The Glorious Burden V 1.0 2/15/2004 Character Creation rules: 1. Tribes a. The tribes of the Garou Nation are split up in to three different categories: common, restricted, and no. Just because a tribe is restricted does not mean no one can play it. 1. Common tribes: Bone Gnawers, Children of Gaia, Fianna, Glass Walkers 2. Restricted: Black Furies, Get of Fenris, Red Talons, Shadow Lords, Silent Striders, Silver Fangs, Uktena, Wendigo 3. No: Male Black Fury Metis, White Wolfs, Uktena Path dancers, Stargazers any of the Changing breeds. 2. Breeds a. The breeds of Metis and Lupus will be restricted to reflect Garou genre. b. The breed of Perfect Metis will not be allowed at all for any reason. 3. Natures and Demeanors a. Only natures and demeanors found in "Laws of the Wild" will be allowed. 4. Abilities a. Homids cannot have primal urge at character creation b. Lupus characters may not have the following abilities at creation. 1. Crafts, computers, drive, firearms, melee, law, medicine, politics, science, academic, security, streetwise, subterfuge. c. No ability may be taken above three at character creation unless the player has submitted a background story to the storytellers and the extra levels are approved. 5. Backgrounds a. Rites: One trait knowledge of basic rites and may perform one basic rite. Two traits may perform two basic rites. Three traits have knowledge of basic and intermediate rites and can perform three basic rites. Four traits can perform four basic rites. Five traits knowledge of basic, intermediate and advance rites and can perform five basic rites and one intermediate rite. b. Pure breed: 1. Player throws five chops with storyteller to find what level of pure breed they may buy. 2. Silver fangs PC at minimum have pure breed of three. 3. A player may be give permission to buy pure breed with out throwing chops if he submits the proper background story to the storytellers. 6. Merits and Flaws a. The following merits are added to the list of common merits for "The Glorious Burden". Ambidextrous, Catlike balance and Mix Morph. b. The following merits and flaws are restricted. 1. Silver Tolerance, Resistance to Wyrm Emanations, Metamorph, True Faith, Luck, Natural Channel, Wolf years, Pack Mentality, Huge size, Mix Morph and Dark Fate. 2. Any merits and flaws from any tribe books. 3. Merits and flaws from other books are also restricted. c. The following merits and flaws are ban in "The Glorious Burden". 1. Favor, Supernatural Companion, and Taint of Corruption. 7. Gifts a. PC's can only start the game with the 9 basic gifts (three for tribe, three for breed, and three for auspice). Game Mechanics: 1. Changing Forms a. Tests to change to different forms is only simple challenge. The proper retest is with Primal-Urge. b. Mix shifting is allowed. To shift only one part of your body you must make a hard static challenge (no ties) to the desired form unless they have the merit Mix Morph c. On top of the bonus traits for changing to Crinos, you can also gain the following bonuses depending on your rank. 1. Rank 2 the Garou gains a free retest on all test of raw strength (might). Rank 3 they gain the fourth hand sign the bomb in any physical challenge. Rank 4 they gain one extra Healthy health level. Rank 5 they deal an extra health level of damage with any hand to had attack. 2. Combat a. To add more to combat the following rules are put in for called shots and desired combat effects. To perform any of these you must bit two physical traits for the challenge. 1. Sever the head: You must deal two health levels of damage and then win on three simple challenges. 2. Breaking limbs: To break a limb in a single hand-to-hand blow you must have brawlx3 or better, or two or more health levels of bashing damage. After the means for the break have been decided then two simple statics are preformed to see if the limb is broken. If a Garou is in Crinos form he can spend a full round action to break the limb of someone human sized or smaller. Only one simple challenge is necessary for this attempt. 3. Knock out: To knock someone out you must call a shot to the head of the desired victim. Depending on the true nature of the victim will decides how easy they fall. Normal humans (hunters, mages, and kinfolk): two simple challenges. Supernaturally enhanced humans (ghouls, vampires, fomori): require three simple challenges and at less two health levels of damage. Large supernatural creatures (Garou, some Vampires, some Fomori): require four simple challenges and at less two health levels of damage from the attack. 4. Hamstrings: First the attack must call for a called shot to the victim's hamstrings and bit three physical traits. In the event that the attack wins that challenge he deals the adequate damage plus he then may make a simple static challenge. On a win or tie the victim looses one step of movement. This attack can be preformed twice on victim. b. The following rules go for the special attacks below. 1. Jaw Lock: The attack can only be made from behind your target or on top of the target. The attack starts with a standard physical challenge but must bid an extra trait because this counts as a called shot. If the attacker wins then both people must engage in another physical challenge. If the attacker wins he deals no damage but has victim pinned, but if the victim wins then he is not pinned but suffers the damage of the bite. In the next round the victim can try and break free with a physical challenge. If he wins then he must do a hard static (no ties), if he loses then he takes the full damage of the bite. 2. Evasive Action: Similar to a dodge, evading an opponent involving leaping, twirling and generally staying one step ahead of him. The player must declare this as his action for the round, and then versus all attacks this round he may use his mental vs. physical attacks to dodge out of the way. On the next turn the player gains +1 bonuses trait vs. his attacker. Note that during a turn were a player called for evasive action he cannot make an attack at all. 3. Taunt: The Garou cavorts about her opponent, growling, snarling and hurling insults. This tactic may alarm or distract the target to the point that she hesitates giving the Garou an edge. The Garou engages in a social challenge vs. the target, retest is intimidation for none Garou and expression for other Garou. If the Garou wins then the target losses a trait on ties on his next turn. This maneuver may be used by a pack. If so, the effects are cumulative. A creature with a Beast may be drove to frenzy. If the target is subject to the Taunt then they must make a Rage check after Taunt. The number for rage drops by one if a pack performs the taunt. c. General combat rules. 1. Garou in Crinos deal lethal damage to human sized enemies due to there intense strength. 2. The Metis breed can regenerate in any form. But they also take damage from silver in all of their forms. 3. At the start of a combat round some one can declare that they with to gain the initiative and get to attack first. At this time all people involved with the combat bid their physical traits. The one with the highest traits gets to go first. d. Rage 1. The additional rules for Rage on page 75 of Dark Epics work in this game. 2. Garou gain the following negative traits if there temp rage goes over their willpower. One trait over: Bestial, Two trait over: Shortsighted, Three trait over: Clumsy (blind with rage). 2. Gifts a. Spirit of the Fray: You have ten extra physical traits on any challenge for initiative. You may spend a gnosis trait for ten more traits.