HOUSE RULES
Rage in the River City  House Rules    Effective 12/5/2005
Gameplay
1. Unless otherwise amended, use Laws of the Wild. More rules can be found in other MET books, tabletop expansions for Werewolf: the Apocalypse.�, and below.

2. Refreshing Traits: a character may expend one temporary willpower to fully refresh a single trait category (physical, social, or mental) or one level of an ability. Each category or ability may only be refreshed a number of times per session equal to that characters' permanent willpower attribute.

3. Fetishes, Talens, and Dedicated items: a character may only have a number of Fetishes attuned to themselves equal to their permanent Gnosis; Talens equal to twice their permanent Gnosis; and dedicated items equal to their permanent Gnosis.
Note: remember that dedicating many weaver tools results in renown loss for most tribes - keep track and be honest.

4. Crinos: the Garou war form grants increased physical prowess, cumulative according to rank.
Cub: Standard as LotW.   Cliath: +1 damage for hand to hand, melee, and thrown.
Fostern: Free retest (Might) on strength challenges.  Adren: "The Bomb" in strength challenges.
Athro: Phantom health level. Marked off first.  Elder: Win ties in strength challenges.

5. Supernatural Attacks: Blast, Umbraquake, Electroshock and similar charms and Gifts require a challenge to hit. This will generally be a Physical challenge, using Occult / Melee for an offensive retest, and Athletics / Brawl / Dodge / Melee as appropriate defensive retests.

6. Called Shots: Bid three (3) traits for a called shot, and receive a High Caliber retest.

7. Online: Downtime conversation is encouraged, until combat. All online combat must be mutually approved by all participants, including the ST. The ST reserves the right to resolve online combats in a whimsical manner to aid plot.

8. Discipline: Please settle IC disputes IC and OOC disputes OOC. If a player is / has a problem, bring it first to the Player Rep., who should attempt to resolve it fairly. Failing that the ST may be forced to act�

   Character Development
1. Normal Rage, Gnosis, and Willpower Maximums are 10, regardless of Rank; plus Tribe, Totem, etc.

2. Abilities max out at 6; plus totem and/or tribal bonuses.

3. Personal Totems and Pack Totems: (Umbra p.100). A Garou may possess either a personal or a pack totem. Not both. Spirits will not allow the Rite of the Totem to function more than once at a time on an individual. However, Garou frequently make Spirit Pacts to exchange all sorts of favors with spirits, and these favors can take the form of benefits essentially identical to those granted by the totem bond. (i.e.: the new background "Spirit Pact")

5. Kinfolk: kinfolk characters may be played while a Garou PC is unavailable to be in the game area. The Garou receives 2 exp while the kinfolk receives 1. True Mages are inappropriate for play, but Garou kinfolk with hedge magic are acceptable.

6. Merits, Flaws, Negative Traits, etc: If you want to adjust these during play with exp, a good story/explanation is necessary.  6a: Ability Aptitude allows a character to acquire associated knowledge in half the normal time.

7. The PC's of RitRC ST's are unavailable for play at RitRC Events..
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