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House Rules and Clarifications

(Glass Hand Chronicle)

These are some things that have come up in our games or previous ones.  If you have any questions or additions, email me.

Character Creation
Attributes: 15 dots, may have up to 8 put into any category.
Abilities: 27 dots placed anywhere, but you need to really convince me to allow more than 3 in a category.
Gnosis:  Homids may start with 2 Gnosis; if players wish to start with 1 Gnosis they may have 2 extra Freebie points.
Rites: Apart from the stipulation of no Rite of higher level than your Ritual score, I'm fairly flexible about what Rites you start with.  But I have to approve them, based on your character, tribe and location.
Physical Actions
Botches: For our games, 1s do not ordinarily subtract from successes.  However, if you roll more 1s than successes, you Botch and something unpleasant happens.
Senses: Hearing- and smell-related Perception bonuses are as follows: Homid 0, Glabro +1, Crinos +1, Hispo +2, Lupus +2.
Damage: To keep things clear, Bashing is shown on the character sheet as "/", Lethal as "X" and Aggravated as x (that's an X with a horizontal line through it).  Soak rolls take no penalties from wounds, although homids can't  soak Aggravated while in breed form (I don't know why the book didn't apply that to lupus as well; may be a typo, will have to check).  I'm going to allow Garou characters to soak Lethal in breed form as they would Bashing.  Mortals soak Lethal damage using Stamina with a difficulty of 9.
Heavy Damage: Bashing damage that falls beyond Incapacitated becomes Lethal damage (as well as unconsciousness, but Garou retains current form).  Lethal beyond Inc becomes Agg damage (and reverts to Breed Form, so it can't be soaked if character is a homid).
Healing: Agg takes a day to heal per level.  Assuming  not in breed form: Bash or Lethal heal at one level/turn when resting, require a reflexive Stamina (8) roll each turn when active.  In critical condition (breed form): 1 level/day, assuming inactivity. 
Silver: Nasty.  Can't be soaked; unless the character is a homid or lupus in breed form, mere contact with silver causes one level of aggravated damage per turn.
Temporary vs. Permanent: The book isn't too clear, but I think it implies that Will, Gnosis and Rage rolls use Permanent ratings rather than Temporary (except when Temp Rage is higher, which is possible).  This makes less sense to me logically, but in most circumstances is better for the players.  I'm fine with it if you are.
Rage and Frenzy: Normally, you gain a point of Rage at the start of combat. If you get at least one success on a Rage roll, you gain a point of Rage. While in frenzy, the Garou gains one Rage per turn.
  Once in Frenzy, the player may choose to burn Rage for extra actions, but may not spend Willpower during that turn.  The Garou may spend a WP point either to direct attacks away or towards a specific target (rather than just the nearest one), OR to be allowed to make a Willpower Roll (Target  is permanent Rage).  Otherwise, the trigger event must be over before the Garou can try to come out  frenzy.  Five successes on a Will roll must be accumulated to end the Frenzy. 
 
Other Uses for Rage: In a tense situation, a Garou can let his Rage bubble to the surface to scare a mortal.  He must be careful, because it is hard to control and he may well fall into Frenzy.  System: Roll Rage (diff as per moon). Add successes as automatic successes to Intimidation roll.  As usual, 5 successes bring about a Frenzy.  The Garou must have a Rage of 5 or higher to use this trick.
Spiritual Actions
 The Gauntlet: Peeking: Can sorta see across the gauntlet to physical realm with a Gnosis roll (diff Gauntlet rating), successes bring increasing clarity; unaware of surroundings until loses health levels.  Can see into Umbra (diff Gauntlet +3).  Stepping Sideways: Gnosis roll (Diff Gauntlet rating).  Failure adds +2 for next local attempt . A pack may choose one member to draw them all in.  Kinfolk, mortals, etc. cannot tag along w/o special Gifts.  Items must be Dedicated to be brought along (talens and fetishes are exempt).

Defeating and Killing Spirits: Assume spirit soaks Aggravated damage.  When Essence reaches 0, the spirit collapses and slowly fades.  The Garou can bind it into a fetish or proceed to kill it permanently.

  To permanently destroy a spirit, the Garou must find and completely devour the spirit’s heart.  Systemwise, the player rolls his Gnosis, (target set by the ST; usually 6).  Each success nets the character a point of temporary Gnosis.  Only one can harvest Gnosis at a time, but Garou can trade off. When the Garou consumes Gnosis equal to the spirit’s Gnosis rating, the spirit is forever destroyed.  The Garou loses any Gnosis above his permanent Gnosis.
  If a Garou devours a servitor of the Triat (for example, a Pattern Spider, Wildling or Bane), she gains a point of the appropriate Taint for every 10 Gnosis consumed (cumulative; ST should keep track), which remains until a rite to restore the character’s spiritual balance is performed.
Totem Trait Clarification
  Mystical Connection between Packmembers
   Packmembers can sense strong emotion in each other reflexively with a Gnosis (6) roll (which the ST rolls).  By actively seeking to connect with another, they roll Gnosis (4 within speaking distance, 5 within 1 mile, 6 within 10 miles, 7 within 100 miles, 8 within 1000 miles,  9 within 10,000 miles, +1 if across the Gauntlet, -1 if both in the Penumbra).  Using the power counts as an action, although once a strong connection is established (4 or 5 successes) the link is in place for a scene and may be continued without penalty.  Note that strong emotions or pain over the link will affect all connected (penalties may be applied at ST discretion).
Successes
1              Impressions of emotions, general state; direction
2              A few words; direction and approximate distance
3              A few sentences or a flashed image; direction and distance
4              Clear words or images; exact location
5              Continuous images and words; clear idea of state (health, mood, etc)
Rite of Caern Opening
Magnitude and duration of benefits granted vary by caern, but in general here it is: 
A successful rite delivers dots of benefit equal to the level of the caern.  These dots may be distributed as the ritemaster sees fit, and the benefits last for up to 24 hours (depending largely on the specifics of the caern).  The rite may be performed daily a number of times equal to the caern’s Rank without danger to the caern.