House Rules

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House Rules

This page is a work in progress. Last date of change: 3/15/18

This page may change frequently. Please check often, and note the date above when checking. The staff of WWP will try to keep this page as updated and current as possible, but remember! All rule calls rest with the storyteller in each scene.

Pure Breed

Any bonus dice offered by Pure Breed only applies in the following situations:

  • Social rolls during formal challenges and Moots.
  • Interactions with the same tribe.
  • Pregnancy rolls between characters of the same tribe (character of different tribes do not benefit from pure breed).

Spending Willpower

Spending willpower for the purposes of automatic success is allowed only during dangerous or life-and-death situations. The severity of these situations are at the judgement of the storytellers and helpers. Other times WP is allowed is as followed:

  • During a frenzy, to try to gain control.
  • If the spend is required by a gift.
  • To negate wound penalties.

Willpower spends that are detailed by flaws, merits, or other innate character traits are not limited by this rule. If you, as a player, are the exception to this rule, you know it already.

Rage and Frenzy

When a character rolls rage for any reason (to activate a gift, because they are angry/upset/in pain or are wounded, or for any other reason) they may enter Frenzy. The types of frenzy are detailed on page 261 of the W20 Core book. Each roll is not cumulative, and it is possible to get out of Frenzy, but it takes concentration.

Characters who succumb to frenzy will be allowed to spend 1 willpower per turn, that will grant them one turn of control over themselves. This will also allow them one willpower roll (Permanent willpower will be used, difficulty 6). The total number of successes necessary to end the frenzy is equal to the total number of successes that the character rolled to enter frenzy. I.e.: if Bob the Bone Gnawer rolled 5 successes on his rage roll, he needs 5 successes on his wp roll to end his frenzy.

If these successes are not met the first turn, the character has the option of spending another willpower the next turn, gaining control for one more round, and rolling again. This continues until the character gains all successes necessary, or he runs out of willpower.

Characters with zero temporary willpower cannot spend, and therefore can no longer roll. They have no will to resist the murderous call, and need to be restrained, or incapacitated.

If at any point the willpower roll is botched, the character loses the ability to spend or roll willpower to get out of their frenzy, and must be restrained or incapacitated. This is not, however, a wyrm thrall frenzy.

During a Wyrm Thrall frenzy, the character loses the ability to spend willpower and roll to gain control of themselves completely, and is at the mercy of their monstrous natures.

Rank Bonuses

When different ranks are reached, certain bonuses are added to rage rolls. Starting at rank 3, rage roll difficulties go up, and more successes are needed to frenzy. This is not a house rule, this is in the book, on page 144.

Rank Frenzy Bonus
Cub n/a
Cliath n/a
Fostern n/a
Adren +1 diff
Athro +2 diff
Elder +2 diff, 5+ succ. needed
Legendary +2 diff, 6+ succ. needed


Learning Languages

Languages, in 20th Edition, are 1 pt. merits and cost 1 xp. As such, languages would not go well with the DT system we use for learning abilities and other things.

The following rules are now applied to learning foreign languages:

10 minus your PC's intelligence score, then multiply that times 2, and the total (in weeks) is how long it takes to learn the language chosen. The equation, for those more mathematically inclined, would be (10 - *) x 2.

EXAMPLE: Ursula the Uktena has an intelligence of 2. She wants to learn Swahili from her friend from Mozambique. 10 minus 2 is 8. Multiply that x 2, and Ursula will learn Swahili in 16 weeks.

Learning Rites

To learn a new rite, several things must happen. First, the student must know the rituals knowledge up to the same level as the rite they are attempting to learn. Then they must find a teacher for the rite.

The Teacher

Teachers must spend 5 times the level of the rite they are teaching in DT hours to successfully teach their students. The chart is as follows:

Rite Level DT Hours Required
Level 1 5 DT
Level 2 10 DT
Level 3 15 DT
Level 4 20 DT
Level 5 25 DT

The Student

Students must earn 14 times the level of the rite they are learning in successes. The chart is as follows:

Rite Level Successes Needed
Level 1 14 Succ.
Level 2 28 Succ.
Level 3 42 Succ.
Level 4 56 Succ.
Level 5 70 Succ.

Once the DT actions/rite rolls have begun, they must be done and recorded in #HelpMeOMG, using the following commands:

!dt spend X teach [rite name]

!roll X X study [rite name]

The roll for learning rites is Intelligence + Rituals, Difficulty 10 - Intelligence score.

The XP cost for rites is 2 x level of the rite being learned.

Approval must be gained from a Lead ST before beginning the lessons for a Rite.


If a student botches the Intelligence + Rituals roll while learning a rite, the following happens:

  • All successes are reset to 0.
  • The student must wait 1 week per level of the rite being learned before starting lessons again.

Learning Gifts

When a Garou reaches a new rank, she can petition spirits to learn new, more powerful Gifts. To learn a new Gift, a character must not only have the required experience points, but also the Rank equal to the level of the Gift. A Garou cannot buy the respect of his peers and of the spirit world with experience points. The most valuable and powerful Gifts are thus reserved only for those werewolves who have demonstrated great Glory, Honor, and Wisdom.

You start with 3 gifts as a cliath. When you level up you earn a rank 2 gift for free! - At rank 3 you may pick 1 free level 3 gift and can learn 1 out of tribe/ breed/ auspice gift at level 2. You must wait 30 days between starting to learn a new gift from the date of purchasing the last.

Approval is required from a Lead ST to begin training on a Gift.

Making Talens

Making a talen requires the possession of the Rite of Binding being on your character sheet. Once in the #HelpMeOMG room, and approval from a helper or ST is gained to make talens, rolls can begin.

The roll to make a talen is the standard roll for mystic rites: wits+rituals difficulty 7.

The player must spend 1 gnosis and 1 DT. The gnosis spent does not lower the difficulty of the roll. Instead, it can be seen as a mystical preparation of the implements used to receive whatever spirits are being temporarily bound.

The character receives a number of talens equal to the number of successes received on the roll.

A character may only make the talens listed in the W20 book - in order to create new/original talens, a character must have the Ritual knowledge at 4, and this must be approved by the ST.

A character may carry a number of talens on them equal to their willpower+gnosis+rituals knowledge x2. This is not set in stone, and can be adjusted by the staff at any time.

A player can roll for only 1 type of talen per day.

It is suggested that a player only rolls to make talens no more than 3 times per week.

A BOTCHED roll to make a talen is handled purely by a helper or ST (this is why the roll is done in the help room!)

General Rules

Characters may not learn Gifts and Rites at the same time. Once you complete a gift, you must wait 1 month (4 weeks) before starting training on another. The same is for rites. Each one, however, is set on a different timer. You do not have to wait a month to start on a rite after learning a gift, and vice versa.

Split action rules: The smallest pool is split by the players choice. Only two actions are allowed. No split actions during rage.

Backgrounds cost the same amount of xp that abilities do: current dots x 2. This applies to the Totem background as well.

Lead ST approval is required on DT/XP plans on abilities/attributes above 3, Gifts, and Rites. Also: high wp, gnosis and rage. Lead STs always have the right to override Helper decisions.

Restrictions and Bans

If you'd like something for your character that is restricted, please speak to the STs before making it an integral part of your character/concept.

  • Tribes: This is a Shadowlord Sept, and while not restricted, Silverfangs should expect a lot of scrutiny from their age-old rivals.
    • Restricted: Silent Striders, Uktena, Wendigo
    • Banned: Red Talon, White Howlers, Bunyip, Croatan
  • Merits:
    • Restricted: Mixed Morph, Favor, Seldom Sleeps, Supporter, Natural Weapons, Noted Messenger, Supernatural Companion, True Love, Immune Wyrm to Emanations, Silver Tolerance
    • Banned: Camp Goodwill, Notable Heritage, Reputation
  • Flaws:
    • Restricted: Enemy, Double Jeopardy (Metis Only), Notoriety, Ward, Hunted, Metis Child, Harano Prone, Taint of Corruption
    • Banned: Camp Enmity, Dark Fate
  • Backgrounds: Restricted to 3 dots at creation. Rites must be of minor or level 1 only.
    • Restricted: Mentor, Rites, Spirit Heritage, Personal totem.
    • Banned: Fate

Derangements are universally restricted.

Metis are highly restricted.