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Far Dawn House Rules 1 Foreword The Far Dawn House Packet Dear Players, This is the finalized House Packet! We have made it quite awhile since the foundation of our satellite game and the launch of this packet publicly represents the beginning of the process of becoming a fullfledged, independent Chronicle! We couldn’t have made it this far without your continued support, and the staff truly recognizes and appreciates this. The House Packet will always be available at checkin. If it is not physically visible, please ask a Storyteller. We will never hide the House Packet from you. This packet will also always be available on our Facebook group: https://www.facebook.com/groups/155861331273888/ We have culled out information and added in other things to come up with this final draft. This Packet includes the many different segments, all of which are all listed in the table of contents on the next page for your convenience. Thanks for taking the time to preview the rules with us prior to this point. It has helped make this process smoother and we have helped make changes and modifications to help balance the game in the players eyes, streamline clunky mechanics, define unclear mechanics, and overall balance otherwise completely ridiculous Gifts. We are happy to have gotten your feedback so we can be sure you are pleased with the results. That being said, we look forward to many years of dramatically dark and challenging times as the Apocalypse dawns on us. For Gaia! The staff of the Far Dawn ***Thank you to the following games/groups for allowing us to use their writeups and rules so we didn’t have to reinvent the wheel entirely: Decatur, IL: The Chaos Within, Peoria, IL: The Shattered Mirror, Normal, IL: Zephyr of Darkness, Chicago: Enigmas of Rage, Twin Cities Garou, and the OWBN Changing Breeds Coordinator***

The Far Dawn House Packet - One World By Night Far Dawn House Packet.pdf · Tribal$Gifts:$Bone$Gnawers…………..50$ ... Far Dawn House Rules 5 Administrative Regulations !! !

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Far Dawn House Rules 1

  Foreword      

The  Far  Dawn  House  Packet    

Dear  Players,    This  is  the  finalized  House  Packet!  We  have  made  it  quite  awhile  since  the  foundation  of  our  satellite  game  and  the  launch  of  this  packet  publicly  represents  the  beginning  of  the  process  of  becoming  a  full-­‐fledged,  independent  Chronicle!  We  couldn’t  have  made  it  this  far  without  your  continued  support,  and  the  staff  truly  recognizes  and  appreciates  this.    The  House  Packet  will  always  be  available  at  check-­‐in.  If  it  is  not  physically  visible,  please  ask  a  Storyteller.  We  will  never  hide  the  House  Packet  from  you.  This  packet  will  also  always  be  available  on  our  Facebook  group:  https://www.facebook.com/groups/155861331273888/    We  have  culled  out  information  and  added  in  other  things  to  come  up  with  this  final  draft.  This  Packet  includes  the  many  different  segments,  all  of  which  are  all  listed  in  the  table  of  contents  on  the  next  page  for  your  convenience.    Thanks  for  taking  the  time  to  preview  the  rules  with  us  prior  to  this  point.  It  has  helped  make  this  process  smoother  and  we  have  helped  make  changes  and  modifications  to  help  balance  the  game  in  the  players  eyes,  streamline  clunky  mechanics,  define  unclear  mechanics,  and  overall  balance  otherwise  completely  ridiculous  Gifts.  We  are  happy  to  have  gotten  your  feedback  so  we  can  be  sure  you  are  pleased  with  the  results.    That  being  said,  we  look  forward  to  many  years  of  dramatically  dark  and  challenging  times  as  the  Apocalypse  dawns  on  us.      For  Gaia!  The  staff  of  the  Far  Dawn    ***Thank  you  to  the  following  games/groups  for  allowing  us  to  use  their  write-­‐ups  and  rules  so  we  didn’t  have  to  reinvent  the  wheel  entirely:  Decatur,  IL:  The  Chaos  Within,  Peoria,  IL:  The  Shattered  Mirror,  Normal,  IL:  Zephyr  of  Darkness,  Chicago:  Enigmas  of  Rage,  Twin  Cities  Garou,  and  the  OWBN  Changing  Breeds  Coordinator***

Far Dawn House Rules 2

  Table of Contents      

Foreword………………………………..……..1  Administrative  Regulations…………….3  Code  of  Conduct…………………………….7  Character  Regulations…………………….9  Crafting  Rules………………………………..12  Backgrounds………………………………….17  Breed  Gifts:  Homid………………….…….23  Breed  Gifts:  Metis…………………........25  Breed  Gifts:  Lupus………………….…….28  Auspice  Gifts:  Ragabash……………….32  Auspice  Gifts:  Theurge…………...……35  Auspice  Gifts:  Philodox………………..38  Auspice  Gifts:  Galliard………………….41  Auspice  Gifts:  Ahroun…………………..45  Tribal  Gifts:  Black  Furies……………….48  Tribal  Gifts:  Bone  Gnawers…………..50  Tribal  Gifts:  Children  of  Gaia…………53  Tribal  Gifts:  Fianna………………………..56  Tribal  Gifts:  Get  of  Fenris………………59  Tribal  Gifts:  Glass  Walkers…………….62  Tribal  Gifts:  Red  Talons………………….65  Tribal  Gifts:  Shadow  Lords……………..68  Tribal  Gifts:  Silent  Striders……………..71  Tribal  Gifts:  Silver  Fangs…………………74  Tribal  Gifts:  Uktena………………………..77  Tribal  Gifts:  Wendigo……………………..80  Rites……………………………………………….83  Renown………………………………………….84  

 

Far Dawn House Rules 3

  Administrative Regulations      

 Chronicle Positions: Player Base:

When mentioned, it may come across that any person that signs in would fall in this category, which is almost true. The specific of 'Player Base' refers to those who consistently attend game sessions in 'The Far Dawn' over a supportive duration of time, which allows them to have a voting weight in regards to chronicle matters. To be considered part of 'The Far Dawn' player base, the following must be met:

● No strikes on either the chronicle (any, not just here) or organizational level. ● A PC actively participating in 'The Far Dawn'. ● The active character participated in at least three (3) sessions during the previous three (3) months before a vote is taken (characters transferred in will have their previous activity in 'The Far Dawn' reviewed if a vote happens within three months of their transfer, and may be waived for previously active players that had approved inactivity. Ex: military leave.)

Administrative Storyteller

This does not have specific duties, but more of a title to show that the particular individual maintains more than one position in the chronicle. Typically any staff member could have this title if they are also the Council Member, and/or is the primary maintainer of chronicle records and funds. Head Storyteller

The Head Storyteller is the final arbitrator of any disputes amongst the ST staff. The Head Storyteller is also expected to be “kept in the loop” by the remainder of the Storytelling staff as to help promote consistency within the chronicle. It is also the job of the Head Storyteller to assist in any necessary communications with surrounding chronicles. The Head Storyteller has the following responsibilities/powers:

● Add or Remove Storytellers and Narrators from the Storytelling Staff ● Redline any scene or combat if necessary (though this should ALWAYS be a

last option) ● Granting chronicle strikes ● Removing chronicle strikes ● Running combat ● Administration/Organizational work (i.e. database, experience point logs, etc.

This responsibility may be given to another Storyteller) ● Maintaining chronicle funds (this responsibility may be given to another

Storyteller) ● Maintaining genre adherence ● Influence (though this responsibility may be given to another Storyteller) ● Plot and political development ● Rules adjudication

Far Dawn House Rules 4

  Administrative Regulations      

● Running signin when necessary ● Random Acts

Appointment

The Head Storyteller is appointed by the previous Head Storyteller. If this is not an option or the previous HST chooses to waive said option, then the HST is chosen by a unanimous vote of the current Storytelling Staff. If the current staff is unable to reach a decision, then the HST is decided by a majority vote of the player base. Removal

The Head Storyteller may elect to step down, and name their own successor, or (as we are currently a Satellite game and thus subject to the final approval of The Chaos Within) may be removed by a suitably constituted decision made by The Chaos Within staff. In either case, the same expectations are made of an HST stepping down as would be for an AST. Assistant Storytellers

Assistant Storytellers (or AST’s) are standard Storytelling members of the Storytelling Staff. They are expected to be creative and helpful members of the staff, and they are expected to keep the Head Storyteller apprised of any plots or story things they are running (for consistency purposes). Assistant Storytellers have the following responsibilities/powers:

● Granting chronicle strikes (with a majority vote of the storytelling staff if there is no HST on staff)

● Removing chronicle strikes (with a majority vote of the storytelling staff) ● Redlining a scene (requires a unanimous vote of the storytelling staff if there is

no HST on staff) ● Running signin as needed ● Running combats ● Assisting players with Character Creation/Concepts ● Assisting players with experience (based upon Clan Storyteller) and influence

(based upon Influence Storyteller) expenditures ● Rules adjudication ● Random Acts

Appointment

Assistant Storytellers are appointed by the Head Storyteller or by the unanimous vote of the current Storytelling Staff. Removal

Assistant Storytellers may be removed via stepping down, by the Head Storyteller, or by a unanimous vote of the Storytelling Staff (consisting of at least the HST and one other Storyteller). Upon leaving the position of Assistant Storyteller, the AST is required to compile a report of any plot/storylines they were running and turn it into the HST so that said information can be reviewed for consistency and so that said

Far Dawn House Rules 5

  Administrative Regulations      

report can be given over to the replacement AST. Narrators

Narrators are players who assist the staff in supporting the chronicle in minor and (at times) tedious tasks. Each Storyteller (HST and any ASTs) may have one (1) Narrator that assists them with that particular staff member’s duties. The choice of a Narrator can be vetoed by a unanimous vote of the remaining Storytelling Staff. NOTE: For this veto to be possible, the Storytelling Staff must be comprised of at least three (3) Storytellers (2 Assistant Storytellers and the Head Storyteller). Narrators may have the following responsibilities/powers:

● Running signin as needed ● Running simple combats (that does not involve PC death) ● Assisting larger combats as requested ● Rules explanation/clarification

Appointment

The Head Storyteller or Storyteller for which the narrator is to serve chooses individual narrators. Removal

Narrators may be removed by the staff member that chose them, a simple majority vote of the Storytelling Staff, or by the Head Storyteller. Archivist Narrator

The Archivist Narrator is a member of the staff who helps to compile the current history of the game while partaking in it. This assists us in keeping track of history (for consistency) and assists us in filling out our chronicle reports. The Archivist Narrator is typically held by or appointed by the Council Member unless another individual is chosen by unanimous vote of the Storytelling Staff. The Archivist Narrator has the following responsibilities/powers:

● Submitting a report to the Storytelling Staff and Council Member once per game session that details current story/plot happening in the chronicle. Appointment

The Archivist Narrator is appointed by the Head Storyteller. Removal

The Archivist Narrator may be removed by the Head Storyteller or a majority vote of the Storytelling Staff. Experience Awarding

A position in which a person is more than just a player takes some extra effort and outside time, which we are grateful for the volunteering. Without these people, the chronicle would not be successful, in which we have outlined the following awards to be

Far Dawn House Rules 6

  Administrative Regulations      

given for their service. These awards are given on the first day of the month, and will not allow a single character to accumulate more than 8xp in a month as set forth in the organizational bylaws. Position Experience Additional Notes

TFD HST/AST 8/month TFD Narrator 4/month

Archivist Narrator only gets this if it is held by a non-Storyteller Bringing back into play a Shelved / Inactive PC

A player who is wishing to bring a shelved or inactive PC back into play must contact the Storyteller staff at least two weeks prior to doing so. A PC is considered shelved/inactive after 3 months of nonattendance, or playing another PC based in the chronicle. This is to give the ST staff the chance to prepare for the arrival of that character back into the game. This includes (but is not limited to) the following reasons:

• To update the game’s database, to refresh themselves on any plot points that the character may have been involved in before it’s departure, and to reacquaint themselves with the character before it reenters play.

• If the player would like to play before the two week wait, they may speak to the ST staff about playing an NPC until such time as they are once again approved to play their PC.

Chronicle Database / Puppet Prince Database

The Far Dawn uses Puppet Prince for its database. It is listed under the Chronicles list as “The Far Dawn.” Any players that play in TFD on a regular basis need to put their character into the chronicle so Storyteller’s may bring them into plot, monitor their XP spending, and assist them with character development. Journal

Please use the “Journal” feature in Puppet Prince to list any coordinator approvals for future issues that may happen if it ever arises as to why your PC has said approved item. Also, please add your character’s background to a journal. You may also use the “Journal” or “Notes” section to write down who has taught you what gifts, rites, if there ever is any issue. XP Spending

If you miss paying site fee two games in a row, you are barred from spending XP until owed site fee is made up. Site fee is as cheap as possible. We understand not being able to pay once, of course, but after that second site fee is missed you can’t spend XP.

Please use Puppet Prince to record your XP spending, as well as sending an email in your downtime reporting what you are purchasing to the staff’s email address

Far Dawn House Rules 7

  Administrative Regulations      

Code of Conduct  It's a Game

This is supposed to be a fun Sunday outing for us. If you start taking it so seriously that it stops being fun, you should probably take a break. Non-fun stuff does happen: games run slow, Storytellers mess up, your fellow players do horrible things to your character. Unless you can deal with it all lightly, as a shared creative act and not as a matter of real life or death, you shouldn't be playing the game.

Similarly, spend time not playing, and let others do the same. It's fine to exchange in-character e-mails or have an occasional pack meeting at Perkins, but if you're doing that all the time and asking others to do the same, you're going to burn people out. Make room for other stuff in your life. No Stunts

Whether you're a black belt, parkour master, or a chandelier-swinging swashbuckler with a certification to prove it -- please don't. Use your imagination and describe your dangerous actions verbally. This protects everyone from injury and protects our game site from damage.  Offenses     Possible  offenses  include  but  are  not  limited  to  the  following:  

●  Lying,  this  includes  omission.  ●  Cheating/MetaGaming.  ●  Mommy  &  Daddying.  ●  Magic  Penciling.  ●  Excessive  Arguing.  ●  Inigo  Montoya.  ●  Failure  to  acknowledge  the  OWbN  ByLaws  or  House  Rules.  ●  Failure  to  CC:  the  Storytelling  Staff  any/all  Communication  with  Coordinators  

or  their  NPCs.  ●  Ignoring  the  No  Touching  Rule  beyond  the  scope  of  the  game  or  necessity.  ●  Harassment  of  any  Kind  ●  Anything  deemed  Conduct  Unbecoming  of  a  Player.  ●  Anything  classified  as  an  Illinois  Misdemeanor  or  Felony.  ●  Real  Life  Violence,  Threats  of  Violence  or  Verbal  Assault.  ●  Substance  Possession  or  Use.  ●  Weapon  Possession.  ●  Vandalism  or  Theft.  ●  Assault  and/or  Battery.  ●  Anything  in  violation  of  the  Rules  of  the  Site  Provider.  ●  Receiving  a  Disciplinary  Action  from  another  Chronicle.  

 

Far Dawn House Rules 8

  Administrative Regulations      

Punishments  All  punishments  are  traditionally  given  to  the  Player  privately  and  require  a  

complete  explanation  to  the  Player  when  given.  Players  should  be  aware  that  TFD  staff  reserves  the  right  to  make  their  punishments  publicly  known  should  the  Storytelling  Staff  deem  the  Player's  violation  warrants  it.  Punishments  may  be  increased  or  decreased  in  measure  based  upon  the  Player's  past  record.  

●  A  Player  may  receive  a  Verbal  or  Written  warning.  Typically  such  punishments  are  reserved  for  lesser  violations.  

●  A  Player  may  receive  a  Chronicle  Strike,  which  requires  a  majority  vote  of  the  Storytelling  Staff.  If  a  Player  receives  three  Strikes  within  one  year's  time,  the  Player  receives  an  automatic  one-­‐year  Ban.  Strikes  dissolve  after  one  year  but  can  be  extended  by  a  majority  vote  of  the  Storytelling  Staff.  

●  A  Player  may  have  their  Character  permanently  retired,  which  requires  a  majority  vote  of  the  Storytelling  Staff.  This  punishment  is  usually  accompanied  by  a  Strike  or  Ban.  

●  A  Player  may  receive  a  Chronicle  Ban,  which  requires  a  unanimous  vote  of  the  Storytelling  Staff.  Bans  vary  in  length  from  one  month  to  a  permanent.  A  Ban  may  only  be  removed  by  the  unanimous  decision  of  the  Storytelling  Staff.  

●  A  Player  may  be  brought  up  for  an  OWbN  Strike  or  Ban,  which  require  a  unanimous  vote  of  the  Storytelling  Staff.  This  requires  the  Storytelling  Staff  to  bring  forth  the  Player's  offense(s)  to  OWbN  Council  and  is  the  harshest  punishment(s)  a  Player  can  receive  for  her  actions.  It  is  usually  accompanied  by  Chronicle  Strike(s)/Ban  and/or  permanent  Character  retirement.  

●  In  order  that  a  Strike  be  lifted.  A  player  must  be  in  good  standing  and  attendance  for  six  months.  Following  which  the  STs  will  revisit  the  issue  pending  a  formal  acknowledgment  of  wrongdoing  before  the  entire  game.   Experience  

Event  +2XP  Travel  +1  XP  (does  not  require  your  character  to  be  from  another  game,  just  must  have  traveled  30+  miles  to  get  here)  Site  Fee  $2  (donation)  +1  XP  (maximum  3  XP)  Players  Choice  for  role  play  (+1  for  up  to  two  players)  ST  Choice  for  role  play  (+1  for  up  to  two  players  per  ST)  Downtime  XP:  Up  to  two  per  month,  maximum  being  the  number  of  games  you  attended  that  month.  

 

Far Dawn House Rules 9

   Character  Regulations    

     

 Introduction  

The  following  are  game  mechanics,  rules,  and  policies  followed  by  'The  Far  Dawn'.  All  players  who  sign  into  our  game  are  expected  to  follow  them  and  ask  questions  in  a  civilized  manner.  No  rules  are  written  in  stone,  and  rules  may  be  changed  on  the  whim  of  a  Storyteller  for  balance  sake  or  to  add  flavor  to  the  story.    Allowed  Source  Materials  

The  following  books  are  considered  the  allowed  source  material  for  ‘The  Far  Dawn’.  Any  other  Source  White  Wolf  published  source  material  will  only  be  considered  on  a  case  by  case  basis,  with  the  Staff  reserving  final  right  of  refusal:     ●  Laws  of  the  Wyld  Revised  

●  LotNR:  Dark  Epics  ●  Tribe  Books  Revised  ●  Any  Binding  OWbN  Genre  Packets  

 Keep  in  mind  that  you  may  only  use  the  books  based  upon  the  Sect  /  Creature  type  of  your  character.  Other  books  may  be  allowed  by  Storytellers  on  a  case  by  case  basis.  Do  keep  in  mind  that  just  because  we  use  these  books  as  source  material  does  not  mean  that  you  can  “buy”  anything  out  of  them  that  you  want  at  every  whim.  In  the  end,  the  decision  is  still  that  of  the  Storyteller.  Any  released  genre  packets  by  OWbN  override  the  information  found  in  the  printed  WhiteWolf  sources.   Character  Creation    To  keep  in  line  with  OWBN  Garou  genre,  we  are  currently  allowing  concepts  for  the  Tribes  in  the  LotW:R  only.  R&U  concepts  are  on  ST  approval  basis,  requiring  unanimous  ST  approval  as  well  as  compliance  to  all  OWBN  R&U  bylaws.    We  use  standard  character  generation  per  LotW:R,  with  the  following  exceptions:  

• Goals  We  ask  that  you  provide  us  with  three  short  term  and  three  long  term  goals  that  

your  PC  has.  We  enjoy  player  driven  plot,  and  we  feel  that  this  helps  that  idea  out  quite  a  bit.  

• Background  We  ask  that  you  provide  us  with  a  background  for  your  PC  within  three  game  

sessions  of  starting  a  character.  Players  may  be  awarded  up  to  60  points  for  a  background  (not  to  exceed  the  organization  rule  of  no  more  than  60  carryover/background  points  at  creation).  Generally,  the  player  gets  to  spend  30  of  these  points  with  ST  approval  while  the  ST  staff  will  place  the  remaining  30  points.  Less  points  may  be  awarded  for  backgrounds  significantly  lacking  in  detail  or  story.  

   

Far Dawn House Rules 10

   Character  Regulations    

     

Note  on  Lore  Any  player  who  speaks  IC  on  any  esoteric  subject  –  the  werewolves,  changelings,  

mages,  etc.  (without  having  the  appropriate  lore  on  their  character  sheet)  will  be  subject  to  disciplinary  action.  This  will  generally  include  a  warning,  then  a  strike,  and  (if  the  player  is  unwilling  to  correct  their  actions)  being  banned  from  the  chronicle.  The  mystery  surrounding  such  creatures  is  part  of  the  spirit  of  the  Garou  genre,  so  let’s  keep  them  mysterious!  If  you  have  a  situation  where  you  learn  certain  things  in-­‐game  and  you  wish  to  talk  about  the  things  you  have  learned  in-­‐character,  do  the  responsible  thing.  Pay  points  for  the  knowledge.  Storytellers  don’t  let  you  know  how  to  be  the  best  marksmen  in  the  world  without  buying  Firearms,  so  why  do  you  think  you  should  be  a  certified  lore  master  without  paying  for  that  as  well?     Trait Maximums You may have a total of Traits in each category (Physical, Social, and Mental) no greater than a limit set by your Rank:

Rank Trait Maximum Kinfolk or Cub 10 Traits Cliath 11 Traits Fostern 12 Traits Adren 14 Traits Athro 16 Traits Elder 18 Traits

Certain Tribal Merits or Totem Benefits may allow you to possess Traits above these maximums.

 Freebies/Flaws/Negative  Traits/Abilities/Carryover  Points  We  use  standard  LotW:R  character  generation  rules.  Abilities  (like  most  all  things)  are  purchased  at  the  discretion  of  the  Storyteller,  but  no  ability  can  start  higher  than  two  prior  to  adding  your  Tribal  advantage.  Keep  in  mind  that  some  of  the  restricted  Merits  and  Flaws  are  not  restricted  due  to  their  rare  nature,  but  rather  due  to  their  difficulty  to  appropriately  role-­‐play.      Legendary  Character  Regulations:  Per  Character  Regulation  bylaws,  any  PC  who  reaches  6th  Rank  shall  become  an  NPC  under  Storyteller’s  control.    This  should  not  be  possible  within  the  scope  of  this  chronicle,  so  it  should  be  a  complete  non-­‐issue.            

Far Dawn House Rules 11

   Character  Regulations    

     

Abilities  Allowed  Abilities  

●  Only  the  abilities:  Academics,  Animal  Ken,  Archery,  Athletics,  Awareness,  Brawl,  Computer,  Crafts  (focus  required),  Dodge,  Drive,  Empathy,  Enigmas,  Etiquette,  Expression,  Finance,  Firearms,  Hunting,  Intimidation,  Investigation,  Law,  Leadership,  Linguistics,  Lore:  (focus  required),  Medicine,  Meditation,  Melee,  Occult,  Performance  (focus  required),  Politics,  Primal  Urge,  Repair,  Rituals,  Science  (focus  required),  Security,  Scrounge,  Stealth,  Streetwise,  Subterfuge,  and  Survival,  and  Throwing  are  automatically  approved  for  use  in  TFD.    

• All  other  abilities  from  other  books  are  approved  on  a  case-­‐by-­‐case  basis.    Level  of  Abilities  

●  No  player  may  start  with  more  than  two  dots  in  any  given  ability  without  permission  of  an  ST.  The  only  exception  is  the  use  of  the  tribe  advantage,  which  will  grant  a  third  dot.  

●  Any  Ability  higher  than  level  three  may  only  be  purchased  with  permission  of  ST.  

●  Abilities  are  capped  at  5,  except  for  tribal  or  totem  advantages  or  other  special  circumstances.  This  simply  means  you  cannot  buy  abilities  above  5.    Adding  Abilities  to  Traits  

●  Once  an  ability  is  expended  for  a  retest,  it  is  considered  gone  for  the  duration  of  the  evening.  

●  The  permanent  level  of  the  appropriate  ability  is  added  to  base  traits  for  determining  ties.    Specializations  

●  They  are  long  and  difficult  to  learn.  Consult  an  ST  about  how  long  the  specialization  you  wish  to  buy  will  take  to  learn  and  if  there  are  any  other  requirements  to  acquire  it.  

●  One  specialization  may  be  purchased  per  base  ability  with  ST  permission.  Two-­‐Gun  Mojo  is  considered  a  Firearms  specialization.  Similar  two-­‐weapon  combat  specializations  may  exist  for  other  combat  abilities.  

●  No  player  may  start  with  a  specialization  in  a  skill  without  permission  of  an  ST.   Awareness

●  Awareness-­‐  must  have  an  ST  present  to  use.  ●  To  retest  an  Awareness  challenge,  you  use  Awareness  rather  than  Occult.    

Far Dawn House Rules 12

   Character  Regulations    

     

Crafts:

Your crafting ability will determine what type of modifications your PC can make to the item.

Time Each level of crafts completed takes 2 weeks. For instance to modify a Crafts 3

weapon would take 6 weeks. To complete a Crafts 5 would be 10 weeks to symbolize the amount of time it

takes to build a strong and powerful item. To craft the item, you must chop to add in each level of the weapon (retest being

Crafts). For example: You wish to make a Crafts 3 Longsword. You must chop 3 times

with your crafting ability. Success means you have successfully upgraded the weapon to a Crafts 3 Longsword with +1 trait and a negative trait removed.

If you fail however, you may attempt to “repair” the item by using the repair ability as your applicable retest.

If you fail on the repair, the weapon is destroyed and unusable. If you succeed, the weapon gains 1 negative trait, and the level you attempted to modify must be skipped in the crafting processes, thus causing the weapon to be overall one less crafts level when completed.

For example: You are crafting the Crafts 4: Long sword. You make the 1st chop, and on the second chop you fail to upgrade the weapons trait value. You attempt to repair the item and succeed; it causes the item to gain a Clumsy negative trait, and does not gain the bonus trait from dot 2. You then succeed in the 3rd and 4th level of the weapon. In the end, you get only 2 bonuses, which is the removing the initial negative trait the weapon was given, and adding the special quality of Shield Destroyer. Your 2nd level of the weapon was skipped due to failing the crafts chop. Melee weapon creation includes Crafts: Blade-crafting (knives, s

words, axes) and Crafts: Mace-crafting (maces, mauls, staves). Ranged weapon creation includes Crafts: Gun Smithing-Rifles (rifles, shotguns) and Crafts: Gun Smithing-Pistols (pistols, SMGs). Armor Smithing stands alone. Other forms of weapon crafting will be implemented as encountered

Trait Rating

Modifications allowed

1 Nothing 2 Add +1 trait. 3 Remove a negative trait. 4 Add a special ability as long it is reasonable in the crafting process. Example: you cannot add Shield

Destroyer on a Pistol. 5 Adds +1 damage.

Far Dawn House Rules 13

   Character  Regulations    

     

Craft: Ammunition • Crafting ammunition takes 2 weeks

Craft: Body Armor

• Categories - Antique / Modern Armor

Craft: Metalworking

• If gained through Totem or other advantage, becomes one dot of Weapon, Ammunition, or Armor crafting, with ST approval.

• Alternatively, each dot of Crafts: Metalworking allows one free retest on repairing a failed Crafts chop or if used at the beginning of the crafting period allows you to modify at one level higher than the crafting ability you have per dot of Metalworking.

o If you use Metalworking in this way, you do not get a Metalworking repair test and lose on ties for the Craft chops.

Craft: Shield

Trait Rating

Modifications allowed

1 Can create standard rounds with the appropriate materials; Can perform basic modifications to rounds such as converting bird/buck shot into "Wax Slugs" and standard rounds into hollow point. [50 rounds]

2 Can create Flares (requires Science: Chemistry 2); Can create exotic (Gold/Silver) rounds. [40 rounds] 3 Can create Armor Piercing rounds (Requires Metallurgy 1) [30 rounds]

4 Can create Tracer Ammunition (see Pg. 47 for Tracer Ammunition Description) [20 rounds]

5 Can create Incendiary / Dragons' Breath rounds (Requires Science: Chemistry 3) [10 rounds]

Trait Rating

Modifications allowed

1 Can craft the armor. 2 Add +1 Armor (Requires Metallurgy 2 for Metal Based Armor) 3 Can craft exotic armor (ie. Gold/Silver, etc...) or add a special quality to the item

4 Add +1 Armor (Requires Metallurgy 4 for Metal Based Armor)

5 Can remove a negative trait.

Trait Rating

Modifications allowed

1 Can craft the shield. 2 Add +1 Trait 3 Can craft exotic shields (ie. Gold/Silver, etc...) or add a special quality to the shield

4 Add +1 Trait

5 Can remove a negative trait.

Far Dawn House Rules 14

   Character  Regulations    

     

Craft: Disguise ● Creating a disguise requires a Mental Challenge, where the difficulty depends

on how much of a change the user is trying to make. Appearing as a generic “someone else” is a difficulty of three Traits, appearing as a general type of individual (soldier, repair man, gang member, etc.) is a difficulty of 6 Traits, and taking on the appearance of a specific person is a difficulty of 9 traits. Appearing as a member of the opposite sex adds 2 to the difficulty of a test. Storytellers may vary these numbers based on other, independent factors as well.

● The Player MUST make Storytellers aware they are in disguise. Other characters may make a Mental Challenge against the disguised character to try to pierce the disguise, providing they have a valid in-game reason to be suspicious about the character’s identity. Note that without abilities such as Subterfuge, Acting, etc. a disguise is only skin-deep.

● Creating a disguise requires 1 hour spent out of or before game per level used in the ability. ● Disguise is either a professional/hobby sub-ability.

Demolitions: Disarming explosives requires a Static Mental Challenge; the difficulty equals the total Mental Traits of the individual who set the explosive. If you do not possess this Ability, you cannot use or disarm explosives at all. Similarly, Demolitions does not help you to aim a thrown bomb or grenade, it simply allows you to build, arm, and disarm explosive devices.

Etiquette

● Can only be used to cover up a recent faux pas. Immediately after saying/doing something, you can blow the Etiquette, to omit your statement/action. You may not wait until later. This may not be used to "unsend" an email over the lists. This may however be spent to cover mistakes in spellings or titles. It is preferred that this expenditure be done at the beginning of the email sent.

Trait Rating

Modifications allowed

1 Can safely use and create fireworks and very small explosives. (Think like M80s and other "high powered" fireworks).

2 Can safely use and create explosives with low destructive power (Capable of breaching non-reinforced doors and similar structures).

3 Can safely use and create explosives with moderate destructive power such as car bombs, pipe bombs and the like; Can safely use and create compact explosives with low destructive power such as Hand Grenades.

4 Can safely use and create compact explosives with moderate destructive power such as Land Mines and other such small, but powerful explosives.

5 Can safely use and create explosives with high destructive power such as C4 (Requires Science: Chemistry 4).

Far Dawn House Rules 15

   Character  Regulations    

     

Meditation ● May be used during game to regain a single willpower or Gnosis. Spend 15

minutes in quiet contemplation, expend a dot of the Meditation ability or a Mental Trait and make a successful static mental challenge vs. 8 traits regain a single willpower or Gnosis. Linguistics ● Linguistics utilizes the following system: 1 = 1, 2 = 2, 3 = 4, 4 = 8, and 5 = 16. Individuals with the Natural Linguist Merit double their pool. However, while slots are opened at the expense of experience points, each language used to fill said slots require one month learning PER LANGUAGE.

● Beyond this limit of 16 languages (32 with Natural Linguist) it is possible to learn additional languages. To do so one must purchase each additional language as a separate focused ability much like a Craft or Performance ability. Fluency only requires a single dot in a given (non-coord approval) language though additional levels will grant enhanced proficiency such as the ability to pass as a native speaker or imitate dialects.

● It is potentially possible for characters to learn the merit Natural Linguist after character creation. It requires a minimum of Linguistics 3 and significant in-character effort and time on the order of a year. If a character has a particularly clever manner to accelerate this it may be considered. Lores

● No PC may have, while in TFD’s jurisdiction lores above level 3 for those lores considered out of genre. For Example…While Kenny the Get of Fenris can have Garou Lore and Get of Fenris Lore at an eventual level 5 a piece, he can never have lores like Kindred Lore, Glasswalker Lore, or Wraith Lore above 3. This is to provide individuality and the precedent has already been established by genre coords.

● For those whose Gifts, etc. are linked directly to specific lores (Silent Striders and wraiths, etc.) this limitation may be exceeded in those specific areas.

● Further if the major motivating force for a particular character is or requires expertise in such an area they may be permitted to exceed this limitation for said particular area. While stating that your character is dedicated heart and soul to combating the infernal, finding multiple teachers to help you improve in this area, and being allowed to exceed this limitation for infernalism/demons may be permitted. It will not be looked well upon if a year later you declare that your character is now even more dedicated to becoming a Weaver scholar.

Far Dawn House Rules 16

   Character  Regulations    

     

Science: Chemistry This can have countless uses, but most would involve acids/bases and incendiary

applications in regards to crafting. It should be noted that anything you can create with Chemistry you can identify

and reverse engineer if you have a sample and time to perform tests.

Science: Metallurgy

This ability allows you to purchase an extra special ability to an item being crafted.

Requirements: The character must possess a Metallurgy 4 rating to add any special abilities to an item being constructed. Metallurgy rating must be equal to, or higher, than the current craft rating of the item being constructed in order for benefits to be applied.

Trait Rating

Modifications allowed

1 Can utilize chemicals for basic reactions such as novelty (non-damaging) explosives. 2 Can effectively utilize acids and bases for most applications; Can create Flares. (See Craft: Ammunition

2) 3 Can effectively utilize chemical reactions for incendiary purposes; Can effectively synthesize advanced

adhesives, solvents and other such compounds. Can create Incendiary / Dragons' Breath rounds (Requires Crafts: Ammunition 5)

4 Can effectively synthesize complex chemical compounds. Can create small, chemical-based explosives (Requires Demolitions 2 minimum).

5 Can effectively synthesize advanced, complex chemical compounds

Trait Rating

Modifications allowed

1 Can create hard metal (Armor Piercing) ammunition (Requires Crafts: Ammunition 3). 2 Can create gun barrels capable of handling high pressures (Adds Neg: Heavy).Can add 1 additional

Health Level to metal-based armor. 3 Can create gun barrels capable of handling high heat and wear due to special ammunition and/or high rate

of fire. 4 Can create gun barrels capable of handling high pressures (With no Negative Traits) Can add 1 additional

Health Level to metal-based armor. 5 Can create gun barrels capable of handling excessive heat and pressures due to special ammunition and/or

high rate of fire.

Far Dawn House Rules 17

  Backgrounds  and  Influence    

     

Allies Work with the Storytellers to define these Allies, and then mention them in your downtimes to have them perform tasks for you. Each dot of Allies you expend in your Downtime brings one level of an ally's Ability to bear on a task.

For example, three dots of allies might represent Mary, Mark and Luke, who are a scientist, a spy and a smith, respectively. In your Downtimes you could spend three points of Allies to have Mark shadow a target with Stealth x3. Or you could have him shadow a target with Stealth x2, while Mary does research with Science x1. Ancestors

To tap into this trove of ancestral knowledge, mark off a level of Ancestors and make a Rock-Paper-Scissors challenge with a Storyteller. If you lose, your ancestors cannot help you with the task at hand. If you win or tie, they share their wisdom, and you gain one Trait in an Ability your ancestor would have had. This Ability Trait remains for the rest of the scene or until you spend it on some other effect (such as, most commonly, a retest or a cancel). Ancestors may ONLY be used for abilities you do not already possess. This means that Ancestors can be used in combat, but only if you did not already have any combat related abilities. If you already possess Brawl, Dodge, Melee, or Survival, you cannot use Ancestors to substitute that ability even if you have exhausted your retests for that ability.

Contacts

You maintain a number of informal connections with people in many walks of life. You can work these connections to gain information about activities going on in the city. In your Downtimes, tell the Storytellers what information you want to dig up, and the number of Traits in Contacts you will use to dig. You'll get information as if you had that number of Traits in an Influence appropriate to your inquiry. You get IAPs for your Contacts for the use of Monitors using the same chart as for Influence. See the Influence section for the IAPs related to each level of your Contacts. These may be split up between different areas of Influence, but again only for the purpose of Monitoring, not for ANY other action.

Fame By book

Fetish By book, with the following addendum: The Storytellers must approve any specific Fetish before it enters play, and to start with the Fetish Background, the item must be appropriate to the character. They probably won't approve legendary flaming swords of fire for starting cubs or Cliath characters. Influence

Far Dawn House Rules 18

  Backgrounds  and  Influence    

     

● As a general guideline, follow Dark Epics. • Influence actions other than endeavors that you may perform include:

o Attack o Block o Defend o Grow o Monitor o Trace

• As a guideline, you get the sum Influence Action Points according to the following chart that may be allocated for different actions each month. This helps STs decide how much monitors pick up and the challenge levels for blocks and attacks.

o 1 = 1 o 2 = 3 o 3 = 6 o 4 = 10 o 5 = 15

• Homid PCs may obtain one level of Influence per month for 1 XP without showing up on any monitors.

• Metis and Lupus PCs may obtain one level of Influence per month for 3 XP without showing up on any monitors

• Glasswalkers are permitted to purchase 2 levels of Influence per month for 1 XP each without showing up on any monitors, per their Tribal advantage and a modification for our Chronicle’s influence rules. Glasswalkers of all breeds are competent at garnering Influences.

Money Enhancement to Influence

● To show that money can grease palms, and bribery does happen, money can be used to “enhance” influence. By spending $10,000.00, you are able to earn 1 temporary influence action. There is also a modification as to how much will be enhanced depending on the field that is attempting to be boosted.

○ For example: Steve the Glasswalker wants to spend $30,000.00 to manipulate the industry in Shelbyville, IL. He will have an easy time manipulating the market due to the vast amounts of industrial influence in the region. Now let’s say Steve wants to manipulate the “High Society” side of Shelbyville. He will have a very difficult time and may have to bump up his money in order to get the same level as he would with industry due to little high society presence in Shelbyville.

Kinfolk

Kinfolk are your family -- humans or wolves whom Luna may never have blessed with the potential to Change into Garou, but who continue to care for and support your part in the war. Human kinfolk, unlike most other humans, are immune to the Delirium,

Far Dawn House Rules 19

  Backgrounds  and  Influence    

     

being able to bear the sight of you in your war-forms without instinctive fear. Kinfolk are prime reproductive partners; children you have by Kinfolk have a chance to become Garou, whereas children you have by non-Kinfolk only have a chance to be Kinfolk themselves. You can ask your Kinfolk to keep an eye on a particular location for you, often your home. They'll be able to alert you if anything unusual is going on. You can ask your Kinfolk to manage day-to-day affairs for you, which helps you hold more Influence than usual. Each Kinfolk you employ in this way adds one to the total number of Influence Traits you can maintain. (See the Influence rules for more information.)

Mentor

Between games, your Mentor may be able to instruct you in secret knowledge. A Mentor can teach a few specialized Lores up to your level in the Background. They can also teach appropriate Rites: basic rites for Mentor x1, intermediate rites for Mentor x3, and advanced rites for Mentor x5. Unlike learning Rites from other players for free, however, Rites learned in this way cost Experience Points.

Mentors cannot be shared amongst players whom do not possess the Background Mentor for their character. If a character wants the instruction of a Mentor, they should work to establish a relationship with one. Mentors have vested interest in a character when the Background is purchased. They are not vending machines for Gifts, Rites, or abilities. As you exhaust your Mentor’s available knowledge to willingly teach, your dots in the Mentor can go down.

With significant work and effort, a PC may elect to leave a Mentor behind and seek out a new Mentor once she has no more to learn from the other. A character is not permitted to have more than one Mentor at a time without Storyteller permission.

Numen

You have a companion spirit; not a Totem, but rather a friend, ally or servant. Your Numen is a Gaffling with the Charms Airt Sense, Reform, and one additional Charm per level of the Background. You may spend one Gnosis to use one of these Charms. You may use one charm from your Numen per night per level of the Background. Each Numen is also affiliated with War, Wisdom or Respect; you may spend one Gnosis to gain a Trait bonus on one Challenge (per night per level of the Background) equal to your rating in the background. Numens of War give this bonus to Physical Traits; Numens of Wisdom give the bonus to Mental Traits; and Numens of Respect give the bonus to Social Traits. Restrictions: This Background is available only by Storyteller approval.

Far Dawn House Rules 20

  Backgrounds  and  Influence    

     

Past Lives

Past Lives are allowed by The Far Dawn to help players have a better time and to help foster roleplay as PCs delve into their character’s pasts and come up with interesting backstories even beyond the time of character creation. Past Lives has some restrictions however. The Past Lives Background grants a free retest per challenge against Storytellers ONLY. Your Past Lives Background is different from your Ancestors background in that the Past Lives are uncontrolled memories and instinctual feelings, while the Ancestors background represents a controlled knowledge that you may summon up from those Past Lives. Just to make it clear, Past Lives can NOT be used against other PCs. Only against Storytellers, Narrators and NPCs. This is to prevent fights from going unfairly. If you need an excuse for this in-character, the primordial and chaotic urges of your Past Lives of your PC are inhibited by the spirits observing your behavior of the other PC, as well as their primordial and chaotic urges of Past Lives they may have (and may not have learned to channel, if they don’t have the Background) This background can be obtained through roleplay and downtime actions. It is a slow, but worthwhile background to pursue and we encourage all players to seek out at least one level of the background just to help you develop your character more. Pure Breed

Pure Breed is your pedigree, a measure of your noble lineage. In your appearance and demeanor you bear a resemblance to your tribe's ancestral heroes: Silver Fangs have a regal bearing and a silver pelt, Shadow Lords have jet-black fur and a subtle intensity, Silent Striders appear as lithe-limbed Egyptian royalty, etc. Other Garou sense your good breeding instinctively and cannot help but concede a measure of deference to it. Each level of Pure Breed you possess provides a bonus to your Social Traits in Social Challenges with Garou.

Kinfolk characters who possess Pure Breed are very highly desired as breeding stock. Note that Garou respond to a Kinfolk's Pure Breed, but Kinfolk do not have the same instinct to respond to a Garou's Pure Breed.

If you have Pure Breed from a different tribe than your own -- if, say, you were a well-bred child of the Black Furies, given to the Children of Gaia for being male -- your Pure Breed provides no bonus. The spiritual incongruity between your tribe and your lineage confuses the Garou instinct to defer.

Pure Breed at levels higher than three is restricted by the Storytellers. Resources

Resources may be gathered once a month at the first game of the month. For example: If you have resources 5, you may collect $30,000.00 of the first of the month, and it will refresh next month.

Resources are hard capped at 5 in the Far Dawn. This means that Totem Spirits

Far Dawn House Rules 21

  Backgrounds  and  Influence    

     

granting additional Resource dots have no mechanical benefit. This will be lifted once the Chronicle’s setting has expanded to be able to uphold any higher Resources on PCs.

Rites

You begin with knowledge of a number of Rites, sacred ceremonies empowered by the spirits. You begin play with two Basic Rites for each Trait you take in this Background. Two Minor Rites may also take the place of one Basic Rite.

Spirit Network

This Background is the spiritual equivalent of Contacts. You maintain good relationships with small spirits in the region, who gladly feed you information about goings-on in the local Penumbra. Sometimes they notice things that physical observers on Earth just wouldn't catch. This Background contributes to the generally creepy reputation of the Theurge Auspice, giving them access to information they would have no real way of knowing.

This background is most often employed in Downtimes or by role-playing with a Storyteller. The level of the Background corresponds to the extent of knowledge the Spirit Network can discover.

Restrictions: Only Theurge characters may take the Spirit Network Background. Totem Pack Totem is the only allowed Totem at this time. If you want a personal totem, please consider the Numen background, as it is a good alternative. Packing under a Totem requires the appropriate Rite. If you need to undergo this Rite, you will run a scene with an ST and your actions in the scene will determine which Totem Spirit takes your Pack on. PCs preference will be considered in this decision, but it is ultimately the decision of the ST running the Rite scene. At this time, The Far Dawn is trying to stick to the Totem Spirits in LotW:R, but may, if it is especially appropriate, deem a Totem Spirit from another source appropriate.    

Far Dawn House Rules 22

  Merits  and  Flaws    

     

 Basic Merit/Flaw Rules

●  ALL  Merits  and  Flaws  will  be  based  on  ST  Discretion.  ●  We  do  not  allow  Merit  Stacking  (i.e.  no  “Natural  Leader”  AND  “Enchanting  

Voice”).  ●  Restricted  Merits/Flaws  will  generally  be  capped  at  between  two  and  four  (i.e.  

once  four  PCs  in  game  have  said  merit,  we  will  be  very  unlikely  to  allow  another  new  PC  to  come  in  with  said  merit/flaw).  In-­‐character  development  and  role-­‐play  may  earn  the  chance  to  obtain  certain  merits  after  creation.  

●  Those  taken  from  tribebooks  or  other  sources  will  be  approved/denied  on  a  case  by  case  basis  and  later  added  to  these  listings.  

• Merits  or  flaws  from  out-­‐of-­‐genre  materials  are  heavily  restricted    Note on Merits and Flaws

Tags  must  be  worn  and  visible  at  all  time  for  merits/flaws  that  should  be  apparent  to  other  players.  If  you  are  unsure  if  your  merit/flaw  requires  a  tag,  ask  a  Storyteller.  Storytellers  reserve  the  right  to  remove  said  merits/flaws  and  dock  points  if  players  either  repeatedly  do  not  wear  a  tag  that  is  necessary  or  if  they  are  not  regularly  RPing  the  merit/flaw  in  question.  

 Particular House Rules on Merits or Flaws:

 Berserker  

This  Merit  has  an  added  benefit:     With  this  merit  you  may  enter  frenzy  at  will;  if  you  do  this,  prior  to  a  

Storyteller  calling  for  a  frenzy  challenge,  you  may  use  Gifts  in  your  Frenzy.  This  is  the  only  way  in  which  you  may  use  Gifts  in  frenzy  

 Luck     This  Merit  works  as  written  in  Laws  of  the  Wild:  Revised,  not  any  other  book  with  the  Merit.  This  means  only  one  retest  per  game,  not  any  more.    Natural  Channel     This  Merit  works  as  written  in  Laws  of  the  Wild:  Revised.  You  receive  an  extra  retest  for  sidestepping,  and  receive  no  other  mechanical  benefit  for  the  Merit.    Silver  Tolerance     This  Merit  is  restricted  heavily;  please  speak  to  STs  before  considering  this  Merit  for  a  PC    True  Love     Per  book  –  One  WP  trait  on  related  challenges,  at  ST  discretion.

  Breed  Gifts:  Homid    

     

Far Dawn House Rules 23

Basic

Jam Technology Initial Cost: One Gnosis Challenge: Social vs. variable difficulty (see below) Retest: Repair Followup Cost: 0 to 5 Mental Traits Effect: You exert a spiritual dampening field, disabling all mundane devices (i.e., not Fetishes) within 50 feet that are equal or more complex than a device you choose. Difficulty varies by the type of device chosen:

6 Traits of difficulty for computers and other complex electronics; 9 Traits of difficulty for intercoms and other simple electronics; 12 Traits of difficulty for automobiles and other complex machinery; 14 Traits of difficulty for firearms and other simple machinery; or 15 Traits of difficulty for blades, levers, hammers, clubs, and other simple tools.

Duration: One turn plus one for each Mental Trait spent

Master of Fire Cost: One Gnosis Effect: Fire spirits have taught you the secret to resisting their caress. You heal damage from fire as if it were merely Bashing damage. Duration: One scene or hour

Persuasion Cost: One Social Trait Activation Time: At will Frequency: Once per Social Challenge Effect: Your ancestors have imbued you with sublime composure and a keen ability to drive an argument home. You may immediately retest a Social Challenge you've just failed.

Smell of Man Activation Time: At will Frequency: This gift is either on or off -- you can't activate it multiple times for more effect. Effect: Tapping into the human half of your spirit, you put tame animals at ease and you frighten wild ones away. Wild animals will flee you if they can, and take a 1-Trait penalty to all challenges within 20 feet of you. Domesticated animals won't attack you unless you harm them in some way.

  Breed  Gifts:  Homid    

     

Far Dawn House Rules 24

Staredown Requirement: Your target must be able to see your eyes. Challenge: Social vs. one target (see below) Retest: Intimidation Frequency: Once per turn On a Human or Animal Target:

Followup Cost: 0 to 5 Mental Traits Effect: The target flees your frightful gaze for the duration; they may reduce this duration by spending Willpower. One point of Willpower reduces the duration by one turn. Duration: One turn plus one per Mental Trait spent

On a Garou Target:

Effect: Primal instinct flashes in your gaze, and the target cannot flee or attack you for the duration. Duration: Until your gaze is broken or one of you is attacked

Other Supernatural Targets:

Treat Fomori, Mages, and Changelings like humans; treat Fera, Spirits, and Vampires like Garou.

Intermediate

Cocoon Initial Cost: One Gnosis Activation Time: One turn Followup Cost: 0 or more Gnosis Effect: You spin a protective cocoon out of the Weaver's webs, immobilizing but protecting yourself from environmental hazards. You are completely immune to fire damage, and immune to all other damage until the cocoon breaks (see below). Duration: One scene or hour, plus an additional scene or hour for each additional Gnosis spent. The cocoon breaks if it takes five Aggravated damage, or if a single attack deals it non-aggravated damage equal to your Resilient (Stamina-related) Traits.

Disquiet Challenge: Social vs. target Retest: Empathy Followup Cost: 1-5 Social Traits Effect: You project a spiritual disquiet into your opponent's soul. Your target cannot regain Rage and suffers a one-Trait penalty on any extended challenge. Duration: One turn, plus an additional turn for each Social Trait you spent.

  Breed  Gifts:  Homid    

     

Far Dawn House Rules 25

Reshape Object Cost: One Gnosis Challenge: Social vs. a Storyteller-chosen difficulty, based on the change being attempted Retest: Repair Followup Cost: 0 to 3 Mental traits or a permanent Gnosis for duration; an optional Gnosis to deal Aggravated damage (see effect) Effect: You extend your shape-shifting spirit into an organic, non-living object, changing its shape and size to suit your needs: you can turn a dead branch into a spear, a pile of leaves into armor, or a piece of bone into a canoe, for example. If you create a weapon and spend an additional Gnosis, this new object can deal Aggravated damage. Duration: The duration depends on the followup cost paid: 0 Mental Traits: 5 minutes; 1 Mental Trait: 10 minutes; 2 Mental Traits: 1 hour; 3 Mental Traits: the remainder of the session; or 1 Permanent Gnosis: the change is permanent.

Spirit Ward Cost: One Gnosis Challenge: Static Social vs. 11 Traits Retest: Spirit Lore Followup Cost: 0 to 5 Social Traits Effect: You place a protective ward over the local area, interfering with spiritual activity. In challenges, spirits within 100 feet of you (excluding pack totem and Caern spirits) take a penalty equal to one Trait plus one per Social Trait you spent. Duration: One scene or hour

Advanced

Assimilation Activation Time: At will Challenge: Static Social vs. a Storyteller-set difficulty based on how foreign the culture is Retest: Subterfuge Followup Cost: 0 or more Willpower Effect: You gain a supernatural facility for blending in with the local culture, be that a local street gang or a spirit court on a distant planet. You take no social penalties for interacting with that culture. Duration: One scene or hour, plus one day per Willpower spent

Part the Veil Cost: One Gnosis Challenge: Social vs. target (who may not relent) Retest: Empathy Effect: You soothe the supernatural fear of werewolves born into each human soul. Your target will not experience the Delirium for the gift's duration. Duration: One scene or hour.

  Breed  Gifts:  Metis    

     

Far Dawn House Rules 26

Basic

Burrow Required: You must be in Crinos, Hispo or Lupus form. Challenge: Physical vs. difficulty based on substance being burrowed through (six Traits for mud, fifteen for solid rock) Retest: Athletics Followup Cost: 0 to 5 Physical Traits Effect: You dig a tunnel through the earth at remarkable speed. The tunnel is just big enough for you to crawl through, traveling one yard (one step), plus one for each additional Physical Trait you spend. The tunnel naturally collapses given time, but until that happens, others can follow you if they can fit. You cannot dig through metal or reinforced materials. Duration: Until the composition of the substance you're burrowing through changes

Create Element Cost: One Gnosis Challenge: automatic if you're not trying to do damage; otherwise, Mental vs. target's Physical Retest: Occult (you); appropriate combat retest (them) Effect: This Gift lets you create a small amount of air, earth, fire, or water -- 10 pounds of the element per current Gnosis Trait you have, up to a maximum of 100 pounds. You can create the element anywhere within 60 feet. To create something like a burst of fire on a target, you must also win the specified Mental challenge. Fire does one level of Aggravated damage per current Gnosis trait, up to a maximum of three levels. This Gift creates pure, platonic elements -- no specialized forms like poison gas or precious metals.

Curse of Hatred Frequency: Once per target per scene Cost: One Gnosis Challenge: Social vs. target Retest: Expression Effect: You project into an opponent all the hate and bitterness you've built up through your Metis upbringing, demoralizing them. Your target loses two Willpower Traits and two Rage Traits.

Primal Anger Frequency: Once per scene Cost: One or more of your natural Health Levels (mark off as Aggravated damage) Effect: You channel the abuse you have suffered as one of the Metis breed, mortifying your own flesh to gain Rage. You gain two Rage for each Health level you sacrifice. This Rage may take you over your permanent rating.

  Breed  Gifts:  Metis    

     

Far Dawn House Rules 27

Sense Wyrm

Challenge: Mental vs. Storyteller difficulty based on intensity of Wyrm influence (high intensity is low difficulty, low intensity is high difficulty) Retest: Occult or Investigation Effect: A mystical sense not unlike a scent tells you whether the Wyrm has corrupted anything in the area. This "Wyrm-Taint" may mean there is an enemy nearby, or it may simply mean that an innocent bystander ate Wyrm-manufactured food or works at a spite-filled office.

Intermediate

Eyes of the Cat Activation Time: At will Effect: Your eyes take on an eerie green glow that allows you to see in complete darkness. This Gift eliminates all penalties you would take from darkness.

Gift of the Porcupine Required: Crinos, Hispo or Lupus form Cost: One Gnosis Effect: A porcupine-spirit has taught you to shape your fur into long, sharp quills. Anyone you grapple, pin or tackle suffers a level of Aggravated damage. Anyone who strikes you with bare flesh suffers damage as if they'd struck themselves (maximum three). The attacker may avoid this drawback by bidding two additional traits to avoid the quills when striking. Duration: One Scene or Hour (may be dismissed at will)

Mental Speech Required: Know your target personally, or have something that belongs to them; the target is less than 10 miles away per current Gnosis you have Cost: One Willpower Challenge: Social Challenge vs. Target Retest: Empathy Effect: You establish a telepathic link with a target, wherever they are within the Gift's range. You can communicate, even using Social Abilities like Intimidation, but you can't read their mind. Duration: One Scene or Hour

Wither Limb Cost: One Gnosis Challenge: Willpower Challenge vs. target Retest: Occult Effect: You lash out with your hostility given spiritual force, catching an opponent's limb of your choice and forcing it to twist, degenerate and wither. Your target takes a two-Trait penalty to all Quick challenges (and synonyms); if you chose to target a leg, they can only move at half their usual speed. If the target has regenerative powers, they can heal this effect after the scene or hour;

  Breed  Gifts:  Metis    

     

Far Dawn House Rules 28

otherwise, the damage is permanent Duration: One Scene or Hour for targets who can regenerate; permanent for targets who can't

Advanced

Madness Cost: One Gnosis Challenge: Social vs. target Retest: Empathy Effect: Many metis are cursed by Gaia with infirm minds, and now you can thrust that infirmity upon others. Your target gains an active Derangement for one day, during which time you can control the intensity of the madness at will -- giving lucidity in one moment and plunging them back into psychosis the next. Your target always suffers at least a one-Trait penalty to all tasks requiring concentration, with more penalties at Storyteller discretion. Even after the day is over and the madness ends, memories of their time unhinged will haunt the target long afterward. Duration: One day

Totem Gift Cost: 1 to 4 Gnosis (one for a Gaffling, two for a Jaggling, three for an avatar, four for a Totem Incarna) Effect: You channel your lifetime living among the Garou Nation into a request for the aid of your Tribal Totem. The amount of aid you recieve depends on the cost you pay, and on the nature of your Totem. Rat might send a swarm of his Gafflings to overwhelm an enemy, where Thunder might strike your foes with lightning and hail from the heavens; regardless, the results are usually spectacular.

  Breed  Gifts:  Lupus    

     

Far Dawn House Rules 29

Basic

Heightened Senses Activation Time: At will Effect: All your senses become keen to an astonishing degree. In Homid or Glabro shape, you have senses as sharp as a wolf's, gaining a two-Trait bonus to all Perceptive challenges (or synonymous), and you may make Mental Challenges to perform tasks like tracking by scent that would ordinarily only be possible to wolves. In Crinos, Hispo and Lupus forms, you gain a three-Trait bonus to Perceptive challenges and a one-Trait bonus to challenges of the Primal Urge Ability. If you experience any sudden blasts of sensory information while this Gift is active, like seeing a camera flash, hearing a klaxon or getting sprayed by a skunk, you will be stunned for two rounds, and you may lose that sense completely for an hour at the Storyteller's discretion. Duration: One Scene or Hour

Hare's Leap Activation Time: Activate instead of taking your regular movement Challenge: Physical vs. Storyteller-set difficulty Retest: Athletics Effect: You leap with a hare's agility, traveling remarkable distances. If successful, your leap will carry you up to forty feet (thirteen steps) in combat, or a dramatically appropriate distance outside of combat.

Scent of Sight Challenge: Static Mental vs. surroundings or target scent (5 Traits for strong scents, 10 Traits for faint ones) Retest: Primal Urge Effect: You don't need to see if you can smell. Your nose compensates you completely in darkness, and you can attack invisible creatures with uncanny accuracy. Duration: Until the specific scent or ambient environmental scents change significantly (like trying to track across a river)

Scent of the True Form Challenge: Automatic vs. Garou; Static Mental vs. variable for others (10 Traits for fomori and mages; 8 Traits for vampires, changelings and fera; 6 Traits for everything else) Retest: Primal Urge Effect: Mystical cues come to you with a target's scent, informing you of its primal nature. You automatically recognize another werewolf as such; to recognize other types of creatures, succeed at the challenge.

  Breed  Gifts:  Lupus    

     

Far Dawn House Rules 30

Sense Prey Challenge: Static Mental vs. 6 Traits in the wilderness, or 15 Traits in the city Retest: Primal Urge Effect: A spiritual sense of direction leads you to the nearest large number of prey animals, enough to provide a good meal for a pack of wolves. In the wilderness, it's the nearest within 50 miles; in the city, it's the nearest within the limits of the city and its suburbs (and which often indicates an animal shelter or zoo). Humans don't count as prey for this Gift, although it's said that the Red Talon tribe might know a version that doesn't draw that distinction.

Sense the Unnatural Challenge: Mental vs. Storyteller-determined difficulty Retest: Enigmas Followup Cost: 0 to 2 Mental Traits Effect: This spiritual sense reveals any presence that is out-of-place in Gaia's design: magic, ghosts, strange spirits, vampires, Wyrm influence, etc. The number of Mental Traits you spend determines how clear the information is. If you spend no Traits, the Storyteller will give you a cryptic but vague hint, like the smell of old blood for either a vampire or a man-eating fomor. One Mental Trait will get you a clear but generic idea of what's unnatural here; two Mental traits will give you a specific signature impression that will allow you to recognize similar disturbances in the future. If an impression is particularly unfamiliar, the Storyteller may require a followup Mental Challenge (retest Occult) against six Traits.

Intermediate

Beast Life Initial Cost: One Gnosis Followup Cost: 0 to 5 Mental Traits (range); 0 to 5 Gnosis (duration) Effect: You can communicate with all animal life. Animals become inclined to help you, fulfilling any request, even risky or suicidal ones -- although you may gain notoriety with Gaian spirits if you fail to give homage to such animal-spirits after they've sacrificed themselves for you. You may also summon all animals of a chosen type within ten miles, plus another then miles for each Mental Trait spent; those animals who can reach you without too much difficulty will do so, and follow your commands. Duration: One Scene or Hour, plus one for each additional Gnosis spent

Catfeet Effect: A cat-spirit has shared its secrets of agility with you, granting you unusual grace. You take no damage from falls of less than 100 feet (you always land perfectly) and expert balance on any slope. In challenges involving dodging, grappling and biting, you may call on additional Quick x3 Traits. Duration: Always in effect

  Breed  Gifts:  Lupus    

     

Far Dawn House Rules 31

Gnaw Cost: One Willpower Challenge: Physical vs. hardness of the target material (5 for wood; 9 for steel; 15 for titanium) Retest: Athletics Effect: The power of your jaws increases sharply, giving you the ability to gnaw easily through the target material. In addition, your bite inflicts one additional level of Lethal damage in combat. Duration: One Scene or Hour

Name the Spirit Required: Target spirit within 50 feet Challenge: Mental vs. target spirit Retest: Spirit Lore Followup Cost: one Willpower (optional) Effect: With a glance, you take the measure of a given spirit, learning its type, Rage, Gnosis and Willpower. If you spend a Willpower Trait, you learn the spirit's true name as well.

Advanced

Elemental Gift Cost: One Gnosis Followup Cost: 0 to 5 Social Traits Effect: Having made permanent pacts with elemental spirits, you can call on their aid at any moment. You summon one elemental, capable of commanding one of the four elements in any of their forms, in an area 20 feet (plus another 20 per Mental Trait spent) square. The elemental remains for the duration. Duration: One Scene, or until the elemental is destroyed or dismissed

Song of the Great Beast Required: You are in the deep wilderness Initial Cost: One Gnosis Followup Cost: 0 to 5 Social Traits Effect: Howling an ancient song, you summon a Great Beast out of the Umbra: a Yeti, the Willawau (giant owl), the Tyrannosaurus Rex, the Loch Ness Monster or the like. Take care, because the Great Beast will listen to you but may choose not to cooperate (hint: say please). Spending Social Traits increases the odds that the beast will look on you favorably. The Storyteller will set the beast's exact Traits and abilities, but you can expect them to be impressive.

  Auspice  Gifts:  Ragabash    

     

Far Dawn House Rules 32

Basic

Blissful Ignorance Required: You must remain still, make no noise, and don't interacting with your environment. Effect: You can render yourself invisible to all senses, technology, and even spirits. You are undetectable as long as you are perfectly still and quiet. Cross your arms over your chest to indicate you're using this Gift. Duration: Until you move, make noise, or interact with your environment.

Blur of the Milky Eye Required: Move no faster than half your speed, make no noise louder than a whisper, and don't interact with your environment. Effect: Your appearance blurs away into a haze, difficult to notice for all but the sharpest eyes. Others can only notice you by sight if they are using supernatural senses or if you visibly disturb the environment, in which case they get a Mental Challenge against you (they retest with Investigation; you retest with Stealth) to see through it. You must move no faster than half speed and must make noise no louder than a whisper. Duration: Until you move faster than half your speed, make noise louder than a whisper, or interact with your environment.

Open Seal Challenge: Static Gnosis vs. local Gauntlet rating Retest: Security Effect: No lock or closed device is closed to you. With barely a gesture and an expression of desire, you open any non-mystically closed device.

Scent of Running Water Activation Time: At will Effect: Your scent is washed away from the world as if you had just stepped through a river. All challenges trying to track you by scent suffer two-Trait penalty.

Sense of the Prey Required: Knowledge of your target; the target is in the same realm as you Challenge: Mental vs. target if they are actively hiding; automatic success if they're not Retest: Enigmas Effect: If you're target is in the same realm as you (Earth, the Penumbra, a particular Umbral Realm, etc.), then you gain an unerring sense of which direction you must go to find them. You can move directly towards them as fast as you are able to travel.

  Auspice  Gifts:  Ragabash    

     

Far Dawn House Rules 33

Taking the Forgotten Required: You've taken something from the target Challenge: Mental vs. target Retest: Stealth (you); Streetwise (your target) Effect: You've become such an effective thief that your mark forgets ever having owned what you stole from them. Items like Fetishes, however, may trigger memories of their own in their former owner -- the victim may make a Mental Challenge at Storyteller discretion to "recall" that they once owned a similar Fetish, but no details about how it went missing. Fetishes that are attuned to an owner may even make their own attempt to return. Duration: Permanent

Intermediate

Gremlins Required: You touch the device to be affected Challenge: Static Social vs. variable difficulty -- 6 for complex electronics like computers, 9 for simple electronics like lighting, 12 for machines like cars, and 15 for simple tools like knives Retest: Intimidation Followup Cost: 0-2 Social Traits Effect: Your touch terrifies the spirit of a device, disrupting it and possibly destroying it. It stops functioning for the duration. Duration: One Scene or Hour; or, if one Social Trait was spent, the rest of the session; or if two Social Traits were spent, the breakdown is permanent.

Luna's Blessing Required: While using the gift, you must be able to see the moon clearly in the night sky (yes, that means it doesn't work during the new moon) Activation Time: At will Effect: As long as Luna's light shines on you, she protects you against the curse of silver. You regenerate damage from silver as if it were merely lethal. If the moon is full, this effect is increased: those who attack you with silver weapons and fail must make two Simple Tests. If both tests fail, your attacker takes damage from their own weapon.

Open Moon Bridge Required: You're at a Caern Cost: One Gnosis Effect: With or without the cooperation of a Caern Totem, you open a moon bridge as per the Rite of the Opened Bridge. This bridge can extend up to one thousand miles and end anywhere.

  Auspice  Gifts:  Ragabash    

     

Far Dawn House Rules 34

Whelp Body Frequency: Once per scene per target Initial Cost: One Gnosis Challenge: Gnosis vs. target Retest: Medicine Followup Cost: 0-5 Gnosis Effect: You utter a curse on your foe, inflicting sickness and palsy on their body. You remove a number of temporary Physical Traits from your target (your choice) equal to the total number of Gnosis you spend activating the gift (including the initial cost). These traits are marked off as if spent, and may be regained using the usual methods like refreshing them with Willpower. Also, having lost Permanent Traits to another version of this gift does not confer an immunity to this version. Duration: The traits are lost until refreshed by typical means.

Advanced

Thieving Talons of the Magpie Required: You have enough knowledge about a power to specify it, and you can accomplish its own requirements Challenge: Mental vs. target Retest: Occult Followup Cost: 1-5 Gnosis Effect: You steal others' supernatural abilities for a short period of time. Use this gift to take other Gifts, spirit Charms, vampire Disciplines, mage Spheres, etc. While you have the stolen power, your target cannot use it. Use your current Gnosis total in place of any Trait that Garou don't normally possess, like Blood, Glamour, etc. Duration: A number of turns equal to the Gnosis you spent

Thousand Forms Cost: One Gnosis Challenge: automatic for non-mythical creatures; static Mental vs. 18 Traits for a mythical creature Retest: Animal Ken Effect: Embodying the classic trope of the trickster as a shapeshifter, you can change into any animal form between the size of a bluebird and a bison. You can even take on the shapes of mythical creatures, although you can't become a wyrm-beast of any sort. You can all the standard powers of the animal in question, such as flight, gills, poisonous fangs, etc.

  Auspice  Gifts:  Theurge    

     

Far Dawn House Rules 35

Basic

Command Spirit Cost: One Willpower Challenge: Social vs. target spirit Retest: Leadership Followup Cost: 0 to 5 Willpower Traits Effect: By the force of your will and your auspice, you compel a spirit to obey a simple command. For each additional Willpower you spend, you may add an additional simple command. This Gift is not strong enough to force a spirit to leave areas or items that they're bound to; the intermediate Theurge gift Exorcism provides that capability.

Mother's Touch Required: Touching the wound to be healed on another living creature; for battle scars, healing the same scene they happened Cost: 1-5 Gnosis Challenge: none for other Garou; Mental Challenge vs. non-Garou Retest: Medicine Followup Cost: To heal a battle scar, one additional Gnosis and a successful Mental Challenge vs. Storyteller-determined difficulty Effect: Gaia's regenerative power flows through your hands, knitting together flesh and bone. Your touch heals one Health Level of damage on another per Gnosis you spend. You can't heal yourself, spirits or undead. In order to heal a non-Garou, you need to succeed at a Mental challenge. In order to heal a battle scar, you must use the Gift in the same scene the scar was gained, and you must spend an additional Gnosis.

Name the Spirit As the Lupus Gift (pg 30)

Sense Wyrm As the Metis Gift (pg 26)

Spirit Speech Activation Time: Always on Effect: You understand spirit languages used around you, and you can communicate back in kind. Because relatively few spirits can communicate in the werewolf High Tongue (let alone human speech), this gift is absolutely invaluable for Garou of the Theurge auspice.

  Auspice  Gifts:  Theurge    

     

Far Dawn House Rules 36

Intermediate

Exorcism Cost: One Gnosis Vs. spirits that are not bound, or that are bound to a place:

Challenge: Social vs. the spirit Retest: Intimidation Effect: You compel a spirit to leave this place, even if it is unwilling. This breaks any binding present.

Vs. spirits that are bound to a fetish, object, or person:

Challenge: Social vs. the owner of the fetish or object, or against the person themselves Retest: Intimidation Effect: You break the bond between the spirit and the object or person it is bound to, forcing it to leave. Fetishes lose their spiritual power, becoming ordinary objects. Fomori, once the possessing bane is ejected, die (unless a very powerful healer can somehow preserve the host's life through the process).

Grasp the Beyond Required: A firm grasp on the target (may require a Physical Challenge) Cost: One Willpower for pocket-sized items; two Willpower for larger, backpack-sized items; three Willpower for large items or other people Challenge: normal Stepping Sideways challenge or Gnosis expenditure; Willpower challenge vs. unwilling target Effect: You may pull objects in and out of the spirit world without using the Rite of Talisman Dedication first to attune them to your own spirit. You may even bring companions along who cannot ordinarily access the Umbra at all. Take firm hold, spend the Willpower cost, and make a standard challenge to enter or leave the Umbra (or, as usual, pay a Gnosis to do so. If the target is unwilling, you must win a Willpower challenge against them as well. If successful, you take the objects or passengers with you as you cross the Gauntlet. Unfortunates who get left in the spirit world without any means of their own to return will face a harrowing journey to a place with a low Gauntlet (three or less) to find their way out again; if they cannot do this, they eventually turn into spirit matter themselves.

Pulse of the Invisible Challenge: None if the Gauntlet is equal or less than your permanent Gnosis rating; a Static Mental vs. the Gauntlet if it's higher Retest: Primal Urge Activation Time: At will Effect: Your mystical senses transcend the Gauntlet. You see nearby Umbral spirits even when you are on Earth. You can interact with these spirits as if you were in the Umbra. Duration: One scene or hour, or until you go where there's a higher Gauntlet.

  Auspice  Gifts:  Theurge    

     

Far Dawn House Rules 37

Spirit Drain

Challenge: Static Gnosis vs. target spirit Retest: Occult Effect: You siphon off a spirit's power to fuel your own strength of will. The spirit loses two essence; you gain one Willpower. Any Willpower you gain that exceed your rank maximum are lost after the duration. Duration: The scene

Advanced

Feral Lobotomy Cost: Two Gnosis Challenge: Extended Static Mental vs. target's Mental Traits plus three Retest: Empathy Followup Cost: 0 or more permanent Gnosis Effect: You strip reason itself out of a victim's mind, reducing them to their animal instincts. Each success you win on the extended Challenge destroys one of the target's Mental Traits (your choice). These Traits will not return for the duration of the effect. You cannot reduce your victim to less than one Mental Trait. Your victim becomes more and more animalistic as he loses more and more Traits this way. Duration: Game session. For each permanent Gnosis you spend, two Traits may be destroyed permanently.

The Malleable Spirit Challenge: Static Gnosis challenge vs. difficulty based on effect (see below) or the spirit's Gnosis, whichever is higher Retest: Occult Effect: You reconstruct the very essence of a spirit, changing its nature according to your own needs. Changing the spirit's disposition toward you (friendly, neutral or hostile) has a minimum difficulty of eight Traits; changing its Willpower, Rage or Gnosis has a minimum difficulty of nine Traits to add or subtract a single Trait; and changing its deepest nature (Naturae, Bane, Elemental, etc.) has a difficulty of 15 Traits. Duration: Permanent

  Auspice  Gifts:  Philodox    

     

Far Dawn House Rules 38

Basic

Call to Duty Call a Specific Spirit

Required: You know the name of a local, non-hostile spirit Challenge: static Social vs. the spirit Retest: Leadership Effect: By invoking the name of a local, non-hostile spirit (which you must have learned by some other means), you summon it to appear. You may give it a single command, which it obeys to the best of its ability; once this is done, the spirit is free to leave.

Call All Spirits Within a Mile

Cost: Two Gnosis Effect: Without even knowing their names, you summon all non-hostile spirits within one mile to aid or protect you.

King of the Beasts Required: An animal within 100 feet Frequency: You may affect only one animal at a time Challenge: static Social vs. three Traits for a wolf you're related to, six Traits for an animal you care for, eight Traits for an unfamiliar animal, or ten Traits for an unfriendly animal Retest: Animal Ken Effect: You exert a mystic dominance over the target animal, winning its loyalty instantly. It will follow your orders unconditionally.

Resist Pain Activation Time: At will (Reflexively) Cost: One Willpower Effect: You push on through the pain of injury with superhuman resilience. You stop suffering wound penalties for the duration of this Gift. Duration: One Scene or Hour

Scent of the True Form Challenge: automatic success against Garou; otherwise, static Mental vs. 6 Traits for most creatures, 8 Traits for vampires, changelings and fera, or 10 Traits for fomori and mages Retest: Primal Urge Effect: Through a combination of scent and other mystical cues, you determine a target's true supernatural nature. You learn whether they are a werewolf, vampire, fomori or the like.

  Auspice  Gifts:  Philodox    

     

Far Dawn House Rules 39

Strength of Purpose Frequency: Once per game session Challenge: extended Physical vs. 11 Traits Retest: Rituals Effect: You renew your determination by performing a ritualistic reminder of your role in your pack, your tribe and your world. For each success you achieve in the challenge, you regain one Trait of spent Willpower. This Gift cannot grant Willpower over your maximum rating.

Truth of Gaia Challenge: Mental vs. target Retest: Empathy Effect: You hear the ring of truth and deception in the words of others. If you win the challenge, you can tell if the target has deliberately lied to you. The gift cannot detect lies that the target actually believes -- misinformation and altered memories foil this gift.

Intermediate

Roll Over Frequency: This gift is specially subject to the five-minute rule (i.e., if it fails, you cannot attempt it against the same target until five in-game minutes have passed). Challenge: Willpower vs. target, and possible Rage vs. target. Retest: Intimidation, and possible Primal urge. Effect: Bearing down on your target with an irresistible force of will, you compel them to submit. For the duration, your target may take no action other than submission to you unless they are directly endangered. If the target is in frenzy, there may be a follow-up Rage-based challenge (using current Rage) to pull the target out of frenzy. The only retest that can be used is Primal urge, representing the primal dominance. Duration: One scene or hour

Scent of Beyond Required: You are familiar with the area you want to sense Challenge: static Mental vs. six to fifteen Traits, depending on your familiarity with the place Retest: Enigmas Effect: You can extend your senses to any place you are familiar with. You perceive that area as if you're standing in the middle of it. While your senses are extended this way, you become totally unaware of what is happening in your actual physical vicinity. Duration: Up to one scene; you may end it at will

  Auspice  Gifts:  Philodox    

     

Far Dawn House Rules 40

Weak Arm Activation Time: One turn Frequency: Once per scene per target Challenge: Mental vs. target Retest: Brawl Followup Cost: 0-5 Mental Traits Effect: By studying your target's fighting style for a turn, you gain valuable insights regarding how best to attack them. Your attacks against the target gains bonus Traits equal to one plus the number of Mental Traits you spent. Duration: One scene or combat, whichever ends first.

Wisdom of the Ancient Ways Activation Time: One turn Challenge: Gnosis vs. 9 Traits (minus one Trait per level of Ancestors you have) Retest: Occult Followup Cost: 1 or 2 Mental Traits Effect: Through a moment of meditation, you reach out for answers to the Garou who have gone before, be they your own ancestors or other warriors of yore. You recall their memories or summon up ancient lore. Ask the Storyteller for the information you seek: if you spend one Mental Trait it is clear but broad information, while if you spend two Traits the information is detailed and specific.

Advanced

Geas Frequency: A target may labor beneath only one geas. Geases after the first one will fail until such a point as the first geas is fulfilled. Cost: One Gnosis Challenge: Social vs. target; or, vs. highest Social among all members of the target pack or family Retest: Leadership Effect: You lay a mystically binding oath over a target or group or targets. The requirements of this oath may not override basic self-preservation, but it has significant leeway otherwise. The target or targets are compelled to obey the oath until an assigned task is completed -- or until another use of Geas cancels the compulsion. Duration: Until the task is completed, or until Geas is used to cancel the compulsion

Wall of Granite Required: You are in contact with earth or stone Cost: One Gnosis Effect: Calling on the strong bond between the Philodox auspice and earth elementals, you summon a moving barrier of stone to protect you. A wall nine feet tall, six feet wide and three feet thick emerges from the earth to protect you, moving automatically to guard you from all angles. It can absorb fifteen Health Levels of damage before being destroyed, plus an additional ten Health Levels that absorb only Bashing and Lethal damage. Duration: One scene, or until destroyed or dismissed

  Auspice  Gifts:  Galliard    

     

Far Dawn House Rules 41

Basic

Beast Speech Challenge: Social vs. the animal Retest: Animal Ken Effect: You are able to speak with any sort of animal. If successful, you can speak not only to the target animal, but to all animals of the same type. This gift doesn't change their natures nor their reactions to the predatory nature of the Garou, nor does it force them to cooperate. Duration: One Scene or Hour

Call of the Wyld Challenge: Physical vs. 8 Traits Retest: Performance Followup Cost: 0-2 Physical Traits Effect: You let forth a mighty howl, one that stirs your allies into action and can strike fear into your enemies. The call spreads out even beyond the normal range of hearing, allowing any within double the normal hearing range to understand your call. Spending one additional Physical Trait grants all your allies a one-Trait bonus to the next challenge they make toward a pack or Sept effort; spending two Physical Traits also imposes a one-Trait penalty on the your enemies' combat-related challenges for the rest of the scene. Duration: One Scene

Call of the Wyrm Challenge: Social vs. the Wyrm-creature in the area with the highest Social Traits Retest: Performance Followup Cost: optionally, one Social Trait Effect: You let out a call audible to all creatures of corruption. Though a dangerous gift to use, this call implants an urge that cannot be ignored, bringing all the creatures in the area to your location. You can't control which creatures are attracted, so there are many cautionary tales about using this gift in the wrong areas. These creatures know they are being supernaturally drawn unless you spent the optional additional Social Trait, in which case they think it's their own idea.

Distractions Challenge: Social vs. target Retest: Performance Followup Cost: 0-5 Social Traits Effect: By making a series of yips, yelps, howls, and other distracting sounds (which counts as your action), you impose a penalty to all challenges your target makes during the next turn. This penalty is equal to one Trait plus one for each additional Social Trait you spend. If other characters are using Distractions, this effect may stack with their efforts for a cumulative effect. Duration: The next turn

  Auspice  Gifts:  Galliard    

     

Far Dawn House Rules 42

Dreamspeak Required: You must know or have seen your target. Challenge: Mental vs. target Retest: Empathy Effect: You enter another person's dream and alter their dreamscape. No damage will carry over into the waking world, but, if you intend to give the person unpleasant dreams, disorientation will impose a one-Trait penalty on the victim for one turn per Gnosis you possess you posess once they wake. If the dreamer wakes up while you are still in their dream, you will be immediately thrown out of the dreamscape and will lose one Gnosis Trait.

Mindspeak Cost: One Willpower per target Challenge: Social vs. unwilling target; automatic otherwise Retest: Investigation Effect: You layer a daydream across the thoughts of multiple Garou, allowing you all to communicate in telepathic words and images with one another. You can even use Social abilities like Intimidation and Subterfuge against one another this way. This is, however, highly distracting, so everyone caught up in the gift suffers a two-Trait penalty to all challenges that involve dealing with their actual surroundings. You must be within line of sight to your targets when you activate this gift, but once active, you can communicate at any distance. A Garou may even be subject to multiple uses of this gift from different Galliards, in which case they suffer cumulative penalties. Duration: When all participants choose to end it, or when you fail your challenge against an unwilling target

Intermediate

Bridge Walker Initial Cost: One Gnosis Followup Cost: optionally, one Permanent Gnosis Effect: You open a minor moon bridge for your own personal use -- short enough to effectively teleport you behind an enemy, or long enough to take you up to one mile per current Gnosis from your starting point. It takes one percent of your usual travel time to use this bridge (so if you can run a six-minute mile, you can travel a mile by Moon Bridge in three seconds). The bridge is not protected by Lunes, so sometimes curious or hostile spirits can follow you to your destination, even materializing in the physical world. Duration: The bridge closes immediately after you use it, unless you spend a permanent Gnosis, in which case it stays open until the next full moon.

  Auspice  Gifts:  Galliard    

     

Far Dawn House Rules 43

Eyes of the Cobra Challenge: Social vs. target Retest: Enigmas Followup Cost: optionally, one Mental Trait Effect: With a hypnotic glance, you beckon a victim to approach you. Your target will immediately (if slowly) begin moving toward you. If you spend the Mental Trait, they move as fast as they can without risking injury. Duration: Until your target is within arm's reach.

Shadows by the Firelight Challenge: Social vs. each unwilling target; automatic vs. willing targets Retest: Performance Followup Cost: 1-5 Gnosis Effect: You spin a story from dreams and shadows, compelling others to take on a role you assign them. While compelled by the gift, they act out their role precisely, and dreamlike sensations immerse them in the tale. Galliards commonly employ this gift to highlight climactic moments in the stories they tell at moots -- that is, when they're not in battle, weaving a tale of bitter defeat for their enemies to take part in. Duration: One turn per Gnosis spent

Song of Rage Frequency: Once per turn Challenge: Social vs. target Retest: Leadership Followup Cost: 0-5 Social Traits Effect: You sing a maddening song, compelling humans to fly into a violent rage and forcing Garou and vampires into Frenzy. Your target remains in this state until the gift ends. Duration: One turn, plus one for each Social Trait you spent

Advanced

Fabric of the Mind Initial Cost: One Gnosis Challenge: static extended Mental vs. eight Traits Retest: Performance Followup Cost: One Gnosis per turn, for any object that gets involved in a fight or other strenuous activity Effect: You weave creations out of your imagination and into reality. For each success you accumulate in the challenge, you have one Trait to assign to these fabrications. You can create one object or many, with whatever attributes you can imagine and describe. You can even create sentient creatures that react naturally, and behave as you direct. If you fail the challenge before you achieve the number of Traits you want, perform two Simple Tests: failing both means you create the object, but it acts independently of your control, and may even be somewhat malicious. It will last until you destroy or banish it.

  Auspice  Gifts:  Galliard    

     

Far Dawn House Rules 44

Duration: One Scene (but you may extend the gift another Scene for another Gnosis); if your fabrications get involved in combat or the like, the gift ends if the followup cost isn't paid.

Head Games Cost: One Willpower Challenge: Social vs. target Retest: Empathy Effect: You become a master manipulator of the soul, puppeting a target's emotions as you please. You control whether your target feels love, hate, trust, fear, joy or despair, and you determine the object of their emotions. These emotions fade after the gift ends, but some vestige may linger if events occurred to reinforce those emotions while they were in place -- if their newfound beloved, for example, accepts their advances, or if the snakes they are so afraid of end up biting.

  Auspice  Gifts:  Ahroun    

     

Far Dawn House Rules 45

Basic

Falling Touch Cost: One Gnosis Challenge: Physical vs. target Retest: Medicine Effect: With a precise strike to a key pressure point, you send a foe sprawling. Your target falls down, unable to move from that spot or initiate Physical Challenges for the duration. They may defend themselves from challenges as normal. Duration: Four actions (or fifteen seconds out of combat); spending Rage for extra actions helps burn through the duration.

Inspiration Cost: One Gnosis Effect: With a rousing speech or howl -- or maybe just a steely gaze -- you inspire your companions to stay true to their purpose. Up to five companions within arm's reach may call on one of the following effects during this scene or next: an automatic success when defending on a single Willpower Challenge; one additional Willpower Trait to spend; or an automatic win on a test to resist Frenzy. Multiple uses of the Gift do not stack, although you can re-apply the effect after a beneficiary uses it. Duration: This scene and next

Razor Claws Required: Crinos or Hispo shape; you must rake your claws over a hard surface. Activation Time: One turn Cost: One Rage Effect: You sharpen your claws, honing them into even deadlier weapons. You do an additional level of Aggravated damage with all claw attacks. Duration: One Scene or Hour

Spirit of the Fray Cost: One Gnosis Effect: Your reflexes become so quick, your actions nearly precede the stimuli they're reacting to. Your normal action automatically happens prior to every other normal action in the scene. (Multiple Garou using this Gift resolve the order of these normal actions in initiative order as usual.) Duration: One Scene or Hour

  Auspice  Gifts:  Ahroun    

     

Far Dawn House Rules 46

True Fear Frequency: This gift is specially subject to the five-minute rule (i.e., if it fails, you cannot attempt it against the same target until five in-game minutes have passed). Challenge: Willpower vs. target Retest: Intimidation Followup Cost: 0-5 Mental Traits Effect: Your supernaturally terrible mien makes a foe cower in fear. They cannot attack, but can defend against attacks and perform other actions normally (though fearfully). Duration: One turn, plus one turn for each Mental Trait you spent.

Intermediate

Clenched Jaw Required: A successful bite attack Activation Time: Instantly Cost: One Rage Effect: Locking your jaws onto an enemy, you become impossible to dislodge. Your target may attempt a Physical Challenge to break free, but a) you enjoy a bonus of half your current Willpower Traits (round up) for the challenge, and b) even if they do break free, they take a level of Lethal damage. On successive actions you may make further biting attacks with a two-Trait bonus to continue inflicting your bite damage. Duration: Until the target breaks free or you choose to let go

Heart of Fury Challenge: Willpower vs. your own permanent Rage rating Retest: Occult Followup Cost: One Willpower at end of scene Effect: Erecting walls of spiritual discipline in your heart, you gain a one-Trait bonus to all efforts at resisting Frenzy. At the end of the scene, unless you pay the followup cost, you must make a standard Frenzy test. Duration: One scene

Silver Claws Required: A form with claws Challenge: Gnosis vs. 6 Traits Retest: Occult Effect: Calling on Luna's power, you transform your claws to silver, which inflicts an extra level of Aggravated damage to any creature vulnerable to the moon's metal. In addition, the searing pain gives you one Rage each turn and inflicts a one-Trait penalty on all non-combat Challenges. If your Rage ever exceeds your Willpower, you must test for Frenzy. Duration: One scene, or until you end the effect

  Auspice  Gifts:  Ahroun    

     

Far Dawn House Rules 47

Stoking Fury's Furnace Effect: You've learned to focus your Rage with fearsome efficiency. You gain one Rage Trait in any turn you suffer damage, and that damage will not force you to test for Frenzy. You may also spend exactly one Rage Trait each turn without decrementing your current Rage -- though if you spend two or more, you cross them off as usual. Duration: Always in effect

Advanced

Aegis Cost: 1-5 Willpower Effect: You gain an astonishing mystical shield against attacks. After an attack lands, you may call for a Simple Test: on a loss you take damage as usual, on a tie the damage is reduced one step (Aggravated becomes Lethal, Lethal becomes Bashing, and Bashing doesn't deal damage), and on a win you take no damage at all. Duration: A number of rounds equal to the Willpower spent

Kiss of Helios Cost: One Gnosis Effect: You have received the blessing of the sun, able to burn without being consumed. You are immune to all damage from natural fire (which includes Create Element). Man-made chemical fires (like napalm or gasoline) and powerful supernatural flame (like Balefire or Fire Elementals) inflict half their usual damage (round up) as Bashing damage. If you set yourself on fire, you stay alight, and deal two additional levels of Aggravated damage if you attack with blazing claws or fangs. Duration: One Scene or Hour

Strength of Will Frequency: Once per scene Challenge: static Social vs. 12 Traits Retest: Leadership Followup Cost: 1-5 Gnosis Effect: Your mighty presence inspires your comrades to astounding feats of courage. All your allies within 100 feet gain a number of Willpower equal to the Gnosis you spent. A Garou may only benefit from one use of this Gift at a time. Duration: One Scene or Hour

  Tribal  Gifts:  Black  Furies    

     

Far Dawn House Rules 48

Basic

Breath of the Wyld Required: You must touch a Garou or human target. Challenge: Gnosis vs. five Traits for a Garou target, six Traits for a human target Retest: Primal Urge Effect: Your touch instills a sense of life and vitality in another, giving them clarity of mind and purpose. They enjoy a one-Trait bonus on all Mental Challenges and Rage Challenges. They feel invigorated and focused on the task at hand. Duration: One Scene or Hour

Curse of Aeolus Required: You are in a place where fog could naturally occur Challenge: Gnosis vs. difficulty based on likelihood of fog -- four on the lakeshore, six in most places, nine in the desert Retest: Primal Urge Effect: A bank of fog rolls in at your call, in an area at least 30 feet square -- double that if natural fog is also present. You can see through this fog perfectly well, but the impaired vision of everyone else in the fog puts them all at a four-Trait penalty on all Physical, Social and Mental challenges. The creepy atmosphere of the fog also puts everyone except you and your pack at a one-Trait penalty on all Willpower challenges. Duration: One Scene or Hour

Heightened Senses, Sense of the Prey, Sense Wyrm As the Lupus Gift (pg 27), as the Ragabash Gift (pg 31), and as the Metis Gift (pg 26) respectively

Intermediate

Body Wrack Initial Cost: One Gnosis Challenge: Physical vs. target Retest: Medicine Followup Cost: 0-5 Mental Traits Effect: You point at a target, and pain flowers in every nerve of his body. For the duration of the gift, this agony puts all his challenges at a Trait penalty equal to one plus the number of Mental Traits you spent. Duration: One Scene or Hour

Coup de Grace Cost: One Willpower Challenge: Mental vs. target Retest: Brawl

  Tribal  Gifts:  Black  Furies    

     

Far Dawn House Rules 49

Effect: You masterfully identify your opponent's most vulnerable spot and prepare an attack against it. If the gift succeeds, your next attack will deal double damage (up to a limit of three additional damage). Duration: Your next attack -- if the attack fails, the gift's benefits are lost

Visceral Agony Required: A form with claws Cost: One Rage Effect: Your claws transmute into wicked poisoned talons, making their strike difficult to avoid by inflaming your target's current wound penalties. Your target suffers a two-Trait penalty against your next attack if they are Bruised, or a four-Trait penalty if they are Wounded. If they are somehow ignoring wound penalties, then instead they suffer normal wound penalties during your attack. Duration: Your next attack -- if the attack fails, the gift's benefits are lost

Wasp Talons Required: A form with claws Frequency: Once every two turns (the claws take a full turn themselves to regenerate) Cost: One Rage Challenge: Physical vs. target Retest: Brawl Effect: You fire your claws from your hands like a deadly swarm of wasps, dealing two Aggravated damage to your target. Win or tie an additional Simple Test for an additional level of damage. No additional damage is added by other gifts and fetishes that enhance claw damage (Razor Claws, Silver Claws, and the like).

Advanced

Thousand Forms As the Ragabash gift (pg 33). Furies who adopt mythical beast forms typically honor Pegasus and assume her form

Wyld Warp Cost: One Rage and one Gnosis (yes, this Gift is an exception, you can spend both) Challenge: static Mental vs. a difficulty you choose Retest: Enigmas Effect: Summoning a maelstrom of chaotic Wyld-spirits is a desperate move, but this gift gives you that option. What exactly the Wyld-spirits do is unpredictable and up to the Storyteller, but their actions will at least be beneficial to you. They might give you fresh Traits and Abilities, heal all your wounds, disassemble everything man-made in the area, turn your enemies to cheese -- you can never guess beforehand. The higher the difficulty you set yourself for this challenge, the more beneficial they will be. Duration: Storyteller-determined

  Tribal  Gifts:  Bone  Gnawers    

     

Far Dawn House Rules 50

Basic

Blissful Ignorance As the Ragabash Gift (pg 31)

Cooking Required: Something to serve as a pot and a spoon, plus rubbish and water Cost: 1 Gnosis per five pounds of ingredients (round down -- no cost for less than five pounds) Challenge: static Mental vs. difficulty based on ingredients -- six Traits for harmless but inedible trash, ten Traits for toxic substances Retest: Survival Effect: You transform garbage and water into a bland but healthy gruel, simply by stirring it up in a pot. Bone Gnawers use this gift to ensure they and their kin never go hungry for long.

Odious Aroma Cost: One Gnosis Effect: Your body odor intensifies to a horrific degree, hitting everyone nearby like a hammer. Anyone within twenty feet who has a sense of smell suffers a two-Trait penalty to all their challenges, thanks to the effort of not inhaling the debilitating stink. You gain a two-Trait penalty to all Social Challenges and Stealth Challenges. Duration: One Scene

Resist Toxin Activation Time: At will Effect: Your constitution has been spiritually enhanced to enable you to deal with a Bone Gnawer's typically unusual diet. You may neutralize most poisons from your body at will, and you benefit from a three-Trait bonus on any challenge to cope with a Wyrm-enhanced toxin.

Tagalong Required: Know the name of the Totem and prostrate yourself in front of the sept or pack alpha, wriggling forward on your stomach like a begging dog. You can't target an alpha who is actively hostile toward you. Challenge: static Social vs. the Totem Retest: Subterfuge Effect: With a display of humility, you ingratiate yourself to the patron Totem of a sept or pack. The totem will look on you with favor and consider you one of its own for the purposes of granting its blessings, allowing you to perform pack maneuvers, etc. It will disapprove of any Garou who mistreats you without cause. The totem of a caern won't even mind if you perform the Rite of the Opened Caern while this gift is active. Duration: One day

Intermediate

  Tribal  Gifts:  Bone  Gnawers    

     

Far Dawn House Rules 51

Attunement Required: You're in an urban area Initial Cost: One Gnosis Challenge: Mental vs. Storyteller-determined difficulty Retest: Streetwise Followup Cost: 0-5 Mental Traits Effect: You commune with the ambient spirits of the city, learning useful information about the area. Success gets you general information on a topic, such as the human population count, locations of supernatural hideouts, the presence of hidden tunnels, etc. Each Mental Trait you spend gives you an accurate answer to one specific yes-or-no question about the area.

Friend in Need Required: Your target is a packmate or tribemate. Friend in Need itself may never itself be shared, by its own effect or any similar effect. Cost: One Willpower Effect: The other tribes may say what they will about the Bone Gnawers, but this gift proves they are willing to give their all for those they trust. Choose one of the following: one of your Gifts, or a specific number of your Health Levels, Rage, or Willpower. For the duration, your target packmate or tribemate may use that Gift or those Traits as if they were their own -- and for the same duration you cannot use the Gift or Traits. If you choose a Gift, it cannot be a higher level than your target's Rank would allow them to learn. When the Gift ends, you get these things back -- though any Traits spent are still spent, and any damage taken remains on the Health Levels. If your target dies while this Gift is in effect, you permanently lose whatever you lent -- except for Health Levels, which simply return having taken Aggravated damage. Duration: One Scene, or until you choose to end the effect

Infest Cost: One Gnosis Cost: 1-5 Social Traits Effect: You send out a spiritual signal to all the vermin of the area, summoning them to a new home. They infest a structure of your choice. The number of Social Traits you spend determines what kind of a problem this is: one Trait creates an minor nuisance, while five Traits renders a building unfit for human occupation. Duration: Permanent (though the vermin can be exterminated by normal means)

  Tribal  Gifts:  Bone  Gnawers    

     

Far Dawn House Rules 52

Reshape Object As the Homid Gift (pg 24)

Advanced

Riot Cost: 1-5 Gnosis -- one to affect a building, two for a block, three for a neighborhood, four for a suburb and five for the whole city Challenge: static Mental vs. 10 Traits Retest: Subterfuge Effect: You whip up a storm of malevolent spirits to incite the humans of the city to riot. They justify fears and hatreds, twisting people's perceptions of one another and blocking all communication that could defuse the tension. The spirits you summon will start with a target group of humans you specify, but they will soon spill over to affect the entire area, appropriate to the amount of Gnosis you spent. Duration: One scene

Survivor Cost: One Gnosis Effect: You exemplify the Bone Gnawer ideal, surviving almost any extremes. Upon activating the Gift, choose either Extreme Survivor or Trauma Survivor. If you choose Extreme Survivor, you suffer no ill effects from hunger, thirst, lack of sleep, temperature extremes, or harsh weather conditions. If you choose Trauma Survivor, you become immune to all mundane poison and disease, and even Wyrm-enhanced versions of these work at half normal strength; you gain the additional Physical Traits Tough x3 and the Ability Traits Survival x2; and you suffer no wound penalties. You may activate both of these effects, but they count as separate gift activations. Duration: Extreme Survivor lasts a full day; Trauma Survivor lasts ten turns.

  Tribal  Gifts:  Children  of  Gaia    

     

Far Dawn House Rules 53

Basic

Calm Initial Cost: One Gnosis Challenge: Social vs. target Retest: Empathy Followup Cost: 0-5 Mental Traits Effect: You soothe another's anger. If they are in a Frenzy provoked by anything except Rage-healing, they immediately regain control. Otherwise, they lose Rage instead -- one Rage plus one for each Mental Trait you spent, up to a limit of half their current Rage (round in the target's favor). You have to choose the Mental Traits you spend without necessarily knowing how many Rage your target will lose; extra Mental Traits you spent have no effect.

Grandmother’s Touch Required: Touching the wound to be healed on a living creature; for battle scars, healing the same scene they happened Initial Cost: 1-5 Gnosis Challenge: none for other Garou; Mental Challenge vs. non-Garou Retest: Medicine Followup Cost: To heal a battle scar, one additional Gnosis Effect: Gaia's regenerative power flows through your hands, knitting together flesh and bone. Your touch heals one Health Level per Gnosis you spend, on yourself or another. You can't heal spirits or undead. In order to heal a non-Garou, you need to succeed at a Mental challenge. In order to heal a battle scar, you must use the Gift in the same scene the scar was gained, and you must spend an additional Gnosis.

Luna’s Armor Frequency: Once per scene Cost: One Gnosis Effect: You invoke Luna's light to protect you from your enemies' attacks. You gain a number of Armor levels equal to your Rank. While this Armor is intact, you do not take additional damage from silver weapons. Duration: Until the end of the scene, or until destroyed by damage.

Mercy Cost: One Gnosis Effect: Unicorn blesses you with the ability to fight to your fullest without risk of truly damaging your foes. All damage you inflict unarmed becomes bashing damage. Your claws and teeth tear open your opponents' flesh -- which then immediately seals up bloodlessly into bruises. Duration: One Scene or Hour

  Tribal  Gifts:  Children  of  Gaia    

     

Far Dawn House Rules 54

Mother's Touch While this gift is technically available to Children of Gaia, Unicorn offers her children an entirely superior gift, Grandmother's Touch, above. As the Theurge Gift

Resist Pain As the Philodox Gift (pg 37)

Intermediate

Beast Life Initial Cost: One Gnosis Challenge: Social vs. Storyteller difficulty Retest: Animal Ken Followup Cost: 0 to 5 Mental Traits (range); 0 to 5 Gnosis (duration) Effect: You can communicate with all animal life. Animals become inclined to help you, fulfilling any request, even risky or suicidal ones -- although you may gain notoriety with Gaian spirits if you fail to give homage to such animal-spirits after they've sacrificed themselves for you. You may also summon all animals of a chosen type within ten miles, plus another then miles for each Mental Trait spent; those animals who can reach you without too much difficulty will do so, and follow your commands. Duration: One Scene or Hour, plus one for each additional Gnosis spent

Dazzle Frequency: Once per target per scene Challenge: Social vs. target Retest: Empathy Effect: You flood a target's mind with visions of Gaia's wonders; you fill their heart with love of all Her works. They sit down and quietly contemplate these glorious revelations for the duration. The effect ends if they are attacked. Duration: One Scene, or until attacked

Spirit Friend Cost: 0-5 Mental Traits Effect: Many spirits recognize and trust Unicorn's mark on a Garou, and this gift amplifies that. You gain a one-Trait bonus on all interactions with non-hostile spirits, plus an additional Trait for each Mental Trait you spent. Duration: One Scene or Hour

Strike the Air

  Tribal  Gifts:  Children  of  Gaia    

     

Far Dawn House Rules 55

Cost: One Willpower Challenge: Mental vs. target Retest: Dodge Effect: You bob and weave like a leaf on the wind. You automatically dodge every attack the target makes against you. This effect ends when the target is attacked, by you or someone else. Duration: Until the target is attacked

Advanced

Halo of the Sun Cost: One Gnosis Effect: Helios anoints your form with a blaze of sunlight, lending his power to your attacks. All attacks against you suffer a three-Trait penalty from the blinding light. All your unarmed attacks deal Aggravated damage, as well as dealing an additional two levels of damage. Vampires within twenty feet suffer the effects of standing in direct sunlight. Duration: One Scene

The Living Wood Cost: One Gnosis Effect: You animate the trees themselves to fight on your behalf. Each successful use of this gift animates a single tree. The tree wades through the earth at your movement, and has traits in accordance to the type of tree you animated:

Sapling: Physical Traits equal to your Homid Traits, 4 Health Levels, 1 Brawl, 1 Survival, deals 2 Bashing damage per strike

Tree: Physical Traits equal to your Homid Traits + 10, 8 Health Levels, 2 Brawl, 2 Survival, deals 3 Lethal damage per strike

Ancient Tree: Physical Traits equal to your Homid Traits + 20, 12 Health Levels, 3 Brawl, 3 Survival, deals 4 Lethal damage per strike

Duration: One Scene

  Tribal  Gifts:  Fianna    

     

Far Dawn House Rules 56

Basic

Faerie Light Frequency: Once per turn Cost: Optionally, one Gnosis Effect: You summon a small hovering globe of light, just enough to illuminate a three-foot area. You can move it anywhere you can see at a speed of 10 feet per turn, at no additional cost. Duration: One turn per current Mental Trait you have, or if you spent a Gnosis, one Scene

Glib Tongue Cost: One Gnosis Challenge: Social vs. target Retest: Expression Followup Cost: Optionally, one more Gnosis Effect: Sometimes you just need to string someone along, letting them hear whatever they want to hear. When you use this gift, you don't need to know what to say: your listener hears whatever they want to hear, regardless of your actual words. This is helpful for navigating difficult moments of etiquette, making appropriately respectful first impressions, gracefully answering touchy questions without actually lying, and so on. Duration: One turn per current Social Trait you possess, or if you spent the additional Gnosis, one Scene

Howl of the Banshee Initial Cost: One Gnosis Challenge: Gnosis vs. everyone within 50 feet (or further, at Storyteller discretion); creatures without Gnosis use their Willpower stat instead; all your allies have a two-Trait bonus to resist Retest: Expression Followup Cost: 1-5 Social Traits Effect: You unleash a howl of eerie portent, inspiring a soul-deep terror in those who hear it. All those you defeat in the challenge must flee for the duration. Duration: A number of rounds equal to the Social Traits you spent

Persuasion As the Homid Gift (pg 22)

Resist Toxin As the Bone Gnawer Gift (pg 49)

  Tribal  Gifts:  Fianna    

     

Far Dawn House Rules 57

Intermediate

Balor's Gaze Cost: One Rage and one Gnosis (yes, this is an exception; you can spend both at once to activate this gift) Effect: Your gaze literally blazes with a hateful red light, inflicting crippling pain on those you look upon. Choose a single target to gaze upon. That target makes a static Willpower challenge vs. a difficulty of your Willpower Traits, retest Occult. (This is their static challenge, so you cannot retest it yourself.) If they succeed, you cannot attempt to target them with Balor's Gaze again for the rest of the scene; but if they fail, they suffer debilitating pain as if they were Wounded -- i.e., they lose all ties on all challenges. If they already were suffering penalties for being Wounded, they experience the penalties of Incapacitation instead -- i.e., they fall unconscious for ten minutes. If, on the other hand, they employ some means of ignoring wound penalties, then instead all their challenges are at a three-Trait penalty. You may choose to change the target of your Gaze once per round; a new target attempts the Willpower challenge and so on, while the old target is freed from the effects of the Gaze. Duration: One Scene

Faerie Kin To Learn: Learning this gift always involves some sort of quest. Discuss it with the Storytellers. Cost: 1-5 Gnosis Challenge: extended Social vs. ten Traits Retest: Occult Effect: With a distinctive cry, you call upon pacts made between your ancestors and the Fae. The number of Faerie beings you summon is equal to your successes on the extended challenge. The power of each Faerie is proportionate to the Gnosis you spent to invoke the gift -- one Gnosis calls up rather humble helpers, while five calls forth frightening warriors. If you fail the initial challenge, make two Simple Tests; if you fail both, an unpleasantness of Faeries arrives -- angry at you. Duration: However long the Faeries like.

Phantasm Cost: One Gnosis per 10-foot area of illusion Challenge: static Mental vs. ten Traits Retest: Expression Effect: You lay an illusion over an area, concealing whatever is there (or not there) with some other scene. Your illusion presents itself to all the senses: it looks, smells and feels real. But it will not move naturally in any way: illusionary creatures will stand still as statues and fields of grain will stand unmoved by the wind. Anyone who has cause to doubt the reality of your illusion can see through it by winning a static Mental Challenge (retest Awareness) versus a difficulty equal to your Mental Traits. Duration: One Scene, or until any one person demonstrates that the illusion is false

  Tribal  Gifts:  Fianna    

     

Far Dawn House Rules 58

Reshape Object As the Homid Gift (pg 24)

Advanced

Call the Hunt Activation Time: One hour of chanting Frequency: Once per month Cost:1-5 Rage and/or Gnosis (yes, this is an exception, you can spend both) Challenge: Social vs. ten Traits Retest: Occult Effect: In a time of dire need, you call forth the Great Huntsman from the mists of Celtic legend, a tall, antlered man in Stag's service. You then join him on a hunt to bring down a powerful evil of your choosing. The Huntsman arrives with one mighty Hound for each Gnosis or Rage you spent activating the Gift. If the evil you choose is unworthy, or if you refuse to join the hunt, or if you simply fail the challenge to invoke this Gift, he appears and hunts you instead.

The Great Huntsman: a Jaggling; 10 Willpower, 10 Rage, 5 Gnosis, 80 Essence; the Charms Armor, Materialize and Tracking. His Hounds: Gafflings; each having 6 Willpower, 7 Rage, 2 Gnosis, 36 Essence; the Charms Materialize and Tracking.

Duration: Until the hunt is complete.

Gift of the Spriggan Cost: One Gnosis Challenge: Physical vs. ten Traits Retest: Primal Urge Effect: Like the fae called spriggan, you can increase or decrease your size. You can grow up to three times your normal size, which gains you an additional nine Strong Physical Traits. You can also shrink to the size of a small puppy, gaining a nine-Trait bonus on Stealth challenges instead. If your size changes are less than these two extremes, reduce the Trait bonuses proportionately. Duration: One hour, or until you cancel the effect.

  Tribal  Gifts:  Get  of  Fenris    

     

Far Dawn House Rules 59

Basic

Halt the Coward's Flight Required: A target you've been fighting who tries to escape you Activation Time: At will on the target's turn, when they try to escape Frequency: Once per turn per target Challenge: Social vs. target Retest: Intimidation Effect: You force an opponent to stand and fight rather than attempt to escape. They may not flee, and they must engage in at least one more combat challenge with you this turn. Duration: This turn

Razor Claws As the Ahroun Gift (pg 44)

Resist Pain As the Philodox Gift (pg 37)

Snarl of the Predator Activation Time: One turn Challenge: Social vs. up to 5 targets Retest: Intimidation Followup Cost: 0-5 Mental Traits Effect: You loose a feral snarl, shaking your opponents' confidence to the core. On their next turn, your targets take a penalty to all their challenges, equal to one Trait plus the number of Mental Traits you spent. Duration: The next turn

Visage of Fenris Challenge: Social vs. up to 5 targets Retest: Intimidation Followup Cost: enough Mental Traits to cover any Rank deficit between you and any Garou targets -- e.g., if you're Rank 1 and you want to affect a Rank 5, you must spend four Mental Traits Effect: You don an aura of ferocity and nobility, winning admiration from allies and fear from foes. Your allies and peers see you as more impressive; they suffer a one-Trait penalty on all Social Challenges against you. Your enemies see you as especially dangerous; they suffer a one-Trait penalty on all attacking challenges against you. Duration: One Scene

  Tribal  Gifts:  Get  of  Fenris    

     

Far Dawn House Rules 60

Intermediate

Hero's Stand Challenge: Willpower vs. Eight Traits Retest: Survival Effect: Choosing your spot on the earth, you stand until all your enemies have fallen or fled. You cannot move from this spot, but you gain all the following benefits:

o A two-Trait bonus on all Physical Challenges; o Nobody can move you from that spot; o You gain a free retest on attacks from outside melee range; o Every attack against you is treated like a frontal attack; and o You can't be surprised.

Duration: These effects last until all enemies are defeated, or have fled.

Might of Thor Initial Cost: One Gnosis and one Rage (yes, this is an exception) Challenge: Willpower vs. eight Traits Retest: Athletics Followup Cost: 0-5 Mental Traits Effect: To better crush your foes, you double your strength. You gain an additional Strong Trait for each Strong Trait (or synonym) you already possess. Once this gift wears off, however, you're exhausted: halve your remaining Physical Traits and Willpower until you've rested for at least one hour. Duration: One turn, plus one additional turn per Mental Trait you spent.

Scream of Gaia Initial Cost: One Gnosis Challenge: static Physical vs. everyone within 50 feet Retest: Athletics Followup Cost: 0-5 Social Traits Effect: You channel Gaia's wrath and pain into a bone-shaking roar, releasing a shockwave that slams into everyone around you. Everyone who loses the challenge against you is knocked down, taking one Bashing damage, plus an additional level of Bashing for each Social Trait you spent.

Venom Blood Cost: One Rage Effect: Your blood becomes a black acid, searing anyone who touches it. Anyone who bites you or tastes your blood takes a level of Aggravated damage. Duration: One Scene

  Tribal  Gifts:  Get  of  Fenris    

     

Far Dawn House Rules 61

Advanced

Fenris' Bite Cost: One Rage Effect: Your next bite attack, should it connect, mangles and may even tear off your opponent's limb. You choose the limb (arm or leg). Your bite deal an extra level of Aggravated damage to it, rendering it useless. If your target is capable of regeneration, the limb regains function when the damage is healed; otherwise, your target is permanently disabled. Next, make an additional two Simple Tests. If you win both (not tie), your bite tears the limb off completely. Duration: Your next bite attack (if you miss, the benefits of this Gift are wasted)

Horde of Valhalla Required: You are in good standing with Fenris and you are in great need of his aid Cost: One to five Rage and/or Gnosis (yes, this is an exception) Effect: The mighty Fenris dispatches a pack of his Fimbulwolves to fight at your side. One Fimbulwolf appears per Rage or Gnosis Trait you spent, ready to tear your enemies limb from limb. Each Fimbulwolf is a spirit with 6 Willpower, 7 Rage, 2 Gnosis, 36 Essence, and the charms Materialize and Tracking. Duration: One Scene

  Tribal  Gifts:  Glass  Walkers    

     

Far Dawn House Rules 62

Basic

Control Simple Machine Cost: One Willpower Challenge: automatic if the device is unattended; Social vs. the operator otherwise Retest: Repair Effect: You harness the spirits of a simple devices to obey your mental commands. This gift will flip a switch, unbolt a door, open a valve, turn an axle, etc. Duration: One Scene

Cybersenses Cost: One Gnosis per sense replaced Effect: You can replace one or more of your senses with a machine's capabilities -- you can replace your sight with infrared vision, your hearing with sonar, your touch with a magnetic card reader, etc. Using the new sense requires Mental Challenges (retest Science) at the Storyteller's discretion. Duration: One Scene

Diagnostics Challenge: Mental vs. eight Traits Retest: Crafts Followup Cost: optionally, one Gnosis; also, 0-5 Social Traits Effect: You can tell at a glance precisely what is wrong with a malfunctioning machine. If you spend the Gnosis, you enlist the machine's own spirit to help you fix the problem; the time required for the work is halved, and on all challenges to repair the device, you gain a bonus of one Trait plus one per Social Trait you spent. Duration: Until the device is repaired

Power Surge Cost: One Gnosis Challenge: Mental vs. difficulty based on the size of the area, from 5 Traits for a room to 20 Traits for a neighborhood Retest: Science Effect: You produce a surge of electrical energy that overloads the power grid, resulting in an electrical blackout across the chosen area. Duration: Permanent (until the power company comes and fixes things)

  Tribal  Gifts:  Glass  Walkers    

     

Far Dawn House Rules 63

Trick Shot Required: You're making a non-damaging attack with a firearm Activation Time: At will Effect: Add your Glory rating to your Trait total when performing a ridiculous feats of marksmanship -- blasting a weapon out of someone's hand, shooting down the barrel of someone's gun, severing the rope of a hangman's noose, etc. You may only apply this bonus to attacks that don't deal damage to anyone, although the indirect effect of the attack may lead to injury -- shooting the tires out from a moving vehicle, for example.

Intermediate

Attunement As the Bone Gnawer Gift (pg 49)

Control Complex Machine Cost: One Willpower Challenge: static Social vs. a difficulty based on the device's complexity -- eight Traits for a personal computer or comparable device, more for advanced tech Retest: Science Effect: You gain psychic control over a complex machine, including electronic devices. It obeys your mental directions for the duration. You may only use this gift on one device at a time. Duration: One Scene

Doppelganger Cost: One Gnosis, plus 0-5 Mental Traits Effect: You shapeshift your body to imitate another person, taking on their appearance, voice, scent and posture. If you are imitating a Garou, all your forms resemble their forms, but you can't disguise one form as another. Your disguise does not overcome your physical flaws (like One Arm) -- it only conceals them (by giving you a nonfunctional arm, for example). Nor does the change grant you any mechanical bonuses (such as for Pure Breed). Duration: One day, plus one for each Mental Trait spent

Elemental Favor Challenge: static Social vs. the spirit of an object Retest: Subterfuge Effect: You compel an urban elemental to destroy its material form, destroying a particular object -- a bulletproof window would shatter, a car's brakes could fail, a set of locked doors could become permanently jammed, etc. The Storyteller adjudicates the specific effect, though it usually won't cause severe direct damage. (Although if your car's brakes are failing, that'll be cold comfort.)

  Tribal  Gifts:  Glass  Walkers    

     

Far Dawn House Rules 64

Advanced

Chaos Mechanics Effect: You have mastered the two opposing energies that fuel the Garou -- the Gnosis of Gaia and the Rage of Luna. You may use both during your combat rounds. This allows to you use Gnostic gifts in the same round you take Rage actions, step sideways on a Rage action, etc. Duration: Always in effect

Summon Net-Spider Cost: One Gnosis Effect: You summon a Weaver-spirit called a Net Spider, capable of gaining full control over any computer system. It obeys your commands, performing tasks such as turning power on and off, overloading circuits, destroying data and the like. In addition, its assistance halves the difficulty of all other Computer-related challenges you make. The spirit has 5 Willpower, 4 Rage, 6 Gnosis and 24 Essence. Duration: One scene

  Tribal  Gifts:  Red  Talons      

     

Far Dawn House Rules 65

Basic

Beast Speech As the Galliard Gift (pg 40)

Beastmind Challenge: Social vs. target Retest: Empathy Effect: For a moment You bring out the animal in someone; all their higher thought functions are wiped away, and they must follow their most basic instincts. Duration: One turn

Scent of Running Water As the Ragabash Gift (pg 31)

Sense of the Prey As the Ragabash Gift (pg 31)

Wolf at the Door Required: A non-Garou target with whom you make eye contact Challenge: Social vs. target (if the target is a kinfolk, mage, ghoul or other supernatural, they get a two-Trait bonus) Retest: Primal Urge Followup Cost: 0-5 Mental Traits Effect: You insinuate a terror in your target that makes it difficult for them to set foot outside the house, let alone enter a wild place. For the duration, your target must make a Willpower challenge vs. your Gnosis or Social Traits (whichever is higher) to leave their home. They are at a two-Trait penalty to all Mental and Social challenges while away from home. Going anywhere near a forest requires the target to spend a point of Willpower. Duration: One day, plus one per Mental Trait spent

Intermediate

Elemental Favor Challenge: static Social vs. a nature spirit Retest: Subterfuge Effect: You compel a natural elemental to abandon its material form, destroying a particular object. A sheet of ice could shatter, a cliffside could crumble, a tree could die and drop its leaves, etc. The Storyteller adjudicates the specific effect, though it usually won't cause severe direct damage.

  Tribal  Gifts:  Red  Talons      

     

Far Dawn House Rules 66

(Although if you are standing beneath a crumbling cliffside, you might take some serious indirect damage.)

Trackless Waste Required: You know the territory where you're using this gift. Initial Cost: One Gnosis Challenge: static Mental vs. six Traits Retest: Primal Urge Followup Cost: 0-5 Mental Traits Effect: You enchant a region against travel, making it impossible for those within to find their way. Within a two-mile radius (plus an additional two for each Mental Trait you spend), compasses point randomly, maps give bad directions and GPS signals are scrambled -- even landmarks seem to shift location. Travelers within the area get lost and stay lost. If Garou are in the area, they may win a Mental Challenge (retest Primal Urge) against you to find their way. Duration: Four hours

Gorge To Learn: You must learn this gift separately for each type of Trait you want to store (Rage, Gnosis or Willpower); you can only learn it once per type. Effect: Just like you gorge on meat in the winter when you don't know if you'll get another meal, so too have you learned to gorge on spiritual power for dire situations. You may call on three additional Traits per night of one type you select when you learn the Gift -- Rage, Gnosis, or Willpower. You may refresh these spent Traits by normal means, but they do not add to your Trait totals in Challenges. Duration: Always in effect

Quicksand Initial Cost: One Gnosis Challenge: Social vs. eight Traits Retest: Primal Urge Followup Cost: 0-5 Mental Traits Effect: You liquify an area of ground, turning it into a viscous sludge that clings to the feet of everyone who moves through it -- except you. This affects a ten-foot radius of earth, plus an additional ten feet per Mental Trait you spent. In this area, standard combat movement becomes one step, combat challenges take a one-Trait penalty, and nobody can execute any combat maneuvers that require special movement. You, of course, are the exception, moving freely through the area and harrying your foes at no penalty. Duration: One Scene

  Tribal  Gifts:  Red  Talons      

     

Far Dawn House Rules 67

Advanced

Curse of Lycaon Cost: One Gnosis Challenge: Gnosis vs. target's Willpower Retest: Primal Urge Effect: You impose a powerful wolf-nature upon your target. Against a fellow Garou, this has the effect of forcing them into Lupus shape for a day. Against a human, this permanently transforms them into a wolf -- body, mind and spirit. Duration: One day vs. Garou; permanently vs. humans

Gaia’s Vengeance Cost: One Gnosis and one Rage (yes, this is an exception) Challenge: static Social vs. the Gauntlet rating Retest: Primal Urge Effect: You unleash the wrath of the wilderness against your foes. Every natural feature in the area attacks the intruders in any way possible: trees drop heavy branches on them, sinkholes open beneath unwary feet, tides pull victims under, brambles entangle them, etc. The exact effects are up to the Storyteller. Duration: Storyteller-determined

  Tribal  Gifts:  Shadow  Lords    

     

Far Dawn House Rules 68

Basic

Aura of Confidence Activation Time: At will Effect: Your confident demeanor automatically repels any non-supernatural challenge to read your emotions, intuit your thoughts or guess you intentions. You enjoy a three-Trait bonus against any supernatural attempts to do the same.

Clap of Thunder Required: You must clap your hands together -- which requires being in Homid, Glabro or Crinos form Cost: One Gnosis Challenge: Willpower vs. everyone within 10 feet Retest: Occult Effect: Slamming your hands together, you release the sound of a tremendous thunderclap. The sound stuns everyone within ten feet who fails the challenge, rendering them unable to act for one turn. Duration: One turn

Fatal Flaw Used in Combat

Activation Time: One turn of concentrated study in combat Challenge: Mental vs. target Retest: Empathy Followup Cost: optionally, 2-5 Mental Traits Effect: After a turn of studying your target, you pick out their key vulnerabilities. You intuitively target them, doing an extra level of damage with all your attacks. For each Mental Trait you spent (if any), you also learn one Negative Trait or Flaw that provides a combat advantage. Duration: One combat

Used in a Social Setting

Activation Time: Five minutes of study in a social setting Challenge: Mental vs. target Retest: Empathy Followup Cost: 0-5 Mental Traits Effect: After five minutes of studying your target's social interactions, you learn one of their Negative Traits, plus an additional Negative Trait for each Mental Trait you spent.

  Tribal  Gifts:  Shadow  Lords    

     

Far Dawn House Rules 69

Luna’s Armor As the Children of Gaia Gift (pg 52)

Seizing the Edge Required: You are engaged in a direct confrontation, such as a combat or a staredown. Cost: One Gnosis Effect: You gain an unfair advantage in a conflict, as befits a grandchild of Thunder. For the rest of the scene you gain a Trait bonus equal to your Rank for comparison on ties in challenges that involve direct conflict. (You can't use the bonus on static Challenges to activate Gifts or use Abilities.) Apply this bonus to either your Physical, Social, or Mental Traits. Once a turn, you may switch this Trait bonus between these categories, although you cannot split it up. Duration: One Scene

Intermediate

Direct the Storm Required: A target packmate is in Frenzy Cost: One Gnosis Challenge: Willpower vs. target packmate Retest: Leadership Effect: Your powers of leadership extend even over a packmate who has lost herself to Frenzy -- even to the Thrall of the Wyrm. Your packmate will direct their fury against a victim of your choosing. (Victims after this one is dealt with are chosen by Frenzy as usual, unless you Direct the Storm again.) If you fail your challenge to activate this gift, attempt a Rage Challenge against seven Traits; if you fail this, you fall into Frenzy yourself.

Open Wounds Frequency: Once per target per scene Cost: One Gnosis, plus 0-5 Mental Traits Effect: You prepare a strike so devastating that it lays open a vital artery. If your next attack inflicts any damage, your victim takes a level of Lethal damage at the beginning of every turn thereafter until the effect ends. They may not heal these levels of damage until then. (If your next attack fails, the effects of this gift are lost.) Duration: The wound bleeds for one turn plus one for each Mental Trait you spend, beginning the turn after you struck

Paralyzing Stare Requirement: Your target must be able to see your eyes and facial expression. Cost: One Gnosis Challenge: Social vs. target Retest: Intimidation Effect: One glimpse of your terrifying visage freezes your target in place, unable to move, for the

  Tribal  Gifts:  Shadow  Lords    

     

Far Dawn House Rules 70

duration. Duration: A number of turns equal to your permanent Gnosis, or until the target takes damage.

Strength of the Dominator Frequency: Once per target per scene Challenge: Social vs. target Retest: Intimidation Effect: You commandeer a target's Rage, taking it for your own use. Each turn this gift is in effect, your opponent loses one Rage and you gain one Rage. Duration: Three turns, starting the next turn

Advanced

Obedience Cost: One Gnosis Challenge: Willpower vs. up to 20 targets Retest: Leadership Followup Cost: 1-5 additional Gnosis Effect: You command obedience, becoming the perfect tyrant. Each person in the vicinity must succeed in a Willpower challenge against you (retest Leadership) to avoid succumbing to your will. The number of additional Gnosis you spend determines how much obedience you can compel: one Gnosis allows you to give orders that your subjects would not ordinarily mind following (even if they wouldn't choose to follow them right now); three Gnosis, and your subjects will look to you as their Alpha and fight on your behalf; five Gnosis and they will follow you into Malfeas itself, undertaking virtually suicidal quests to please you. Duration: Determined by the degree of obedience compelled, but no more than one session

Shadow Pack Challenge: Gnosis vs. eight Traits Retest: Occult Followup Cost: 1-5 Gnosis Effect: Shapes peel out of the darkness, each one your own reflection, wrought in shadow. They fight on your behalf. One duplicate appears for each Gnosis you spend. Each duplicate has your Physical, Social, Mental, and Ability Traits; they cannot, however, use Gnosis, Willpower, Rage, or Gifts. Each has only one Health Level; taking damage destroys them. They fade away when the gift ends. Duration: One Scene

  Tribal  Gifts:  Silent  Striders      

     

Far Dawn House Rules 71

Basic

Blissful Ignorance As the Ragabash Gift (pg 31)

Messenger’s Fortitude / Tireless Running Required: Do nothing but run. Initial Cost: One Gnosis Followup Cost: one Gnosis and one Willpower per day you wish to extend the duration Effect: You run nonstop for a full day or more without getting tired, thirsty or hungry. When you stop, you gain the Negative Physical Traits Exhausted x2 until you've had a full night's rest. Duration: One day, plus one additional day for each time you paid the followup cost

Sense Wyrm As the Metis Gift (pg 26)

Silence Activation Time: At will Frequency: Once per Challenge Cost: 1 Mental Trait Effect: You slink through enemy territory with the eponymous silence of the Striders. Gain a retest on any Stealth challenge related to sound.

Speed of Thought Cost: One Gnosis Effect: You double your running speed -- which also doubles the number of steps you can take in combat. Duration: One Scene

  Tribal  Gifts:  Silent  Striders      

     

Far Dawn House Rules 72

Intermediate

Adaptation Cost: One Gnosis Challenge: Physical vs. ten Traits Retest: Survival Effect: You become immune to harmful environmental effects -- poison gases, airborne diseases, pressure, extreme temperatures, violent weather, etc. This gift only protects you against prevailing conditions, not against specific hazardous situations like falling off a cliff or emanations of the Wyrm. Duration: One Hour

Attunement To Learn: As Bone Gnawer Gift, except when you learn this gift, you must decide whether it works in urban areas or wilderness areas. You can purchase the gift twice to learn both versions.

Great Leap Activation Time: Activate this gift as your movement. Cost: One Willpower Challenge: Physical vs. ten Traits Retest: Athletics Followup Cost: 0-5 Mental Traits Effect: You can leap a building in a single bound -- or otherwise cross astonishing distance in a single jump. Your leap carries you 100 feet, plus an additional 100 feet for each Mental Trait you spent.

Speed Beyond Thought Required: Do nothing but run. Cost: One Gnosis Effect: You run at ten times your normal speed, if all you do is run. Once you stop, you must eat something right away or go into Berserk Frenzy of hunger. Duration: Eight hours or until you do something other that run, whichever comes first.

  Tribal  Gifts:  Silent  Striders      

     

Far Dawn House Rules 73

Advanced

Gate of the Moon Required: There's at least a sliver of the moon visible in the sky. Initial Cost: One Gnosis Challenge: static Mental vs. variable difficulty -- five Traits for less than 100 miles, six Traits for up to 250 miles, seven for up to 500 miles, eight for up to 1000 and nine for more. Retest: Enigmas Followup Cost: optionally, one Mental Trait Effect: You create a special Moon Bridge to take you directly where you want to go. You arrive at your destination and spend one turn unable to act thanks to the disorientation -- unless you spent the additional Mental Trait to avoid this. If you fail the activation challenge of this Gift, attempt two more Simple Tests: if you lose both, your Moon Bridge deposits you somewhere completely unrelated to your destination, at your Storyteller's discretion.

Reach the Umbra Effect: The Gauntlet no longer impedes you in any way. You automatically win all Gnosis challenges to cross the Gauntlet. (This does still count as using your Gnosis, so you can't spend Rage the same round.) In any challenge to enter or leave Umbral Realms, you have a two-Trait bonus. Duration: This gift is always in effect.

  Tribal  Gifts:  Silver  Fangs      

     

Far Dawn House Rules 74

Basic

Empathy Initial Cost: One Gnosis Challenge: Mental vs. one or more targets Retest: Empathy Followup Cost: 0-2 Mental Traits Effect: You call on a heightened insight into the desires of others, the better to lead them. Success earns you a simple explanation of your targets' desires: to forgive or to punish, to make peace or make war, etc. Spending one Mental Trait earns you a detailed sense of their desires; spending two Traits informs you about desires your targets haven't even expressed. You can use this insight to make popular decisions -- although not necessarily good ones.

Falcon's Grasp Cost: One or two Rage Effect: Your hands or jaws gain the deadly strength of Falcon's talons or beak. If you spend one Rage, choose either your hands or your jaws; you gain a three-Trait bonus in Physical Challenges where you use the chosen parts in grappling or biting. If you spend two Rage, you get the bonus to both. Duration: One Scene

Lambent Flame Cost: One Willpower Effect: Your aura ignites with an intense silver light, bright enough to illuminate everything within a hundred feet of you. Enemies fighting you hand-to-hand suffer a one-Trait penalty from the glare, but you also become a clear target: foes making ranged attacks on you enjoy a one-Trait bonus. Duration: One Scene

Luna’s Armor As the Children of Gaia Gift (pg 52)

Sense Wyrm As the Metis Gift (pg 26)

  Tribal  Gifts:  Silver  Fangs      

     

Far Dawn House Rules 75

Intermediate

Mastery Challenge: Social vs. target Garou Retest: Leadership Followup Cost: 0-5 Mental Traits Effect: You deliver commands with such force as to compel obedience in a Garou target (and only in a Garou target). Your target immediately complies with one non-suicidal order for the duration. Duration: One turn, plus an additional turn for each Mental Trait you spent

Mindblock Effect: You maintain peak mental defenses -- perhaps as compensation for certain mental weaknesses. Against all efforts to attack or control your mind (e.g., mind reading, possession, mental illusions) you defend with a three-Trait bonus to your Mental Traits, or ten Traits, whichever is higher. Mindblock offers no protection against powers that perceive or affect your emotions. Duration: Always in effect

Silver Claws As the Ahroun Gift (pg 45)

Wrath of Gaia Cost: One Gnosis Challenge: Social vs. Storyteller difficulty (based on the Wyrm-minions present) Retest: Intimidation Effect: You manifest a magnificent supernatural glory that terrifies all creatures of the Wyrm. All Wyrm-creatures within line of sight must succeed in a Willpower Challenge or immediately flee. Those that manage to remain must succeed in a second such Willpower Challenge in order to commence attacking you. Duration: One Scene

  Tribal  Gifts:  Silver  Fangs      

     

Far Dawn House Rules 76

Advanced

Luna's Avenger Activation Time: One full turn of concentration Cost: One Gnosis Effect: You transmute your body into living silver, the metal of Luna, the better to destroy the enemies of her sister Gaia. You gain the Traits Tough x2 and an additional Healthy Health Level. All brawling damage you inflict against Garou (and other silver-vulnerable Fera) becomes Aggravated damage. You are immune to the effects of silver yourself. Whenever your attacks connect, make a followup win-or-tie Simple Test to inflict an additional level of Aggravated damage. Duration: One Scene

Paws of the Newborn Cub Required: You snarl and glare at an opponent. Cost: One Gnosis Challenge: Gnosis vs. the target's Willpower Retest: Intimidation Effect: Your displeasure tears through your target's very essence, forcing it briefly to lose all its supernatural powers: shapeshifting, Gifts, Disciplines, Spheres, etc. Shape-shifted targets revert to their natural breed form. All mundane Traits and Abilities remain. Duration: One turn

  Tribal  Gifts:  Uktena      

     

Far Dawn House Rules 77

Basic

Sense Magic Challenge: static Mental vs. the magic's creator (You get a one-Trait bonus for familiar or obvious effects, and a two-Trait bonus for Garou gifts.) Retest: Enigmas Followup Cost: 0-5 Mental Traits Effect: Your mystical senses pick up on magic active in the area. Magic includes Garou gifts, vampire Disciplines, mage Spheres, and so on. An intuition informs you what kind of magic it is, in a broad sense -- "Gaian" or "blood magic," for example, is about as specific as the intuition gets. The Storyteller may impose Trait penalties to your challenge for very unusual magics. This gift senses magics within a ten-foot radius, plus another ten for each Mental Trait you spent.

Shroud Cost: One Gnosis Challenge: no challenge if it's dark or nearly dark; otherwise, a static Gnosis vs. difficulty based on lighting -- six Traits indoors, nine Traits in the sun Retest: Occult Followup Cost: 0-5 Mental Traits Effect: You conjure up a field of inky blackness, obscuring all sight except your own. (You manage to see through the dark perfectly well somehow.) You black out one ten-foot-square area within your line of sight, plus another for each Mental Trait you spent. All others taking action within this darkness suffer the effects of Darkness (They suffer a 2-trait penalty and may have the "Blind" retest called against them). The metis gift Eyes of the Cat can allow another Garou to see through this darkness. Duration: One scene

Spirit of the Bird Cost: One Gnosis Effect: Gravity loses its grip on you; you can hover, float about, and fly through the air as you please. Your maximum speed is 20 miles per hour. In combat, you have a movement of four "steps" through the air. You also suffer a one-Trait penalty to all combat maneuvers unless you purchase the Flight Ability. Gifts and Fetishes that increase ground speed do not affect this movement. Duration: One hour

Spirit of the Fish Cost: One Gnosis Followup Cost: 0-5 Mental Traits Effect: Uktena is a water-god, and this gift extends that power to his children. You can breathe underwater and swim as fast as a Hispo runs. Duration: One hour, plus one for each Mental Trait you spend

  Tribal  Gifts:  Uktena      

     

Far Dawn House Rules 78

Spirit Speech As the Theurge Gift (pg 34)

Intermediate

Banish Totem Required: You must know what totem the pack follows. Activation Time: One full turn spent in concentration Cost: One Gnosis and one Willpower Challenge: Social vs. the pack's combined levels in the pertinent Totem Background Retest: Intimidation Effect: You speak a word of abjuration, cutting a pack off from the contact and aid of its Totem spirit. All members of the pack lose their Totem benefits, lose pack link, cannot use the Pack Tactics Background, and are no longer treated as packmates for other rules that care about such things. Duration: One scene, or until you are knocked unconscious or killed

Call Elemental To Learn: You must learn this gift separately for each kind of elemental you want to summon (air, earth, fire, water) Cost: One Gnosis Challenge: static Gnosis vs. the Gauntlet, followed by Social vs. the spirit Retest: Occult Effect: You conjure an elemental spirit that embodies one of the four classic elements -- air, earth, fire or water. Winning the Gnosis challenge makes the spirit appear; winning the Social Challenge persuades it to look on you favorably. If you fail the Social Challenge, it's unhappy with you.

o Air Elemental: Willpower 3, Rage 8, Gnosis 7, Essence 36, and the Charms Create Wind and Updraft.

o Earth Elemental: Willpower 10, Rage 4, Gnosis 5, Essence 60, and the Charms Armor, Materialize, and Umbraquake.

o Fire Elemental: Willpower 5, Rage 10, Gnosis 5, Essence 40, and the Charms Blast and Create Fire.

o Water Elemental: Willpower 6, Rage 4, Gnosis 10, Essence 40, and the Charms Cleanse the Blight, Flood and Healing.

Duration: One Scene

Hand of the Earth Lords Required: A target of a thousand pounds' weight or less Cost: One Gnosis Challenge: Physical vs. target (automatic against targets that don't resist) Retest: Occult Followup Cost: 0-5 Mental Traits Effect: You draw on the strength of the earth, using it to move your target through the air by force

  Tribal  Gifts:  Uktena      

     

Far Dawn House Rules 79

of will. You must maintain constant concentration on your target, and you may move it up to 20 miles per hour. Duration: One turn, plus one more for each Mental Trait spent; the gift also ends if you stop concentrating on your target

Invisibility Cost: One Gnosis Challenge: no Challenge if not observed; otherwise, Mental vs. your observers Retest: Stealth Effect: You become truly invisible; light passes through you as if your body were empty space. Anyone actively trying to detect you must win Mental Challenge against you (they retest Investigation, you retest Stealth). You have a three-Trait bonus to this challenge if you're being stealthy, but not if you're drawing attention to your presence (moving at more than half your walking speed, entering combat, interacting with the environment, and so on). Cross your arms over your chest to indicate you're using this Gift. Duration: One Scene

Advanced

Fabric of the Mind As the Galliard Gift (pg 42)

Fetish Doll Required: Take one week to construct a doll that represents your target, incorporating a part or belonging of your target (such as blood, shed fur, an item of clothing or jewelry) -- this requires a Mental Challenge vs. 12 Traits (retest Crafts) Frequency: You may only possess one Fetish Doll of a person at a time. Challenge: static Mental vs. target Retest: Occult Followup Cost: 0-5 Mental Traits Effect: By mutilating a specially made doll, you inflict damage on a distant target. After a successful activation, attempt another activation challenge for each Mental Trait you spent. The number of activation successes you collect (including the first) is the number of Aggravated damage you deal to your target. With multiple uses of this gift, you can deal a maximum of ten levels of damage through the doll before it is completely destroyed. If you fail the initial activation challenge, attempt two Simple Tests: failing both destroys the doll without dealing any damage.

  Tribal  Gifts:  Wendigo      

     

Far Dawn House Rules 80

Basic

Call the Breeze Required: You must whistle. Cost: One Willpower Effect: You whistle up a cold wind, as strong as 20 miles per hour. It's strongest in a particular 20-foot area anywhere you choose within line of sight; in that area, your targets suffer a two-Trait penalty to perception and attacking challenges. It may also dispel smoke, gas, hostile insect swarms and the life. Duration: One scene, or until you choose to end it

Camouflage Activation Time: Two turns of concentration Effect: You blend in with your surroundings, becoming difficult to detect. You gain a three-Trait bonus against those who try to detect you. While this always works in the northern wilderness, Storytellers may choose to mitigate the effect if you are in an area less befitting of the Wendigo tribe. Duration: Until you end the effect

Cutting Wind Cost: One Willpower, plus 0-5 Mental Traits Effect: You conjure a focused, sharp wind against targets within 20 yards. The wind comes automatically upon spending the Willpower, but setting its direction correctly requires the Physical Challenge. Those who are targeted by the wind suffer a 2-Trait penalty to all challenges on the first turn, and a one-Trait penalty on all challenges for the rest of the wind's duration. The wind can also push a target off a ledge or knock them over with an appropriate challenge. Duration: One turn, plus another turn for each Mental Trait you spent

Resist Pain As the Philodox Gift (pg 37)

Speak with Wind Spirits Initial Cost: Free in the Umbra; One Gnosis in the physical world Challenge: Social vs. eight Traits Retest: Expression Followup Cost: 0-2 Mental Traits Effect: You call on local wind-spirits to learn about the immediate area. You may ask a single question. The quality of your answer relies on the number of Mental Traits you spend: zero Traits elicit a very general answer, one Trait elicits a clear answer, and two Traits elicit a precise answer.

  Tribal  Gifts:  Wendigo      

     

Far Dawn House Rules 81

Intermediate

Bloody Feast Required: You must bite for at least one level of damage, and taste non-toxic blood. Activation Time: At will, once per bite Challenge: Gnosis vs. target Retest: Primal Urge Followup Cost: 0-5 Mental Traits, and make a test for Frenzy (with the usual effects) Effect: The taste of blood carries you to new heights of ferocity. Upon successfully invoking the gift, you gain one extra Strong or Tough Physical Trait for every Health Level of damage you inflict with your bite, up to a limit of five such Traits. These Traits last for the duration; they may be bid, lost and spent as usual. Using this gift on a human or wolf target is considered violating the Litany. Duration: One turn, plus one for each Mental Trait you spent

Call the Cannibal Spirit Required: Dance under the night sky, holding a piece of your target. Activation Time: Three turns spent in a summoning dance. Frequency: You may only have one Cannibal Spirit active at a time. Cost: One Rage and one Gnosis (yes, this exception lets you spend both) Challenge: static Social vs. 12 Traits Retest: Occult Effect: Your dance of summoning brings forth an avatar of Wendigo, who uses a piece of the target you possess (like a sample of blood or fur) to hunt down a target and devour their heart. This avatar appears as a blue-skinned humanoid figure with claws and fangs, blazing eyes, and black stumps where its feet have frozen off. It has 7 Willpower, 10 Rage, 5 Gnosis, 42 Essence, and the Charms Blast (Ice), Create Wind, Freeze, Materialize, and Tracking. If you fail the summoning challenge, attempt two Simple Tests: fail both, and the spirit attacks you instead. The spirit also attacks you if it is prevented from attacking its target in some way.

Chill of Early Frost Initial Cost: One Gnosis Challenge: Mental vs. difficulty based on the weather -- 6 Traits in deep winter, 9 Traits in a temperate climate, 15 in a hot summer Retest: Survival Followup Cost: 0-5 Mental Traits Effect: You plunge the region -- everything in a five-mile radius -- into bitter cold. Temperatures above freezing drop a few degrees below freezing; temperatures already below freezing drop an additional twenty degrees. Everyone in the area who does not have a natural coat of fur takes a two-Trait penalty to all challenges. Regional havoc occurs at Storyteller discretion as roads ice up, pipes burst, people run for shelter, etc. Duration: One hour, plus one for each Mental Trait you spent

  Tribal  Gifts:  Wendigo      

     

Far Dawn House Rules 82

Wisdom of the Ancient Ways As the Philodox Gift (pg 39)

Advanced

Heart of Ice Required: You must whisper your victim's name to the wind. Frequency: Once per target per session Initial Cost: One Gnosis Challenge: Mental vs. target Retest: Occult Effect: You call Wendigo's attention to your target and commence freezing them alive, from the inside out. Upon a successful activation, you immediately deal one Aggravated damage. Once each following turn, you may make another identical Mental Challenge against the target; each success deals another Aggravated damage. When you lose one of these challenges or when you have dealt ten damage, the gift ends. Duration: Until you lose one of the Mental Challenges or deal ten damage.

Invoke the Spirits of the Storm Cost: One Gnosis Challenge: Willpower vs. difficulty based on your changes to the weather -- 4 Traits for minor changes, 9 Traits for radical changes Retest: Science: Meteorology Effect: You change the weather within ten miles, calming the skies or bringing down the heavens' wrath as you please. If you summon a thunderstorm, you may call down lightning from the sky. Each bolt requires you to spend one Gnosis and make a Physical Challenge (retest Science: Meteorology) against your target. If they are struck, they take three Aggravated damage. Duration: As long as such weather naturally lasts

  Rites      

     

Far Dawn House Rules 83

Rites All rites take some time to complete. Rites have special flavors and should be described and honored, as they are staples to the Garou genre.

Again for emphasis, all Rites take time. They are not instantaneous, unless specifically stated in the write-up.

All Rites are done by LotW:R. More details can be provided by STs at the time of performance.

You MUST have the write-up for the Rites you know on your sheet or on a separate document you keep with your character sheet each game.

A bonus experience point MAY be awarded to players who actively roleplay the performance of a Rite (allowing for the narrative descriptions where site and physical roleplay/props cannot properly be portrayed). Please use discretion; some of the Rites are inappropriate for roleplay (i.e. Rite of the Pizza will be more well-received than Rite of the Blood Eagle, for instance. Not to mention the obvious violations of laws in the latter….) All Rites not from Laws of the Wild: Revised are permitted on a case-by-case basis, requiring extensive roleplay and plenty of valid in-game reasons for attaining said Rite. Please consult Storytellers if you have questions about what would likely be permitted if you have any questions.

  Renown    

     

Far Dawn House Rules 84

Renown Renown by book is convoluted, complicated, and a detriment to the fun of the game in many aspects. While it does give you a hard reality of the development of your character, the Storytelling staff of the Far Dawn has noticed that there is significant subjectivity and, perhaps, even bias in the awards given to players by the Renown ST. Therefore, we have come up with a much simpler system that will help Renown MEAN more and will make the Renown system more friendly to players and the staff.

Rank is now based on XP spent and time passed since the last Rank was gained. The following chart documents these new basic requirements for you:

25 XP - cub to cliath (1 1/2 months) 75 XP - cliath to fostern (3 months) 125 XP - fostern to adren (6 months) 200 XP - adren to athro (9 months) 300 XP - athro to elder (12 months)

We are not however throwing out all the Renown system. This would devalue a huge portion of the Moot structure, which is often the most fun too—the Storytelling portion. Therefore, at Moots your character may still earn or lose Renown. This Renown has a different effect however.

The Renown you earn or lose through Moots and Storytelling will increase or decrease the time limit required to go up in Rank accordingly. Permanent Renown gains decreases the time by a game session, and permanent Renown losses increase the time by one game session. Temporary Renown is kept track of by Storytellers only and, when the time limit changes, the player will be made aware.

You are STILL REQUIRED to challenge for Rank. And when you gain Permanent Renown via STs, you must still go through the Rite of Accomplishment for such. Otherwise, the time limit for the Rank challenge will not be modified.

On occasion, a player may be allowed to start a Fostern rank. This will require the player to spend 1 Free Point per level of permanent Renown they must buy to have the minimum Renown for Fostern. PCs are not allowed to start at Adren or higher, however.

For players starting at Cub, you will be given a free Gift from your TRIBE upon completing your Rite of Passage to compensate for the lack of TRIBE gift you are able to take upon character creation (The LotW:R rule that cubs start with no AUSPICE gift is commonly accepted as a mistake, and has been frequently shifted to be TRIBE gift, as when you go through a Rite of Passage you are accepted by your Tribal Totem implying you would now be able to learn Tribal Gifts). This free gift is to make starting as a cub more attractive as it can be a great roleplay experience for everybody in a game.

  Renown    

     

Far Dawn House Rules 85

If there are any questions regarding these new Renown Rules, do NOT hesitate to ask Storytellers. They will all be glad to answer these. Luckily, these rules also eliminate the need for a Spirit Keeper as Renown is solely determined by Moots, where Storytellers are all present already!