewolf loses control over his own fury and enters Death Rage
        Failure: The target remains steadfast
        Success: The victim's higher mind is whipped away, instinct and fear now drive him. In the case of a Werewolf the target immediately enters Death Rage and attempts to flee as though one of his last three health boxes were filled. Other creatures with similar "rage" mechanics respond similarly, Vampire's enter Fear Frenzy, Prometheans plunge into Torment. Beings without naturally berserk tendencies are still filled with pure dread and compelled irresistibly to flee the scene. They may, however, opt to spend a point of willpower to divert an action towards grabbing up a loved one, or locking a door behind them (continued combat is never an option).
        Exceptional Success: Willpower may not be spent to change actions, the target can only run with all their might away from the Uratha.

        Soured Rage is crap, there's no other way to put it. For a five dot power that only works against Werewolves that are currently in Gauru form...that is way to specific. It is outclassed by a 4 dot Contract and a 3 dot discipline. That's no good. This "revised" version works exactly like the original, but the target doesn't have to be in Gauru. Plus, if the enemy isn't a Werewolf the Gift will still provide similar results.


        Shaping Gifts
        Signature Renown: Honor

        A Special Note Concerning Straighten
        Straighten deserves a special breakdown for being probably the most effective object destruction tool in the Werewolf arsenal. Almost all modern devices, and many ancient ones, are dependent on things not being perfectly rigid. Guns, ruined. Cars, ruined. It can destroy electrical grids and make rope grapple to the tops of tall buildings. It turns the rope dart into a sniper's tool. Really its applications are preposterously massive. The problem here is that it also totally outshines the rest of the tree, being better at breaking shit than both Ruin and Shatter, and of almost equal utility to Sculpt. Straighten is much like a Mage's Arcana, lame an narrow in uncreative hands, unspeakably destructive/constructive in those of a cunning player.
        If you feel you or your game is not quite fit for this level of power, consider replacing it with this:
        Reinforce (o) [Replaces Straighten]

        Cost: 1 Essence
        Dice Pool: Intelligence + Crafts + Purity
        Action: Reflexive

        The Werewolf calls upon the tiny spirit of an object, bolstering it with essence and renewing it in purpose. Each success on the activation roll adds 1 point to the object's durability for the remainder of the scene. This does not in any way repair a damaged object, nor can it grant use to an object that has been completely ruined (though he might still be able to use a reinforced object for unintended function, like bashing things). At the end of the scene the durability fades, damaged suffered does not. In many cases this can cause the object to collapse.
        Condense or Expand (ooooo)

        Same effect, but: Objects shrunk do not become more durable, and those enlarged do not become less so.

        Another really interesting original effect, sadly one that was made completely obsolete by Gifts in the same tree. Need to break something? Shatter and Ruin. Need to reinforce something? Sculpt or (now anyway) Reinforce. Again, not strictly speaking bad...but not really 5 dot material.


        Stealth Gifts
        Signature Renown: Cunning

        Note: Swap Running Shadow and Blending's dot ratings. Also swap Vanish and Shadow Flesh's dot ratings

        Feet of Mist (o)

        Cost: None (1 Essence)
        Dice Pool: None
        Action: None (Reflexive)

        The world conspires to mask the Uratha's passage. Strong winds blow away prints in the sand, leaves quickly cover his footfall. This effect permanently increases the difficulty to track the Werewolf, levying a -3 penalty on all such attempts. For even greater anonymity the Werewolf may reflexively spend a point of Essence, doing so removes all physical traces of his passage what-so-ever. He leaves no foot prints and has no lingering scent, he also reduces all environmental penalties to his movement by 2. Though, this application bears some extra risk; bystanders may think it odd to see a man striding atop a six foot snow drift without sinking, or blazing through hip deep sludge at full sprint.

        What did I say about minuscule situational bonuses game? What did I say!? Seriously this is a contender for worst Gift (alongside Call Water), -1 to being tracked that can be boosted to -3 with willpower, and it costs essence too. Terrible, really terrible.

        Blending (ooo)

        Change: The user may move slowly, no more than slow walk, while the Gift is active, but Wits + Composure rolls made to spot him while he does so gain +3.

        The total inability to move at all was fine for a two dot Gift, but now that it's a three dotter that limit is a bit much.

        Shadow Flesh (ooooo)

        Cost: 2 Essence
        Dice Pool: Wits+Stealth+Cunning
        Action: Instant

        Success: The character's body becomes a two-dimentional plane of shadow that lies flat against its surroundings. He has no scent, no texture, and makes no sounds save for those he chooses to emit. However he remains a physical entity, retains the ability to interact with the physical world, albeit at a -2 penalty, and may still be affected by opponents attacks. His form appears as normal (in whichever of his forms he currently takes), however the Uratha can twist his shape to resemble other shadows. Doing so requires a successful [Dexterity+Stealth] roll to contort his form, and even then his edges tend to waver.
        Being a shadow grants the Werewolf a +3 bonus to steath rolls, in inflcts a -3 penalty on all rolls to notice or attack him (In areas of particularly dim lighting the Werewolf is effectively invisible, save to those with supernaturally excellent senses). In addition to these bonuses he also gains a host of mobility options. He may scale walls and ceilings with no required roll, fit through slim and narrow openings, and never needs to roll to maintain his balance. Due to his complete two dimensionality the Werewolf is also immune to any attempts to grapple or restrain him physically.
        All clothing and personal possessions worn change along with the character, though large unwealdly objects are left behind. Fetishes and dedicated objects always change. This form lasts for ten minutes per success, or until the Werewolf elects to end the Gift.

        Gaerik pointed out, accurately, that Shadow Flesh didn't really have the power of a five dot Gift. This version is bolstered to remove some of the more severe limitations of its previous incarnation

        Strength Gifts
        Signature Renown: Glory

        Overview: Strength, a shining gem. Filled top to bottom with really useful effects. Crushing Blow is great for a one dotter in both price and effect. Mighty Bound is fantastic, and a pretty good template off which all no cost, no roll, reflexive powers should be based (They are basically always on to begin with). Iron Rending's is similarly fantastic and goes miles in overcoming the Riot Gear and Tower Shield defense. Then, as if it wasn't possible, the tree gets even better. Legendary Arm is almost downright goofy in combination with Gauru strength and Savage Might, and don't get me started on adding Hone Rage to the mix. Speaking of Savage Might, I am downright astonished that this has no activation roll. Not that I think it should mind you, just that an activation roll would totally ruin it. (Ruining awesome powers by adding rolls and shitty durations is one of Werewolf's core themes :P )

        Strength Gifts need no errata, they are all perfect as is.


        Technology Gifts
        Signature Renown: Cunning

        Note: Swap Machinegeist and Create Technology's dot ratings.

        Left-Handed Spanner (o)

        Cost: None
        Dice Pool: Wits + Crafts + Purity
        Action: Instant

        Change: The touched object ceases to function for the remainder of the scene. The object's owner may make an Extended Intelligence + Crafts roll to attempt to fix the object. The difficulty of said roll is equal to the number of successes rolled on Left-Handed Spanner's activation roll. The interval of the action is decided by the storyteller based on the devices complexity, along with any bonus or penalties from the character's own expertise.

        "Well hey Left-Handed Spanner, what have you got there? A willpower cost! For a short duration Gift that requires a successful touch. No, bad Left-Handed Spanner, you go put that right back where you found it this instant."

        Create Technology (oooo)

        The MacGyvered device functions for the remainder of the scene, or until the Werewolf stops using it (whichever is longer). Only the devices creator may use it to its full effect, for everyone else it remains a hunk of useless scrap. (A gun hobbled together from scrap metal would cease to function at the end of a fight, while a scrap car given new life might endure a full day of driving before collapsing into a heap of rust and debris.)

        The ability to create long lasting fantastic technology from trash and tidbits it almost too extreme even for a five dot Gift, at four it is unacceptable. The new duration pretty much guarantees the item will see use, and the personal only limitation stops the Uratha from retrofitting all his buddies with PVC rocket launchers (just himself).

        Machinegeist (ooooo)

        In addition to all other effects of Machinegeist, the Uratha may control the machine completely, employing it to any of the functions for which it was designed. Mundane attempts to arrest control from him (such a steering the car, or slamming on the breaks) fail, though controlling magic enters roll off.

        This power would be a dozen times more awesome if the Uratha could control the object. As is he just gets to watch...which is less thrilling. With control it is more powerful and useful than Create Technology, which is really a 4 dotter to begin with.


        Warding Gifts
        Signature Renown: Honor

        NOTE: Ward Against Humans is now one dot. Ward Against Predators is gone, and replaced by Ward Against Rage.

        Ward Against Humans(o)

        Supernatural creatures who fail the resistance roll take a -1 penalty to all actions in the area, due to the lingering sense of predatorily presence. Given the way the ward is constructed, natural predators tend to stay away as well. They can tell that it is the territory of a superior beast.

        It deserves SOME effect vs. supernaturals. Even if it is a minor one.

        Ward Against Rage (oo) (Replaces Ward Against Predators)

        One of the simplest precautions a Werewolf can take to secure their territory is to defend it against his own rage, and that of others.

        Cost: None
        Dice Pool: Composure + Persuasion + Honor
        Action: Extended (5 Successes per square mile required; one hour per roll)

        The Werewolf ritually walks the boundaries of her territory (a maximum area equal to one square mile per point of the character's Primal Urge). She takes the time to familiarize herself with the objects and places within, and show their spirits she means no harm. This act brings an unnatural tranquility to the zone. Add +3 to any rolls by the character to resist Death Rage within her territory. Additionally this calm spreads to other within the zone, all other Uratha (and supernaturals with a similar tendency to go berserk) gain +1 to resist Deathrage (Torment, Frenzy etc.), pack mates gain +3 instead, and all rolls made to inspire hostility, fear, or hatred are made at a -2 penalty.

        Ward Against Predators was crap, utter crap. It provided protection against a danger that...didn't really exist. Death Rage is a genuine danger and plagues all Uratha, so having a greater assurance that you won't go berserk and break down your own home is quite valuable.

        Shadow Ward (oooo)

        Cost: 2 Essence (+1 Essence)
        Dice Pool: Inteligence+Occult+Honor
        Action: Extended (Variable Successes, One hour per Roll)

        Change: Each successful roll increases the penalty for crossing or seeing through the Gauntlet by one. The Werewolf may continue to reinforce the shadow for up to [Honor] hours. The difficulty of each roll varies depending on the location, generally ranging from 1 for simple rifts, to 5 for powerful Loci. Repeat invocations of this Gift do not stack, the most powerful casting takes precedence. While the effect lasts only one Lunar Cycle, it may be renewed by repaying the Gift's cost and meditating at the location for a single hour, no roll required. The renewer of the Ward need not be the original caster.
        For an additional point of Essence while enacting the Ward the Uratha may added exceptions, loopholes in the veil that allow certain beings easier passage. Sample exceptions include: "Is a member of the creators pack", "serves the Lodge of Black Arrows", or "Carries a key of pure gold". The exceptions themselves have no intelligence, nor can they read the motivations of others, so "Will be helpful" and "Means the pack no harm" are not viable conditions. Up to [Honor] exceptions may be placed when the ward is created, and once placed they may not be altered without first removing (or replacing) the previous ward.

        8+ hours of sustained meditation for a +1 increase to the difficulty of a fairly uncommon roll. Oh, and it appears to stack infinitely. The original Gift was both awful and broken all at the same time. I balanced the new version against Mage's Ward and Ban spells, which do their jobs wonderfully and as intended. The exception system is for greater flexibility, plus fun narrative opportunities.

        Ward of Spirit Slumber (ooooo)

        Change: Duration is now one minute per success. While activating the Ward he may specify nearby allies to be immune to the effect, by default all pack mates and their totem are excluded from the wards effects. The Werewolf may use this Gift as many times per day as he likes, but a Spirit need only resist it once to be immune for the next 24 hours.

        Great effect, with some stupid oversights. Notably the very short duration (once again) and the fact that there are high chances of knocking out half your pack when you turn it on. With those fixed this looks more like a five dot power.

        Weather Gifts
        Signature Renown: Honor

        Silent Fog (oo)

        Cost: None

        Minor bonuses from a slow moving fog bank are nice...but not 1 Essence nice.

        Killing Frost (oooo)

        Cost: 1 Essence
        Dice Pool: Manipulation+Survival+Honor
        Action: Instant

        Success: The temperature surrounding the Werewolf suddenly plunges, dropping to sub zero within 10 yards per dot of Honor (Or Primal Urge, whichever is higher). All liquid that would reasonably freeze does so immediately, surfaces frost up, rain becomes hail. Living creatures suffer worst of all, for every action spent within the freezing field they must succeed a reflexive [Stamina] roll or take two points of bashing damage. Creatures particularly vulnerable to freezing (such as sealife) take lethal damage instead, while creatures immune (Undead, Cold Spirits, Automata, etc) do not suffer. In addition, everyone in the area vulnerable to cold takes a -2 penalty to all strength and dexterity related rolls. At storyteller discresion heavy clothing and proper (or improper) preparation may add to or penalize the resistance roll.
        This field lasts for one turn per success on the activation roll. The caster may choose while activating this gift to attune a number of allies to the cold, immunitizing them to the Gifts effects. By default all packmates and their totem are naturally attuned. Multiple activations of this Gift do not stack, even if different characters are using it.
        Dramatic Success: the cold is so severe it deals lethal three points of bashing damage instead of two.

        For a four dot power Killing Frost is both a little weak and too damn strong. The damage was low, but several Uratha using it in succession could drop entire groups of enemies with little hope to resist.

        Thunderbolt (ooooo)

        Cost: 2 Essence
        Dice Pool: Manipulation+Survival+Honor - Stamina
        Action: Instant

        Success: The bolt deals two lethal damage per success. Magical armor sources (Rage Armor, Mage Armor, etc.) are added to the target's stamina when defending. As the damage is lighting based, creatures immune to electricity are unaffected (or, in Promethean's case, healed).

        Thunderbolt was just too deviant from normal damage rules. 5 guaranteed points of lethal on one success? Absurd. Defending against a lightning bolt with Wits and Dex? Also silly, lightning moves hundreds of times faster than a bullet. This change retains the extreme power of the original, without entirely overshadowing other attack options.
        Last edited by PenDragon; 11-04-2013, 06:42 PM.


        Onyx Path Moderator
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        Hacks and House Rules Hub Thread

        CofD Hacks By Splat: Vampire | Werewolf | Mage | Mummy | Demon

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        • #5
          The Rage

          Alpha Gifts
          Signature Renown: None (Primal Urge)

          Note Concerning Alpha's Renown:
          Any Werewolf can express the Alpha trait, regardless of their harmony, renown, or age. As such Alpha gifts have no associated Renown, they rely on the Werewolf's Primal urge (like Mother Luna and Father Wolf gifts). Because of this they must always be purchased individually, and at the higher 'out of auspice' cost. This justifies the otherwise extreme power some of these Gifts possess.
          Taste of Flaws (ooo)

          Dice Pool: Wits + Empathy + Primal Urge - Composure

          A +2 bonus that is actually good! Astonishing! Also, absolutely no way to resist! Stupidifying! Fix that and it's fine.

          Lordly Will (oooo)

          Cost: 1 Willpower
          Dice Pool: None
          Action: Reflexive

          Lordly Will may be evoked only in response to a magical effect (Gift, Influence, Dicipline, Arcana, etc) that seeks to control the Werewolf's mind, emotions, or actions. If the Power Stat of the is lower than that Uratha's [Primal Urge] the effect is countered completely. If it is equal or higher than Uratha's Primal Urge then he instead gains +4 to his resistance stat for the relevant roll/penalty. When interacting with Spirits the Uratha compares their respective Spirit Rank instead.
          Once activated, Lordly Will provides its protection against all applicable attacks for the rest of the turn. Mental effects that would not usurp his will (such as mind reading, or psychic damage) are not protected against by Lordly Will.

          Lordly will is simultaniously very powerful, mechanically baffling, and too limited. At PU 4+ it grants almost certain immunity to mind control, however it creates some strangely dubious situations concerning the noticing of said effects. I tied it to the standard willpower resistance mechanic, and added a bit of an "alpha" fluff so that young wolves wouldn't be reaping the same benefits as their alpha elders.

          Alpha Howl (ooooo)

          Cost: 2 Essence
          Dice Pool: Presence + Intimidation + Primal Urge - Highest [Power Stat] among the affected
          Action: Instant

          For a number of actions equal to the number of successes on the activation roll, all activated supernatural powers (Gifts, Disciplines, Arcana, Contracts, Transmutations, Manifestations, Etc.) take a penalty to their activation roll equal to the Uratha's [Primal Urge] score. Powers with no activation roll, and those that are inherent to the template (such as shapeshfiting for Werewolves, or Pledges for Changelings) are not affected by this power.
          When using Alpha Howl, the Uratha may opt to exempt his packmates from its affects. However, unlike other Gifts he may not elect to exempt non-pack allies from the dampening.

          Alpha Howl, notorious for being stupidly broken. Not only does it shut down activated powers, it closes out all deliberate activation of inborn traits. No shapeshifting, no healing, no contracts, no escaping to the golden road. It is crossoverkill, and stupidly powerful even in Forsaken games. This version is slightly cheaper and still really strong.


          Battle Gifts
          Signature Renown: Glory

          Visage of Fenris (o)

          Cost: 1 Essence
          Dice Pool: Presence + Intimidation + Glory vs. Powerstat + Composure
          Action: Reflexive

          Success: Targets suffer a -[Glory] penalty to their Initiative totals. Targets who resist become immune for the remainder of the scene.
          Exceptional Success: Penalty increases to [Glory + 2]

          Battle is opening strong with Visage of Fenris, a -2 penalty to a single roll with a small impact. Plus it costs willpower and is an instant action... vs. Initiative. So it is useless 50% of the time, and eats the Werewolf's action, the one he is trying to take faster. Dumb! The penalty from the fix is potentially much greater, but given the targets still will probably get to act, that's fine.

          Savaging (ooo)

          Cost: 1 Essence
          Action: Reflexive

          Bolsters an attack, no bonus damage, the penalty is based on damage dealt (Max of -[Glory]). It applies vs. the Werewolf and his packmates. The penalty will not stack with multiple invocations.

          Free damage, a -2 penalty, strange use of success rules, and a grossly inappropriate cost! Looks like a Gift to me. Fix keeps it basically the same, trades some damage for accessibility and a better penalty

          Primal Anger (oooo)

          Only works in Gauru form. Just like Savage Rending.

          Hoooooly shit this power is good. Balanced it next to Savage Rending, which it pairs nicely with. Also, those using house ruled Gauru: Beware, this is really strong.


          Blending Gifts
          Signature Renown: Cunning

          Note: A much more thorough rewrite of Blending can be found in post #2 below.
          Note: Swap Resist Toxin and Mask of the Hunter's dot ratings.

          Mask of the Hunter (ooo)

          Cost: None

          While active the Werewolf doesn't suffer Primal Urge penalties when interacting with Humans, however the soothing effect of the gift is inverted on other Shape changers and Spirits. Mask of the Hunter imposes a -3 penalty to social interaction with such beings while active.

          So, a Werewolf doesn't begin to suffer really meaningful social penalties until PU 5. So up till then Mask of the Hunter is...you guessed it, a MASSIVELY expensive +2 bonus. At PU 5 it upgrades to a massively expensive +3 bonus. This version makes you choose between being chummy with humans, and being chummy with the rest of the supernatural world, a better tradeoff.

          Hide the Curse (ooooo)

          Cost: 1 Willpower
          Dice Pool: Wits + Subterfuge + Cunning
          Action: Instant

          Activating Hide the Curse completely suppresses the Werewolf's apparent nature. Spirits and other Shape changers will not notice him for what he truly is. Powers that may pierces this go into roll off against Hide the Curse's rolled successes.

          There is no salvaging this one. It is simultaneously super weak, and ultra-strong. On the one hand it makes you into a helpless human, not an upgrade. On the other, it totally frees the Uratha from their curse for a day, which pretty much murder's the games entire theme.
          __________________________________________________ __________

          Note #2: I'm gonna come out and say it. This entire tree is unsalvageable crap. The premise is crap, the fluff is crap, the powers within are crap. Everything within this tree can be found in some other, more interesting tree. Save of course for the final power, which should die in a fire.

          Darkness Gifts
          Signature Renown: Cunning

          Darksight (o)

          Cost: None
          Dice Pool: None
          Action: Instant

          It just works, the character can shift vision modes at will.

          Nothing like having to constantly activate the same power over and over to really hold up gameplay.

          Aura of Dread (oo)

          Cost: 1 Essence
          Dice Pool: Manipulation + Subterfuge + Cunning vs. Powerstat + Composure
          Action: Instant

          Dramatic Failure: The dark becomes calming, bolstering the mental resistance of foes within by 1 die.
          Failure: Victims are Unperturbed:
          Success: The dark is infused with a supernatural aspect of terror. All those who failed the resisted roll suffer all perception penalties from the dark as universal penalties (i.e. if they have -3 to spot things, they now have -3 to every roll). The max penalty that this Gift can inflict on other actions is either -2 or -[Cunning], whichever is higher.
          Exceptional Success: The terror is so potent that it further blinds its victims, increase the penalties by an additional -1.

          Ladies and Gentlemen, we have the winner for Shittiest Two Dot Gift. -1...to composure rolls. Just -1. That's all. No saving that, the rewrite has exactly the same effect, then more, much more. Balanced by the fact that it is weakened by nightlights, flashlights, and...well pretty much all things with "light" in their name.

          Shadow Step (ooo)

          change: distance the Werewolf can jump is [Cunning or Primal Urge] * 100 yards. The Werewolf must still be able to clearly see his destination.

          Suggested Modifiers

          every 50 yards jumped. -1 (per 50)
          werewolf has stood there before. +3
          packmates at the location. +2 per packmate

          as TheKingsRaven put it, with the original a low PU werewolf could jump about as far as he was tall. This revision adds a lot of distance, but the cost balances it some. Low PU wolves won't be making instant escapes with this baby.

          Nightblind (ooooo)

          Cost: 1 Essence (or 2 Essence and 1 Willpower)
          Dice Pool: Wits + Occult + Cunning - Highest Stamina
          Action: Instant or Extended (20 Successes)

          Success: Same effect for the instant version, save that the cost is only 1 Essence. As an alternative, the Werewolf may elect to channel this power to effect a much wider area. Doing so increases the cost to 2 Essence and 1 Willpower, and requires the Werewolf to amass 20 successes in an extended roll. Upon completion a wave of dark spreads forth, affecting all within [Cunning * 10] yards. So long as the Werewolf continues to chant and channel (i.e. doesn't move and forgoes other actions) all those within that radius are blind. Naturally, as with other Gifts, the caster may elect to exempt allies from the effect, and packmates are assumed to be immune.

          As nice as permanent blindness is, there are other ways to accomplish the effect against a restrained enemy (as the target would have to be restrained). Like poking out their eyes. The wide range effect is better for a five dot power, and has deliciously mean implications when combined with the altered Aura of Dread


          Ending Gifts
          Signature Renown: Wisdom

          Eyes of the Slain (oo)

          Stairing into the eyes of a corpse the Werewolf may gleen one of three pieces of information: How the deceased lived (i.e. what his job or driving passion was), How the deceased died (i.e. a vision of the moment of his death, as he saw it), or what he left behind (unfinished business that might cause the body to rise as a ghost).

          Dramatic Failure: Instead of learning of the targets demise the Uratha experiences it, emotionally at least. It grants him no details other than a sudden sense of fear and despair. Roll for Kuruth.
          Failure: The eyes of the slain are empty, the body will yield no secrets to the Uratha.
          Success: Learn one of the three details. Player's choice.
          Exceptional Success: The vision is clear and informative, learn two of the deatils.

          AAAAAAAAAAAAAAHHH. This Gift begins by describing a really awesome and archetypable magical effect, then goes on to explain that it doesn't have that effect and instead does something obnoxious and shitty. Fuck that, it has both effects, and an extra one to be useful... Christ

          Bone Hex (oooo)

          Dice Pool: Manipulation + Occult + Wisdom - Power Stat (+ Spirit Rank)

          Seperate invocations of this power do not stack penalties, instead they stack duration, each adding to the number of rolls penalized.

          Resistance... this power needs some chance of failing.

          Images of Death (ooooo)

          Cost: 2 Essence and 1 Willpower
          Dice Pool: Intelligence + Occult + Wisdom vs Resolve + Powerstat
          Action: Instant

          Seen almost as a taboo within Uratha culture, this Gift is one of the Bone Shadow's most brutal tools. Locking eyes with their target the Uratha utters a baleful curse, the target need not hear the words (nor know their meaning) to understand the doom that has fallen upon him.

          Dramatic Failure: The curse rebounds, dooming the caster instead of the target.
          Failure: The target experiences a sense like a near death experience, but little else.
          Success: The target is doomed to die, and soon. The exact timing and method of the death are uncertain, however it will certainly not occur for at least 24 hours. When the target next dreams he experiences a vision of the death to come, from this point forward, the curse begins. Whenever a roll or action is made that could further the doom arises it gains [Wisdom/2] extra dice. Similarly, whenever an action would oppose that death it is penalized by [Wisdom/2].
          The storyteller is advised to wrangle actions and push the story towards accomplishing the doom. The world is conspiring against the character and it should feel that way. However, the doom is not immutable, though Bone Shadows would you believe otherwise. It is possible that, when faced with their death, the Target will overcome it. Doing causes them to exerpience an incredible sense of relief, restoring all their spent willpower. More over, they may never again be subject to Images of Death, regardless of source.
          Exceptional Success: The Uratha may influence the method of death, effectively suggesting one for the Storyteller to interperate and work with.

          Awesome fluff loaded power, that's really intimidating and has great story appli- wait...what's the effect? A -2 PENALTY! FUCK YOU RAGE, NO. I REFUSE. Stupid book ruining interesting powers. God Damn.


          Endurance Gifts
          Signature Renown: Purity

          Long Running (oo)

          Forget the Original, Make it: The character does not suffer exhaustion due to physical exertion, be it running, lifting, fighting, etc. However, while this Gift is active the Werewolf feels the compulsion to keep exerting himself, every [Harmony] minutes spent not performing rigorous physical activity he must roll for Death Rage.

          Oh look, it's Father Wolf's Speed. Except it doesn't work in combat. So it is just plain worse. Revision keeps the flavor while adding more functions than sprinting.

          Eternal Hunter (ooo)

          Action: Reflexive

          Super awesome power, but it's short duration makes an instant action restrictive to its purpose.

          Till the End (ooooo)

          Cost: 3 Essence and 2 Willpower
          Dicepool: None
          Action: Instant

          Upon invoking this Gift, the Werewolf resigns himself to Death. However, in doing so he buys himself a guaranteed period of life. For the remainder of the scene, no force mundane or magical can kill the Uratha. Damage piles up, but he does not pass out. Magic stops his heart, yet he keeps on fighting. Only total obliteration of his material form (requiring enough damage to fill his entire Health track with lethal in one blow) can kill him. At the end of the scene the Gifts effects end, this usually results in instant death.
          If, however, the Werewolf somehow survived the battle he falls instantly into a deep coma (for a number of days equal to the number of health NOT filled with aggravated damage). Vengeance of the Endurance spirits for so misusing their heroic boon. Nothing short of divine intervention (or incredibly dramatic moment okay'd at storyteller discretion) can wake him from this slumber early.

          An alternative to Legacy, for those who don't think the effect is in theme. The original is fine-ish, though useless pre PU 6. I think Legacy is better served as a Milestone Gift, with this replacing it in Endurance.

          Alternatively, courtesy of Furry:
          Unstoppable Warrior (ooooo)

          Cost: 1 Essence & 1 Willpower
          Dice Pool: Stamina + Survival + Purity
          Action : Reflexive

          This Gift may only be activated once per scene, right as the Werewolf loses his last lethal or aggravated health level. For each success rolled he regains one health level of any type, starting from his right most health box. After doing so, he immediately enters Death Rage.

          Information Gifts
          Signature Renown: Wisdom

          Babel Effect (ooo)

          Cost: 1 Essence (+1 Essence Per Target)
          Dice Pool: Manipulation + Persuasion + Wisdom vs Composure + Power Stat
          Action: Contested; resistance is reflexive

          Babel Effect targets a single sentient being the Werewolf can see, the Werewolf may also add additional targets to a single invocation at the cost of 1 Essence each.

          Success: The target(s) become completely incapable of understanding spoken or written language (even sign language), nor can they speak or write in any understandable way. The best they can manage is crude gesture or emotional intonation, and even then others take a -2 penalty to interpreting them. The victims themselves do not know they are speaking/writing gibberish, they believe they are conveying their thoughts quite clearly. The lasts the full scene.
          Exceptional Success: The target cannot even comprehend signs. He loses all ability to communicate with others.

          The original has the right idea, then gimps itself by limiting the curse to a group of five people, who know each other. Way to go, hope they don't ask a passerby to translate.

          Steganography (oooo)

          Cost: 1 Essence
          Dice Pool: None
          Action: Reflexive

          The Werewolf selects up to [Wisdom+1] targets with whom he can comminicate discreetly. Packmates are automatically included and do not count against the total. Otherwise the power functions as written.

          Original power is awesome, but costs out the ass for an effect that is probably not 4 dot worthy. Fixed that with this.


          Pack Gifts
          Signature Renown: Glory

          Web of Scent (o)

          Spending 1 Essence allows the recipient to close the effect out for a full day. However they cannot revoke this exclusion (There is a price to shunning your pack, even briefly).

          Fun effect, but one that stands pretty firmly against inner party sneakiness or strife. Made it possible to cancel it out, then added a properly fluffy drawback to doing so.

          Synergy (oooo)

          Cost: 1 Essence
          Dice Pool: Manipulation + Larceny + glory
          Action: Extended (Dots Transfered * 2 Successes)

          Change: The Werewolf may trade up to [Glory] (or [Primal Urge], if that's highter) dots worth of skills. The trade doesn't need to be equivalent. For instance the caster could swap his 4 dots of Firesarms for the target's 3 dots of drive, and 1 dot of stealth. Individual dots can be transferred, but no use of this power can increase a skill to more than the highest value between the caster and recipient (so those 4 dots of Firearms couldn't push the target to having Firearms higher than 4).

          Synergy is nice, but has a steep cost to a narrow effect and contradicts it's "swap" descriptor when it says the user doesn't gain anything. I dropped the cost, added some prep time and greatly expanded flexibility.

          Unity (ooooo)

          Change: Radius of effect is [Glory or Primal Urge]*10 Yards.

          Great effect hampered by an excessively tiny radius


          Predator Gifts
          Signature Renown: Honor

          Bestial Fellowship (o)

          Cost: None
          Dice Pool: Presence + Animal Ken + Honor - Target's Resolve
          Action: Instant

          The Werewolf establishes predatorial dominance over another beast, forging between them un undeniable hierarchy. To do so the Werewolf must do something to intimidate, cow, or otherwise show superiority (in the case of wolves, just catching his scent is usually enough). In doing so he may activate Bestial Fellowship and deliver unto that beast a single unspoken order which it must obey.
          This power does not work on creatures capable of spoken or written language, the existance of such thought overrides the primal right of rule.

          Dramatic Failure: The Werewolf shames himself, he takes -4 to all animal ken rolls for the remainder of the scene.
          Failure: The order goes unheeded
          Success: The Werewolf issues the order, no more than a single sentance, wordlessly to the creature. That animal will then spend the next [Honor] days attempting to carry out that command. The command cannot be obviously suicidal, but the creature will obey even if the command puts its life at some risk.
          Exceptional Success: The dominance is lasting, the Werewolf gains +4 to all animal ken rolls vs that creature for the rest of its natural life.

          +4 to animal ken rolls vs Predators...for 1 Essence...oh and for some reason it is an automatic Harmony sin. Dumb. Just command the beast magically, then the sin comes automaticallys

          Hunter's Fortitude (oo)

          Dice Pool: None

          Duration: 24 hours.

          3 hours per success is silly book keeping. This accomplishes the same thing without needing to roll (more than 8 successes is highly unlikely)

          Savage Hunt (ooo)

          Success: The Uratha adds their rolled successes (max [Honor or Primal Urge]+1) to all rolls vs the hunted target, as well as to all contested rolls vs their powers, and as an additional bonus to their resistance when opposing resisted powers.
          Exceptional Success: The hunt lasts two nights as opposed to one.

          Absurd cost? Piddling effect? Check, check! Sure Aggravated Damage is good an all, but not 3 Essence & 1 Willpower good, and not vs a single target. Better to have bonus dice and resistance, then you can do more than just murder the guy

          Harry (oooo)

          This power can only be used against targets who are actively fleeing from the Werewolf.

          Cost: 1 Essence
          Dice Pool: Presence + Intimidation + Honor vs Resolve + Powerstat
          Action: Contested, resistance is reflexive

          Dramatic Failure: The target is somehow bolstered by their fear, they gain 1 willpower.
          Failure: Flight does not blind them.
          Success: The sheer aura of predatorial horror fills their target with terror and blinds their retreat. So long as the target is attempting to flee from the Werewolf, they take a penalty of -[Honor] to all their actions. The penalty will fade immediately if they genuinely cease their retreat and hold their ground, but the Gift will remain in effect and reinstate itself should they begin to run again.
          Exceptional Success: The haze of fear remains even when they hold their ground, a -1 penalty to all actions remains.

          Your a wizard Harry! You magically earned the title of worst 4 dot Gift. Seriously, this is really really bad. Yet another -2 penalty, but this one can get dropped to -1. I maintained the general premise of the Gift...I think, it's hard to tell what they were going for.

          Predator's Kin (ooooo)

          Change: Wolves and dogs respond as though the Werewolf's Primal Urge was 2 higher (not lower). The storyteller should take a liberal approach to the word "Predator", in the abscence of large "true" predators, omnivoires such as rats and cochroaches should swarm forth instead.

          Slightly limited in areas lacking Predators, but the change to Bestial Fellowship could go a long way to help this. Plus, in a wild area this can get mighty strong


          Stalking Gifts
          Signature Renown: Purity

          Heaven's Guidance (oo)

          Cost: None

          Change: Works during the day, though the character only gets a vague idea of their location as opposed to a pin point one.

          Perfect direction sense, very nice...not so useful with GPS, Compasses, and other common electronics, but still nice to have. 1 Willpower nice? No. Not at all. Dropped the cost, buffed the effect slightly.

          Shadow strike (oooo)

          Cost: 1 Essence
          Dice Pool: Manipulation + Stealth + Purity- Targets Armor
          Action: Instant

          Activating this Gift the Werewolf reaches through the paths within the darkness and strikes at a foe. The enemy must be within the Werewolf's line of vision and must be within a patch of darkness. This power literally causes that darkness to reer up and attack him. This attack deals [activation successes] lethal damage to the target, and more importantly, is completely invisible. The target must roll Wits + Composure, penalized by the Uratha's [Purity] to see it coming. However, if he does, he may also apply his defense vs the attack. Either way, unless he has magic perception of some sort, there is little chance he'll notice that the Werewolf was the aggressor.

          Hey this is a cool Gift...if it weren't for the fact that there is another identical Gift in Darkness (SAME DAMN BOOK) that is both one dot less and better. Shadow Strike now does what it's name suggests, quite literally.

          Shadow Pack (ooooo)

          This Gift functions exactly like (the revised) Spirit Pack, save for the following differences.

          -Dice Pool: Presence + Animal Ken + Purity
          -Max Wolves summoned = Purity or Primal Urge, whichever is higher
          -The summoned spirits are Shadows with the following stats:
          -Rank 2, Attributes: Power 3, Finesse 6, Resistance 2
          -Essence: 10, Initiative: 7, Defense: 6, Speed: 20, Size: 4, Corpus: 6
          -Influences: Shadows oo
          -Numnina: Chorus, Materialize, Material vision, Wilds Sense, Shadow Step (as Darkness ooo, but no cost)
          -Ban: May not enter brightly lit areas or be touched by natural sunlight.

          Shadow Pack is just a shittier version of Spirit Pack, which is universally in-auspice and also five dot. So I just made the two equivalent. Shadow Pack is probably better at night, certainly the teleporting shadow wolves are scary.

          Weakness Gifts
          Signature Renown: Honor

          Shallow Heart (oo)

          Change: Shallow Heart no longer changes the opponents vice, instead it forces them to follow their existing one.

          Success: the Victim is compelled to obey their Vice, they must do so at the first reasonable opportunity, even if would be embarassing or possibly even harmful (though they won't perform suicidal acts). They may still express judgement in how they obey it (so a character with gluttony wouldn't start eating leaves and asphalt, but would binge on that nearby cake).
          Exceptional Success: The act of giving into their Vice so completely fills the victim with shame, they lose one willpower instead of gaining it.

          Change the targets vice...then do nothing else. Given that the Vice is a REWARD mechanic this Gift is better used for allowing your Packmates to recover willpower than it is for anything else.

          Coward's Soul (ooo)

          Cost: 1 Essence

          Success: The victim is rendered incapable of gaining willpower via Vice or Virtue by any means for a number of days equal to the successes on the activation roll, max [Honor]. Whenever the victim would gain willpower via indulging their vice, they lose one willpower instead
          Exceptional Success: Somehow, even their most virtuous actions seem shallow. Indulging virtues also results in willpower loss.

          3 Essence to prevent someone from recovering willpower once... grand. Just grand.

          Wrack (ooooo)

          Dice Pool: Wits + Larceny + Honor vs. Resolve + Power Stat

          Success: The subject of the Gift suffers severe depression. They can take no actions beyond moving half their speed and may not apply their defense vs incoming attacks. They may opt to spend a Willpower point to shrug off part of the effect, allowing them to move at their full speed, apply their normal defense, and activate defense based reflexive powers. The Gift lasts one turn per success on the activation roll, max [Honor] turns. If used against a target that is currently in combat or otherwise fighting for their life, that target gets 3 additional dice on their resistance roll.
          If this Gift is used on a target with no remaining willpower, its effects are heightened. The target, overcome by depression, must spend every action attempting to harm themselves. Either by inviting enemy attacks, attacking themselves (resolved as a normal attack roll with themselves as the target), or finding another means of suicide. Naturally, they perform any such acts at half speed, with little sign of enthusiasm.
          Exceptional Success: The target cannot spend willpower to mitigate the effects.

          Wrack is not actually that broken, rather it is indicative of a bigger problem concerning mind control powers and combat situations. Still, it was broken. I gimped the "total suicide" effect of the gift and removed the stupid degeneration roll (really, why is that there?). Then I added a note about improved defense through willpower expenditure.


          Blending Gifts (2.0)
          Signature Renown: Cunning

          Mask of the Beast (o)

          Cost: None
          Dice Pool: None
          Action: None

          When changing into Urhan form, the Werewolf may opt to mask his true nature, and greater blend with the wilds. while in Urhan form Spirits, Uratha and other beings that could normally perceive his true nature, see the user as nothing more than a common wolf. Deeper inspection (i.e. deliberate declaration that they are investigating THAT one specific wolf) can breach the disguise, but all rolls to unveil his true nature suffer a penalty equal to the Uratha's [Cunning] or -3, whichever is greater.
          Shifting out of Urhan form ends this gift, as does activating any other Gifts. After all, common wolves cannot change form or use magic. This power lasts until the Werewolf shifts from Urhan form.

          The first step in the tree, hiding as a wolf. Quite useful in the wilderness, or grouped with other wolves. However there is only so much one can accompish by appearing to be a mundane wolf, and the Gift is unlikely to throw off a hunter who knows they are after a Werewolf. Hence the one dot rating.

          Mask of the Man (oo)

          Cost: 1 Willpower
          Dice Pool: None
          Action: Instant

          Usable only in Hishu form, this Gift shrouds the Werewolf in an aspect of mundanity. Too all prying eyes he now appears entirely human. Spirits and other such beings cannot perceive his true nature. For the duration of the effect all Primal Urge based social penalties for interacting with humans are ignored. His muted presence no longer sets mortals ill at ease. He does, however, bother other Uratha with his incredible mundanity. Social penalties due to Primal Urge are applied to interaction with Spirits, and any other creature with a Primal Urge stat.
          As with Mask of the Beast this obfuscation can be pierced by direct mystical inspection (along with the same associated penalties). Changing shape ends this effect, but Gift use does not. Mortals, unlike wolves, have been known to acquire all sorts of strange powers. This Gift lasts for one scene.

          Hide the Curse + the original Mask of the Hunter, now appropriately powered and ranked in the proper spot of two dots.

          Mask of the Hunter (ooo)

          Cost: 1 Essence
          Dice Pool: Manipulation + Subterfuge + Cunning (vs Wits + Composure)
          Action: Instant

          The difference between the Pure Tribes and the Forsaken is not as great as some Uratha (or Pure) would like to believe. Using this Gift the Uratha shifts his apparent nature, appearing to Spirits and Shapechangers as one of the Pure. (The Pure possess an identical version of this Gift called Mask of the Betrayer, which makes them appear forsaken)

          Dramatic Failure: The Gift succeeds...but only in forsaken eyes. Spirits and other Pure do are not tricked, and Forsaken turn against the user.
          Failure: The guise is imperfect and collapses immediately.
          Success: The Werewolf appears 100% as a member of the Pure tribes. Spirits will approach him without suspicion and the Pure may welcome him into their ranks (assuming he can win them over). Their renown appears as Pure renown, their totemic attachments (if they have any) appear Pure as well. This, of course, cuts both ways. The Forsaken are as affected by the guise as their foes, and will likely respond as they would to any pure invader (assuming they aren't aware of the disguise).
          This disguise can be penetrated with sufficient mystical investigation, requiring a Wits + Investigation roll with more successes than the users Activation roll for this Gift. Shapeshifting will not break the guise. This power lasts one day, but Essence may be paid to extend the duration without rerolling.
          Exceptional Success: The guise is so excellent it bamboozles all but the mightiest spirits, add 1 to his apparent spirit rank for the duration.

          The first big infiltration power, the ability to sneak into Pure packs. Naturally, this isn't a power to be taken lightly, there are huge risks involved with such actions (not least of all the chance of falling into their way of thinking). It is important to note that this, like all other Gifts of this tree, only enables such infiltrations, it isn't some magic compulsion that makes the Pure accept them. If the character is disagreeable and a shit action, he'll still be in deep shit.

          Mask of the Other (oooo)

          Cost: 1 Essence & 1 Willpower
          Dice Pool: Intelligence + Occult + Cunning (vs Wits + Composure)
          Action: Instant

          Werewolves are only one amongst a multitude of strange and foreign creatures within the world. This Gift allows them to masquerade as another sort of being entirely, one wholly foreign to their kind. To do so the Werewolf must spend a period of time studying the creatures and their culture (as decided by the ST, generally at least 24 hours) before he can mimic their traits.

          Dramatic Failure: Other's can feel his wrongness, the user fails completely to blend with the group and instead alerts them to his foreign nature.
          Failure: He is not successful in blending, but doesn't automatically alter others to his nature.
          Success: In the eyes of others, the Werewolf takes on all traits of another supernatural template. Were he masquerading as a vampire he would appear to have no pulse or heat, blur in images, and evoke predator's taint as though he possessed Blood Potency equal to his Primal Urge. As a Changeling he would produce a false seeming (almost certainly lupine in nature), visible only to Fae creatures.. Even his magic (i.e. other Gifts) regester to supernatural senses as appropriate to his false face.
          However, while this power is quite thorough, it is a purely illusion. The Werewolf gains none of the actual properties of the new splat, nor does he magic function as their in any way other than appearance. As another shapeshifter, his alternative forms would be masked, but maintain their proper size (thus he might appear as a swarm of beetles, but one that maintains an oddly lupine shape). Unlike other Blending Gifts shapeshifting and magic use will not break the guise, though they might inspire other's to investigate him more thoroughly (Wits + Investigation vs Activation successes). This power lasts for one day.
          Exceptional Success: The guise is enduring, it lasts two days instead of one.

          This one was inspired by Spiritus from Promethean, and while it is clearly more functional in Crossover settings I urge ST's to keep an open mind. Reasonably this Gift can replicate just about any template, even minor ones or those derived from other events. Indeed the act of pretending to be possessed is exactly what this power was designed to achieve.

          Mask of the Divine (ooooo)

          Cost: 3 Essence & 2 Willpower
          Dice Pool: Harmony+Cunning
          Action: Extended (20 succcesses, 1 hour Intervals)

          Mask of the Divine, named in both reverance and mockery of the entities which it mimics, proves Uratha with the ability to perform on of the most legendary feats of inflitation. To disguise themselves as one of the Spirits themselves. This process is demanding, requiring the Uratha sit in uninterrupted mediation for hours on end.

          Completion of the Gift physically separates the Werewolf's soul from his corporeal form, shifting his existance temporarily to that of a Twilight entity, like a Spirit. His physical body falls into a deep spirit slumber, and a new Twlightly body is formed with the following traits:

          -He looses his normal Attributes and Skills, and gain those appropriate to his new form. To calculate these stats, use the highest of the Werewolf's Power, Finesse, and Resistance attributes as their relative base, then distribute additional dots equal to his Primal Urge score amongst these stats (being careful to stay within the limits for his Spirit Rank).
          -During the ritual activation of the Gift the Werewolf may adjust the appearance of his new form. He may select from almost any range of options from delicate mimicry to and entirely unique form. However, all forms he takes will invariably possess some minor lupine trait (flames that appear almost as fur, or perhaps sharp teeth). Once the ritual is complete his new form it set, and cannot be altered without ending the Gift.
          -While in the Spirit form he retains all his standard Werewolf traits, notably his weakness to silver and tendancy towards Death Rage. Should he enter Death Rage in Spirit form a curious effect occurs. While his spirit form rages, his material body also wakes, assumes Gauru form and goes on a won ton rampage of pure devistation unguided by any mind (i.e. Completely out of player control).
          -He gains the Materialize Numina for the duration of the transformation, and may freely use all Gifts he possesses.

          However, while the Werewolf may appear in all ways as a Spirit, he is not. A few key differences keep him apart from the entities he mimics. He has no influences or ban, and aside from Manifestation he may learn no Numina. Nor will the consumption of another spirit grant him any additional power (beyond that he would gain as a Werewolf) or transform him to a new entity. Finally, no matter how excellent his mockery, the Uratha cannot serve as a pack's totem.

          To end this transformation the Werewolf need merely come in contact with his true body and will himself rejoin. However, if he is unable to achieve physical contact this Gift will not end, even if he desires it to. Death in spirit form is not always certain, like a spirit it is possible for the Uratha to reform (in this case he reforms within his own body, thus ending the Gift). However, the destruction of his spirit form, even temporary results in the automatic loss of one point of harmony and his corporeal form instantly entering Death Rage.

          The death of the Werewolf's true body has even less certain results. Whether the Uratha's spirit form wilts, goes mad, or even shifts to that of a true spirit (or any other variety of ends), is up to the storyteller to decide.
          Powerful? Yes. Assuming the character is cunning he could easily use this Gift to manipulate Pure tribes, threaten lesser spirits, and cause some serious havok in the Hisil. But it comes at a severe risk, one I decided to leave mostly in storyteller hands to implement.

          Mask of the Divine (see Blending 2.0) Q&A

          Spirits have too many weird little features and functions for me to have possibly accounted for all of them in the Gift. So, until it gets hammered out a bit more, this will house the more specific details of the Gifts function. Once the details are more thorough, the Gift will be rewritten.

          Q: Can the user still cross over at any locus or does it have to be of an appropriate resonance to his spirit form?
          A: The werewolf can cross at any locus, no resonance needed (he is, after all, not really a spirit).

          Q: Also, does the werewolf-spirit still lose Essence for running around without being fettered? That could be a problem seeing as they only have the Materialize Numen.
          A: Essence is handled as he was a werewolf, so high PU can have an impact but otherwise he's pretty good. However, because he is a fake spirit he doesn't regain essence in any special spirit ways, so he'd do well to have a "provider" (A totem would be the most reliable option)

          Q: Does the Werewolf need to sleep, eat, or rest in Spirit form?
          A: No. Those aspects of spirithood are inherited.
          Last edited by PenDragon; 11-04-2013, 06:43 PM.


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          • #6
            Lore of the Forsaken

            Dreaming Moon
            Signature Renown: Glory

            Sense Sleeper (o)
            The radius is [100 yards per success].

            Five yards per success isn't much, especially for such a niche effect

            Lover's Voice (oo)
            Cost: None

            Another really niche effect, hardly worth essence.

            Nightmare Hunt (ooo)
            Success: the target loses [successes] willpower, and takes a [Successes] penalty to all non-reflexive actions for the rest of the day.

            A Gift that requires the Uratha to be able to SEE the sleeping target needs better effects than a -1 and a lost willpower

            Howl of Nightmares (ooooo)
            The most powerful Cahalith can drown the world in a great deluge of terrors, filling the night with ever shifting visions of madness. Everyone present in the scene, save the Cahalith and her packmates, must succeed on their resisted roll or be subject to this vision.

            Cost: 3 Essence
            Dice Pool: Presence + Expression + Glory vs Composure + Supernatural Tolerance
            Action: Instant, Contesting is Reflexive
            Duration: Scene

            Dramatic Failure: The howl goes awry, visions appear, but affect only the Cahalith.
            Failure: Though a few spectres might flicker here and there, they cause no meaningful harm
            Success: The Cahalith describes a vision, a nightmare world to which all those who fail to resist will be subjected. This vision can be as detailed and fantastical as possible, though it should reframe what already exists as opposed to creating entirely new vision. Cars might appear great armored insects, other people ghostly dismembered shadows, the ground may boil and the air smell like rot and shit.
            Those affected cannot differential friend from foe, or communicate in any effective manner. All their dice pools take a -4 penalty, and all rolls to investigate or perceive the truth of the scene are reduced to a chance die. Any victim may spend a point of willpower to ignore these effects for a single action, experiencing a brief moment of lucidity, but they return to madness soon after.
            Exceptional Success: The visions stick with victims, plaguing them for two scenes instead of one.

            Losing two actions per success is tantamount to instant death...and really boring as a power. This is more about wild madness, very effective though likely to have a lot of collateral damage.


            Judge's Moon
            Signature Renown: Honor

            Pangs of Guilt (ooo)
            Exceptional Success: The Target suffers a breaking point at a -1 penalty. Should he succeed he must critically re-examine his life.

            The new morality system better supports this sort of exceptional success

            Anticipation (oooo)
            Dice Pool: Wits + Empathy + Honor - Subjects Composure

            Success: The +4 bonus applies to contested rolls, and against firearms. The Elodoth's resistance attributes are also considered 3 dots higher for resisted effects from the predicted target. Same applies for allies.

            Slightly expanded bonus, to make it effective at predicting supernatural aggression


            Stalker's Moon
            Signature Renown: Cunning

            No changes here, the tree is absolutely fantastic from start to finish. Those who use my altered Auspice powers (see Forsaken House rules in my sig) will get slightly less mileage out of Liar's brand, but it's still an effective power.


            Warrior's Moon
            Signature Renown: Purity

            Note: Swap Battle Mind and Hobbling Gaze's dot ratings

            Hobbling Gaze (oo)
            No maximum range, it can affect anyone the Rahu can see.

            5 yards is really short...

            Battle Mind (ooo)

            Cost: 1 Essence
            Dice Pool: None
            Action: Reflexive
            Duration: Scene

            Add the Rahu's [Purity] to his Resolve, Stamina, and Composure for the purposes of Resisting and Contesting Supernatural effects that seek to control his mind or inflict fear.

            Modified from Eldaros's suggestion, easier to use and less rolling.

            Might of the Full Moon (ooooo)
            Cost: 2 Essence (None under a Full Moon)

            Drop the clause that says "functions only under a full moon" and replace it with: "If there is a Full Moon in the sky this Gift automatically activates at no cost whenever the Rahu assumes Gauru form.

            Seriously, how many GMs track the exact progression of lunar phases? I don't, and even if I did a gift that only functions on specific, storyteller prescribed days ain't worth five dots


            Witch's Moon
            Signature Renown: Wisdom

            Shadow Speaking (o)
            Dice Pool: None

            There's no need for a roll on this.

            Shadow Discord (oo)
            Success: The Penalty is -[Successes + 1]
            Exceptional Success: Make that -[Successes + 3]

            More success counting qualms, less attribute dependence


            Blood Gifts
            Signature Renown: Purity

            Note: Remove Scent Weakness completely and replaced it with "Free the Flow"

            Blood Divination (o)
            Success: Instead of one die this power adds one success.

            AAAAAH, this power is so bad. +1 die? Really? Too little for so much work.

            Shark's Scent (oo)
            Cost: None
            Dice Pool: None
            Action: None
            Duration: Permanent

            For the Uratha smelling a target's blood is as good as tasting it for the purposes of tracking, and the Uratha halves the penalties a blood trait's age would inflict on her tracking roll.

            To me this came off as an air-breathing mermaid power, as I was pretty sure that Uratha could already do very effectively what this Gift allowed. Now they can do it better.

            Clot (ooo)
            Cost: 1 Essence
            Dice Pool: None
            Action: Reflexive

            Success: All the effects listed in the book, but the Uratha CAN use this on herself, and mortals affected heal bleeding damage at the rate they'd heal bashing (not useful for Uratha, because they already do this).

            A few bafflingly unessesary limits and too much math. Fix that and the power is fine.

            Free the Flow (oooo)
            Just as blood can be made to clot, so can it be made to flow. With this Gift an Uratha can enliven prey's blood, making it flow too fast and too freely. This can be used on any prey she can see.

            Cost: 1 Essence
            Dice Pool: Manipulation + Medicine + Purity - Target's Stamina
            Action: Instant
            Duration: Scene

            Dramatic Failure: the Gift rebounds, affecting the Uratha instead of the target.
            Failure: The target's blood does not flow any faster.
            Success: The target's heart begins to rush, its blood flow. Rolls to stabalize the target and prevent them from bleeding out are made at a -[Successes] penalty. Additionally any attack that would cause them to bleed, bullets, bladed weapons, etc. deals an additional point of bashing damage.
            Exceptional Success: The target's blood longs to be free. Blood letting attacks deal two additional bashing, and they bleed out at twice the normal rate.

            Return of the tiny bonus! The original is pretty weak for a four dot power, this version isn't.


            Bone Gifts
            Signature Renown: Wisdom

            Note: Replace "Freeze Marrow" with "Brittle Bones"

            Strip Carcass (o)
            Dice Pool: None

            No roll, no success counting. Body is stripped in two turns.

            Brittle Bones (ooo)
            Natural bones flex and bend, they absorb and turn harm away from critical organs. Using this gift the Uratha can remove those properties, making bones hard and ungiving.

            Cost: 1 Essence
            Dice Pool: Manipulation + Larceny + Wisdom
            Action: Contested, resistance is reflexive
            Duration: One Scene

            Dramatic Failure: The Gift's effects rebound, affecting the Uratha instead.
            Failure: Bones remain unaltered.
            Success: the victim's bones stiffen, they will not bend, only break. Bashing attacks that deal more than one point of damage are converted to lethal, and the victim takes a -1 die penalty to all athletics rolls requiring flexibility.
            Exceptional Success: The duration increases to 24 hours.

            Freeze Marrow is another case of tiny bonus/penalty, and make zero sense in the tree.

            Fracture (oooo)
            Dice Pool: None

            Success: The character's attack converts all damage to lethal (if it wasn't already) and deals one extra point of lethal damage (not successes), and targeting an Arm or a Leg deals the "Arm Wrack" or "Leg Wrack" tilt as detailed in the GMC rules update.
            Exceptional success: Make that two extra lethal damage.

            Under GMC dealing [Successes] extra damage on an attack is nearly guaranteed to kill whatever is being struck, which is a bit much if you're only trying to break a leg.


            City Gifts
            Signature Renown: Cunning

            City Eyes (o)
            Dice Pool: None
            Duration: Indefinite, until the Uratha stops touching the building.

            No cost, no roll.

            Word on the Street (oo)
            Cost: 1 Essence

            Success: the road answers [Successes] questions.

            Misprint, hehe, "Cost: Essence", hehe.

            Gridlock (ooo)
            Dice Pool: Manipulation + Streetwise + Cunning

            This roll should be penalized based on the organization and orderliness of the city. If the streets are packed with cars the penalty will be low, but if there aren't many people around and lights are well timed then this gift will carry a heavy penalty (-5 or more).

            Contesting Composure is strange for magic that affects the world more than it does the target

            Urban Chaos (ooooo)
            Every mile the user is from the target location, impose a -1 penalty on the extended roll.

            Action: Extended, Target 15 (each roll is 5 minutes)

            Success: Reduce the listed damages by one, to account for the altered damage rules in GMC.

            Little GMC update, and reduced the extremely difficult target number. Otherwise it's a fine power
            Last edited by PenDragon; 11-04-2013, 05:42 PM.


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            • #7
              Signs of the Moon
              Cunning Gifts

              Signature Renown: Cunning

              Wolf-Heart Lies
              Success: This Gift fools all supernatural senses, not just scent. It enters a Clash of Wills with supernatural powers that would normally discern the Werewolf's nature.

              Crack in the Armor ••
              Duration: One Scene

              Deep Pockets •••
              Seekers must beat the Irraka's successes in order to find the hidden object by mundane means. Supernatural powers enter a Clash of Wills.

              Glory Gifts
              Signature Renown: Glory

              The Lesson Learned ••
              Success: Each packmate immediately gains one temporary willpower per success. This can go over the normal maximum, but temporary points may only be spent on actions against the storied foe (tracking rolls, research, combat, bargaining, etc.)

              Harvest the Glorious Fury •••
              All bonuses are capped by the Cahalith’s Glory, and cannot go higher. The storyteller should arbitrate what qualifies as a kill. Bringing down one of a hunter’s trained guard dogs certainly counts, but killing one mouse out of several dozen does not.

              Glorious Empowerment ••••
              Cost: None
              Replace the text with the following.
              Success: The story is sufficiently moving, all listeners gain an additional aspiration based around the fallen hero of the tale. This endures for an entire story, or until that aspiration is fulfilled.
              Exceptional Success: The Cahalith’s story is so moving she even affects herself, gaining an aspiration in the same manner as her listeners.

              Honor Gifts
              Signature Renown: Honor

              Instant Measure •
              Dice Pool: Wits + Empathy + Honor vs Composure + Primal Urge
              Success: If successful the Elodoth adds her Honor to all Empathy, Persuasion and Socialize rolls against the target for the rest of the scene.
              Exceptional Success: Also gain 8-again on those rolls.

              Forge Contract •••
              This Gift lasts as long for however long all involved parties agree it will last. If one party breaks the oath all others are freed.

              Shining Example ••••
              Replace the current text with the following:
              (Use Existing Fluff Text here)
              Cost: 1 Willpower
              Dice Pool: Presence + Socialize + Honor
              Action: Instant
              Dramatic Failure: The Elodoth's attempts at inspiration are taken only as self aggrandizing and pompous. She cannot assist in team work rolls for the remainder of the scene.
              Failure: The Elodoth is not so bright.
              Success: The very presence of the Elodoth is enough to inspire others to great hights. All actions her allies undertake while in her presence benefit as though she were assisting them on a teamwork roll. The Elodoth needn't actually assist, or even show recognition, but this will not apply to rolls to openly opposes.
              Exceptional Success: Others are so inspired that they work to their utmost potential. Add one extra die to all rolls that benefit from the Elodoth's teamwork bonus.

              Honor Incarnate •••••
              Success: As written, but the Elodoth can protect herself with her full Honor score, and the Gift lasts the entire scene.
              Exceptional Success: Attackers are so cowered they must spend a point of willpower to act against the Elodoth or anyone she is protecting.

              Purity Gifts
              Signature Renown: Purity

              The Illuminated Battlefield •••
              *Drop the part about deceitful allies being automatically revealed. It is just too ruinous to “enemy in our midst” plotlines and the death of intrigue.
              Dice Pool: None
              Success: The Rahu and his allies add [Purity] to all rolls to notice ambushes, sneak attacks, or enemy ruses.

              Harmony’s Reward ••••
              Cost: 1 Essence

              Intractable Warrior •••••
              Dice Pool: None

              Scheherazade's Gifts
              Signature Renown: Glory

              The Unending Story •
              Dice Pool: Presence + Expression + Glory vs Resolve + Primal Urge*
              *Each listener resists individually, those that beat the storyteller are free to act and those that fail are entranced.

              The Storyteller’s Indulgence ••
              Success: Commands given effect all listeners, each of whom resists individually. The Storyteller may freely choose to opt out specific listeners if she so desires.

              Perchance to Dream •••
              Dice Pool: None

              Drawing the Curtain ••••
              Success: Willpower is totally spent. But the subject gains a Beat for their loss.

              Magnum Opus •••••
              Dice Pool: None
              Success: The next time the listener spends a point of Willpower on a roll, should he succeed it is automatically an Exceptional Success.
              Exceptional Success: Listeners can benefit from this blessing twice before it wears off, instead of only once.

              Stellar Moon Gifts
              Signature Renown: None, Use Primal Urge

              Note: Stellar Moon Gifts are still, as written, limited to one use per scene.

              Adaptation •
              Cost: 1 Essence
              Action: Reflexive
              Select a skill, the Werewolf does not suffer untrained penalties for that skill this scene.

              Wisdom Gifts
              Signature Renown: Wisdom

              Heart of Things •
              Reducing study time to an Instant action does not require an additional point of Essence.

              Forbidden Knowledge •••••
              Remove the once per chapter restriction, resistant lethal damage is enough of a deterrent
              Cost: 1 Essence & 1 Willpower.



              The Pure
              Agony Gifts
              Signature Renown: Honor

              Note: World of Pain Is now 2 dot. Barbed Arrow 3, and Pangs of Anguish 4.

              Stoicism •
              Cost: None
              Dice Pool: None
              Action: None

              This gift is permanent and always active.

              Barbed Arrow •••
              Cost: 1 Essence
              Dice Pool: Intelligence + Medicine + Honor - Stamina
              Action: Instant

              Dramatic Failure: The target is numbed, and suffers no wound penalties at all for the whole scene.
              Failure: No pain is inflicted
              Success: The target suffers a wound penalty equal to the successes rolled for the rest of the scene. This does not stack, so multiple applications only inflict the highest penalty. Werewolves affected by this power take a like penalty to Kuruth Rolls.
              Exceptional Success: Werewolves must immediately roll for Kuruth.

              Pangs of Anguish ••••
              Success: Target takes [Successes] bashing damage. If the Werewolf manages to touch his target they instead take [Honor + Successes] bashing damage.

              All Consuming Excruciation •••••
              Replace Existing Success Text with...
              Dramatic Failure: The Gift users suffers a portion of the effect, he gains either a tilt or condition for the scene (storyteller’s choice).
              Failure: The victim is unfazed.
              Success: The target suffers one Condition and One Tilt, chosen by the Werewolf. Both have to reasonably be able to be caused by severe agony. One lasts the entire scene, while the other lasts a full day (the Werewolf chooses which one is lasting).
              Exceptional Success: The durations are increased to one day and one week.


              Disease Gifts
              Signature Renown: Cunning

              Virulent Rage ••
              Success: An infected Werewolf must check for Death Rage every turn for [Primal Urge] turns. Should they enter a frenzy their Lunacy is transformed. All mortals affected also fly into a frenzy, as though affected by this power.
              Effects when used on remain mortals are as written, save that their frenzy lasts until the scene ends.

              Glorious Agony •••
              As written, but bite damage is also upgraded to Aggravated.

              Wasting Sickness •••••
              Dice Pool: Manipulation + Medicine + Cunning vs Stamina + Primal Urge
              Action: Reflexive*
              *The Werewolf must bite their victim to use this Gift.

              Success: The infected subject takes 3 Lethal Damage each day. They may roll Stamina + Primal Urge, subtracting their successes from the damage each time (but remember, this roll is penalized). This damage does not heal (even with Uratha healing factors or the Fast Healer Merit) until the disease ends. Magical healing clashes with the disease, even if healing does occur the disease is not cured.
              All other effects (penalties and recovery) remain as written.


              Fervor Gifts
              Signature Renown: Wisdom

              Eyes of Gurim •
              This Gift works on all targets, not just Werewolves.
              Dice Pool: Intelligence + Investigation + Wisdom - Composure

              Success: The character can ask [Successes] questions about their target’s Integrity (or equivalent), mental health, virtue, vice and aspirations. This can only be used once per story on a given target.

              Gurim’s Comfort ••
              Cost: 1 Essence
              Dice Pool: Resolve + Survival + Wisdom

              The Gurim-Ur recovers one Willpower per success, then takes a like amount of bashing damage. This damage does not heal until the scene ends.

              Trust in Gurim •••
              Cost: None
              Dice Pool: None
              Action: None

              Replace Text With:
              Whenever the Gurim-Ur make make only all-out attacks he adds +[Wisdom] dice to the roll, instead of +2.

              Gurim’s Might ••••
              Cost: 1 Willpower
              Dice Pool: None
              Action: Reflexive

              Replace Text With:
              The Gurim-Ur acts with totally confidence in her actions. She gains +2 to all rolls involving Intelligence, Presence, or Strength for the rest of the scene. However, he decisiveness runs counter to guile, she takes a -1 penalty to all Wits, Dexterity, and Manipulation rolls for that time.


              Savagery Gifts
              Signature Renown: Glory

              Note: Swap Predator’s Presence and Unending Fury’s dot ratings.

              Unending Fury •
              Cost: None

              Predator’s Presence ••
              Cost: None
              Dice Pool: None
              Action: Reflexive

              Challenger’s Instinct •••
              Cost: 1 Essence
              Dice Pool: Presence + Expression + Glory vs Resolve + Primal Urge
              Action: Reflexive

              Replace all text with the following:
              The Anshega issues an challenge to her foe, that his rage cannot match her own. If she wins the contested roll he has two options: spend a willpower and take the Beaten Down tilt, admitting to all his inferiority, or immediately enter Death Rage and do battle with her. Assuming he takes the second option both Werewolves must fight until one has taken lethal damage in one of their last three health boxes. At this point the injured party may spend a point of willpower, shift down, and take the Beaten Down tilt. Doing so ends the combat and restores both wolves to their senses.

              Embrace the Beast ••••
              Cost: None, this is a permanent effect

              Anshenga revel in Kuruth, embrace it and draw great power from fury. In Kuruth she gains the following benefits.
              • +1 to all natural weapon damage.
              • +Primal Urge additional Health
              • +Glory to all contested rolls
              • All opponents subtract her Glory, in additional to any attribute, from resisted powers used against her.
              Baresark •••••
              Cost: 3 Essence

              Success: As written, but affected everyone nearby is affected indiscriminately. Werewolves who fail to resist immediately ender Death Rage. They must spend a point of willpower and roll [Resolve + Composure], penalized by the Anshenga’s Glory, to calm themselves.


              Scourging Gifts
              Signature Renown: Purity

              Sense the Impure •
              Dice Pool: None

              As Written, but the Werewolf gains knowledge of the subject’s Harmony (or harmony equivalent) as well. if the target is another supernatural the Werewolf gains at least some bearing on their natural. Vampires would feel rotted, Mages strange, Mummies old and dry, etc. Demons are the only exception, Covers register as whatever they are ‘supposed’ to be.

              Relentless Focus ••
              Replace Text with the Following:
              The Werewolf gains +3 dice and 9-again on one action per success. The actions in question must pertain to one of his aspirations, or those of his pack. This bonus lasts for one scene, unused successes vanish at the scene’s end. A Werewolf can only use this power once per day.

              Expel ••••
              Action: Instant

              Expel works as written, save that expelling mundane diseases and parasites requires only an instant action, and it enters a Clash of Wills with magical infections.

              Cast out •••••
              Dice Pool: Resolve + Occult + Purity vs Resistance + Rank

              Success: The spirit suffers one point of corpus damage per success.

              Last edited by PenDragon; 12-20-2013, 08:38 PM.


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              • #8
                Will you also incorporate your Primal Form changes into this thread, for those who use Kyouka's Houseruled Werewolf Forms? Currently they are neither listed here or there and Kyouka thinks they should be listed here als Primal Form is a Gift.

                They were in post #160 of the Forms thread on the old forum.

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                • #9
                  Will you also incorporate your Primal Form changes into this thread, for those who use Kyouka's Houseruled Werewolf Forms? Currently they are neither listed here or there and Kyouka thinks they should be listed here als Primal Form is a Gift.

                  They were in post #160 of the Forms thread on the old forum.
                  Savage Rending (oooo)

                  Cost: 1 Willpower
                  Dicepool: None
                  Action: Reflexive

                  For the remainder of the action all attacks performed by the Werewolf using his natural claws or teeth (or other inborn weaponry if he has acquired it) deals aggravated damage.

                  Aggravated damage is a little too common in World of Darkness for my general tastes. It is supposed to be lent to only the most severe attacks, dangerous powers, and selective banes but crops up all over the place with scene long duration. Claws of the Wild (vampire) and Primal Shroud (Geist) should probably be downgraded to lethal as well.

                  Primal Form (ooooo)

                  Change: Possesses all the new rules that apply to Gauru. Rote Quality on all Strength rolls (instead of 8-again), and armor granted by Primal Form becomes [Primal Urge]/[Primal Urge], plus with the bulletproof quality.

                  Needed to be touched up to account for changes in Gauru, which Primal Form is a direct enhancement to.
                  Last edited by PenDragon; 11-04-2013, 05:59 PM.


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                  • #10
                    I think this is everything. If I've missed any home-brew, either in this forum or any other, please let me know by PM and I'll make certain to migrate it.

                    Also, screw the damn character limit on posts, but thank god for lack luster editing restrictions.

                    Edit: Also, is it too much to ask for a Mod to re-sticky this and Dessembrae's Forms Errata?
                    Last edited by PenDragon; 11-04-2013, 05:55 PM.


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                    • #11
                      I'd put some kind of cost on Hunter's Fortitude, otherwise you can basically go without food forever.

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                      • #12
                        Originally posted by Ephsy View Post
                        I'd put some kind of cost on Hunter's Fortitude, otherwise you can basically go without food forever.
                        You know, maybe it's just because I'm reading Shadows of the UK right now, but…

                        Gruel Pot. One-dot fetish.


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                        • #13
                          Originally posted by Ephsy View Post
                          I'd put some kind of cost on Hunter's Fortitude, otherwise you can basically go without food forever.
                          Damn thread locking won't let me update the post. But if it turns out to be a problem add the following text: "Repeat uses of this Gift after the first 24 hours are made at a cumulative -2 penalty per roll. Should a Werewolf fail to activate this Gift it cannot be used again until she has eaten a full meal."

                          I don't really expect that to come up in play.


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                          • #14
                            So how about an update for the Gifts from The Pure? Or do you generally think those are fine as is?


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                            Yes, hollowing out your humanity to become an utterly utilitarian asura is the exact suggestion I would expect from you, Aiden.

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                            • #15
                              Originally posted by Aiden View Post
                              So how about an update for the Gifts from The Pure? Or do you generally think those are fine as is?
                              I suppose it would be nice to 100% this before Idigam Chronicles kicks off... Let me hammer out Thaumaturges first. Then I'll consider.

                              Actually, if someone could provide a list of all the remaining published Gift Trees, and the books in which I can find them that might influence my decision.


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