VIEWS: 4 PAGES: 3 POSTED ON: 9/24/2011
RAGE Rage is the amount of that primal Beast that still exists in a Garou. It is not just an increased capacity for battle, but a force that could just as easily become mindless violence on a frightening scale. It is the instinctual cunning and hunting ability mixed with savage bloodlust and unpredictable horror. Rage is a blessing and a curse to the Garou. It is the distilled raw force sent from Gaia that allows them to punish all who seek to destroy Her. This connection to both aspects of Rage makes the Garou frightening warriors. They can walk in the world of the human or that of the beast and be equally powerful in both. The debate about the origin of Rage has been going on since the beginning of werewolf society. Many say that it was given to the Garou by Luna, as it is the auspice that determines how much Rage a Garou has, at least at the beginning. Some contend that Rage is a curse of the Wyrm, a little of the destroyer in the children of the creator. But the most vocal tell that it was Gaia’s choice that her favored sons and daughters be given this great weapon, and that it is their noble responsibility to use it wisely. Much of a Garou’s struggle comes from this never-ending battle against themselves. The Beast is never far from a Garou’s thoughts, and many live in the dread of what might happen should it ever gain control. USING RAGE Rage is a powerful and versatile weapon for the Garou. The following are some of its uses and dangers: Frenzy: Frenzy is the most frightening drawback of using Rage. Frenzy is the violent outburst, the untamed savagery, the animal instinct for blood and brutality that lurks in the heart of every werewolf. Whenever Rage is spent, make a Static Willpower challenge against your permanent Rage total. If Willpower wins, you retain control; otherwise you enter frenzy and can only abort the frenzy by spending a Willpower trait and forfeiting any remaining actions for the rest of the turn. However, if you have less than 4 permanent Rage, you can only frenzy in extreme circumstances. Extra Actions: A player can spend Rage to give her character extra actions in a single turn. However, a Garou cannot spend more Rage traits in one turn than half of her permanent Rage rating (rounded up). Changing Forms: You may spend a Rage trait to change instantly to any form you desire. Remaining Active: If a character falls below the Incapacitated health level, a player can use Rage to keep her character going. Spend a Rage trait and make a Static Rage challenge versus a difficulty of 8. If you succeed, your character regains enough health levels to be Wounded instead of Incapacitated. However, this last-ditch survival effort doesn’t come cheap – you must still make a Frenzy test, and the wound will also remain upon the character’s body as an appropriate Battle Scar. Beast Within: Occasionally, a Garou is more of the wolf than of the world, and she must pay the price for it. For every point of Rage a character has above her permanent Willpower rating, she loses one trait on ties in any social-interaction challenge. People, even other werewolves, can sense the killer hiding just under her skin, and they don’t want to be anywhere near it. Losing the Wolf: If a character has lost or spent all of his Rage and Willpower traits, he has “lost the wolf”, and he cannot regain Rage. The Garou cannot shift to anything except his breed form until his Rage returns. The character must regain at least one Willpower point before he can recover any Rage. GAINING AND REGAINING RAGE The Moon: The first time a werewolf sees the moon at night, the Beast inside stirs, and Rage floods back into her. Under a new moon, the character gets one trait; under a crescent moon, two traits; under a half or gibbous moon, three traits; and under a full moon, four traits. However, if the moon phase corresponds with the character’s auspice, she regains all of her Rage. This phenomenon occurs only at the first sighting of the moon each night. Failure: When you lose a test in a particularly stressful situation, the Storyteller may allow you to regain a Rage trait to reflect your building frustration and near-frenzied state. Garou tempers shouldn’t be taken lightly… Humiliation: Rage will also come rushing back if anything a Garou does proves particularly humiliating. The Storyteller decides whether a situation is embarrassing enough to warrant a Rage trait. Garou tend to be very proud, and they don’t take being laughed at well. Confrontation: Again at the Storyteller’s approval, a character could receive a Rage trait at the beginning of a tense situation, in the moments right before combat starts. This gain accounts for the anticipation and hackle-raising that happens just as tempers start to flare. GNOSIS The Garou say that Gaia gave them Rage to make them the mightiest hunters and the fiercest warriors. But she also gave them another tool that is just as useful and potent, and one that would connect her children to their other nature, the spirit world. This connection to the Sacred Mother is called Gnosis. Gnosis is what allows Garou to access the spirits that surround them; it is the essence of the spiritual world. In some ways, it is the expression of their half-spirit nature. This connection is what makes travel to the Umbra possible, and it is what fuels the powerful Gifts the spirits can bestow. Without this spiritual force, Garou would be cut off from half of their natures. Characters with low Gnosis scores find contact with the spirits rare and difficult. On the other side, those with very high Gnosis scores sometimes find the worlds blurring, and they may have trouble distinguishing each side of the Gauntlet from the other. USING GNOSIS Just as Rage fuels battle and the physical world, the uses of Gnosis tend towards affecting insight and the spirit world. Rage and Gnosis: A character cannot spend both Rage and Gnosis in the same turn, except when certain Gifts mandate for them to be spent as part of a requisite for the power. These two forces are very powerful, and the Garou’s body is not strong enough to pull the power from these two natures simultaneously. Carrying Silver: For every object made of or containing silver that a character is carrying, she loses one effective trait from her permanent Gnosis rating. More potent or larger objects will cause the character to lose more. Luckily, this effect is only temporary, and it lasts only a day after the silver is discarded. Stepping Sideways: Instead of winning a challenge to step into the Umbra, you may choose to circumvent this requirement and spend a Gnosis trait, which will allow you to step into the Umbra automatically without any possibility of failure. This must be declared before the challenge is made. Using Gifts: Many of the Gifts the spirits have bestowed upon faithful Garou call for Gnosis expenditures. Fetishes: Gnosis is used to attune or activate a Garou’s fetish, a spiritually enhanced object or item. GAINING AND REGAINING GNOSIS Characters can regain their Gnosis in several different ways. Meditation: When a character takes time to center himself and reconnect with the Sacred Mother on a personal level, he can sometimes regain Gnosis. Spend 10 minutes in meditation, and you may then expend one of your Meditation abilities or a Mental trait to recover one Gnosis trait. You must already possess the Meditation ability in order to perform this feat. Sacred Hunt: The Sacred Hunt is one of the most frequently performed activities at Garou moots. It is a ritual and a sacred task done for the good of the people and the caern. An Engling is the chosen prey that is summoned and then hunted down. This activity can be done in either the Umbra or on Earth. After the prey has been caught and “killed”, werewolves who have taken part in the hunt give thanks to the spirit for the gift of its life. This sacrifice has allowed Garou to keep their senses and skills sharp for their ceaseless battles against the Wyrm and its minions. All who participate in the hunt replenish their Gnosis pools completely, while because of the rituals performed before the hunt, the Engling spirit will reform in another part of the Umbra after its apparent demise. Bargaining with Spirits: Ritual hunts are not the only way to get Gnosis out of a spirit. Sometimes the soft sell works just as well. A werewolf can attempt to sweet-talk a spirit into sharing some of its Gnosis. Of course, the character must be able to speak in the spirit language through the use of a Gift or some similar method. The spirit might well ask the character to run some errand or perform some task before it shares its life force with the Garou; fair is fair. WILLPOWER Willpower is one of the few great equalizers. Almost every creature skulking around in the World of Darkness has it. Its force is a common one – it is the strength hidden in each individual to overcome his base urges and occasionally push himself to greatness. USING WILLPOWER Refreshing Traits: A Willpower trait can be spent to refresh all of your lost traits in one category – Physical, Social, or Mental. You may do so once per category per night. Bolster Resolve: Expenditure of a Willpower trait allows you to gain a retest when defending against a Mental or Social challenge. Unfamiliar Abilities: Spending one Willpower trait allows you to enter a challenge for which you lack an appropriate Ability. Thus, you can make a test even if you would normally require a specific Ability that you don’t have – but this does not allow you to use that Willpower as a retest, only to attempt the challenge. Controlling Frenzy: You can spend a Willpower trait to control yourself briefly while in frenzy. You are able to act normally for one turn when you spend a Willpower in this fashion, though you otherwise keep all the other stipulations of frenzy – ignoring wound penalties and so on. You do not actually regain control so much as you fight mightily to direct yourself for a few moments in the face of overwhelming rage or terror. Ignore Wounds: You can expend a Willpower trait to ignore all wound penalties, up to and including Incapacitated, for one scene. Gifts: Certain Gifts require the use of Willpower. Derangements: You may temporarily suppress a derangement by expending a Willpower trait. REGAINING WILLPOWER Garou rarely get a moment’s peace. Besides their ongoing battles against the Wyrm and its minions, the daily rituals and duties of the human side of their lives takes up much of the remaining time. Nonetheless, characters must be able to rest or at least get a chance to restore their damaged self-images, in order to regain their precious Willpower. Resting: A character will regain one spent Willpower trait per day. Nature: You will regain one spent Willpower if a Storyteller believes that you have acted especially in pursuit of your Nature. Personal Victory: When your character achieves a particularly unique victory in the personal sense, such as confronting a personal enemy or overcoming a vice, the Storyteller may declare that you have regained a Willpower trait.
Pages to are hidden for
"Rage_Gnosis_Willpower"Please download to view full document