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RISUS: The Anything RPG
Written by Timothy Groves Werewolf: Werewol f: The Apocalypse Apocalypse is © White Wolf. RISUS is © Cumberland Games. In no way do I challenge their copyrights. copyrights. Please don't sue me.
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The World of Darkness.. Darkness....... .......... .......... .......... .......... .......... .......... ....... .. ......................3 ............. .........3 Character Creation.................. Creation............................ ................... ................... .................... ..................... ..................... .................3 .......3
Breed, Breed, Auspice Auspice and Tribe..... Tribe.......... .......... .......... .......... ....... ........................... ............. ..................4 ....4 Breed.................. Breed............................ .................... .................... .................... ................... ................... ........................ ........................ ...............4 .....4 Auspice................... Auspice............................. ................... ................... .................... .................... .................... .................... ............ ........... .............5 ....5 Tribes................... Tribes............................. .................... .................... ................... ................... .................... .................... ....................... ..................6 .....6 The Lost Tribes.................... Tribes.............................. ................... ................... .................... .................... .................... .................. ............8 ....8
Special Special Cliches.. Cliches....... .......... .......... .......... .......... .......... .......... .......... ........ ... .......................... ............ ................9 ..9 Gnosis, Rage and Willpower.................... Willpower.............................. .................... ............................... ............................10 .......10
The Changing Breed................................. Breed.................................................... ................... ........ .... .......11 ...11 The Change................... Change............................. .................... .................... .................... .................... ................... ............ ............ .............11 ....11 The Umbra............... Umbra......................... .................... .................... .................... ................... ................... .................... ............ ........... ..........12 .12 Rites................. Rites........................... .................... ................... ................... .................... .................... .................... .................... ................ ..........12 ....12 The Litany.................... Litany.............................. .................... .................... .................... .................... .................... ................. ................ ..........13 .13
Gifts...... Gifts........... .......... .......... .......... .......... ......... ......... .......... .......... .......... .......... ........ ... .........................14 ............. ............14 Systems.............. Systems........................ .................... .................... .................... .................... .................... ................... ............ ............. ..............14 ....14 Breed Gifts............... Gifts......................... .................... .................... .................... .................... .................... .................... ............. ...........15 ........15 Auspice Gifts................ Gifts.......................... .................... ................... ................... .................... .................... .................... ................. ........16 .16 Tribe Gifts................ Gifts.......................... ................... ................... .................... .................... .................... ............... ............... .................19 .......19
Character Character Advancemen Advancement.... t......... ......... ......... .......... ......... ......... ....... .. .......................25 ............. ..........25 The Advancement Roll.................. Roll........................... ................... .................... .............................. ............................. ..........25 .25 Renown and Rank................ Rank.......................... .................... .................... .................... .................... ............ .................26 .......... .......26
Adversaries............................. Adversaries................................................. .................................... ................ ......... .... ........27 ...27 Wyrm Spirits.................. Spirits............................ ................... ................... .................... .................... .............. .............. .................... ............28 ..28 Black Spiral Dancers................. Dancers........................... .................... .................... ................... ................ ................. .................28 .......28 Fomori................. Fomori........................... .................... .................... .................... .................... .................... ................... ................... ............ .......29 .....29 Weaver Spirits................. Spirits........................... .................... .................... ................... ................... ............ ............ .................... ............29 ..29 Wyldlings..................... Wyldlings.............................. ................... .................... .................... .................... ................... ................... ...................29 .........29 Mages................. Mages........................... ................... ................... .................... .................... .................... .................... ............ ........... ...............30 ......30 Vampires................. Vampires........................... .................... .................... .................... .................... .................... ................... ..................... .............31 .31 Humans............... Humans......................... .................... .................... .................... ................... ................... ............ ................... .......... ...............31 ......31
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T
he World of Darkness is a complete role-playing environment, created by White White Wolf. Wolf. Up unti untill about about 2003, 2003, it was was quite quite nice. nice. Therea Thereafte fter, r, it kind of backslid. I've not had a chance to play the latest version version of Werewolf, so I cannot speak for how that game fared. Largely, Largely, the World of Darkness Darkness is the world world as we know it; just darker, darker, more more grimy, grimy, and with with vampire vampires s and werewol werewolves ves running running about. about. Oh, and magic works. works. That sort sort of of stuff. stuff. So you you can basically basically use use what you know know about the world world today as your your background. background. If you want want a more in-depth in-depth look at the World of Darkness Darkness,, acquire some some White Wolf books; books; my budget budget for this book is 32 pages.
Character Creation Characters in RISUS Werewolf are created using ten six-sided dice, with with no more more than four dice dice in any one cliché cliché.. Both Both Hooks and Tales Tales are permit permitted ted,, granti granting ng one bonus bonus die each each if used. used. Cliché Clichés s may be doubledoublepumped, but certain clichés may not be purchased double-pumpable.
RISUS Werewo Werewolf lf uses uses the most most strai strait-ja t-jacket cketed ed charac characterter-cre creati ation on system of all the RISUS books I've I've written written to date. Before Before distributing distributing dice, the player player must make three three choices choices about his character. character. The Werewol Werewolf's f's Breed, Auspice and Tribe Tribe must all be selected, and will all consume dice. In fact, each of the above three choices can require the player to consume up to three dice, and if the player chooses the right (wrong?) combination, can leave the character with only one die for the remainder of character creation! The good news is that each selection – Breed, Auspice and Tribe - will also also grant grant the Garou Garou one die in a Gift. So the charact character er will actuall actually y gain three additional additional dice in Gifts. Gifts. Plus, Plus, each Garou gains one die in Willpower Willpower,, Gnosis and Rage, so in total, a Garou starts with sixteen dice. What What do you do if you get the same Gift Gift more more than once? once? Why, Why, get additional additional dice in that Gift, Gift, of course! course! For each time time that a Gift is granted granted in duplicate, gain one additional die in that Gift. Suggested Hooks include the following: ➢ ➢
➢ ➢
Physical or mental defects, such as missing limbs, blindness, or insanity; Taint of the Wyrm: Wyrm: Regardless Regardless of how many Rites Rites of Cleansing Cleansing that the Werewolf goes through, she will always have a minimum of one die of Wyrm Taint; Lost Lost Cub: Cub: The Werewo Werewolf lf was not discove discovered red as such such for many years years,, and knows little of Garou society; Curs Cursed: ed: The The Were Werewo wolf lf just just happe happens ns to have have bad bad luck luck,, and and once once per
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T
hese hese three traits traits make make up the core core of a Garou Garou charact character. er. A Garou's Garou's Breed tells the ancestry of the Garou, either born of Man, or born of Wolf, Wolf, or born of Garou. Garou. Auspic Auspice e is the phase phase of the moon under under which which a Garou is born. Finally, the Werewolves Werewolves are divided into thirteen Tribes, each with their own merits and flaws.
Breed Werewolves do not breed true; it is necessary for for a Garou to to breed with either a Human or a Wolf if the offspring is to be healthy.
Homid Garou born to human parents are usually raised in human society, and understand understand it well. It is a rare Homid who who known much much at all about wolves, wolves, and almost unheard of to know anything about Garou society. Homids do not change for the first time until in their teens, and are usually blissfully unaware of their their herita heritage ge until this time. time. Upon Upon first change, change, the newly Awake Awakened ned Garou will be approached and told of her heritage. If you choose to play a Homid, place one die in the Gnosis cliché and gain the Gift, Persuasion.
Lupus Garou born born to a wolf lead a lonely lonely life for their their first year. year. Other wolves wolves react with with a touch of distrust, distrust, sensing sensing its nature. But upon upon his first change, change, the Garou will be driven from the pack. At this time, time, a nearby Cairn will meet with the newly-Awakened Lupus, and offer him a place in their Sept. The Lupus know the ways of the Wolf, but are lacking in knowledge of Human ways. They may not start with any clichés that would be inappropriate for a Wolf. If you choose to play a Lupus, place three dice in the Gnosis cliché and gain the Gift, Heightened Senses.
Metis The The Metis Metis are are thos those e born born of two two Garou Garou pare parent nts. s. They They are alway always s sterile, sterile, and always always suffer from from a deformity. deformity. But growing growing up within within a Cairn gives them great knowledge of Garou society. No stigma attaches to the Meti Metis; s; it is the the pare parent nts s who who are are shunn shunned ed or puni punish shed ed for for allo allowi wing ng thei theirr passions passions to overcome overcome their reason. Metis may may be full pack members, members, may accrue Renown, and may reach the highest Rank.
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Auspice Luna, the moon, holds a vital place in Garou mythology and religion, and the phase under which a Garou is born holds great meaning to the Changing Breed.
Ragabash – The New Moon, The Trickster Pranksters and jesters, the Ragabash are born in the dark of the Moon. They They seem seem unab unable le to take take anyt anythin hing g seri serious ously ly,, and and cons constan tantl tly y push push the the boundaries of the Litany. If you choose to play a Ragabash, place one die in the Rage cliché and gain the Gift, Blur of the Milky Eye.
Theurge – The Crescent Moon, The Seer While all Werewolves can deal with the spirit realm, the Theurge have a close link with with Spirits unequaled by any other Garou. They are the shamans and healers of Garou society. If you choose to play a Theurge, place one die in the Rage cliché and gain the Gift, Sense Wyrm.
Philodox – The Half Moon, The Mediator The Philodox Philodox are the judges judges and mediators mediators of the the Garou. They settle settle dispute disputes s and judge those those Garou Garou who have broken broken the Litany. Litany. They They are known not for fairness, but for the honest attempt at fairness, which often commands more respect. If you choose to play a Philodox, place two dice in the Rage cliché and gain the Gift, Scent of the True Form.
Galliard – The Gibbous Moon, The Moon Dancer These are are the bards and and singers of the Garou. Garou. They alone alone can grant grant Renown to a Garou, allowing them to increase in Rank, and as such, are treated treated with great respect respect by all Garou. Plus, Plus, they are fearsome fearsome warriors in their own right. If you choose to play a Galliard, place two dice in the Rage cliché and gain the Gift, Beast Speech.
Ahroun – The Full Moon, the Warrior These are the mightiest of Garou warriors, those who take the fight straight to the the Wyrm. Though the most powerful physically, they are also the most unstable emotionally.
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Tribes At one time, time, there were were sixteen Tribes Tribes of Garou. Garou. Now, their their numbers numbers have dwindled dwindled to twelve. twelve. Each of these these twelve twelve has its own distinct distinct flavour, flavour, and determines both a character's Willpower and her selection of Gifts. Many Many of the the Trib Tribes es impo impose se limi limita tati tion ons s on the the clic cliché hés s that that may may be chosen by the character. Take note of these restrictions if you should select select such a Tribe.
Black Furies The Furies are an all-female Tribe of Garou, who stand as much for women's rights as they do for preserving the Wyld. They hold themselves as the daughters daughters of the Greek Goddess Goddess Artemis. Artemis. Many live live in idyllic glades, glades, far from civilization; others have started to to take the battle battle to the cities. cities. If you choose to play a Black Fury, place one die in the Willpower cliché and gain the Gift, Sense Wyrm.
Bone Gnawers The Bone Gnawers are city wolves, living in the gutters and streets of cities. cities. They are viewed viewed by all the Tribes, including including themselves, themselves, as the least of Garou. But none should underestimate their abilities at sheer survival. If you choose to play a Bone Gnawer, Gnawer, place three dice in the Willpower Willpower cliché and gain the Gift, Gift, Toxin Resistance. Bone Gnawers may may not start with with Pure Blood or Wealth, though they may gain Wealth after character creation.
Children of Gaia No Tribe Tribe is as trusted trusted or respected respected as the Childr Children en of Gaia. They are peacemakers, and view view violence as the last refuge of the incompetent. That said, they can also be fearsome warriors in their own right. If you choose to play a Child of Gaia, place two dice in the Willpower cliché and gain the Gift, Resist Pain.
Fianna Celtic Celtic Garou from the British British Isles, the the Fianna are party party animals. animals. But when when not not drin drinki king, ng, sing singing ing or carou carousi sing, ng, they they are are some some of the the deadl deadlies iestt warriors among the Garou. If you choose to play a Fianna, place one die in the Willpower cliché and gain the Gift, Persuasion.
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Get of Fenris The most destructive, Rage-filled, and vicious of the Garou, the Get of Fenris hold that they are the vanguard of the fight against the Wyrm, and the elite warriors of the Changing Breeds. If you choose to play a Get of Fenris, place one die in the Willpower cliché cliché and gain the Gift, Razor Razor Claws. Claws. Get of Fenris Fenris may not start start with or ever gain Followers.
Glass Walker Like the Bone Bone Gnawers, Gnawers, the Glass Walkers Walkers are city wolves. wolves. But where where the the Bone Bone Gnaw Gnawer ers s dwel dwelll in the the gutt gutter ers, s, the the Glas Glass s Walk Walker ers s stri stride de the the corporate world, trying to change Humanity from within. If you choose to play a Glass Walker, place one die in the Willpower cliché cliché and gain the Gift, Gift, Control Control Simple Simple Machine. Machine. Glass Walkers Walkers may may not start with Pure Blood.
Red Talons The The Talo Talons ns are are a Trib Tribe e comp compos osed ed sole solely ly of Lupu Lupus s bree breed. d. They They advocate the destruction of Humanity, or at least a severe culling, for they feel that Humans, before any other creature, have harmed the Wyld. If you choose to play a Red Talon, place one die in the Willpower cliché and gain the Gift, Gift, Wolf At The The Door. Red Talons Talons may not start start with or ever gain Followers or Wealth, and their Kinfolk must be Wolves.
Shadow Lords These Wolve lves would lead the Thirteen Tribes. Deception ion, backstabbing and exploitation are their ways, and when they do not lead, they do their best to seize the power behind the Alpha. If you choose to play a Shadow Lord, place one die in the Willpower cliché and gain the Gift, Seizing Seizing The Edge. Shadow Lords may not start with with or ever gain Followers.
Silent Striders
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Silver Fangs Since time immemorial, the Silver Fangs have have led the Garou. They are proud proud and noble, noble, strong strong and wise. wise. Sadly, Sadly, they they are also now somewh somewhat at inbred, and every Silver Fang carries the seed of madness within. If you choose to play a Silver Fang, place one die in the Willpower cliché and gain the Gift, Falcon's Grasp. Silver Fangs must have at least one die in Pure Blood.
Uktena The most diverse, culturally speaking, of the Garou, the Uktena are made up of primitives from all across across the world. Magicians and mystics, mystics, they are mistrusted by other Garou, who fear they may have fallen to the Wyrm. If you choose to play an Uktena, place one die in the Willpower cliché and gain the Gift, Sense Magick.
Wendigo Garou of North American heritage, the Wendigo hate the European invader invaders s of their their homela homelands. nds. They They are master masters s of the woodlands woodlands,, deeply deeply spiritual, and tolerate no taint of Wyrm within their ranks. If you choose to play a Wendigo, place two dice in the Willpower cliché and gain the Gift, Gift, Resist Resist Pain. Pain. Wendigo Wendigo may not start start with Follow Followers ers or Wealth, and cannot later gain Followers.
The Lost Tribes There are four four Tribes that cannot be selected selected for play: The Stargazers, who have left the the War of Rage for for reasons of their own; The White Howlers, who suffered corruption, torture and death while invading a nest of Banes; the Roanoake, Roanoake, who gave gave their lives as a Tribe Tribe to destroy a Wyrm plot; plot; and the Bunyip, destroyed by the Garou themselves. In addi additi tion on to the the abov above, e, ther there e are also also the the Blac Black k Spir Spiral al Danc Dancers ers.. Turned to the Wyrm, and deformed and twisted by the corruption they revel within, the Black Spiral Dancers are hated and feared by all Garou, beyond any of their other foes.
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C
ertain ertain clichés clichés have special special uses uses or purchas purchase e costs. costs. Three Three of these, being Willpower, Gnosis and Rage, are detailed enough to require their own own sect section ion.. Thos Those e list listed ed belo below w are are most mostly ly spec specifi ific c to Garou, Garou, though though Follow Followers ers may have some some of their their own. None None of these these clichés clichés except except for Wolf may be purchased double-pumpable.
Ancestors. Ancestors. For Humans, ancestral memories memories is claptrap; for Garou, it is a fact of life. Dice of Ancestors Ancestors may be rolled to contact an Ancestor Spirit; each die that comes up odd may be burned to boost another another roll. These dice (whi (which ch are, are, of cour course se,, re-ro re-rolllled ed with with the the dice dice they they are are boos boosti ting) ng) can can be recovered fully at the next Moot that the character attends. Fetish. Fetish. This is a magical magical item, created created by binding a Spirit to to a mundane object. object. Ranks Ranks may be purchased purchased at a cost of one per die. die. Each rank rank earns earns the the Fetis Fetish h two two dice dice to spend spend on Clic Cliches hes.. Feti Fetishe shes s can can gain gain all norm normal al clichés, as well as Gifts. Gifts. A Fetish is rolled as a Team Member when used. Followers. Followers. Each die die put into Followers Followers allows allows you you to place three three dice worth worth of clichés clichés into various various Followe Followers. rs. The only only limit limit on the number number of Followers a character may may have is the the practical limit: Each Follower needs at least one die in at least one cliché. Followers may not have Ancestors, Gifts, Fetishes, Totem or Pure Blood, nor may they have Followers of their own. They may have double-pumpable clichés, at the usual cost. Kinfolk. Kinfolk. These are the the same as Followe Followers, rs, save that that they are related related to the Garou. They may have Ancestors, Ancestors, Pure Blood or Totem. Pure Blood. Blood. Your charact character er is descended descended from from renowned renowned forebears. forebears. You may always roll your dice in Pure Blood as a Team Member when attempting a social challenge against another Garou, even a Black Spiral Danc Dancer. er. You You can can also also choose choose to 'Tak 'Take e The The Hit' Hit' with with Pure Pure Blood Blood ('Yo ('Your ur actions shame your family name.') Pure Blood may may not be improved improved through character advancement; the dice you start start with are all you will ever have. Totem. Totem. Also similar similar to Followers, Followers, this is a spirit that that protects the Pack. Pack. As such, all Pack members members may contribute dice to Totem. Unlike Followers, ther there e are no rest restri rict ction ions s on clichés clichés the Totem Totem may have. have. Also Also unlike unlike Followers, Followers, there there can only be one Totem Totem per pack. Finally, Finally, each die put into into Totem only gains the Totem Totem itself one die. Totems almost never fight with (or
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Gnosis, Rage and Willpower Thes These e thre three e clic cliché hés s are are cent centra rall to a Were Werewo wolf lf char charac acte ter; r; each each Werewolf starts with at least one die in each, and can place more dice on these clichés should they wish during character creation.
Gnosis Gnosis Gnosis is a measure of the Garou's Garou's connection connection to the the Wyld. It can be purchased at one die per rank, or double-pumpable at two dice per rank. Gnosis Gnosis is used to trigger trigger the Change. Change. A roll against against a Diffic Difficult ulty y of ten for Crinos, Crinos, Homid or Lupis forms, forms, or against fifteen fifteen for Glabro or Hispo. Hispo. Gnosis Gnosis is also rolled when attempting to Breach the Gauntlet, and is sometimes required to activate certain Gifts. Gnosis Gnosis can can be recove recovered red by meditat meditating ing in a Cairn. Cairn. For every every hour spent in a Cairn, doing nothing but meditating, the Garou will recover one die of Gnosis. Gnosis. A Garou Garou will also recover recover one Gnosis Gnosis at the beginn beginning ing of each session. Rage and Gnosis may may not be spent or rolled in the same turn.
Rage Rage is the the vestige vestige of the primal beast beast that resides resides in every Garou. Garou. It can be purchased at one die per rank, but cannot be purchased doublepump pumpab able le.. Rage Rage may alway always s be rolled rolled as a Team Team Membe Memberr in injuri injuring ng combat, and dice may always be burned to add to another cliché roll in injuring injuring combat. combat. One Rage die may may also be burned to instantly instantly trigger trigger the Change to any form the Garou desires, with no roll required. To recover recover Rage, just just get madder. madder. A Garou may attemp attemptt to recover recover Rage under the following circumstances: When she first views the Moon each night; ➢ When first injured in a combat; ➢ When sufficiently enraged or humiliated, at the GM's discretion. When given a chance to recover Rage, the player rolls his character's normal maximu maximum m Rage. Each die that comes comes up odd recovers one Rage, Rage, to the character's normal maximum. maximum. But should even one die come up showing showing a one, the character character may Frenzy. Roll Willpower Willpower vs. the character' character's s current Rage to resist resist entering entering the Frenzy. Frenzy. Rage and Gnosis Gnosis may not not be spent or ➢
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The Changi Changing ng Breed number number more than than just just Werewo Werewolve lves; s; there there are also Werecats, known as Bastet; the Ratkin; the Gurahl, or Werebears; and a few other other types even more more rare. But the Garou Garou outnumber outnumber even the most most numerous Changing Breed by at least a hundred to one.
The Change This is, of course, course, the the most central central part of being being Garou: Garou: Becoming Becoming a wolf. wolf. Garou Garou may may shift shift betwee between n five diff differen erentt forms. forms. Shifti Shifting ng to any form form requires one turn, and usually requires a Gnosis cliché roll.
Homid In all ways humano humanoid, id, the Homid Homid form offers offers no bonus dice. dice. Taking Taking Homid form is automatic for the Homid Breed, or a Gnosis vs. Difficulty 10 roll for other Breeds.
Glabro A larger, more powerful form, the Glabro could pass for human, but has elongated canines and obvious claws. In Glabro Glabro form, a Garou can roll one bonus die in injuring combat. Taking Glabro form is a Gnosis vs. Difficulty 15 roll for all Breeds.
Crinos The nine-foot, four hundred pound half-man, half-wolf form, a Crinos rolls three additional dice in injuring combat. They also provoke the Delerium in normal normal Humans. Humans. Taking Taking Crinos Crinos form is automa automatic tic for Metis Metis Breed, Breed, or a Gnosis vs. Difficulty 10 roll for other Breeds.
Hispo A giant wolf form, not easily mistaken mistaken for a conventional Wolf. In Hispo, the Garou may roll one bonus die on any Wolf cliché check, and can move at double normal normal rate. However, However, no mundane mundane cliché may be rolled rolled except for
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The Umbra The Umbr Umbra a is the realm realm of Spir Spirits its.. It is the the shado shadow w real realm m that that lies lies just just beyon beyond d our our own, mirroring it in many ways but separated from it by the Gauntlet. Most of the Umbra is empty wilderness, with no life except for the spirits. Where cities stand in our world rld, the Umbra is empty wasteland, with the exception of the oldest, most emotionally-charged buildings. Entering the Umbra is easy for the Garou. Garou. The Garou Garou mere merely ly rolls rolls her Gnos Gnosis is agai agains nstt the loc local Gaun Gaunttlet. let. A refl reflec ecttive ive surfac surface e helps; helps; if the Garou Garou has one one nearby, nearby, she can can add one one die to her her Gnosis Gnosis roll. roll. The tabl table e to the the righ rightt give gives s the the stre streng ngth th of the the Gauntlet for many locales.
Gauntlet Strengths 1d Cairns, ley lines or crop circles 2d Garou lairs or Faerie hangouts 3d Unspo nspoililed ed fore fores st or mountain pools 4d Rural areas or small towns 5d Cities and large towns 6d Downtown, in a Technocratic lair
Rites Garo Garou u have have a grea greatt numb number er of Magi Magick ckal al Rites Rites;; howe however ver,, for for the the purposes of this game, only a few are covered, and few rules are needed to cover them.
Lesser Rite of Cleansing This Rite Rite must be cast cast by a Theurge. Theurge. It requires requires an hour of cleansing cleansing rituals, and the Theurge must roll Gnosis vs. the target's Advancement Points in Wyrm Taint. When the Rite is complete, any Advancement Points that the
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The Litany The Garou live under a strict ict code of law, calle lled the Litany any. Unfo Unfort rtun unate ately ly,, the the Lita Litany ny is hono honoure ured d as much much in its its break breaking ing as in its its keeping keeping during the End Times. Times. However, However, the Elders Elders still still try to enforce enforce the Litany as best they can. Garou shall not mate with Garou. The first rule of the Litany, as the Garou cannot breed true; the results are always monsters. Combat the Wyrm Wyr m wherever wherever it dwells. This rule, at least is still kept by most Garou, Garou, those those some cubs do not see the point; point; the Wyrm is is obviously obviously winning. Respect Respect the Territory Territory of Another. Another. “Territory” is becoming a slippery term.
With With urba urbaniz nizat ation ion on the the rise rise,,
Accept an Honourable Ho nourable Surrender. Surrender. Most Garou try to keep this law, but occasionally, “Accidents Happen.” Submission to Those of Higher Station. Many younger Garou will obey the Elders of their Pack, Sept or Tribe, but are unwilling to show other Elders the same respect. The First Share of the Kill to the Greatest in Station. Oddly, it is the Elders that tend to abuse this law, by invoking it more often than they should. Ye shall not eat the Flesh of Humans. Occasionally a Garou will lose control during Frenzy, but most Garou find this law perfectly perfectly acceptable. Red Talons are the main exception. Respect Those beneath ye – All are of Gaia. Most younger Garou feel that if you are to submit to all those above you, and respect all those below you, you would spend your entire life grovelling.
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G
ifts are are the magickal magickal powers bestowed bestowed upon the Changing Changing Breed. Breed. For the most part, they are taught by Spirits, though a Garou might be able to teach another another Garou a low-ranking low-ranking Gift. Gift. A character's character's initial initial Gifts are taught taught to them by their Spirit Mentor, who guides guide s them through their Awakening.
Systems The entry for each Gift lists its Rank, Rank, its Activation, and its its Bonus. The Rank of the Garou limits the Rank of Gifts she can learn, and the Gift's Rank also increases the Difficulty to learn the Gift. Each Gift grants a bonus of some sort, and requires an activation cost of some sort. sort. In the interest interest of saving page space, the Gifts are each tagged with an activation, and an effect.
Activation Cliché: Cliché: Gifts with with Activations Activations of these these sorts require the expenditure expenditure of one or more dice of the indicated type. Cliché vs. Difficulty/Cliché Difficulty/Cliché:: Gifts with Activations of these sorts require a roll to activate, against the listed Difficulty or against a roll of a target's cliché cliché.. This This roll counts counts as an action, action, so the Gift cannot cannot be used until until the following round. Difficulty/Cliché: Difficulty/Cliché: Gifts Gifts with with a bare bare Difficul Difficulty ty listed listed roll their their own dice dice agains againstt the listed listed Diffic Difficult ulty, y, or against against a roll of a target's target's cliché. cliché. This This roll roll counts as an action, so the Gift cannot be used until the following round. Constant: Constant: Gifts Gifts with with this tag are are always always on, and always always grant grant their their
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Breed Gifts These Gifts are sorted by Breed, and no Garou can learn Gifts outside of her Breed. Certain Gifts, Gifts, however, are duplicated in other lists; there is no restriction on learning these Gifts, even though they appear in a Breed Gift list. list. For example example,, Sense Sense Wyrm appears on several several lists; lists; a Homid Homid Theurge Theurge could still learn Sense Wyrm (and, in fact, would start with it), even though Sense Wyrm appears in the Metis Breed Gift list.
Homid Gifts Persuasion – Rank 1, Difficulty 10, Team. Allows a Garou to persuade others more easily. This Gift can be used in Social Social combat. Jam Technology – Rank 2, 1d 1d Gnosis, Gnosis, Team Team Membe Member. r. Will Will render render technology technology useless. useless. Can be used used in any combat combat in which which the opponent is is relying on some piece of technology. Disquiet – Rank 3, Difficulty Difficulty of Target's Target's Willpower, Willpower, Bonus Bonus Points. Points. The target becomes morose and withdrawn. This Gift can be used in any form of combat, and lasts for the rest of the session. Spirit Ward – Rank 4, Difficulty of Target's Spirit cliché, Bonus Dice. The Garou creates a ward ward that protects him against any Spirit. Can be used in any form of combat against a Spirit. Assimilation – Rank 5, Difficulty 10 to to 20, Bonus Dice. Dice. The Garou may seamle seamlessl ssly y integr integrate ate with any culture culture.. May be used in any combat combat save save injuring injuring combat, when the Garou Garou is unfamiliar with with the culture. Difficulty Difficulty will will be based on how alien the target culture is.
Metis Gifts
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Lupus Gifts Heightened Senses – Rank 1, 1d 1d Gnosis, Gnosis, Bonus Bonus Points. Points. The Garou's Garou's senses senses become become sharpene sharpened. d. May be used used on any detecti detection on roll, or in any form of combat in which a target's concealment gives her a bonus. Sense of Unnatural – Rank 2, Wolf vs. Target's highest cliché, Odd Dice. Dice. The Garou Garou can sense sense if a target target is somehow somehow unnatura unnatural, l, be it mage, mage, spirit, vampire, whatever. whatever. May be used in in any form of combat. Cat Feet – Rank 3, Constant Constant,, Teams. The Garou's Garou's balance balance becomes finely honed. honed. This Gift Gift may be used used any time balance balance becomes becomes an issue, issue, and also may be rolled to resist damage from a fall. Gnaw – Rank Rank 4, Diffi Difficu cult lty y 15, 15, Bonus Bonus Dice Dice.. The The Garou Garou can can chew chew throug through h anything! anything! May be used used in any form form of combat combat where where the Garou might use her teeth. Elemental Gift – Rank 5, 1d 1d Gnosis, Gnosis, Team Member. Member. The Garou calls calls forth an Elemental Elemental to do battle! The Elemental acts as a Team Member with the cliché, Elemental (Garou's Gift Dice plus three dice).
Auspice Gifts Like Breed Gifts, Gifts, these Gifts are divided by Auspice; unlike Breed Gifts, it is poss possib ible le to learn learn a Gift Gift outsi outside de one's one's Ausp Auspic ice e list list.. Howe Howeve ver, r, the character character must find a Garou of the same Auspice as the Gift, Gift, of higher higher Rank than herself, and the character rolls one additional dice on the Improvement Roll to gain or improve the Gift.
Ragabash Gifts Blur of the Milky Eye – Rank Rank 1, Diff Difficu icult lty y 10, Teams. Teams.
The The Garo Garou u
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Theurge Gifts Sense Wyrm – Rank 1, Gnosis Gnosis vs. Wyrm Wyrm Taint, Taint, No Bonus. Bonus. The Garou can smell the smell the number of Wyrm Taint dice the target possesses. Name the Spirit – Rank 2, Willpower Willpower vs. vs. Spirit cliché, cliché, No Bonus. Bonus. The Garou can identify a Spirit, gaining the name of the Spirit's cliché, and the number of Rage, Gnosis and Willpower dice the Spirit possesses. Pulse of the Invisible – Rank Rank 3, Consta Constant, nt, Teams Teams.. The Garou Garou can can team this Gift with his Gnosis when looking across or breaching the Gauntlet. For more on the Gauntlet, see the section on page 12. 12. Spirit Drain – Rank 4, Gnosis Gnosis vs. vs. Spirit Spirit cliché, cliché, No Bonus. Bonus. The Garou Garou can drain a Spirit's Spirit's cliché to replenish replenish lost Willpower Willpower dice. If the Spirit Spirit loses all dice in its cliché due to this Gift, it is banished back to the Deep Umbra. The Garou can only gain dice up to its normal maximum, and the Spirit loses no more dice than the Garou gains. Feral Lobotomy – Rank 5, Willp Willpowe owerr vs. Willpow Willpower, er, No Bonus Bonus.. For each die of Gnosis burned by the Garou, the target loses one permanent die permanent die from from one cliché cliché chosen chosen by the Garou. Garou. These These dice may only only be recove recovered red through through character advancemen advancement. t. Bestial Bestial clichés, clichés, such as Wolf, may not be targeted by this Gift.
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Galliard Gifts Beast Speech – Rank Rank 1, Gnosi Gnosis s vs. 5, No Bonus Bonus.. The The Garou Garou may speak with animals from fish fish to mammals. mammals. Each separate encounter requires a new roll, even with the same species. Call of the Wyrm – Rank 2, Gnosis vs. Willpower, No Bonus. This Gift will summon summon a Wyrm creature. creature. It is usually used used to flush out such enemies. enemies. If no specific Wyrm creature is named, it will summon a Wyrm creature of a rank equal to the dice in this Gift. Song of Rage – Rank 3, Gift vs. vs. Willpower, Team Member. The target flies into a Frenzy; bonus dice apply to injuring combat with the the target. If the the target is a Garou, she will gain Rage equal to the dice in this Gift, to her normal maximum. Bridge Walker – Rank 4, 1d Gnosis, Gnosis, Bonus Dice. Dice. The Garou creates creates a Moon Bridge with a range equal to her normal maximum Gnosis in miles. The Gift can be used in injuring combat, as a teleport attack, or merely for travel. travel. The Moon Bridge Bridge can only be used used by the Garou summonin summoning g it, and need not target a Cairn. Fabric of the Mind – Rank 5, Willpower vs. Special, Team Member. The Garou can create a creature out of thin air, plucked from the imagination! The Difficulty for this Gift is equal to one die plus the number of dice above
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Tribe Gifts It is an easy matter for a Garou to learn a Tribal Gift from a Tribe not her own; merely find a Garou with the the Gift who is willing to teach it.
Black Fury Gifts Sense Wyrm – Rank 1, Gnosis Gnosis vs. Wyrm Wyrm Taint, Taint, No Bonus. Bonus. The Garou can smell the smell the number of Wyrm Taint dice the target possesses. Curse Curse of Aeol Aeolus – Rank ank 2, Gnos Gnosis is vs. vs. 10, 10, Teams eams.. The Garo Garou u summons a thick bank of fog, which obscures her enemies' sight. sight. The Garou can still still see through the fog. fog. This Gift Gift may be used in any combat combat where where a bank of fog might help. Coup de Grace – Rank 3, 1d Willpower, Bonus Dice. Dice. The Garou waits waits for the perfect time and place to strike. May be used in injuring combat only. Wasp Talons – Rank 4, 1d Rage, Rage, Bonus Bonus Dice. Dice. The Garou Garou can fire her claws claws like darts. May be used in injuring injuring combat, combat, and grants +1 die beyond thos those e in the Gift Gift due due to the the rang ranged ed attack attack.. Claw Claws s take take one full full turn turn to regenerate; during this time, the the Garou may not make claw claw attacks. Wyld Warp – Rank 5, 1d Rage plus 1d Willpower, Team Member. Member. The Garou summons summons a Wyld Spirit, Spirit, who will will alter the scenario scenario as it sees fit. The
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Children of Gaia Gifts Resist Pain – Rank 1, 1, 1d Willpower, Willpower, Odd Odd Dice. Dice. After After spending spending 1d of Willpower, roll the Gift dice, and each die that comes up odd replaces one die lost to injuring combat in this scene only. Luna's Armour – Rank 2, 1d Gnosis, Team Member. The Garou gains protection protection against attacks. attacks. Luna's Armour Armour will automatically automatically 'take 'take the hit' for the Garou. Garou. May be used in injuring injuring combat, combat, but this Gift loans loans no dice to the Garou; it merely serves to protect. Dazzle – Rank 3, Gnosis Gnosis vs. Willpower, Willpower, Special. Special. The target target of this Gift will stop and remain completely passive for the rest of the scene. scene. This effect is canceled if the target is attacked. Strike the Air – Rank 4, 1d Willp Willpowe ower, r, Team Mem Member ber.. The Garou Garou gains two dice in addition to those in this Gift, which can be used to 'Take The Hit'. Hit'. The Garou Garou becomes becomes unable unable to attack attack at all, but also becomes becomes completely unstrikeable. If used to 'Take The Hit', Hit', the worst that can can happen is that this Gift will cease to function and must be reactivated. Halo of the Sun – Rank Rank 5, 1d Gnosi Gnosis, s, Bonu Bonus s Dice Dice.. The The Garo Garou u become becomes s haloed with solar solar light. light. In addition addition to her Bonus Bonus Dice, Dice, she gains gains three additional dice in injuring combat, and inflicts Aggravated Damage. Vampires take Aggravated Damage, resisted against the total Bonus Dice
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Get of Fenris Gifts Razor Claws – Rank 1, Rage Rage vs. vs. 5, Teams. Teams. The Garou Garou must must spend one turn sharpening sharpening her claws claws (and making making her Rage roll). roll). This Gift Gift Teams in injuring combat. Snarl of the Predator – Rank 2, 2, Rage vs. vs. Target Target cliché, cliché, Teams. Teams. The Garou can can use this Gift to intimidat intimidate e others. If successfull successfully y rolled, the Gift Gift Teams with other clichés in social combat. Might of Thor – Rank 3, 1d 1d Rage plus 1d 1d Willpower, Willpower, Bonus Dice. Dice. The Garou gains Bonus Dice equal to this Gift's dice plus one die, for use in injuring combat. Hero's Stand – Rank 4, Willpo Willpower wer vs. 10, 10, Bonus Dice. Dice. When this Gift Gift is activated, the Garou may not leave the spot she stands on, and cannot even even by physic physicall ally y remo remove ved d from from it. Bonu Bonus s Dice Dice are adde added d to injuri injuring ng combat. Horde of Valhalla – Rank 5, Special Special Cost, Cost, Team Member. Member. The Garou Garou may spend as much Willpower and/or Rage as she wishes, and calls forth a Horde of Wolves. Wolves. The Horde Horde will have two two dice, plus plus as many dice dice as the Garou has in this Gift, plus as many dice as the Garou spent activating this Gift. There is no maximum on the number of dice that the the Horde may have!
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Red Talons Wolf At The Door – Rank 1, Wolf Wolf vs. Willpower, Willpower, Odd Odd Dice. Dice. The target target of this Gift becomes fearful of the the wild and unwilling to leave home. If forced to leave home, any creature creature may roll this Garou's Odd Dice before engaging the target in combat. Sense of Prey – Rank 2, Constant, Odd Dice. Dice. The Garou can track any quarry, as long as she has at least passing familiarity. Odd Dice are re-rolled and added directly to any attempt to track. Trackless Waste – Rank 3, 3, 1d Gnosis, Gnosis, Bonus Bonus Dice. Dice. When this this Gift is is activated, an area in a two-mile radius becomes 'scrambled' against any form of mapping or direction-finding. Gorge – Rank 4, Consta Constant, nt, Specia Special. l. The Garou Garou must must choose choose one of Rage, Gnosis or Willpower when this Gift is learned. Dice in this Gift Gift may be
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Silent Strider Gifts Silence – Rank 1, Diffi Difficul culty ty 10, Teams. Teams. May be used used any time the Garou is attempting to remain unheard. Messenger's Fortitude – Rank 2, 1d Gnosis Gnosis,, Special. Special. The Garou Garou can run at full speed, without need of sleep, food or water, for as many days as he has dice in this Gift. Once he reaches his destination, he has ten minutes to complete his business, then must sleep for as many days as he ran. Great Leap – Rank 3, 1d Willpow Willpower, er, Bonus Dice. Dice. The Garou may may add her Bonus Dice when attempting to leap. Attunement – Rank Rank 4, 1d Gnos Gnosis is,, Bonu Bonus s Dice Dice.. The The Garo Garou u must ust choose, when this Gift is learned, to have it apply to the city or to the wilderness. wilderness. If selected selected for the city, city, the Garou can learn learn anything about about the city he is within – rough population, Garou enclaves, secret tunnels, and so
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Uktena Gifts Sense Magic Magic – Rank 1, Constan tant, Teams. May be used when attempting to detect magic. Spirit of the Bird – Rank 2, 1d Gnosis, Teams. Teams. The Garou may float in the air, and drop on an unsuspecting foe. May be used on the first round of injuring combat. Invisibility – Rank ank 3, Gnos Gnosis is vs. 10, 10, Team Teams s. May be used sed when attempting to hide. Call Elemental Elemental – Rank Rank 4, 1d Gnos Gnosis is,, Team Team memb member er.. The The Garo Garou u summons an Elemental to fight with him in combat. The Elemental will have dice equal to the Gift, plus one. Fetish Doll – Rank 5, 1d Gnosis, Special. Allows the Garou to create a
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C
hara haract cter er Adva Advanc ncem emen entt in RISUS Werewolf is tracked ked using ing Advance Advancemen mentt Points Points (AP). (AP). Each Each cliché cliché on the charact character' er's s sheet sheet can gain Advancement Advancement Points. Points. In particular, particular, an individual individual cliché will will gain an AP under each of the two circumstances: The first time in the session that a Werewolf Werewolf successfully successfully uses the cliché at a non-trivial moment; and ➢ The first time in the session that a Werewolf rolls all sixes on a cliché roll. In addition, each character can gain anywhere from one to eight “free” Advancement Points per session. These AP are “free” because they are not automatically assigned to any one cliché; cliché; however, before any Advancement Chec Checks ks are made, made, the the Garo Garou u must must have have no unassi unassigne gned d AP. AP. AP can be assigned to any cliché with five dice or less, or to a new cliché not currently ➢
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Renown and Rank The The role role of the the Gall Gallia iard rd and and the the Raga Ragaba bash sh come come toge togeth ther er in one one important important aspect aspect of the Garou's Garou's life: life: Renown Renown As a Garou performs performs actions actions of Wisdom, Glory or Honour, the Galliard spreads the word of that Garou's Reno Renown wn And And when when a Garo Garou u beli believe eves s he is wort worthy hy,, he approa approache ches s the the Ragabash to be put to the test, to improve his Rank. Renown and Rank are handled under Character Advancement for the simple simple reason that they they also use Advancem Advancement ent Points. Points. But Advancem Advancement ent Point oints s for Renow enown n clic cliché hés s are are not not gain gained ed throu hrough gh any any of the abov above e measures. Rather, each time a Garou meets a Galliard, she may recount the tales of her actions, and the Galliard will judge each action to decide if it is worthy worthy of Renown Renown For each instance instance of such, such, the Galliard Galliard may grant grant from one to five Advancement Points, though never more than the dice in the Renown cliché being improved (or one, if the Garou has no dice in the
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T
he Garou have been engaged in a war with the forces of the Wyrm for as long as even even the Eldest can remember. And while many many of their foes foes are the spirits of the Wyrm and the creatures they have corrupted, the Garou occasionally find themselves in combat with other supernatural beings as well.
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Wyrm Spirits Not all Spirits Spirits are benign; benign; some have have been warped to serve serve the Wyrm. Wyrm. Others have always been Wyrm Spirits, and have been driven insane along with their master. All Wyrm Spirits will have the Spirit cliché, at a number of dice equal to the level of the Spirit. Spirit. In addition, addition, all Wyrm Spirits Spirits will will have a number of Gifts, Gifts,
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Fomori Fomori are humans (or occasionally animals) who have been twisted and deformed deformed by Wyrm toxins. toxins. They are easily easily controlled controlled by Wyrm Spirits Spirits and Black Black Spiral Spiral Dancers Dancers.. Despit Despite e their their deform deformitie ities, s, they typicall typically y have have fearsome physical attributes. Some humans choose to become Fomori, trading their bodies' purity for
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Mages Mages are those with the ability to force the world to conform to their desires. desires. The practiti practitioners oners of Magick. Magick. Luckily, Luckily, Mages Mages and Garou rarely find reasons to disagree. If you are not using RISUS Mage: The Ascensio Ascension, n, a Mage's Mage's powers powers can be simulated simulated using using Gifts. Gifts. Rather Rather than burning burning required Dice Dice in Rage,
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Vampires Thes These e are are the the unde undead ad,, the the drin drinke kers rs of bloo blood. d. Were Werewo wolv lves es and and Vamp Vampir ires es hate hate each each othe otherr inte intens nsely ely,, but but few few Garo Garou u are are bold bold enou enough gh to chal challe leng nge e them them with within in thei theirr citi cities es.. They They can can cont contro roll mind minds, s, and and use use supernatural strength, and move really quick; all that Vampire sort of stuff. stuff. If you are not using RISUS Vampire: Vampire: The Masque Masquerade, rade, just just assume assume
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