The Far Dawn House Packet

 Foreword
The Far Dawn House Packet Dear Players, This is the finalized House Packet! We have made it quite awhile since the foundation of our satellite game and the launch of this packet publicly represents the beginning of the process of becoming a full-­‐fledged, independent Chronicle! We couldn’t have made it this far without your continued support, and the staff truly recognizes and appreciates this. The House Packet will always be available at check-­‐in. If it is not physically visible, please ask a Storyteller. We will never hide the House Packet from you. This packet will also always be available on our Facebook group: https://www.facebook.com/groups/155861331273888/ We have culled out information and added in other things to come up with this final draft. This Packet includes the many different segments, all of which are all listed in the table of contents on the next page for your convenience. Thanks for taking the time to preview the rules with us prior to this point. It has helped make this process smoother and we have helped make changes and modifications to help balance the game in the players eyes, streamline clunky mechanics, define unclear mechanics, and overall balance otherwise completely ridiculous Gifts. We are happy to have gotten your feedback so we can be sure you are pleased with the results. That being said, we look forward to many years of dramatically dark and challenging times as the Apocalypse dawns on us. For Gaia! The staff of the Far Dawn ***Thank you to the following games/groups for allowing us to use their write-­‐ups and rules so we didn’t have to reinvent the wheel entirely: Decatur, IL: The Chaos Within, Peoria, IL: The Shattered Mirror, Normal, IL: Zephyr of Darkness, Chicago: Enigmas of Rage, Twin Cities Garou, and the OWBN Changing Breeds Coordinator***
Far Dawn House Rules 1
Table of Contents
Foreword………………………………..……..1 Administrative Regulations…………….3 Code of Conduct…………………………….7 Character Regulations…………………….9 Crafting Rules………………………………..12 Backgrounds………………………………….17 Breed Gifts: Homid………………….…….23 Breed Gifts: Metis…………………........25 Breed Gifts: Lupus………………….…….28 Auspice Gifts: Ragabash……………….32 Auspice Gifts: Theurge…………...……35 Auspice Gifts: Philodox………………..38 Auspice Gifts: Galliard………………….41 Auspice Gifts: Ahroun…………………..45 Tribal Gifts: Black Furies……………….48 Tribal Gifts: Bone Gnawers…………..50 Tribal Gifts: Children of Gaia…………53 Tribal Gifts: Fianna………………………..56 Tribal Gifts: Get of Fenris………………59 Tribal Gifts: Glass Walkers…………….62 Tribal Gifts: Red Talons………………….65 Tribal Gifts: Shadow Lords……………..68 Tribal Gifts: Silent Striders……………..71 Tribal Gifts: Silver Fangs…………………74 Tribal Gifts: Uktena………………………..77 Tribal Gifts: Wendigo……………………..80 Rites……………………………………………….83 Renown………………………………………….84 Far Dawn House Rules 2
Administrative Regulations
Chronicle Positions:
Player Base:
When mentioned, it may come across that any person that signs in would fall in
this category, which is almost true. The specific of 'Player Base' refers to those who
consistently attend game sessions in 'The Far Dawn' over a supportive duration of time,
which allows them to have a voting weight in regards to chronicle matters.
To be considered part of 'The Far Dawn' player base, the following must be met:
● No strikes on either the chronicle (any, not just here) or organizational level.
● A PC actively participating in 'The Far Dawn'.
● The active character participated in at least three (3) sessions during the
previous three (3) months before a vote is taken (characters transferred in will
have their previous activity in 'The Far Dawn' reviewed if a vote happens within
three months of their transfer, and may be waived for previously active players
that had approved inactivity. Ex: military leave.)
Administrative Storyteller
This does not have specific duties, but more of a title to show that the particular
individual maintains more than one position in the chronicle. Typically any staff member
could have this title if they are also the Council Member, and/or is the primary maintainer
of chronicle records and funds.
Head Storyteller
The Head Storyteller is the final arbitrator of any disputes amongst the ST staff.
The Head Storyteller is also expected to be “kept in the loop” by the remainder of the
Storytelling staff as to help promote consistency within the chronicle. It is also the job of
the Head Storyteller to assist in any necessary communications with surrounding
chronicles.
The Head Storyteller has the following responsibilities/powers:
● Add or Remove Storytellers and Narrators from the Storytelling Staff
● Redline any scene or combat if necessary (though this should ALWAYS be a
last option)
● Granting chronicle strikes
● Removing chronicle strikes
● Running combat
● Administration/Organizational work (i.e. database, experience point logs, etc.
This responsibility may be given to another Storyteller)
● Maintaining chronicle funds (this responsibility may be given to another
Storyteller)
● Maintaining genre adherence
● Influence (though this responsibility may be given to another Storyteller)
● Plot and political development
● Rules adjudication
Far Dawn House Rules 3
Administrative Regulations
● Running signin when necessary
● Random Acts
Appointment
The Head Storyteller is appointed by the previous Head Storyteller. If this is not
an option or the previous HST chooses to waive said option, then the HST is chosen by a
unanimous vote of the current Storytelling Staff. If the current staff is unable to reach a
decision, then the HST is decided by a majority vote of the player base.
Removal
The Head Storyteller may elect to step down, and name their own successor, or
(as we are currently a Satellite game and thus subject to the final approval of The Chaos
Within) may be removed by a suitably constituted decision made by The Chaos Within
staff. In either case, the same expectations are made of an HST stepping down as would
be for an AST.
Assistant Storytellers
Assistant Storytellers (or AST’s) are standard Storytelling members of the
Storytelling Staff. They are expected to be creative and helpful members of the staff, and
they are expected to keep the Head Storyteller apprised of any plots or story things they
are running (for consistency purposes).
Assistant Storytellers have the following responsibilities/powers:
● Granting chronicle strikes (with a majority vote of the storytelling staff if there
is no HST on staff)
● Removing chronicle strikes (with a majority vote of the storytelling staff)
● Redlining a scene (requires a unanimous vote of the storytelling staff if there is
no HST on staff)
● Running signin as needed
● Running combats
● Assisting players with Character Creation/Concepts
● Assisting players with experience (based upon Clan Storyteller) and influence
(based upon Influence Storyteller) expenditures
● Rules adjudication
● Random Acts
Appointment
Assistant Storytellers are appointed by the Head Storyteller or by the unanimous
vote of the current Storytelling Staff.
Removal
Assistant Storytellers may be removed via stepping down, by the Head
Storyteller, or by a unanimous vote of the Storytelling Staff (consisting of at least the
HST and one other Storyteller). Upon leaving the position of Assistant Storyteller, the
AST is required to compile a report of any plot/storylines they were running and turn it
into the HST so that said information can be reviewed for consistency and so that said
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Administrative Regulations
report can be given over to the replacement AST.
Narrators
Narrators are players who assist the staff in supporting the chronicle in minor and
(at times) tedious tasks. Each Storyteller (HST and any ASTs) may have one (1) Narrator
that assists them with that particular staff member’s duties. The choice of a Narrator can
be vetoed by a unanimous vote of the remaining Storytelling Staff. NOTE: For this veto
to be possible, the Storytelling Staff must be comprised of at least three (3) Storytellers (2
Assistant Storytellers and the Head Storyteller).
Narrators may have the following responsibilities/powers:
● Running signin as needed
● Running simple combats (that does not involve PC death)
● Assisting larger combats as requested
● Rules explanation/clarification
Appointment
The Head Storyteller or Storyteller for which the narrator is to serve chooses
individual narrators.
Removal
Narrators may be removed by the staff member that chose them, a simple majority
vote of the Storytelling Staff, or by the Head Storyteller.
Archivist Narrator
The Archivist Narrator is a member of the staff who helps to compile the current
history of the game while partaking in it. This assists us in keeping track of history (for
consistency) and assists us in filling out our chronicle reports. The Archivist Narrator is
typically held by or appointed by the Council Member unless another individual is
chosen by unanimous vote of the Storytelling Staff.
The Archivist Narrator has the following responsibilities/powers:
● Submitting a report to the Storytelling Staff and Council Member once per
game session that details current story/plot happening in the chronicle.
Appointment
The Archivist Narrator is appointed by the Head Storyteller.
Removal
The Archivist Narrator may be removed by the Head Storyteller or a majority
vote of the Storytelling Staff.
Experience Awarding
A position in which a person is more than just a player takes some extra effort and
outside time, which we are grateful for the volunteering. Without these people, the
chronicle would not be successful, in which we have outlined the following awards to be
Far Dawn House Rules 5
Administrative Regulations
given for their service. These awards are given on the first day of the month, and will not
allow a single character to accumulate more than 8xp in a month as set forth in the
organizational bylaws.
Position Experience Additional Notes
TFD HST/AST 8/month
TFD Narrator 4/month
Archivist Narrator only gets this if it is held by a non-Storyteller
Bringing back into play a Shelved / Inactive PC
A player who is wishing to bring a shelved or inactive PC back into play must
contact the Storyteller staff at least two weeks prior to doing so. A PC is considered
shelved/inactive after 3 months of nonattendance, or playing another PC based in the
chronicle. This is to give the ST staff the chance to prepare for the arrival of that
character back into the game. This includes (but is not limited to) the following reasons:
• To update the game’s database, to refresh themselves on any plot points that the
character may have been involved in before it’s departure, and to reacquaint
themselves with the character before it reenters play.
• If the player would like to play before the two week wait, they may speak to the
ST staff about playing an NPC until such time as they are once again approved to
play their PC.
Chronicle Database / Puppet Prince Database
The Far Dawn uses Puppet Prince for its database. It is listed under the Chronicles
list as “The Far Dawn.” Any players that play in TFD on a regular basis need to put their
character into the chronicle so Storyteller’s may bring them into plot, monitor their XP
spending, and assist them with character development.
Journal
Please use the “Journal” feature in Puppet Prince to list any coordinator approvals
for future issues that may happen if it ever arises as to why your PC has said approved
item. Also, please add your character’s background to a journal. You may also use the
“Journal” or “Notes” section to write down who has taught you what gifts, rites, if there
ever is any issue.
XP Spending
If you miss paying site fee two games in a row, you are barred from spending XP
until owed site fee is made up. Site fee is as cheap as possible. We understand not being
able to pay once, of course, but after that second site fee is missed you can’t spend XP.
Please use Puppet Prince to record your XP spending, as well as sending an email
in your downtime reporting what you are purchasing to the staff’s email address
Far Dawn House Rules 6
Administrative Regulations
Code of Conduct
It's a Game
This is supposed to be a fun Sunday outing for us. If you start taking it so
seriously that it stops being fun, you should probably take a break. Non-fun stuff does
happen: games run slow, Storytellers mess up, your fellow players do horrible things to
your character. Unless you can deal with it all lightly, as a shared creative act and not as a
matter of real life or death, you shouldn't be playing the game.
Similarly, spend time not playing, and let others do the same. It's fine to exchange
in-character e-mails or have an occasional pack meeting at Perkins, but if you're doing
that all the time and asking others to do the same, you're going to burn people out. Make
room for other stuff in your life.
No Stunts
Whether you're a black belt, parkour master, or a chandelier-swinging
swashbuckler with a certification to prove it -- please don't. Use your imagination and
describe your dangerous actions verbally. This protects everyone from injury and protects
our game site from damage.
Offenses Possible offenses include but are not limited to the following: ● Lying, this includes omission. ● Cheating/MetaGaming. ● Mommy & Daddying. ● Magic Penciling. ● Excessive Arguing. ● Inigo Montoya. ● Failure to acknowledge the OWbN ByLaws or House Rules. ● Failure to CC: the Storytelling Staff any/all Communication with Coordinators or their NPCs. ● Ignoring the No Touching Rule beyond the scope of the game or necessity. ● Harassment of any Kind ● Anything deemed Conduct Unbecoming of a Player. ● Anything classified as an Illinois Misdemeanor or Felony. ● Real Life Violence, Threats of Violence or Verbal Assault. ● Substance Possession or Use. ● Weapon Possession. ● Vandalism or Theft. ● Assault and/or Battery. ● Anything in violation of the Rules of the Site Provider. ● Receiving a Disciplinary Action from another Chronicle. Far Dawn House Rules 7
Administrative Regulations
Punishments All punishments are traditionally given to the Player privately and require a complete explanation to the Player when given. Players should be aware that TFD staff reserves the right to make their punishments publicly known should the Storytelling Staff deem the Player's violation warrants it. Punishments may be increased or decreased in measure based upon the Player's past record. ● A Player may receive a Verbal or Written warning. Typically such punishments are reserved for lesser violations. ● A Player may receive a Chronicle Strike, which requires a majority vote of the Storytelling Staff. If a Player receives three Strikes within one year's time, the Player receives an automatic one-­‐year Ban. Strikes dissolve after one year but can be extended by a majority vote of the Storytelling Staff. ● A Player may have their Character permanently retired, which requires a majority vote of the Storytelling Staff. This punishment is usually accompanied by a Strike or Ban. ● A Player may receive a Chronicle Ban, which requires a unanimous vote of the Storytelling Staff. Bans vary in length from one month to a permanent. A Ban may only be removed by the unanimous decision of the Storytelling Staff. ● A Player may be brought up for an OWbN Strike or Ban, which require a unanimous vote of the Storytelling Staff. This requires the Storytelling Staff to bring forth the Player's offense(s) to OWbN Council and is the harshest punishment(s) a Player can receive for her actions. It is usually accompanied by Chronicle Strike(s)/Ban and/or permanent Character retirement. ● In order that a Strike be lifted. A player must be in good standing and attendance for six months. Following which the STs will revisit the issue pending a formal acknowledgment of wrongdoing before the entire game. Experience Event +2XP Travel +1 XP (does not require your character to be from another game, just must have traveled 30+ miles to get here) Site Fee $2 (donation) +1 XP (maximum 3 XP) Players Choice for role play (+1 for up to two players) ST Choice for role play (+1 for up to two players per ST) Downtime XP: Up to two per month, maximum being the number of games you attended that month. Far Dawn House Rules 8
Character Regulations Introduction The following are game mechanics, rules, and policies followed by 'The Far Dawn'. All players who sign into our game are expected to follow them and ask questions in a civilized manner. No rules are written in stone, and rules may be changed on the whim of a Storyteller for balance sake or to add flavor to the story. Allowed Source Materials The following books are considered the allowed source material for ‘The Far Dawn’. Any other Source White Wolf published source material will only be considered on a case by case basis, with the Staff reserving final right of refusal: ● Laws of the Wyld Revised ● LotNR: Dark Epics ● Tribe Books Revised ● Any Binding OWbN Genre Packets Keep in mind that you may only use the books based upon the Sect / Creature type of your character. Other books may be allowed by Storytellers on a case by case basis. Do keep in mind that just because we use these books as source material does not mean that you can “buy” anything out of them that you want at every whim. In the end, the decision is still that of the Storyteller. Any released genre packets by OWbN override the information found in the printed WhiteWolf sources. Character Creation To keep in line with OWBN Garou genre, we are currently allowing concepts for the Tribes in the LotW:R only. R&U concepts are on ST approval basis, requiring unanimous ST approval as well as compliance to all OWBN R&U bylaws. We use standard character generation per LotW:R, with the following exceptions: • Goals We ask that you provide us with three short term and three long term goals that your PC has. We enjoy player driven plot, and we feel that this helps that idea out quite a bit. • Background We ask that you provide us with a background for your PC within three game sessions of starting a character. Players may be awarded up to 60 points for a background (not to exceed the organization rule of no more than 60 carryover/background points at creation). Generally, the player gets to spend 30 of these points with ST approval while the ST staff will place the remaining 30 points. Less points may be awarded for backgrounds significantly lacking in detail or story. Far Dawn House Rules 9
Character Regulations Note on Lore Any player who speaks IC on any esoteric subject – the werewolves, changelings, mages, etc. (without having the appropriate lore on their character sheet) will be subject to disciplinary action. This will generally include a warning, then a strike, and (if the player is unwilling to correct their actions) being banned from the chronicle. The mystery surrounding such creatures is part of the spirit of the Garou genre, so let’s keep them mysterious! If you have a situation where you learn certain things in-­‐game and you wish to talk about the things you have learned in-­‐character, do the responsible thing. Pay points for the knowledge. Storytellers don’t let you know how to be the best marksmen in the world without buying Firearms, so why do you think you should be a certified lore master without paying for that as well? Trait Maximums
You may have a total of Traits in each category (Physical, Social, and Mental) no greater than a limit set by
your Rank:
Rank
Kinfolk or Cub
Cliath
Fostern
Adren
Athro
Elder
Trait Maximum
10 Traits
11 Traits
12 Traits
14 Traits
16 Traits
18 Traits
Certain Tribal Merits or Totem Benefits may allow you to possess Traits above these maximums.
Freebies/Flaws/Negative Traits/Abilities/Carryover Points We use standard LotW:R character generation rules. Abilities (like most all things) are purchased at the discretion of the Storyteller, but no ability can start higher than two prior to adding your Tribal advantage. Keep in mind that some of the restricted Merits and Flaws are not restricted due to their rare nature, but rather due to their difficulty to appropriately role-­‐play. Legendary Character Regulations: Per Character Regulation bylaws, any PC who reaches 6th Rank shall become an NPC under Storyteller’s control. This should not be possible within the scope of this chronicle, so it should be a complete non-­‐issue. Far Dawn House Rules 10
Character Regulations Abilities Allowed Abilities ● Only the abilities: Academics, Animal Ken, Archery, Athletics, Awareness, Brawl, Computer, Crafts (focus required), Dodge, Drive, Empathy, Enigmas, Etiquette, Expression, Finance, Firearms, Hunting, Intimidation, Investigation, Law, Leadership, Linguistics, Lore: (focus required), Medicine, Meditation, Melee, Occult, Performance (focus required), Politics, Primal Urge, Repair, Rituals, Science (focus required), Security, Scrounge, Stealth, Streetwise, Subterfuge, and Survival, and Throwing are automatically approved for use in TFD. • All other abilities from other books are approved on a case-­‐by-­‐case basis. Level of Abilities ● No player may start with more than two dots in any given ability without permission of an ST. The only exception is the use of the tribe advantage, which will grant a third dot. ● Any Ability higher than level three may only be purchased with permission of ST. ● Abilities are capped at 5, except for tribal or totem advantages or other special circumstances. This simply means you cannot buy abilities above 5. Adding Abilities to Traits ● Once an ability is expended for a retest, it is considered gone for the duration of the evening. ● The permanent level of the appropriate ability is added to base traits for determining ties. Specializations ● They are long and difficult to learn. Consult an ST about how long the specialization you wish to buy will take to learn and if there are any other requirements to acquire it. ● One specialization may be purchased per base ability with ST permission. Two-­‐
Gun Mojo is considered a Firearms specialization. Similar two-­‐weapon combat specializations may exist for other combat abilities. ● No player may start with a specialization in a skill without permission of an ST. Awareness
● Awareness-­‐ must have an ST present to use. ● To retest an Awareness challenge, you use Awareness rather than Occult. Far Dawn House Rules 11
Character Regulations Crafts:
Your crafting ability will determine what type of modifications your PC can make to the
item.
Trait Modifications allowed
Rating
1
Nothing
2
Add +1 trait.
3
Remove a negative trait.
4
Add a special ability as long it is reasonable in the crafting process. Example: you cannot add Shield
Destroyer on a Pistol.
5
Adds +1 damage.
Time
Each level of crafts completed takes 2 weeks. For instance to modify a Crafts 3
weapon would take 6 weeks.
To complete a Crafts 5 would be 10 weeks to symbolize the amount of time it
takes to build a strong and powerful item.
To craft the item, you must chop to add in each level of the weapon (retest being
Crafts).
For example: You wish to make a Crafts 3 Longsword. You must chop 3 times
with your crafting ability. Success means you have successfully upgraded the weapon to
a Crafts 3 Longsword with +1 trait and a negative trait removed.
If you fail however, you may attempt to “repair” the item by using the repair
ability as your applicable retest.
If you fail on the repair, the weapon is destroyed and unusable. If you succeed, the
weapon gains 1 negative trait, and the level you attempted to modify must be skipped in
the crafting processes, thus causing the weapon to be overall one less crafts level when
completed.
For example: You are crafting the Crafts 4: Long sword. You make the 1st chop,
and on the second chop you fail to upgrade the weapons trait value. You attempt to repair
the item and succeed; it causes the item to gain a Clumsy negative trait, and does not gain
the bonus trait from dot 2. You then succeed in the 3rd and 4th level of the weapon. In
the end, you get only 2 bonuses, which is the removing the initial negative trait the
weapon was given, and adding the special quality of Shield Destroyer. Your 2nd level of
the weapon was skipped due to failing the crafts chop. Melee weapon creation includes
Crafts: Blade-crafting (knives, s
words, axes) and Crafts: Mace-crafting (maces, mauls, staves). Ranged weapon
creation includes Crafts: Gun Smithing-Rifles (rifles, shotguns) and Crafts: Gun
Smithing-Pistols (pistols, SMGs). Armor Smithing stands alone. Other forms of weapon
crafting will be implemented as encountered
Far Dawn House Rules 12
Character Regulations Craft: Ammunition
•
Crafting ammunition takes 2 weeks
Trait Modifications allowed
Rating
1
Can create standard rounds with the appropriate materials; Can perform basic modifications to rounds
such as converting bird/buck shot into "Wax Slugs" and standard rounds into hollow point. [50 rounds]
2
Can create Flares (requires Science: Chemistry 2); Can create exotic (Gold/Silver) rounds. [40 rounds]
3
Can create Armor Piercing rounds (Requires Metallurgy 1) [30 rounds]
4
Can create Tracer Ammunition (see Pg. 47 for Tracer Ammunition Description) [20 rounds]
5
Can create Incendiary / Dragons' Breath rounds (Requires Science: Chemistry 3) [10 rounds]
Craft: Body Armor
•
Categories - Antique / Modern Armor
Trait Modifications allowed
Rating
1
Can craft the armor.
2
Add +1 Armor (Requires Metallurgy 2 for Metal Based Armor)
3
Can craft exotic armor (ie. Gold/Silver, etc...) or add a special quality to the item
4
Add +1 Armor (Requires Metallurgy 4 for Metal Based Armor)
5
Can remove a negative trait.
Craft: Metalworking
•
•
If gained through Totem or other advantage, becomes one dot of Weapon,
Ammunition, or Armor crafting, with ST approval.
Alternatively, each dot of Crafts: Metalworking allows one free retest on repairing
a failed Crafts chop or if used at the beginning of the crafting period allows you to
modify at one level higher than the crafting ability you have per dot of
Metalworking.
o If you use Metalworking in this way, you do not get a Metalworking repair
test and lose on ties for the Craft chops.
Craft: Shield
Trait Modifications allowed
Rating
1
Can craft the shield.
2
Add +1 Trait
3
Can craft exotic shields (ie. Gold/Silver, etc...) or add a special quality to the shield
4
Add +1 Trait
5
Can remove a negative trait.
Far Dawn House Rules 13
Character Regulations Craft: Disguise
● Creating a disguise requires a Mental Challenge, where the difficulty depends
on how much of a change the user is trying to make. Appearing as a generic “someone
else” is a difficulty of three Traits, appearing as a general type of individual (soldier,
repair man, gang member, etc.) is a difficulty of 6 Traits, and taking on the appearance of
a specific person is a difficulty of 9 traits. Appearing as a member of the opposite sex
adds 2 to the difficulty of a test. Storytellers may vary these numbers based on other,
independent factors as well.
● The Player MUST make Storytellers aware they are in disguise. Other
characters may make a Mental Challenge against the disguised character to try to pierce
the disguise, providing they have a valid in-game reason to be suspicious about the
character’s identity. Note that without abilities such as Subterfuge, Acting, etc. a disguise
is only skin-deep.
● Creating a disguise requires 1 hour spent out of or before game per level used in
the ability.
● Disguise is either a professional/hobby sub-ability.
Demolitions:
Disarming explosives requires a Static Mental Challenge; the difficulty equals the total
Mental Traits of the individual who set the explosive. If you do not possess this Ability,
you cannot use or disarm explosives at all. Similarly, Demolitions does not help you to
aim a thrown bomb or grenade, it simply allows you to build, arm, and disarm explosive
devices.
Trait Modifications allowed
Rating
1
Can safely use and create fireworks and very small explosives. (Think like M80s and other "high
powered" fireworks).
2
Can safely use and create explosives with low destructive power (Capable of breaching non-reinforced
doors and similar structures).
3
Can safely use and create explosives with moderate destructive power such as car bombs, pipe bombs and
the like; Can safely use and create compact explosives with low destructive power such as Hand
Grenades.
4
Can safely use and create compact explosives with moderate destructive power such as Land Mines and
other such small, but powerful explosives.
5
Can safely use and create explosives with high destructive power such as C4
(Requires Science: Chemistry 4).
Etiquette
● Can only be used to cover up a recent faux pas. Immediately after saying/doing
something, you can blow the Etiquette, to omit your statement/action. You may not wait
until later. This may not be used to "unsend" an email over the lists. This may however
be spent to cover mistakes in spellings or titles. It is preferred that this expenditure be
done at the beginning of the email sent.
Far Dawn House Rules 14
Character Regulations Meditation
● May be used during game to regain a single willpower or Gnosis. Spend 15
minutes in quiet contemplation, expend a dot of the Meditation ability or a Mental Trait
and make a successful static mental challenge vs. 8 traits regain a single willpower or
Gnosis.
Linguistics
● Linguistics utilizes the following system: 1 = 1, 2 = 2, 3 = 4, 4 = 8, and 5 = 16.
Individuals with the Natural Linguist Merit double their pool. However, while slots are
opened at the expense of experience points, each language used to fill said slots require
one month learning PER LANGUAGE.
● Beyond this limit of 16 languages (32 with Natural Linguist) it is possible to
learn additional languages. To do so one must purchase each additional language as a
separate focused ability much like a Craft or Performance ability. Fluency only requires a
single dot in a given (non-coord approval) language though additional levels will grant
enhanced proficiency such as the ability to pass as a native speaker or imitate dialects.
● It is potentially possible for characters to learn the merit Natural Linguist after
character creation. It requires a minimum of Linguistics 3 and significant in-character
effort and time on the order of a year. If a character has a particularly clever manner to
accelerate this it may be considered.
Lores
● No PC may have, while in TFD’s jurisdiction lores above level 3 for those lores
considered out of genre. For Example…While Kenny the Get of Fenris can have Garou
Lore and Get of Fenris Lore at an eventual level 5 a piece, he can never have lores like
Kindred Lore, Glasswalker Lore, or Wraith Lore above 3. This is to provide individuality
and the precedent has already been established by genre coords.
● For those whose Gifts, etc. are linked directly to specific lores (Silent Striders
and wraiths, etc.) this limitation may be exceeded in those specific areas.
● Further if the major motivating force for a particular character is or requires
expertise in such an area they may be permitted to exceed this limitation for said
particular area. While stating that your character is dedicated heart and soul to combating
the infernal, finding multiple teachers to help you improve in this area, and being allowed
to exceed this limitation for infernalism/demons may be permitted. It will not be looked
well upon if a year later you declare that your character is now even more dedicated to
becoming a Weaver scholar.
Far Dawn House Rules 15
Character Regulations Science: Chemistry
This can have countless uses, but most would involve acids/bases and incendiary
applications in regards to crafting.
It should be noted that anything you can create with Chemistry you can identify
and reverse engineer if you have a sample and time to perform tests.
Trait Modifications allowed
Rating
1
Can utilize chemicals for basic reactions such as novelty (non-damaging) explosives.
2
Can effectively utilize acids and bases for most applications; Can create Flares. (See Craft: Ammunition
2)
3
Can effectively utilize chemical reactions for incendiary purposes; Can effectively synthesize advanced
adhesives, solvents and other such compounds. Can create Incendiary / Dragons' Breath rounds (Requires
Crafts: Ammunition 5)
4
Can effectively synthesize complex chemical compounds. Can create small, chemical-based explosives
(Requires Demolitions 2 minimum).
5
Can effectively synthesize advanced, complex chemical compounds
Science: Metallurgy
This ability allows you to purchase an extra special ability to an item being
crafted.
Requirements: The character must possess a Metallurgy 4 rating to add any
special abilities to an item being constructed. Metallurgy rating must be equal to, or
higher, than the current craft rating of the item being constructed in order for benefits to
be applied.
Trait Modifications allowed
Rating
1
Can create hard metal (Armor Piercing) ammunition (Requires Crafts: Ammunition 3).
2
Can create gun barrels capable of handling high pressures (Adds Neg: Heavy).Can add 1 additional
Health Level to metal-based armor.
3
Can create gun barrels capable of handling high heat and wear due to special ammunition and/or high rate
of fire.
4
Can create gun barrels capable of handling high pressures (With no Negative Traits) Can add 1 additional
Health Level to metal-based armor.
5
Can create gun barrels capable of handling excessive heat and pressures due to special ammunition and/or
high rate of fire.
Far Dawn House Rules 16
Backgrounds and Influence Allies
Work with the Storytellers to define these Allies, and then mention them in your
downtimes to have them perform tasks for you. Each dot of Allies you expend in your
Downtime brings one level of an ally's Ability to bear on a task.
For example, three dots of allies might represent Mary, Mark and Luke, who are a
scientist, a spy and a smith, respectively. In your Downtimes you could spend three
points of Allies to have Mark shadow a target with Stealth x3. Or you could have him
shadow a target with Stealth x2, while Mary does research with Science x1.
Ancestors
To tap into this trove of ancestral knowledge, mark off a level of Ancestors and
make a Rock-Paper-Scissors challenge with a Storyteller. If you lose, your ancestors
cannot help you with the task at hand. If you win or tie, they share their wisdom, and you
gain one Trait in an Ability your ancestor would have had. This Ability Trait remains for
the rest of the scene or until you spend it on some other effect (such as, most commonly,
a retest or a cancel).
Ancestors may ONLY be used for abilities you do not already possess. This
means that Ancestors can be used in combat, but only if you did not already have any
combat related abilities. If you already possess Brawl, Dodge, Melee, or Survival, you
cannot use Ancestors to substitute that ability even if you have exhausted your retests for
that ability.
Contacts
You maintain a number of informal connections with people in many walks of
life. You can work these connections to gain information about activities going on in the
city. In your Downtimes, tell the Storytellers what information you want to dig up, and
the number of Traits in Contacts you will use to dig. You'll get information as if you had
that number of Traits in an Influence appropriate to your inquiry.
You get IAPs for your Contacts for the use of Monitors using the same chart as
for Influence. See the Influence section for the IAPs related to each level of your
Contacts. These may be split up between different areas of Influence, but again only for
the purpose of Monitoring, not for ANY other action.
Fame
By book
Fetish
By book, with the following addendum:
The Storytellers must approve any specific Fetish before it enters play, and to start
with the Fetish Background, the item must be appropriate to the character. They probably
won't approve legendary flaming swords of fire for starting cubs or Cliath characters.
Influence
Far Dawn House Rules 17
Backgrounds and Influence ● As a general guideline, follow Dark Epics.
• Influence actions other than endeavors that you may perform include:
o Attack
o Block
o Defend
o Grow
o Monitor
o Trace
• As a guideline, you get the sum Influence Action Points according to
the following chart that may be allocated for different actions each
month. This helps STs decide how much monitors pick up and the
challenge levels for blocks and attacks.
o 1=1
o 2=3
o 3=6
o 4 = 10
o 5 = 15
• Homid PCs may obtain one level of Influence per month for 1 XP
without showing up on any monitors.
• Metis and Lupus PCs may obtain one level of Influence per month for
3 XP without showing up on any monitors
• Glasswalkers are permitted to purchase 2 levels of Influence per month
for 1 XP each without showing up on any monitors, per their Tribal
advantage and a modification for our Chronicle’s influence rules.
Glasswalkers of all breeds are competent at garnering Influences.
Money Enhancement to Influence
● To show that money can grease palms, and bribery does happen, money
can be used to “enhance” influence. By spending $10,000.00, you are able to earn
1 temporary influence action. There is also a modification as to how much will be
enhanced depending on the field that is attempting to be boosted.
○ For example: Steve the Glasswalker wants to spend $30,000.00 to
manipulate the industry in Shelbyville, IL. He will have an easy time
manipulating the market due to the vast amounts of industrial influence in the
region. Now let’s say Steve wants to manipulate the “High Society” side of
Shelbyville. He will have a very difficult time and may have to bump up his
money in order to get the same level as he would with industry due to little high
society presence in Shelbyville.
Kinfolk
Kinfolk are your family -- humans or wolves whom Luna may never have blessed
with the potential to Change into Garou, but who continue to care for and support your
part in the war. Human kinfolk, unlike most other humans, are immune to the Delirium,
Far Dawn House Rules 18
Backgrounds and Influence being able to bear the sight of you in your war-forms without instinctive fear. Kinfolk are
prime reproductive partners; children you have by Kinfolk have a chance to become
Garou, whereas children you have by non-Kinfolk only have a chance to be Kinfolk
themselves.
You can ask your Kinfolk to keep an eye on a particular location for you, often
your home. They'll be able to alert you if anything unusual is going on.
You can ask your Kinfolk to manage day-to-day affairs for you, which helps you hold
more Influence than usual. Each Kinfolk you employ in this way adds one to the total
number of Influence Traits you can maintain. (See the Influence rules for more
information.)
Mentor
Between games, your Mentor may be able to instruct you in secret knowledge. A
Mentor can teach a few specialized Lores up to your level in the Background. They can
also teach appropriate Rites: basic rites for Mentor x1, intermediate rites for Mentor x3,
and advanced rites for Mentor x5. Unlike learning Rites from other players for free,
however, Rites learned in this way cost Experience Points.
Mentors cannot be shared amongst players whom do not possess the Background
Mentor for their character. If a character wants the instruction of a Mentor, they should
work to establish a relationship with one. Mentors have vested interest in a character
when the Background is purchased. They are not vending machines for Gifts, Rites, or
abilities.
As you exhaust your Mentor’s available knowledge to willingly teach, your dots
in the Mentor can go down.
With significant work and effort, a PC may elect to leave a Mentor behind and
seek out a new Mentor once she has no more to learn from the other. A character is not
permitted to have more than one Mentor at a time without Storyteller permission.
Numen
You have a companion spirit; not a Totem, but rather a friend, ally or servant. Your
Numen is a Gaffling with the Charms Airt Sense, Reform, and one additional Charm per
level of the Background. You may spend one Gnosis to use one of these Charms. You
may use one charm from your Numen per night per level of the Background. Each
Numen is also affiliated with War, Wisdom or Respect; you may spend one Gnosis to
gain a Trait bonus on one Challenge (per night per level of the Background) equal to your
rating in the background. Numens of War give this bonus to Physical Traits; Numens of
Wisdom give the bonus to Mental Traits; and Numens of Respect give the bonus to
Social Traits.
Restrictions: This Background is available only by Storyteller approval.
Far Dawn House Rules 19
Backgrounds and Influence Past Lives
Past Lives are allowed by The Far Dawn to help players have a better time and to
help foster roleplay as PCs delve into their character’s pasts and come up with interesting
backstories even beyond the time of character creation.
Past Lives has some restrictions however. The Past Lives Background grants a
free retest per challenge against Storytellers ONLY. Your Past Lives Background is
different from your Ancestors background in that the Past Lives are uncontrolled
memories and instinctual feelings, while the Ancestors background represents a
controlled knowledge that you may summon up from those Past Lives.
Just to make it clear, Past Lives can NOT be used against other PCs. Only against
Storytellers, Narrators and NPCs. This is to prevent fights from going unfairly. If you
need an excuse for this in-character, the primordial and chaotic urges of your Past Lives
of your PC are inhibited by the spirits observing your behavior of the other PC, as well as
their primordial and chaotic urges of Past Lives they may have (and may not have learned
to channel, if they don’t have the Background)
This background can be obtained through roleplay and downtime actions. It is a
slow, but worthwhile background to pursue and we encourage all players to seek out at
least one level of the background just to help you develop your character more.
Pure Breed
Pure Breed is your pedigree, a measure of your noble lineage. In your appearance
and demeanor you bear a resemblance to your tribe's ancestral heroes: Silver Fangs have
a regal bearing and a silver pelt, Shadow Lords have jet-black fur and a subtle intensity,
Silent Striders appear as lithe-limbed Egyptian royalty, etc. Other Garou sense your good
breeding instinctively and cannot help but concede a measure of deference to it. Each
level of Pure Breed you possess provides a bonus to your Social Traits in Social
Challenges with Garou.
Kinfolk characters who possess Pure Breed are very highly desired as breeding
stock. Note that Garou respond to a Kinfolk's Pure Breed, but Kinfolk do not have the
same instinct to respond to a Garou's Pure Breed.
If you have Pure Breed from a different tribe than your own -- if, say, you were a
well-bred child of the Black Furies, given to the Children of Gaia for being male -- your
Pure Breed provides no bonus. The spiritual incongruity between your tribe and your
lineage confuses the Garou instinct to defer.
Pure Breed at levels higher than three is restricted by the Storytellers.
Resources
Resources may be gathered once a month at the first game of the month. For
example: If you have resources 5, you may collect $30,000.00 of the first of the month,
and it will refresh next month.
Resources are hard capped at 5 in the Far Dawn. This means that Totem Spirits
Far Dawn House Rules 20
Backgrounds and Influence granting additional Resource dots have no mechanical benefit. This will be lifted once the
Chronicle’s setting has expanded to be able to uphold any higher Resources on PCs.
Rites
You begin with knowledge of a number of Rites, sacred ceremonies empowered
by the spirits. You begin play with two Basic Rites for each Trait you take in this
Background. Two Minor Rites may also take the place of one Basic Rite.
Spirit Network
This Background is the spiritual equivalent of Contacts. You maintain good
relationships with small spirits in the region, who gladly feed you information about
goings-on in the local Penumbra. Sometimes they notice things that physical observers on
Earth just wouldn't catch. This Background contributes to the generally creepy reputation
of the Theurge Auspice, giving them access to information they would have no real way
of knowing.
This background is most often employed in Downtimes or by role-playing with a
Storyteller. The level of the Background corresponds to the extent of knowledge the
Spirit Network can discover.
Restrictions: Only Theurge characters may take the Spirit Network Background.
Totem
Pack Totem is the only allowed Totem at this time. If you want a personal totem,
please consider the Numen background, as it is a good alternative.
Packing under a Totem requires the appropriate Rite. If you need to undergo this
Rite, you will run a scene with an ST and your actions in the scene will determine which
Totem Spirit takes your Pack on. PCs preference will be considered in this decision, but it
is ultimately the decision of the ST running the Rite scene.
At this time, The Far Dawn is trying to stick to the Totem Spirits in LotW:R, but
may, if it is especially appropriate, deem a Totem Spirit from another source appropriate.
Far Dawn House Rules 21
Merits and Flaws Basic Merit/Flaw Rules
● ALL Merits and Flaws will be based on ST Discretion. ● We do not allow Merit Stacking (i.e. no “Natural Leader” AND “Enchanting Voice”). ● Restricted Merits/Flaws will generally be capped at between two and four (i.e. once four PCs in game have said merit, we will be very unlikely to allow another new PC to come in with said merit/flaw). In-­‐character development and role-­‐play may earn the chance to obtain certain merits after creation. ● Those taken from tribebooks or other sources will be approved/denied on a case by case basis and later added to these listings. • Merits or flaws from out-­‐of-­‐genre materials are heavily restricted Note on Merits and Flaws
Tags must be worn and visible at all time for merits/flaws that should be apparent to other players. If you are unsure if your merit/flaw requires a tag, ask a Storyteller. Storytellers reserve the right to remove said merits/flaws and dock points if players either repeatedly do not wear a tag that is necessary or if they are not regularly RPing the merit/flaw in question. Particular House Rules on Merits or Flaws:
Berserker This Merit has an added benefit: With this merit you may enter frenzy at will; if you do this, prior to a Storyteller calling for a frenzy challenge, you may use Gifts in your Frenzy. This is the only way in which you may use Gifts in frenzy Luck This Merit works as written in Laws of the Wild: Revised, not any other book with the Merit. This means only one retest per game, not any more. Natural Channel This Merit works as written in Laws of the Wild: Revised. You receive an extra retest for sidestepping, and receive no other mechanical benefit for the Merit. Silver Tolerance This Merit is restricted heavily; please speak to STs before considering this Merit for a PC True Love Per book – One WP trait on related challenges, at ST discretion.
Far Dawn House Rules 22
Breed Gifts: Homid Basic
Jam Technology
Initial Cost: One Gnosis
Challenge: Social vs. variable difficulty (see below)
Retest: Repair
Followup Cost: 0 to 5 Mental Traits
Effect: You exert a spiritual dampening field, disabling all mundane devices (i.e., not Fetishes)
within 50 feet that are equal or more complex than a device you choose. Difficulty varies by the
type of device chosen:
6 Traits of difficulty for computers and other complex electronics;
9 Traits of difficulty for intercoms and other simple electronics;
12 Traits of difficulty for automobiles and other complex machinery;
14 Traits of difficulty for firearms and other simple machinery; or
15 Traits of difficulty for blades, levers, hammers, clubs, and other simple tools.
Duration: One turn plus one for each Mental Trait spent
Master of Fire
Cost: One Gnosis
Effect: Fire spirits have taught you the secret to resisting their caress. You heal damage from fire as
if it were merely Bashing damage.
Duration: One scene or hour
Persuasion
Cost: One Social Trait
Activation Time: At will
Frequency: Once per Social Challenge
Effect: Your ancestors have imbued you with sublime composure and a keen ability to drive an
argument home. You may immediately retest a Social Challenge you've just failed.
Smell of Man
Activation Time: At will
Frequency: This gift is either on or off -- you can't activate it multiple times for more effect.
Effect: Tapping into the human half of your spirit, you put tame animals at ease and you frighten
wild ones away. Wild animals will flee you if they can, and take a 1-Trait penalty to all challenges
within 20 feet of you. Domesticated animals won't attack you unless you harm them in some way.
Far Dawn House Rules 23
Breed Gifts: Homid Staredown
Requirement: Your target must be able to see your eyes.
Challenge: Social vs. one target (see below)
Retest: Intimidation
Frequency: Once per turn
On a Human or Animal Target:
Followup Cost: 0 to 5 Mental Traits
Effect: The target flees your frightful gaze for the duration; they may reduce this duration
by spending Willpower. One point of Willpower reduces the duration by one turn.
Duration: One turn plus one per Mental Trait spent
On a Garou Target:
Effect: Primal instinct flashes in your gaze, and the target cannot flee or attack you for the
duration.
Duration: Until your gaze is broken or one of you is attacked
Other Supernatural Targets:
Treat Fomori, Mages, and Changelings like humans; treat Fera, Spirits, and Vampires like
Garou.
Intermediate
Cocoon
Initial Cost: One Gnosis
Activation Time: One turn
Followup Cost: 0 or more Gnosis
Effect: You spin a protective cocoon out of the Weaver's webs, immobilizing but protecting
yourself from environmental hazards. You are completely immune to fire damage, and immune to
all other damage until the cocoon breaks (see below).
Duration: One scene or hour, plus an additional scene or hour for each additional Gnosis spent.
The cocoon breaks if it takes five Aggravated damage, or if a single attack deals it non-aggravated
damage equal to your Resilient (Stamina-related) Traits.
Disquiet
Challenge: Social vs. target
Retest: Empathy
Followup Cost: 1-5 Social Traits
Effect: You project a spiritual disquiet into your opponent's soul. Your target cannot regain Rage and
suffers a one-Trait penalty on any extended challenge.
Duration: One turn, plus an additional turn for each Social Trait you spent.
Far Dawn House Rules 24
Breed Gifts: Homid Reshape Object
Cost: One Gnosis
Challenge: Social vs. a Storyteller-chosen difficulty, based on the change being attempted
Retest: Repair
Followup Cost: 0 to 3 Mental traits or a permanent Gnosis for duration; an optional Gnosis to deal
Aggravated damage (see effect)
Effect: You extend your shape-shifting spirit into an organic, non-living object, changing its shape
and size to suit your needs: you can turn a dead branch into a spear, a pile of leaves into armor, or a
piece of bone into a canoe, for example. If you create a weapon and spend an additional Gnosis, this
new object can deal Aggravated damage.
Duration: The duration depends on the followup cost paid:
0 Mental Traits: 5 minutes;
1 Mental Trait: 10 minutes;
2 Mental Traits: 1 hour;
3 Mental Traits: the remainder of the session; or
1 Permanent Gnosis: the change is permanent.
Spirit Ward
Cost: One Gnosis
Challenge: Static Social vs. 11 Traits
Retest: Spirit Lore
Followup Cost: 0 to 5 Social Traits
Effect: You place a protective ward over the local area, interfering with spiritual activity. In
challenges, spirits within 100 feet of you (excluding pack totem and Caern spirits) take a penalty
equal to one Trait plus one per Social Trait you spent.
Duration: One scene or hour
Advanced
Assimilation
Activation Time: At will
Challenge: Static Social vs. a Storyteller-set difficulty based on how foreign the culture is
Retest: Subterfuge
Followup Cost: 0 or more Willpower
Effect: You gain a supernatural facility for blending in with the local culture, be that a local street
gang or a spirit court on a distant planet. You take no social penalties for interacting with that culture.
Duration: One scene or hour, plus one day per Willpower spent
Part the Veil
Cost: One Gnosis
Challenge: Social vs. target (who may not relent)
Retest: Empathy
Effect: You soothe the supernatural fear of werewolves born into each human soul. Your target will
not experience the Delirium for the gift's duration.
Duration: One scene or hour.
Far Dawn House Rules 25
Breed Gifts: Metis Basic
Burrow
Required: You must be in Crinos, Hispo or Lupus form.
Challenge: Physical vs. difficulty based on substance being burrowed through (six Traits for mud,
fifteen for solid rock)
Retest: Athletics
Followup Cost: 0 to 5 Physical Traits
Effect: You dig a tunnel through the earth at remarkable speed. The tunnel is just big enough for
you to crawl through, traveling one yard (one step), plus one for each additional Physical Trait you
spend. The tunnel naturally collapses given time, but until that happens, others can follow you if
they can fit. You cannot dig through metal or reinforced materials.
Duration: Until the composition of the substance you're burrowing through changes
Create Element
Cost: One Gnosis
Challenge: automatic if you're not trying to do damage; otherwise, Mental vs. target's Physical
Retest: Occult (you); appropriate combat retest (them)
Effect: This Gift lets you create a small amount of air, earth, fire, or water -- 10 pounds of the
element per current Gnosis Trait you have, up to a maximum of 100 pounds. You can create the
element anywhere within 60 feet. To create something like a burst of fire on a target, you must also
win the specified Mental challenge. Fire does one level of Aggravated damage per current Gnosis
trait, up to a maximum of three levels. This Gift creates pure, platonic elements -- no specialized
forms like poison gas or precious metals.
Curse of Hatred
Frequency: Once per target per scene
Cost: One Gnosis
Challenge: Social vs. target
Retest: Expression
Effect: You project into an opponent all the hate and bitterness you've built up through your Metis
upbringing, demoralizing them. Your target loses two Willpower Traits and two Rage Traits.
Primal Anger
Frequency: Once per scene
Cost: One or more of your natural Health Levels (mark off as Aggravated damage)
Effect: You channel the abuse you have suffered as one of the Metis breed, mortifying your own
flesh to gain Rage. You gain two Rage for each Health level you sacrifice. This Rage may take you
over your permanent rating.
Far Dawn House Rules 26
Breed Gifts: Metis Sense Wyrm
Challenge: Mental vs. Storyteller difficulty based on intensity of Wyrm influence (high intensity is
low difficulty, low intensity is high difficulty)
Retest: Occult or Investigation
Effect: A mystical sense not unlike a scent tells you whether the Wyrm has corrupted anything in
the area. This "Wyrm-Taint" may mean there is an enemy nearby, or it may simply mean that an
innocent bystander ate Wyrm-manufactured food or works at a spite-filled office.
Intermediate
Eyes of the Cat
Activation Time: At will
Effect: Your eyes take on an eerie green glow that allows you to see in complete darkness. This
Gift eliminates all penalties you would take from darkness.
Gift of the Porcupine
Required: Crinos, Hispo or Lupus form
Cost: One Gnosis
Effect: A porcupine-spirit has taught you to shape your fur into long, sharp quills. Anyone you
grapple, pin or tackle suffers a level of Aggravated damage. Anyone who strikes you with bare flesh
suffers damage as if they'd struck themselves (maximum three). The attacker may avoid this
drawback by bidding two additional traits to avoid the quills when striking.
Duration: One Scene or Hour (may be dismissed at will)
Mental Speech
Required: Know your target personally, or have something that belongs to them; the target is less
than 10 miles away per current Gnosis you have
Cost: One Willpower
Challenge: Social Challenge vs. Target
Retest: Empathy
Effect: You establish a telepathic link with a target, wherever they are within the Gift's range. You
can communicate, even using Social Abilities like Intimidation, but you can't read their mind.
Duration: One Scene or Hour
Wither Limb
Cost: One Gnosis
Challenge: Willpower Challenge vs. target
Retest: Occult
Effect: You lash out with your hostility given spiritual force, catching an opponent's limb of your
choice and forcing it to twist, degenerate and wither. Your target takes a two-Trait penalty to all
Quick challenges (and synonyms); if you chose to target a leg, they can only move at half their
usual speed. If the target has regenerative powers, they can heal this effect after the scene or hour;
Far Dawn House Rules 27
Breed Gifts: Metis otherwise, the damage is permanent
Duration: One Scene or Hour for targets who can regenerate; permanent for targets who can't
Advanced
Madness
Cost: One Gnosis
Challenge: Social vs. target
Retest: Empathy
Effect: Many metis are cursed by Gaia with infirm minds, and now you can thrust that infirmity
upon others. Your target gains an active Derangement for one day, during which time you can
control the intensity of the madness at will -- giving lucidity in one moment and plunging them back
into psychosis the next. Your target always suffers at least a one-Trait penalty to all tasks requiring
concentration, with more penalties at Storyteller discretion. Even after the day is over and the
madness ends, memories of their time unhinged will haunt the target long afterward.
Duration: One day
Totem Gift
Cost: 1 to 4 Gnosis (one for a Gaffling, two for a Jaggling, three for an avatar, four for a Totem
Incarna)
Effect: You channel your lifetime living among the Garou Nation into a request for the aid of your
Tribal Totem. The amount of aid you recieve depends on the cost you pay, and on the nature of your
Totem. Rat might send a swarm of his Gafflings to overwhelm an enemy, where Thunder might
strike your foes with lightning and hail from the heavens; regardless, the results are usually
spectacular.
Far Dawn House Rules 28
Breed Gifts: Lupus Basic
Heightened Senses
Activation Time: At will
Effect: All your senses become keen to an astonishing degree. In Homid or Glabro shape, you have
senses as sharp as a wolf's, gaining a two-Trait bonus to all Perceptive challenges (or synonymous),
and you may make Mental Challenges to perform tasks like tracking by scent that would ordinarily
only be possible to wolves. In Crinos, Hispo and Lupus forms, you gain a three-Trait bonus to
Perceptive challenges and a one-Trait bonus to challenges of the Primal Urge Ability. If you
experience any sudden blasts of sensory information while this Gift is active, like seeing a camera
flash, hearing a klaxon or getting sprayed by a skunk, you will be stunned for two rounds, and you
may lose that sense completely for an hour at the Storyteller's discretion.
Duration: One Scene or Hour
Hare's Leap
Activation Time: Activate instead of taking your regular movement
Challenge: Physical vs. Storyteller-set difficulty
Retest: Athletics
Effect: You leap with a hare's agility, traveling remarkable distances. If successful, your leap will
carry you up to forty feet (thirteen steps) in combat, or a dramatically appropriate distance outside
of combat.
Scent of Sight
Challenge: Static Mental vs. surroundings or target scent (5 Traits for strong scents, 10 Traits for
faint ones)
Retest: Primal Urge
Effect: You don't need to see if you can smell. Your nose compensates you completely in darkness,
and you can attack invisible creatures with uncanny accuracy.
Duration: Until the specific scent or ambient environmental scents change significantly (like trying
to track across a river)
Scent of the True Form
Challenge: Automatic vs. Garou; Static Mental vs. variable for others (10 Traits for fomori and
mages; 8 Traits for vampires, changelings and fera; 6 Traits for everything else)
Retest: Primal Urge
Effect: Mystical cues come to you with a target's scent, informing you of its primal nature. You
automatically recognize another werewolf as such; to recognize other types of creatures, succeed at
the challenge.
Far Dawn House Rules 29
Breed Gifts: Lupus Sense Prey
Challenge: Static Mental vs. 6 Traits in the wilderness, or 15 Traits in the city
Retest: Primal Urge
Effect: A spiritual sense of direction leads you to the nearest large number of prey animals, enough
to provide a good meal for a pack of wolves. In the wilderness, it's the nearest within 50 miles; in
the city, it's the nearest within the limits of the city and its suburbs (and which often indicates an
animal shelter or zoo). Humans don't count as prey for this Gift, although it's said that the Red
Talon tribe might know a version that doesn't draw that distinction.
Sense the Unnatural
Challenge: Mental vs. Storyteller-determined difficulty
Retest: Enigmas
Followup Cost: 0 to 2 Mental Traits
Effect: This spiritual sense reveals any presence that is out-of-place in Gaia's design: magic, ghosts,
strange spirits, vampires, Wyrm influence, etc. The number of Mental Traits you spend determines
how clear the information is. If you spend no Traits, the Storyteller will give you a cryptic but
vague hint, like the smell of old blood for either a vampire or a man-eating fomor. One Mental Trait
will get you a clear but generic idea of what's unnatural here; two Mental traits will give you a
specific signature impression that will allow you to recognize similar disturbances in the future. If
an impression is particularly unfamiliar, the Storyteller may require a followup Mental Challenge
(retest Occult) against six Traits.
Intermediate
Beast Life
Initial Cost: One Gnosis
Followup Cost: 0 to 5 Mental Traits (range); 0 to 5 Gnosis (duration)
Effect: You can communicate with all animal life. Animals become inclined to help you, fulfilling
any request, even risky or suicidal ones -- although you may gain notoriety with Gaian spirits if you
fail to give homage to such animal-spirits after they've sacrificed themselves for you. You may also
summon all animals of a chosen type within ten miles, plus another then miles for each Mental Trait
spent; those animals who can reach you without too much difficulty will do so, and follow your
commands.
Duration: One Scene or Hour, plus one for each additional Gnosis spent
Catfeet
Effect: A cat-spirit has shared its secrets of agility with you, granting you unusual grace. You take
no damage from falls of less than 100 feet (you always land perfectly) and expert balance on any
slope. In challenges involving dodging, grappling and biting, you may call on additional Quick
x3 Traits.
Duration: Always in effect
Far Dawn House Rules 30
Breed Gifts: Lupus Gnaw
Cost: One Willpower
Challenge: Physical vs. hardness of the target material (5 for wood; 9 for steel; 15 for titanium)
Retest: Athletics
Effect: The power of your jaws increases sharply, giving you the ability to gnaw easily through the
target material. In addition, your bite inflicts one additional level of Lethal damage in combat.
Duration: One Scene or Hour
Name the Spirit
Required: Target spirit within 50 feet
Challenge: Mental vs. target spirit
Retest: Spirit Lore
Followup Cost: one Willpower (optional)
Effect: With a glance, you take the measure of a given spirit, learning its type, Rage, Gnosis and
Willpower. If you spend a Willpower Trait, you learn the spirit's true name as well.
Advanced
Elemental Gift
Cost: One Gnosis
Followup Cost: 0 to 5 Social Traits
Effect: Having made permanent pacts with elemental spirits, you can call on their aid at any
moment. You summon one elemental, capable of commanding one of the four elements in any of
their forms, in an area 20 feet (plus another 20 per Mental Trait spent) square. The elemental
remains for the duration.
Duration: One Scene, or until the elemental is destroyed or dismissed
Song of the Great Beast
Required: You are in the deep wilderness
Initial Cost: One Gnosis
Followup Cost: 0 to 5 Social Traits
Effect: Howling an ancient song, you summon a Great Beast out of the Umbra: a Yeti, the
Willawau (giant owl), the Tyrannosaurus Rex, the Loch Ness Monster or the like. Take care,
because the Great Beast will listen to you but may choose not to cooperate (hint: say please).
Spending Social Traits increases the odds that the beast will look on you favorably. The Storyteller
will set the beast's exact Traits and abilities, but you can expect them to be impressive.
Far Dawn House Rules 31
Auspice Gifts: Ragabash Basic
Blissful Ignorance
Required: You must remain still, make no noise, and don't interacting with your environment.
Effect: You can render yourself invisible to all senses, technology, and even spirits. You are
undetectable as long as you are perfectly still and quiet. Cross your arms over your chest to indicate
you're using this Gift.
Duration: Until you move, make noise, or interact with your environment.
Blur of the Milky Eye
Required: Move no faster than half your speed, make no noise louder than a whisper, and don't
interact with your environment.
Effect: Your appearance blurs away into a haze, difficult to notice for all but the sharpest eyes.
Others can only notice you by sight if they are using supernatural senses or if you visibly disturb the
environment, in which case they get a Mental Challenge against you (they retest with Investigation;
you retest with Stealth) to see through it. You must move no faster than half speed and must make
noise no louder than a whisper.
Duration: Until you move faster than half your speed, make noise louder than a whisper, or interact
with your environment.
Open Seal
Challenge: Static Gnosis vs. local Gauntlet rating
Retest: Security
Effect: No lock or closed device is closed to you. With barely a gesture and an expression of desire,
you open any non-mystically closed device.
Scent of Running Water
Activation Time: At will
Effect: Your scent is washed away from the world as if you had just stepped through a river. All
challenges trying to track you by scent suffer two-Trait penalty.
Sense of the Prey
Required: Knowledge of your target; the target is in the same realm as you
Challenge: Mental vs. target if they are actively hiding; automatic success if they're not
Retest: Enigmas
Effect: If you're target is in the same realm as you (Earth, the Penumbra, a particular Umbral
Realm, etc.), then you gain an unerring sense of which direction you must go to find them. You can
move directly towards them as fast as you are able to travel.
Far Dawn House Rules 32
Auspice Gifts: Ragabash Taking the Forgotten
Required: You've taken something from the target
Challenge: Mental vs. target
Retest: Stealth (you); Streetwise (your target)
Effect: You've become such an effective thief that your mark forgets ever having owned what you
stole from them. Items like Fetishes, however, may trigger memories of their own in their former
owner -- the victim may make a Mental Challenge at Storyteller discretion to "recall" that they once
owned a similar Fetish, but no details about how it went missing. Fetishes that are attuned to an
owner may even make their own attempt to return.
Duration: Permanent
Intermediate
Gremlins
Required: You touch the device to be affected
Challenge: Static Social vs. variable difficulty -- 6 for complex electronics like computers, 9 for
simple electronics like lighting, 12 for machines like cars, and 15 for simple tools like knives
Retest: Intimidation
Followup Cost: 0-2 Social Traits
Effect: Your touch terrifies the spirit of a device, disrupting it and possibly destroying it. It stops
functioning for the duration.
Duration: One Scene or Hour; or, if one Social Trait was spent, the rest of the session; or if two
Social Traits were spent, the breakdown is permanent.
Luna's Blessing
Required: While using the gift, you must be able to see the moon clearly in the night sky (yes, that
means it doesn't work during the new moon)
Activation Time: At will
Effect: As long as Luna's light shines on you, she protects you against the curse of silver. You
regenerate damage from silver as if it were merely lethal. If the moon is full, this effect is increased:
those who attack you with silver weapons and fail must make two Simple Tests. If both tests fail,
your attacker takes damage from their own weapon.
Open Moon Bridge
Required: You're at a Caern
Cost: One Gnosis
Effect: With or without the cooperation of a Caern Totem, you open a moon bridge as per the Rite
of the Opened Bridge. This bridge can extend up to one thousand miles and end anywhere.
Far Dawn House Rules 33
Auspice Gifts: Ragabash Whelp Body
Frequency: Once per scene per target
Initial Cost: One Gnosis
Challenge: Gnosis vs. target
Retest: Medicine
Followup Cost: 0-5 Gnosis
Effect: You utter a curse on your foe, inflicting sickness and palsy on their body. You remove a
number of temporary Physical Traits from your target (your choice) equal to the total number of
Gnosis you spend activating the gift (including the initial cost). These traits are marked off as if
spent, and may be regained using the usual methods like refreshing them with Willpower. Also,
having lost Permanent Traits to another version of this gift does not confer an immunity to this
version.
Duration: The traits are lost until refreshed by typical means.
Advanced
Thieving Talons of the Magpie
Required: You have enough knowledge about a power to specify it, and you can accomplish its
own requirements
Challenge: Mental vs. target
Retest: Occult
Followup Cost: 1-5 Gnosis
Effect: You steal others' supernatural abilities for a short period of time. Use this gift to take other
Gifts, spirit Charms, vampire Disciplines, mage Spheres, etc. While you have the stolen power,
your target cannot use it. Use your current Gnosis total in place of any Trait that Garou don't
normally possess, like Blood, Glamour, etc.
Duration: A number of turns equal to the Gnosis you spent
Thousand Forms
Cost: One Gnosis
Challenge: automatic for non-mythical creatures; static Mental vs. 18 Traits for a mythical creature
Retest: Animal Ken
Effect: Embodying the classic trope of the trickster as a shapeshifter, you can change into any
animal form between the size of a bluebird and a bison. You can even take on the shapes of
mythical creatures, although you can't become a wyrm-beast of any sort. You can all the standard
powers of the animal in question, such as flight, gills, poisonous fangs, etc.
Far Dawn House Rules 34
Auspice Gifts: Theurge Basic
Command Spirit
Cost: One Willpower
Challenge: Social vs. target spirit
Retest: Leadership
Followup Cost: 0 to 5 Willpower Traits
Effect: By the force of your will and your auspice, you compel a spirit to obey a simple command.
For each additional Willpower you spend, you may add an additional simple command. This Gift is
not strong enough to force a spirit to leave areas or items that they're bound to; the intermediate
Theurge gift Exorcism provides that capability.
Mother's Touch
Required: Touching the wound to be healed on another living creature; for battle scars, healing the
same scene they happened
Cost: 1-5 Gnosis
Challenge: none for other Garou; Mental Challenge vs. non-Garou
Retest: Medicine
Followup Cost: To heal a battle scar, one additional Gnosis and a successful Mental Challenge vs.
Storyteller-determined difficulty
Effect: Gaia's regenerative power flows through your hands, knitting together flesh and bone. Your
touch heals one Health Level of damage on another per Gnosis you spend. You can't heal yourself,
spirits or undead. In order to heal a non-Garou, you need to succeed at a Mental challenge. In order
to heal a battle scar, you must use the Gift in the same scene the scar was gained, and you must
spend an additional Gnosis.
Name the Spirit
As the Lupus Gift (pg 30)
Sense Wyrm
As the Metis Gift (pg 26)
Spirit Speech
Activation Time: Always on
Effect: You understand spirit languages used around you, and you can communicate back in
kind. Because relatively few spirits can communicate in the werewolf High Tongue (let alone
human speech), this gift is absolutely invaluable for Garou of the Theurge auspice.
Far Dawn House Rules 35
Auspice Gifts: Theurge Intermediate
Exorcism
Cost: One Gnosis
Vs. spirits that are not bound, or that are bound to a place:
Challenge: Social vs. the spirit
Retest: Intimidation
Effect: You compel a spirit to leave this place, even if it is unwilling. This breaks any
binding present.
Vs. spirits that are bound to a fetish, object, or person:
Challenge: Social vs. the owner of the fetish or object, or against the person themselves
Retest: Intimidation
Effect: You break the bond between the spirit and the object or person it is bound to, forcing
it to leave. Fetishes lose their spiritual power, becoming ordinary objects. Fomori, once the
possessing bane is ejected, die (unless a very powerful healer can somehow preserve the
host's life through the process).
Grasp the Beyond
Required: A firm grasp on the target (may require a Physical Challenge)
Cost: One Willpower for pocket-sized items; two Willpower for larger, backpack-sized items; three
Willpower for large items or other people
Challenge: normal Stepping Sideways challenge or Gnosis expenditure; Willpower challenge vs.
unwilling target
Effect: You may pull objects in and out of the spirit world without using the Rite of Talisman
Dedication first to attune them to your own spirit. You may even bring companions along who
cannot ordinarily access the Umbra at all. Take firm hold, spend the Willpower cost, and make a
standard challenge to enter or leave the Umbra (or, as usual, pay a Gnosis to do so. If the target is
unwilling, you must win a Willpower challenge against them as well. If successful, you take the
objects or passengers with you as you cross the Gauntlet. Unfortunates who get left in the spirit
world without any means of their own to return will face a harrowing journey to a place with a low
Gauntlet (three or less) to find their way out again; if they cannot do this, they eventually turn into
spirit matter themselves.
Pulse of the Invisible
Challenge: None if the Gauntlet is equal or less than your permanent Gnosis rating; a Static Mental
vs. the Gauntlet if it's higher
Retest: Primal Urge
Activation Time: At will
Effect: Your mystical senses transcend the Gauntlet. You see nearby Umbral spirits even when you
are on Earth. You can interact with these spirits as if you were in the Umbra.
Duration: One scene or hour, or until you go where there's a higher Gauntlet.
Far Dawn House Rules 36
Auspice Gifts: Theurge Spirit Drain
Challenge: Static Gnosis vs. target spirit
Retest: Occult
Effect: You siphon off a spirit's power to fuel your own strength of will. The spirit loses two
essence; you gain one Willpower. Any Willpower you gain that exceed your rank maximum are lost
after the duration.
Duration: The scene
Advanced
Feral Lobotomy
Cost: Two Gnosis
Challenge: Extended Static Mental vs. target's Mental Traits plus three
Retest: Empathy
Followup Cost: 0 or more permanent Gnosis
Effect: You strip reason itself out of a victim's mind, reducing them to their animal instincts. Each
success you win on the extended Challenge destroys one of the target's Mental Traits (your choice).
These Traits will not return for the duration of the effect. You cannot reduce your victim to less than
one Mental Trait. Your victim becomes more and more animalistic as he loses more and more Traits
this way.
Duration: Game session. For each permanent Gnosis you spend, two Traits may be destroyed
permanently.
The Malleable Spirit
Challenge: Static Gnosis challenge vs. difficulty based on effect (see below) or the spirit's Gnosis,
whichever is higher
Retest: Occult
Effect: You reconstruct the very essence of a spirit, changing its nature according to your own
needs. Changing the spirit's disposition toward you (friendly, neutral or hostile) has
a minimum difficulty of eight Traits; changing its Willpower, Rage or Gnosis has a minimum
difficulty of nine Traits to add or subtract a single Trait; and changing its deepest nature (Naturae,
Bane, Elemental, etc.) has a difficulty of 15 Traits.
Duration: Permanent
Far Dawn House Rules 37
Auspice Gifts: Philodox Basic
Call to Duty
Call a Specific Spirit
Required: You know the name of a local, non-hostile spirit
Challenge: static Social vs. the spirit
Retest: Leadership
Effect: By invoking the name of a local, non-hostile spirit (which you must have learned by
some other means), you summon it to appear. You may give it a single command, which it
obeys to the best of its ability; once this is done, the spirit is free to leave.
Call All Spirits Within a Mile
Cost: Two Gnosis
Effect: Without even knowing their names, you summon all non-hostile spirits within one
mile to aid or protect you.
King of the Beasts
Required: An animal within 100 feet
Frequency: You may affect only one animal at a time
Challenge: static Social vs. three Traits for a wolf you're related to, six Traits for an animal you
care for, eight Traits for an unfamiliar animal, or ten Traits for an unfriendly animal
Retest: Animal Ken
Effect: You exert a mystic dominance over the target animal, winning its loyalty instantly. It will
follow your orders unconditionally.
Resist Pain
Activation Time: At will (Reflexively)
Cost: One Willpower
Effect: You push on through the pain of injury with superhuman resilience. You stop suffering
wound penalties for the duration of this Gift.
Duration: One Scene or Hour
Scent of the True Form
Challenge: automatic success against Garou; otherwise, static Mental vs. 6 Traits for most
creatures, 8 Traits for vampires, changelings and fera, or 10 Traits for fomori and mages
Retest: Primal Urge
Effect: Through a combination of scent and other mystical cues, you determine a target's true
supernatural nature. You learn whether they are a werewolf, vampire, fomori or the like.
Far Dawn House Rules 38
Auspice Gifts: Philodox Strength of Purpose
Frequency: Once per game session
Challenge: extended Physical vs. 11 Traits
Retest: Rituals
Effect: You renew your determination by performing a ritualistic reminder of your role in your
pack, your tribe and your world. For each success you achieve in the challenge, you regain one Trait
of spent Willpower. This Gift cannot grant Willpower over your maximum rating.
Truth of Gaia
Challenge: Mental vs. target
Retest: Empathy
Effect: You hear the ring of truth and deception in the words of others. If you win the challenge,
you can tell if the target has deliberately lied to you. The gift cannot detect lies that the target
actually believes -- misinformation and altered memories foil this gift.
Intermediate
Roll Over
Frequency: This gift is specially subject to the five-minute rule (i.e., if it fails, you cannot attempt it
against the same target until five in-game minutes have passed).
Challenge: Willpower vs. target, and possible Rage vs. target.
Retest: Intimidation, and possible Primal urge.
Effect: Bearing down on your target with an irresistible force of will, you compel them to submit.
For the duration, your target may take no action other than submission to you unless they are
directly endangered.
If the target is in frenzy, there may be a follow-up Rage-based challenge (using current Rage) to
pull the target out of frenzy. The only retest that can be used is Primal urge, representing the primal
dominance.
Duration: One scene or hour
Scent of Beyond
Required: You are familiar with the area you want to sense
Challenge: static Mental vs. six to fifteen Traits, depending on your familiarity with the place
Retest: Enigmas
Effect: You can extend your senses to any place you are familiar with. You perceive that area as if
you're standing in the middle of it. While your senses are extended this way, you become totally
unaware of what is happening in your actual physical vicinity.
Duration: Up to one scene; you may end it at will
Far Dawn House Rules 39
Auspice Gifts: Philodox Weak Arm
Activation Time: One turn
Frequency: Once per scene per target
Challenge: Mental vs. target
Retest: Brawl
Followup Cost: 0-5 Mental Traits
Effect: By studying your target's fighting style for a turn, you gain valuable insights regarding how
best to attack them. Your attacks against the target gains bonus Traits equal to one plus the number
of Mental Traits you spent.
Duration: One scene or combat, whichever ends first.
Wisdom of the Ancient Ways
Activation Time: One turn
Challenge: Gnosis vs. 9 Traits (minus one Trait per level of Ancestors you have)
Retest: Occult
Followup Cost: 1 or 2 Mental Traits
Effect: Through a moment of meditation, you reach out for answers to the Garou who have gone
before, be they your own ancestors or other warriors of yore. You recall their memories or summon
up ancient lore. Ask the Storyteller for the information you seek: if you spend one Mental Trait it is
clear but broad information, while if you spend two Traits the information is detailed and specific.
Advanced
Geas
Frequency: A target may labor beneath only one geas. Geases after the first one will fail until such
a point as the first geas is fulfilled.
Cost: One Gnosis
Challenge: Social vs. target; or, vs. highest Social among all members of the target pack or family
Retest: Leadership
Effect: You lay a mystically binding oath over a target or group or targets. The requirements of this
oath may not override basic self-preservation, but it has significant leeway otherwise. The target or
targets are compelled to obey the oath until an assigned task is completed -- or until another use of
Geas cancels the compulsion.
Duration: Until the task is completed, or until Geas is used to cancel the compulsion
Wall of Granite
Required: You are in contact with earth or stone
Cost: One Gnosis
Effect: Calling on the strong bond between the Philodox auspice and earth elementals, you summon
a moving barrier of stone to protect you. A wall nine feet tall, six feet wide and three feet thick
emerges from the earth to protect you, moving automatically to guard you from all angles. It can
absorb fifteen Health Levels of damage before being destroyed, plus an additional ten Health Levels
that absorb only Bashing and Lethal damage.
Duration: One scene, or until destroyed or dismissed
Far Dawn House Rules 40
Auspice Gifts: Galliard Basic
Beast Speech
Challenge: Social vs. the animal
Retest: Animal Ken
Effect: You are able to speak with any sort of animal. If successful, you can speak not only to the
target animal, but to all animals of the same type. This gift doesn't change their natures nor their
reactions to the predatory nature of the Garou, nor does it force them to cooperate.
Duration: One Scene or Hour
Call of the Wyld
Challenge: Physical vs. 8 Traits
Retest: Performance
Followup Cost: 0-2 Physical Traits
Effect: You let forth a mighty howl, one that stirs your allies into action and can strike fear into
your enemies. The call spreads out even beyond the normal range of hearing, allowing any within
double the normal hearing range to understand your call. Spending one additional Physical Trait
grants all your allies a one-Trait bonus to the next challenge they make toward a pack or Sept effort;
spending two Physical Traits also imposes a one-Trait penalty on the your enemies' combat-related
challenges for the rest of the scene.
Duration: One Scene
Call of the Wyrm
Challenge: Social vs. the Wyrm-creature in the area with the highest Social Traits
Retest: Performance
Followup Cost: optionally, one Social Trait
Effect: You let out a call audible to all creatures of corruption. Though a dangerous gift to use, this
call implants an urge that cannot be ignored, bringing all the creatures in the area to your location.
You can't control which creatures are attracted, so there are many cautionary tales about using this
gift in the wrong areas. These creatures know they are being supernaturally drawn unless you spent
the optional additional Social Trait, in which case they think it's their own idea.
Distractions
Challenge: Social vs. target
Retest: Performance
Followup Cost: 0-5 Social Traits
Effect: By making a series of yips, yelps, howls, and other distracting sounds (which counts as your
action), you impose a penalty to all challenges your target makes during the next turn. This penalty
is equal to one Trait plus one for each additional Social Trait you spend. If other characters are
using Distractions, this effect may stack with their efforts for a cumulative effect.
Duration: The next turn
Far Dawn House Rules 41
Auspice Gifts: Galliard Dreamspeak
Required: You must know or have seen your target.
Challenge: Mental vs. target
Retest: Empathy
Effect: You enter another person's dream and alter their dreamscape. No damage will carry over
into the waking world, but, if you intend to give the person unpleasant dreams, disorientation will
impose a one-Trait penalty on the victim for one turn per Gnosis you possess you posess once they
wake. If the dreamer wakes up while you are still in their dream, you will be immediately thrown
out of the dreamscape and will lose one Gnosis Trait.
Mindspeak
Cost: One Willpower per target
Challenge: Social vs. unwilling target; automatic otherwise
Retest: Investigation
Effect: You layer a daydream across the thoughts of multiple Garou, allowing you all to
communicate in telepathic words and images with one another. You can even use Social abilities
like Intimidation and Subterfuge against one another this way. This is, however, highly distracting,
so everyone caught up in the gift suffers a two-Trait penalty to all challenges that involve dealing
with their actual surroundings. You must be within line of sight to your targets when you activate
this gift, but once active, you can communicate at any distance. A Garou may even be subject to
multiple uses of this gift from different Galliards, in which case they suffer cumulative penalties.
Duration: When all participants choose to end it, or when you fail your challenge against an
unwilling target
Intermediate
Bridge Walker
Initial Cost: One Gnosis
Followup Cost: optionally, one Permanent Gnosis
Effect: You open a minor moon bridge for your own personal use -- short enough to effectively
teleport you behind an enemy, or long enough to take you up to one mile per current Gnosis from
your starting point. It takes one percent of your usual travel time to use this bridge (so if you can run
a six-minute mile, you can travel a mile by Moon Bridge in three seconds). The bridge is not
protected by Lunes, so sometimes curious or hostile spirits can follow you to your destination, even
materializing in the physical world.
Duration: The bridge closes immediately after you use it, unless you spend a permanent Gnosis, in
which case it stays open until the next full moon.
Far Dawn House Rules 42
Auspice Gifts: Galliard Eyes of the Cobra
Challenge: Social vs. target
Retest: Enigmas
Followup Cost: optionally, one Mental Trait
Effect: With a hypnotic glance, you beckon a victim to approach you. Your target will immediately
(if slowly) begin moving toward you. If you spend the Mental Trait, they move as fast as they can
without risking injury.
Duration: Until your target is within arm's reach.
Shadows by the Firelight
Challenge: Social vs. each unwilling target; automatic vs. willing targets
Retest: Performance
Followup Cost: 1-5 Gnosis
Effect: You spin a story from dreams and shadows, compelling others to take on a role you assign
them. While compelled by the gift, they act out their role precisely, and dreamlike sensations
immerse them in the tale. Galliards commonly employ this gift to highlight climactic moments in
the stories they tell at moots -- that is, when they're not in battle, weaving a tale of bitter defeat for
their enemies to take part in.
Duration: One turn per Gnosis spent
Song of Rage
Frequency: Once per turn
Challenge: Social vs. target
Retest: Leadership
Followup Cost: 0-5 Social Traits
Effect: You sing a maddening song, compelling humans to fly into a violent rage and forcing Garou
and vampires into Frenzy. Your target remains in this state until the gift ends.
Duration: One turn, plus one for each Social Trait you spent
Advanced
Fabric of the Mind
Initial Cost: One Gnosis
Challenge: static extended Mental vs. eight Traits
Retest: Performance
Followup Cost: One Gnosis per turn, for any object that gets involved in a fight or other strenuous
activity
Effect: You weave creations out of your imagination and into reality. For each success you
accumulate in the challenge, you have one Trait to assign to these fabrications. You can create one
object or many, with whatever attributes you can imagine and describe. You can even create
sentient creatures that react naturally, and behave as you direct. If you fail the challenge before you
achieve the number of Traits you want, perform two Simple Tests: failing both means you create the
object, but it acts independently of your control, and may even be somewhat malicious. It will last
until you destroy or banish it.
Far Dawn House Rules 43
Auspice Gifts: Galliard Duration: One Scene (but you may extend the gift another Scene for another Gnosis); if your
fabrications get involved in combat or the like, the gift ends if the followup cost isn't paid.
Head Games
Cost: One Willpower
Challenge: Social vs. target
Retest: Empathy
Effect: You become a master manipulator of the soul, puppeting a target's emotions as you please.
You control whether your target feels love, hate, trust, fear, joy or despair, and you determine the
object of their emotions. These emotions fade after the gift ends, but some vestige may linger if
events occurred to reinforce those emotions while they were in place -- if their newfound beloved,
for example, accepts their advances, or if the snakes they are so afraid of end up biting.
Far Dawn House Rules 44
Auspice Gifts: Ahroun Basic
Falling Touch
Cost: One Gnosis
Challenge: Physical vs. target
Retest: Medicine
Effect: With a precise strike to a key pressure point, you send a foe sprawling. Your target falls
down, unable to move from that spot or initiate Physical Challenges for the duration. They may
defend themselves from challenges as normal.
Duration: Four actions (or fifteen seconds out of combat); spending Rage for extra actions helps
burn through the duration.
Inspiration
Cost: One Gnosis
Effect: With a rousing speech or howl -- or maybe just a steely gaze -- you inspire your companions
to stay true to their purpose. Up to five companions within arm's reach may call on one of the
following effects during this scene or next: an automatic success when defending on a single
Willpower Challenge; one additional Willpower Trait to spend; or an automatic win on a test to
resist Frenzy. Multiple uses of the Gift do not stack, although you can re-apply the effect after a
beneficiary uses it.
Duration: This scene and next
Razor Claws
Required: Crinos or Hispo shape; you must rake your claws over a hard surface.
Activation Time: One turn
Cost: One Rage
Effect: You sharpen your claws, honing them into even deadlier weapons. You do an additional
level of Aggravated damage with all claw attacks.
Duration: One Scene or Hour
Spirit of the Fray
Cost: One Gnosis
Effect: Your reflexes become so quick, your actions nearly precede the stimuli they're reacting to.
Your normal action automatically happens prior to every other normal action in the scene. (Multiple
Garou using this Gift resolve the order of these normal actions in initiative order as usual.)
Duration: One Scene or Hour
Far Dawn House Rules 45
Auspice Gifts: Ahroun True Fear
Frequency: This gift is specially subject to the five-minute rule (i.e., if it fails, you cannot attempt it
against the same target until five in-game minutes have passed).
Challenge: Willpower vs. target
Retest: Intimidation
Followup Cost: 0-5 Mental Traits
Effect: Your supernaturally terrible mien makes a foe cower in fear. They cannot attack, but can
defend against attacks and perform other actions normally (though fearfully).
Duration: One turn, plus one turn for each Mental Trait you spent.
Intermediate
Clenched Jaw
Required: A successful bite attack
Activation Time: Instantly
Cost: One Rage
Effect: Locking your jaws onto an enemy, you become impossible to dislodge. Your target may
attempt a Physical Challenge to break free, but a) you enjoy a bonus of half your current Willpower
Traits (round up) for the challenge, and b) even if they do break free, they take a level of Lethal
damage. On successive actions you may make further biting attacks with a two-Trait bonus to
continue inflicting your bite damage.
Duration: Until the target breaks free or you choose to let go
Heart of Fury
Challenge: Willpower vs. your own permanent Rage rating
Retest: Occult
Followup Cost: One Willpower at end of scene
Effect: Erecting walls of spiritual discipline in your heart, you gain a one-Trait bonus to all efforts
at resisting Frenzy. At the end of the scene, unless you pay the followup cost, you must make a
standard Frenzy test.
Duration: One scene
Silver Claws
Required: A form with claws
Challenge: Gnosis vs. 6 Traits
Retest: Occult
Effect: Calling on Luna's power, you transform your claws to silver, which inflicts an extra level of
Aggravated damage to any creature vulnerable to the moon's metal. In addition, the searing pain
gives you one Rage each turn and inflicts a one-Trait penalty on all non-combat Challenges. If your
Rage ever exceeds your Willpower, you must test for Frenzy.
Duration: One scene, or until you end the effect
Far Dawn House Rules 46
Auspice Gifts: Ahroun Stoking Fury's Furnace
Effect: You've learned to focus your Rage with fearsome efficiency. You gain one Rage Trait in
any turn you suffer damage, and that damage will not force you to test for Frenzy. You may also
spend exactly one Rage Trait each turn without decrementing your current Rage -- though if you
spend two or more, you cross them off as usual.
Duration: Always in effect
Advanced
Aegis
Cost: 1-5 Willpower
Effect: You gain an astonishing mystical shield against attacks. After an attack lands, you may call
for a Simple Test: on a loss you take damage as usual, on a tie the damage is reduced one step
(Aggravated becomes Lethal, Lethal becomes Bashing, and Bashing doesn't deal damage), and on a
win you take no damage at all.
Duration: A number of rounds equal to the Willpower spent
Kiss of Helios
Cost: One Gnosis
Effect: You have received the blessing of the sun, able to burn without being consumed. You are
immune to all damage from natural fire (which includes Create Element). Man-made chemical fires
(like napalm or gasoline) and powerful supernatural flame (like Balefire or Fire Elementals) inflict
half their usual damage (round up) as Bashing damage. If you set yourself on fire, you stay alight,
and deal two additional levels of Aggravated damage if you attack with blazing claws or fangs.
Duration: One Scene or Hour
Strength of Will
Frequency: Once per scene
Challenge: static Social vs. 12 Traits
Retest: Leadership
Followup Cost: 1-5 Gnosis
Effect: Your mighty presence inspires your comrades to astounding feats of courage. All your allies
within 100 feet gain a number of Willpower equal to the Gnosis you spent. A Garou may only
benefit from one use of this Gift at a time.
Duration: One Scene or Hour
Far Dawn House Rules 47
Tribal Gifts: Black Furies Basic
Breath of the Wyld
Required: You must touch a Garou or human target.
Challenge: Gnosis vs. five Traits for a Garou target, six Traits for a human target
Retest: Primal Urge
Effect: Your touch instills a sense of life and vitality in another, giving them clarity of mind and
purpose. They enjoy a one-Trait bonus on all Mental Challenges and Rage Challenges. They feel
invigorated and focused on the task at hand.
Duration: One Scene or Hour
Curse of Aeolus
Required: You are in a place where fog could naturally occur
Challenge: Gnosis vs. difficulty based on likelihood of fog -- four on the lakeshore, six in most
places, nine in the desert
Retest: Primal Urge
Effect: A bank of fog rolls in at your call, in an area at least 30 feet square -- double that if natural
fog is also present. You can see through this fog perfectly well, but the impaired vision of everyone
else in the fog puts them all at a four-Trait penalty on all Physical, Social and Mental challenges.
The creepy atmosphere of the fog also puts everyone except you and your pack at a one-Trait
penalty on all Willpower challenges.
Duration: One Scene or Hour
Heightened Senses, Sense of the Prey, Sense Wyrm
As the Lupus Gift (pg 27), as the Ragabash Gift (pg 31), and as the Metis Gift (pg 26) respectively
Intermediate
Body Wrack
Initial Cost: One Gnosis
Challenge: Physical vs. target
Retest: Medicine
Followup Cost: 0-5 Mental Traits
Effect: You point at a target, and pain flowers in every nerve of his body. For the duration of the
gift, this agony puts all his challenges at a Trait penalty equal to one plus the number of Mental
Traits you spent.
Duration: One Scene or Hour
Coup de Grace
Cost: One Willpower
Challenge: Mental vs. target
Retest: Brawl
Far Dawn House Rules 48
Tribal Gifts: Black Furies Effect: You masterfully identify your opponent's most vulnerable spot and prepare an attack against
it. If the gift succeeds, your next attack will deal double damage (up to a limit of three additional
damage).
Duration: Your next attack -- if the attack fails, the gift's benefits are lost
Visceral Agony
Required: A form with claws
Cost: One Rage
Effect: Your claws transmute into wicked poisoned talons, making their strike difficult to avoid by
inflaming your target's current wound penalties. Your target suffers a two-Trait penalty against your
next attack if they are Bruised, or a four-Trait penalty if they are Wounded. If they are somehow
ignoring wound penalties, then instead they suffer normal wound penalties during your attack.
Duration: Your next attack -- if the attack fails, the gift's benefits are lost
Wasp Talons
Required: A form with claws
Frequency: Once every two turns (the claws take a full turn themselves to regenerate)
Cost: One Rage
Challenge: Physical vs. target
Retest: Brawl
Effect: You fire your claws from your hands like a deadly swarm of wasps, dealing two Aggravated
damage to your target. Win or tie an additional Simple Test for an additional level of damage. No
additional damage is added by other gifts and fetishes that enhance claw damage (Razor Claws,
Silver Claws, and the like).
Advanced
Thousand Forms
As the Ragabash gift (pg 33). Furies who adopt mythical beast forms typically honor Pegasus and
assume her form
Wyld Warp
Cost: One Rage and one Gnosis (yes, this Gift is an exception, you can spend both)
Challenge: static Mental vs. a difficulty you choose
Retest: Enigmas
Effect: Summoning a maelstrom of chaotic Wyld-spirits is a desperate move, but this gift gives you
that option. What exactly the Wyld-spirits do is unpredictable and up to the Storyteller, but their
actions will at least be beneficial to you. They might give you fresh Traits and Abilities, heal all
your wounds, disassemble everything man-made in the area, turn your enemies to cheese -- you can
never guess beforehand. The higher the difficulty you set yourself for this challenge, the more
beneficial they will be.
Duration: Storyteller-determined
Far Dawn House Rules 49
Tribal Gifts: Bone Gnawers Basic
Blissful Ignorance
As the Ragabash Gift (pg 31)
Cooking
Required: Something to serve as a pot and a spoon, plus rubbish and water
Cost: 1 Gnosis per five pounds of ingredients (round down -- no cost for less than five pounds)
Challenge: static Mental vs. difficulty based on ingredients -- six Traits for harmless but inedible
trash, ten Traits for toxic substances
Retest: Survival
Effect: You transform garbage and water into a bland but healthy gruel, simply by stirring it up in a
pot. Bone Gnawers use this gift to ensure they and their kin never go hungry for long.
Odious Aroma
Cost: One Gnosis
Effect: Your body odor intensifies to a horrific degree, hitting everyone nearby like a hammer.
Anyone within twenty feet who has a sense of smell suffers a two-Trait penalty to all their
challenges, thanks to the effort of not inhaling the debilitating stink. You gain a two-Trait penalty to
all Social Challenges and Stealth Challenges.
Duration: One Scene
Resist Toxin
Activation Time: At will
Effect: Your constitution has been spiritually enhanced to enable you to deal with a Bone Gnawer's
typically unusual diet. You may neutralize most poisons from your body at will, and you benefit
from a three-Trait bonus on any challenge to cope with a Wyrm-enhanced toxin.
Tagalong
Required: Know the name of the Totem and prostrate yourself in front of the sept or pack alpha,
wriggling forward on your stomach like a begging dog. You can't target an alpha who is actively
hostile toward you.
Challenge: static Social vs. the Totem
Retest: Subterfuge
Effect: With a display of humility, you ingratiate yourself to the patron Totem of a sept or pack.
The totem will look on you with favor and consider you one of its own for the purposes of granting
its blessings, allowing you to perform pack maneuvers, etc. It will disapprove of any Garou who
mistreats you without cause. The totem of a caern won't even mind if you perform the Rite of the
Opened Caern while this gift is active.
Duration: One day
Intermediate
Far Dawn House Rules 50
Tribal Gifts: Bone Gnawers Attunement
Required: You're in an urban area
Initial Cost: One Gnosis
Challenge: Mental vs. Storyteller-determined difficulty
Retest: Streetwise
Followup Cost: 0-5 Mental Traits
Effect: You commune with the ambient spirits of the city, learning useful information about the
area. Success gets you general information on a topic, such as the human population count,
locations of supernatural hideouts, the presence of hidden tunnels, etc. Each Mental Trait you spend
gives you an accurate answer to one specific yes-or-no question about the area.
Friend in Need
Required: Your target is a packmate or tribemate. Friend in Need itself may never itself be shared,
by its own effect or any similar effect.
Cost: One Willpower
Effect: The other tribes may say what they will about the Bone Gnawers, but this gift proves they
are willing to give their all for those they trust. Choose one of the following: one of your Gifts, or a
specific number of your Health Levels, Rage, or Willpower. For the duration, your target packmate
or tribemate may use that Gift or those Traits as if they were their own -- and for the same duration
you cannot use the Gift or Traits. If you choose a Gift, it cannot be a higher level than your target's
Rank would allow them to learn. When the Gift ends, you get these things back -- though any
Traits spent are still spent, and any damage taken remains on the Health Levels. If your target dies
while this Gift is in effect, you permanently lose whatever you lent -- except for Health Levels,
which simply return having taken Aggravated damage.
Duration: One Scene, or until you choose to end the effect
Infest
Cost: One Gnosis
Cost: 1-5 Social Traits
Effect: You send out a spiritual signal to all the vermin of the area, summoning them to a new
home. They infest a structure of your choice. The number of Social Traits you spend determines
what kind of a problem this is: one Trait creates an minor nuisance, while five Traits renders a
building unfit for human occupation.
Duration: Permanent (though the vermin can be exterminated by normal means)
Far Dawn House Rules 51
Tribal Gifts: Bone Gnawers Reshape Object
As the Homid Gift (pg 24)
Advanced
Riot
Cost: 1-5 Gnosis -- one to affect a building, two for a block, three for a neighborhood, four for a
suburb and five for the whole city
Challenge: static Mental vs. 10 Traits
Retest: Subterfuge
Effect: You whip up a storm of malevolent spirits to incite the humans of the city to riot. They
justify fears and hatreds, twisting people's perceptions of one another and blocking all
communication that could defuse the tension. The spirits you summon will start with a target group
of humans you specify, but they will soon spill over to affect the entire area, appropriate to the
amount of Gnosis you spent.
Duration: One scene
Survivor
Cost: One Gnosis
Effect: You exemplify the Bone Gnawer ideal, surviving almost any extremes. Upon activating the
Gift, choose either Extreme Survivor or Trauma Survivor. If you choose Extreme Survivor, you
suffer no ill effects from hunger, thirst, lack of sleep, temperature extremes, or harsh weather
conditions. If you choose Trauma Survivor, you become immune to all mundane poison and
disease, and even Wyrm-enhanced versions of these work at half normal strength; you gain the
additional Physical Traits Tough x3 and the Ability Traits Survival x2; and you suffer no wound
penalties. You may activate both of these effects, but they count as separate gift activations.
Duration: Extreme Survivor lasts a full day; Trauma Survivor lasts ten turns.
Far Dawn House Rules 52
Tribal Gifts: Children of Gaia Basic
Calm
Initial Cost: One Gnosis
Challenge: Social vs. target
Retest: Empathy
Followup Cost: 0-5 Mental Traits
Effect: You soothe another's anger. If they are in a Frenzy provoked by anything except Ragehealing, they immediately regain control. Otherwise, they lose Rage instead -- one Rage plus one
for each Mental Trait you spent, up to a limit of half their current Rage (round in the target's favor).
You have to choose the Mental Traits you spend without necessarily knowing how many Rage your
target will lose; extra Mental Traits you spent have no effect.
Grandmother’s Touch
Required: Touching the wound to be healed on a living creature; for battle scars, healing the same
scene they happened
Initial Cost: 1-5 Gnosis
Challenge: none for other Garou; Mental Challenge vs. non-Garou
Retest: Medicine
Followup Cost: To heal a battle scar, one additional Gnosis
Effect: Gaia's regenerative power flows through your hands, knitting together flesh and bone. Your
touch heals one Health Level per Gnosis you spend, on yourself or another. You can't heal spirits or
undead. In order to heal a non-Garou, you need to succeed at a Mental challenge. In order to heal a
battle scar, you must use the Gift in the same scene the scar was gained, and you must spend an
additional Gnosis.
Luna’s Armor
Frequency: Once per scene
Cost: One Gnosis
Effect: You invoke Luna's light to protect you from your enemies' attacks. You gain a number of
Armor levels equal to your Rank. While this Armor is intact, you do not take additional damage
from silver weapons.
Duration: Until the end of the scene, or until destroyed by damage.
Mercy
Cost: One Gnosis
Effect: Unicorn blesses you with the ability to fight to your fullest without risk of truly damaging
your foes. All damage you inflict unarmed becomes bashing damage. Your claws and teeth tear
open your opponents' flesh -- which then immediately seals up bloodlessly into bruises.
Duration: One Scene or Hour
Far Dawn House Rules 53
Tribal Gifts: Children of Gaia Mother's Touch
While this gift is technically available to Children of Gaia, Unicorn offers her children an entirely
superior gift, Grandmother's Touch, above.
As the Theurge Gift
Resist Pain
As the Philodox Gift (pg 37)
Intermediate
Beast Life
Initial Cost: One Gnosis
Challenge: Social vs. Storyteller difficulty
Retest: Animal Ken
Followup Cost: 0 to 5 Mental Traits (range); 0 to 5 Gnosis (duration)
Effect: You can communicate with all animal life. Animals become inclined to help you, fulfilling
any request, even risky or suicidal ones -- although you may gain notoriety with Gaian spirits if you
fail to give homage to such animal-spirits after they've sacrificed themselves for you. You may also
summon all animals of a chosen type within ten miles, plus another then miles for each Mental Trait
spent; those animals who can reach you without too much difficulty will do so, and follow your
commands.
Duration: One Scene or Hour, plus one for each additional Gnosis spent
Dazzle
Frequency: Once per target per scene
Challenge: Social vs. target
Retest: Empathy
Effect: You flood a target's mind with visions of Gaia's wonders; you fill their heart with love of all
Her works. They sit down and quietly contemplate these glorious revelations for the duration. The
effect ends if they are attacked.
Duration: One Scene, or until attacked
Spirit Friend
Cost: 0-5 Mental Traits
Effect: Many spirits recognize and trust Unicorn's mark on a Garou, and this gift amplifies that.
You gain a one-Trait bonus on all interactions with non-hostile spirits, plus an additional Trait for
each Mental Trait you spent.
Duration: One Scene or Hour
Strike the Air
Far Dawn House Rules 54
Tribal Gifts: Children of Gaia Cost: One Willpower
Challenge: Mental vs. target
Retest: Dodge
Effect: You bob and weave like a leaf on the wind. You automatically dodge every attack the target
makes against you. This effect ends when the target is attacked, by you or someone else.
Duration: Until the target is attacked
Advanced
Halo of the Sun
Cost: One Gnosis
Effect: Helios anoints your form with a blaze of sunlight, lending his power to your attacks. All
attacks against you suffer a three-Trait penalty from the blinding light. All your unarmed attacks
deal Aggravated damage, as well as dealing an additional two levels of damage. Vampires within
twenty feet suffer the effects of standing in direct sunlight.
Duration: One Scene
The Living Wood
Cost: One Gnosis
Effect: You animate the trees themselves to fight on your behalf. Each successful use of this gift
animates a single tree. The tree wades through the earth at your movement, and has traits in
accordance to the type of tree you animated:
Sapling: Physical Traits equal to your Homid Traits, 4 Health Levels, 1 Brawl, 1 Survival,
deals 2 Bashing damage per strike
Tree: Physical Traits equal to your Homid Traits + 10, 8 Health Levels, 2 Brawl, 2 Survival,
deals 3 Lethal damage per strike
Ancient Tree: Physical Traits equal to your Homid Traits + 20, 12 Health Levels, 3 Brawl,
3 Survival, deals 4 Lethal damage per strike
Duration: One Scene
Far Dawn House Rules 55
Tribal Gifts: Fianna Basic
Faerie Light
Frequency: Once per turn
Cost: Optionally, one Gnosis
Effect: You summon a small hovering globe of light, just enough to illuminate a three-foot area.
You can move it anywhere you can see at a speed of 10 feet per turn, at no additional cost.
Duration: One turn per current Mental Trait you have, or if you spent a Gnosis, one Scene
Glib Tongue
Cost: One Gnosis
Challenge: Social vs. target
Retest: Expression
Followup Cost: Optionally, one more Gnosis
Effect: Sometimes you just need to string someone along, letting them hear whatever they want to
hear. When you use this gift, you don't need to know what to say: your listener hears whatever they
want to hear, regardless of your actual words. This is helpful for navigating difficult moments of
etiquette, making appropriately respectful first impressions, gracefully answering touchy questions
without actually lying, and so on.
Duration: One turn per current Social Trait you possess, or if you spent the additional Gnosis, one
Scene
Howl of the Banshee
Initial Cost: One Gnosis
Challenge: Gnosis vs. everyone within 50 feet (or further, at Storyteller discretion); creatures
without Gnosis use their Willpower stat instead; all your allies have a two-Trait bonus to resist
Retest: Expression
Followup Cost: 1-5 Social Traits
Effect: You unleash a howl of eerie portent, inspiring a soul-deep terror in those who hear it. All
those you defeat in the challenge must flee for the duration.
Duration: A number of rounds equal to the Social Traits you spent
Persuasion
As the Homid Gift (pg 22)
Resist Toxin
As the Bone Gnawer Gift (pg 49)
Far Dawn House Rules 56
Tribal Gifts: Fianna Intermediate
Balor's Gaze
Cost: One Rage and one Gnosis (yes, this is an exception; you can spend both at once to activate
this gift)
Effect: Your gaze literally blazes with a hateful red light, inflicting crippling pain on those you look
upon. Choose a single target to gaze upon. That target makes a static Willpower challenge vs. a
difficulty of your Willpower Traits, retest Occult. (This is their static challenge, so you cannot retest
it yourself.) If they succeed, you cannot attempt to target them with Balor's Gaze again for the rest
of the scene; but if they fail, they suffer debilitating pain as if they were Wounded -- i.e., they lose
all ties on all challenges. If they already were suffering penalties for being Wounded, they
experience the penalties of Incapacitation instead -- i.e., they fall unconscious for ten minutes. If, on
the other hand, they employ some means of ignoring wound penalties, then instead all their
challenges are at a three-Trait penalty. You may choose to change the target of your Gaze once per
round; a new target attempts the Willpower challenge and so on, while the old target is freed from
the effects of the Gaze.
Duration: One Scene
Faerie Kin
To Learn: Learning this gift always involves some sort of quest. Discuss it with the Storytellers.
Cost: 1-5 Gnosis
Challenge: extended Social vs. ten Traits
Retest: Occult
Effect: With a distinctive cry, you call upon pacts made between your ancestors and the Fae. The
number of Faerie beings you summon is equal to your successes on the extended challenge. The
power of each Faerie is proportionate to the Gnosis you spent to invoke the gift -- one Gnosis calls
up rather humble helpers, while five calls forth frightening warriors. If you fail the initial challenge,
make two Simple Tests; if you fail both, an unpleasantness of Faeries arrives -- angry at you.
Duration: However long the Faeries like.
Phantasm
Cost: One Gnosis per 10-foot area of illusion
Challenge: static Mental vs. ten Traits
Retest: Expression
Effect: You lay an illusion over an area, concealing whatever is there (or not there) with some other
scene. Your illusion presents itself to all the senses: it looks, smells and feels real. But it will not
move naturally in any way: illusionary creatures will stand still as statues and fields of grain will
stand unmoved by the wind. Anyone who has cause to doubt the reality of your illusion can see
through it by winning a static Mental Challenge (retest Awareness) versus a difficulty equal to your
Mental Traits.
Duration: One Scene, or until any one person demonstrates that the illusion is false
Far Dawn House Rules 57
Tribal Gifts: Fianna Reshape Object
As the Homid Gift (pg 24)
Advanced
Call the Hunt
Activation Time: One hour of chanting
Frequency: Once per month
Cost:1-5 Rage and/or Gnosis (yes, this is an exception, you can spend both)
Challenge: Social vs. ten Traits
Retest: Occult
Effect: In a time of dire need, you call forth the Great Huntsman from the mists of Celtic legend, a
tall, antlered man in Stag's service. You then join him on a hunt to bring down a powerful evil of
your choosing. The Huntsman arrives with one mighty Hound for each Gnosis or Rage you spent
activating the Gift. If the evil you choose is unworthy, or if you refuse to join the hunt, or if you
simply fail the challenge to invoke this Gift, he appears and hunts you instead.
The Great Huntsman: a Jaggling; 10 Willpower, 10 Rage, 5 Gnosis, 80 Essence; the
Charms Armor, Materialize and Tracking.
His Hounds: Gafflings; each having 6 Willpower, 7 Rage, 2 Gnosis, 36 Essence; the
Charms Materialize and Tracking.
Duration: Until the hunt is complete.
Gift of the Spriggan
Cost: One Gnosis
Challenge: Physical vs. ten Traits
Retest: Primal Urge
Effect: Like the fae called spriggan, you can increase or decrease your size. You can grow up to
three times your normal size, which gains you an additional nine Strong Physical Traits. You can
also shrink to the size of a small puppy, gaining a nine-Trait bonus on Stealth challenges instead. If
your size changes are less than these two extremes, reduce the Trait bonuses proportionately.
Duration: One hour, or until you cancel the effect.
Far Dawn House Rules 58
Tribal Gifts: Get of Fenris Basic
Halt the Coward's Flight
Required: A target you've been fighting who tries to escape you
Activation Time: At will on the target's turn, when they try to escape
Frequency: Once per turn per target
Challenge: Social vs. target
Retest: Intimidation
Effect: You force an opponent to stand and fight rather than attempt to escape. They may not flee,
and they must engage in at least one more combat challenge with you this turn.
Duration: This turn
Razor Claws
As the Ahroun Gift (pg 44)
Resist Pain
As the Philodox Gift (pg 37)
Snarl of the Predator
Activation Time: One turn
Challenge: Social vs. up to 5 targets
Retest: Intimidation
Followup Cost: 0-5 Mental Traits
Effect: You loose a feral snarl, shaking your opponents' confidence to the core. On their next turn,
your targets take a penalty to all their challenges, equal to one Trait plus the number of Mental
Traits you spent.
Duration: The next turn
Visage of Fenris
Challenge: Social vs. up to 5 targets
Retest: Intimidation
Followup Cost: enough Mental Traits to cover any Rank deficit between you and any Garou targets
-- e.g., if you're Rank 1 and you want to affect a Rank 5, you must spend four Mental Traits
Effect: You don an aura of ferocity and nobility, winning admiration from allies and fear from foes.
Your allies and peers see you as more impressive; they suffer a one-Trait penalty on all Social
Challenges against you. Your enemies see you as especially dangerous; they suffer a one-Trait
penalty on all attacking challenges against you.
Duration: One Scene
Far Dawn House Rules 59
Tribal Gifts: Get of Fenris Intermediate
Hero's Stand
Challenge: Willpower vs. Eight Traits
Retest: Survival
Effect: Choosing your spot on the earth, you stand until all your enemies have fallen or fled. You
cannot move from this spot, but you gain all the following benefits:
o
o
o
o
o
A two-Trait bonus on all Physical Challenges;
Nobody can move you from that spot;
You gain a free retest on attacks from outside melee range;
Every attack against you is treated like a frontal attack; and
You can't be surprised.
Duration: These effects last until all enemies are defeated, or have fled.
Might of Thor
Initial Cost: One Gnosis and one Rage (yes, this is an exception)
Challenge: Willpower vs. eight Traits
Retest: Athletics
Followup Cost: 0-5 Mental Traits
Effect: To better crush your foes, you double your strength. You gain an additional Strong Trait for
each Strong Trait (or synonym) you already possess. Once this gift wears off, however, you're
exhausted: halve your remaining Physical Traits and Willpower until you've rested for at least one
hour.
Duration: One turn, plus one additional turn per Mental Trait you spent.
Scream of Gaia
Initial Cost: One Gnosis
Challenge: static Physical vs. everyone within 50 feet
Retest: Athletics
Followup Cost: 0-5 Social Traits
Effect: You channel Gaia's wrath and pain into a bone-shaking roar, releasing a shockwave that
slams into everyone around you. Everyone who loses the challenge against you is knocked down,
taking one Bashing damage, plus an additional level of Bashing for each Social Trait you spent.
Venom Blood
Cost: One Rage
Effect: Your blood becomes a black acid, searing anyone who touches it. Anyone who bites you or
tastes your blood takes a level of Aggravated damage.
Duration: One Scene
Far Dawn House Rules 60
Tribal Gifts: Get of Fenris Advanced
Fenris' Bite
Cost: One Rage
Effect: Your next bite attack, should it connect, mangles and may even tear off your opponent's
limb. You choose the limb (arm or leg). Your bite deal an extra level of Aggravated damage to it,
rendering it useless. If your target is capable of regeneration, the limb regains function when the
damage is healed; otherwise, your target is permanently disabled. Next, make an additional two
Simple Tests. If you win both (not tie), your bite tears the limb off completely.
Duration: Your next bite attack (if you miss, the benefits of this Gift are wasted)
Horde of Valhalla
Required: You are in good standing with Fenris and you are in great need of his aid
Cost: One to five Rage and/or Gnosis (yes, this is an exception)
Effect: The mighty Fenris dispatches a pack of his Fimbulwolves to fight at your side. One
Fimbulwolf appears per Rage or Gnosis Trait you spent, ready to tear your enemies limb from limb.
Each Fimbulwolf is a spirit with 6 Willpower, 7 Rage, 2 Gnosis, 36 Essence, and the charms
Materialize and Tracking.
Duration: One Scene
Far Dawn House Rules 61
Tribal Gifts: Glass Walkers Basic
Control Simple Machine
Cost: One Willpower
Challenge: automatic if the device is unattended; Social vs. the operator otherwise
Retest: Repair
Effect: You harness the spirits of a simple devices to obey your mental commands. This gift will
flip a switch, unbolt a door, open a valve, turn an axle, etc.
Duration: One Scene
Cybersenses
Cost: One Gnosis per sense replaced
Effect: You can replace one or more of your senses with a machine's capabilities -- you can replace
your sight with infrared vision, your hearing with sonar, your touch with a magnetic card reader,
etc. Using the new sense requires Mental Challenges (retest Science) at the Storyteller's discretion.
Duration: One Scene
Diagnostics
Challenge: Mental vs. eight Traits
Retest: Crafts
Followup Cost: optionally, one Gnosis; also, 0-5 Social Traits
Effect: You can tell at a glance precisely what is wrong with a malfunctioning machine. If you
spend the Gnosis, you enlist the machine's own spirit to help you fix the problem; the time required
for the work is halved, and on all challenges to repair the device, you gain a bonus of one Trait plus
one per Social Trait you spent.
Duration: Until the device is repaired
Power Surge
Cost: One Gnosis
Challenge: Mental vs. difficulty based on the size of the area, from 5 Traits for a room to 20 Traits
for a neighborhood
Retest: Science
Effect: You produce a surge of electrical energy that overloads the power grid, resulting in an
electrical blackout across the chosen area.
Duration: Permanent (until the power company comes and fixes things)
Far Dawn House Rules 62
Tribal Gifts: Glass Walkers Trick Shot
Required: You're making a non-damaging attack with a firearm
Activation Time: At will
Effect: Add your Glory rating to your Trait total when performing a ridiculous feats of
marksmanship -- blasting a weapon out of someone's hand, shooting down the barrel of someone's
gun, severing the rope of a hangman's noose, etc. You may only apply this bonus to attacks that
don't deal damage to anyone, although the indirect effect of the attack may lead to injury -- shooting
the tires out from a moving vehicle, for example.
Intermediate
Attunement
As the Bone Gnawer Gift (pg 49)
Control Complex Machine
Cost: One Willpower
Challenge: static Social vs. a difficulty based on the device's complexity -- eight Traits for a
personal computer or comparable device, more for advanced tech
Retest: Science
Effect: You gain psychic control over a complex machine, including electronic devices. It obeys
your mental directions for the duration. You may only use this gift on one device at a time.
Duration: One Scene
Doppelganger
Cost: One Gnosis, plus 0-5 Mental Traits
Effect: You shapeshift your body to imitate another person, taking on their appearance, voice, scent
and posture. If you are imitating a Garou, all your forms resemble their forms, but you can't disguise
one form as another. Your disguise does not overcome your physical flaws (like One Arm) -- it only
conceals them (by giving you a nonfunctional arm, for example). Nor does the change grant you
any mechanical bonuses (such as for Pure Breed).
Duration: One day, plus one for each Mental Trait spent
Elemental Favor
Challenge: static Social vs. the spirit of an object
Retest: Subterfuge
Effect: You compel an urban elemental to destroy its material form, destroying a particular object -a bulletproof window would shatter, a car's brakes could fail, a set of locked doors could become
permanently jammed, etc. The Storyteller adjudicates the specific effect, though it usually won't
cause severe direct damage. (Although if your car's brakes are failing, that'll be cold comfort.)
Far Dawn House Rules 63
Tribal Gifts: Glass Walkers Advanced
Chaos Mechanics
Effect: You have mastered the two opposing energies that fuel the Garou -- the Gnosis of Gaia and
the Rage of Luna. You may use both during your combat rounds. This allows to you use Gnostic
gifts in the same round you take Rage actions, step sideways on a Rage action, etc.
Duration: Always in effect
Summon Net-Spider
Cost: One Gnosis
Effect: You summon a Weaver-spirit called a Net Spider, capable of gaining full control over any
computer system. It obeys your commands, performing tasks such as turning power on and off,
overloading circuits, destroying data and the like. In addition, its assistance halves the difficulty of
all other Computer-related challenges you make. The spirit has 5 Willpower, 4 Rage, 6 Gnosis and
24 Essence.
Duration: One scene
Far Dawn House Rules 64
Tribal Gifts: Red Talons Basic
Beast Speech
As the Galliard Gift (pg 40)
Beastmind
Challenge: Social vs. target
Retest: Empathy
Effect: For a moment You bring out the animal in someone; all their higher thought functions are
wiped away, and they must follow their most basic instincts.
Duration: One turn
Scent of Running Water
As the Ragabash Gift (pg 31)
Sense of the Prey
As the Ragabash Gift (pg 31)
Wolf at the Door
Required: A non-Garou target with whom you make eye contact
Challenge: Social vs. target (if the target is a kinfolk, mage, ghoul or other supernatural, they get a
two-Trait bonus)
Retest: Primal Urge
Followup Cost: 0-5 Mental Traits
Effect: You insinuate a terror in your target that makes it difficult for them to set foot outside the
house, let alone enter a wild place. For the duration, your target must make a Willpower challenge
vs. your Gnosis or Social Traits (whichever is higher) to leave their home. They are at a two-Trait
penalty to all Mental and Social challenges while away from home. Going anywhere near a forest
requires the target to spend a point of Willpower.
Duration: One day, plus one per Mental Trait spent
Intermediate
Elemental Favor
Challenge: static Social vs. a nature spirit
Retest: Subterfuge
Effect: You compel a natural elemental to abandon its material form, destroying a particular object.
A sheet of ice could shatter, a cliffside could crumble, a tree could die and drop its leaves, etc. The
Storyteller adjudicates the specific effect, though it usually won't cause severe direct damage.
Far Dawn House Rules 65
Tribal Gifts: Red Talons (Although if you are standing beneath a crumbling cliffside, you might take some serious indirect
damage.)
Trackless Waste
Required: You know the territory where you're using this gift.
Initial Cost: One Gnosis
Challenge: static Mental vs. six Traits
Retest: Primal Urge
Followup Cost: 0-5 Mental Traits
Effect: You enchant a region against travel, making it impossible for those within to find their way.
Within a two-mile radius (plus an additional two for each Mental Trait you spend), compasses point
randomly, maps give bad directions and GPS signals are scrambled -- even landmarks seem to shift
location. Travelers within the area get lost and stay lost. If Garou are in the area, they may win a
Mental Challenge (retest Primal Urge) against you to find their way.
Duration: Four hours
Gorge
To Learn: You must learn this gift separately for each type of Trait you want to store (Rage,
Gnosis or Willpower); you can only learn it once per type.
Effect: Just like you gorge on meat in the winter when you don't know if you'll get another meal, so
too have you learned to gorge on spiritual power for dire situations. You may call on three
additional Traits per night of one type you select when you learn the Gift -- Rage, Gnosis, or
Willpower. You may refresh these spent Traits by normal means, but they do not add to your Trait
totals in Challenges.
Duration: Always in effect
Quicksand
Initial Cost: One Gnosis
Challenge: Social vs. eight Traits
Retest: Primal Urge
Followup Cost: 0-5 Mental Traits
Effect: You liquify an area of ground, turning it into a viscous sludge that clings to the feet of
everyone who moves through it -- except you. This affects a ten-foot radius of earth, plus an
additional ten feet per Mental Trait you spent. In this area, standard combat movement becomes one
step, combat challenges take a one-Trait penalty, and nobody can execute any combat maneuvers
that require special movement. You, of course, are the exception, moving freely through the area
and harrying your foes at no penalty.
Duration: One Scene
Far Dawn House Rules 66
Tribal Gifts: Red Talons Advanced
Curse of Lycaon
Cost: One Gnosis
Challenge: Gnosis vs. target's Willpower
Retest: Primal Urge
Effect: You impose a powerful wolf-nature upon your target. Against a fellow Garou, this has the
effect of forcing them into Lupus shape for a day. Against a human, this permanently transforms
them into a wolf -- body, mind and spirit.
Duration: One day vs. Garou; permanently vs. humans
Gaia’s Vengeance
Cost: One Gnosis and one Rage (yes, this is an exception)
Challenge: static Social vs. the Gauntlet rating
Retest: Primal Urge
Effect: You unleash the wrath of the wilderness against your foes. Every natural feature in the area
attacks the intruders in any way possible: trees drop heavy branches on them, sinkholes open
beneath unwary feet, tides pull victims under, brambles entangle them, etc. The exact effects are up
to the Storyteller.
Duration: Storyteller-determined
Far Dawn House Rules 67
Tribal Gifts: Shadow Lords Basic
Aura of Confidence
Activation Time: At will
Effect: Your confident demeanor automatically repels any non-supernatural challenge to read your
emotions, intuit your thoughts or guess you intentions. You enjoy a three-Trait bonus against any
supernatural attempts to do the same.
Clap of Thunder
Required: You must clap your hands together -- which requires being in Homid, Glabro or Crinos
form
Cost: One Gnosis
Challenge: Willpower vs. everyone within 10 feet
Retest: Occult
Effect: Slamming your hands together, you release the sound of a tremendous thunderclap. The
sound stuns everyone within ten feet who fails the challenge, rendering them unable to act for one
turn.
Duration: One turn
Fatal Flaw
Used in Combat
Activation Time: One turn of concentrated study in combat
Challenge: Mental vs. target
Retest: Empathy
Followup Cost: optionally, 2-5 Mental Traits
Effect: After a turn of studying your target, you pick out their key vulnerabilities. You
intuitively target them, doing an extra level of damage with all your attacks. For each Mental
Trait you spent (if any), you also learn one Negative Trait or Flaw that provides a combat
advantage.
Duration: One combat
Used in a Social Setting
Activation Time: Five minutes of study in a social setting
Challenge: Mental vs. target
Retest: Empathy
Followup Cost: 0-5 Mental Traits
Effect: After five minutes of studying your target's social interactions, you learn one of their
Negative Traits, plus an additional Negative Trait for each Mental Trait you spent.
Far Dawn House Rules 68
Tribal Gifts: Shadow Lords Luna’s Armor
As the Children of Gaia Gift (pg 52)
Seizing the Edge
Required: You are engaged in a direct confrontation, such as a combat or a staredown.
Cost: One Gnosis
Effect: You gain an unfair advantage in a conflict, as befits a grandchild of Thunder. For the rest of
the scene you gain a Trait bonus equal to your Rank for comparison on ties in challenges that
involve direct conflict. (You can't use the bonus on static Challenges to activate Gifts or use
Abilities.) Apply this bonus to either your Physical, Social, or Mental Traits. Once a turn, you may
switch this Trait bonus between these categories, although you cannot split it up.
Duration: One Scene
Intermediate
Direct the Storm
Required: A target packmate is in Frenzy
Cost: One Gnosis
Challenge: Willpower vs. target packmate
Retest: Leadership
Effect: Your powers of leadership extend even over a packmate who has lost herself to Frenzy -even to the Thrall of the Wyrm. Your packmate will direct their fury against a victim of your
choosing. (Victims after this one is dealt with are chosen by Frenzy as usual, unless you Direct the
Storm again.) If you fail your challenge to activate this gift, attempt a Rage Challenge against seven
Traits; if you fail this, you fall into Frenzy yourself.
Open Wounds
Frequency: Once per target per scene
Cost: One Gnosis, plus 0-5 Mental Traits
Effect: You prepare a strike so devastating that it lays open a vital artery. If your next attack inflicts
any damage, your victim takes a level of Lethal damage at the beginning of every turn thereafter
until the effect ends. They may not heal these levels of damage until then. (If your next attack fails,
the effects of this gift are lost.)
Duration: The wound bleeds for one turn plus one for each Mental Trait you spend, beginning the
turn after you struck
Paralyzing Stare
Requirement: Your target must be able to see your eyes and facial expression.
Cost: One Gnosis
Challenge: Social vs. target
Retest: Intimidation
Effect: One glimpse of your terrifying visage freezes your target in place, unable to move, for the
Far Dawn House Rules 69
Tribal Gifts: Shadow Lords duration.
Duration: A number of turns equal to your permanent Gnosis, or until the target takes damage.
Strength of the Dominator
Frequency: Once per target per scene
Challenge: Social vs. target
Retest: Intimidation
Effect: You commandeer a target's Rage, taking it for your own use. Each turn this gift is in effect,
your opponent loses one Rage and you gain one Rage.
Duration: Three turns, starting the next turn
Advanced
Obedience
Cost: One Gnosis
Challenge: Willpower vs. up to 20 targets
Retest: Leadership
Followup Cost: 1-5 additional Gnosis
Effect: You command obedience, becoming the perfect tyrant. Each person in the vicinity must
succeed in a Willpower challenge against you (retest Leadership) to avoid succumbing to your will.
The number of additional Gnosis you spend determines how much obedience you can compel: one
Gnosis allows you to give orders that your subjects would not ordinarily mind following (even if
they wouldn't choose to follow them right now); three Gnosis, and your subjects will look to you as
their Alpha and fight on your behalf; five Gnosis and they will follow you into Malfeas itself,
undertaking virtually suicidal quests to please you.
Duration: Determined by the degree of obedience compelled, but no more than one session
Shadow Pack
Challenge: Gnosis vs. eight Traits
Retest: Occult
Followup Cost: 1-5 Gnosis
Effect: Shapes peel out of the darkness, each one your own reflection, wrought in shadow. They
fight on your behalf. One duplicate appears for each Gnosis you spend. Each duplicate has your
Physical, Social, Mental, and Ability Traits; they cannot, however, use Gnosis, Willpower, Rage, or
Gifts. Each has only one Health Level; taking damage destroys them. They fade away when the gift
ends.
Duration: One Scene
Far Dawn House Rules 70
Tribal Gifts: Silent Striders Basic
Blissful Ignorance
As the Ragabash Gift (pg 31)
Messenger’s Fortitude / Tireless Running
Required: Do nothing but run.
Initial Cost: One Gnosis
Followup Cost: one Gnosis and one Willpower per day you wish to extend the duration
Effect: You run nonstop for a full day or more without getting tired, thirsty or hungry. When you
stop, you gain the Negative Physical Traits Exhausted x2 until you've had a full night's rest.
Duration: One day, plus one additional day for each time you paid the followup cost
Sense Wyrm
As the Metis Gift (pg 26)
Silence
Activation Time: At will
Frequency: Once per Challenge
Cost: 1 Mental Trait
Effect: You slink through enemy territory with the eponymous silence of the Striders. Gain a retest
on any Stealth challenge related to sound.
Speed of Thought
Cost: One Gnosis
Effect: You double your running speed -- which also doubles the number of steps you can take in
combat.
Duration: One Scene
Far Dawn House Rules 71
Tribal Gifts: Silent Striders Intermediate
Adaptation
Cost: One Gnosis
Challenge: Physical vs. ten Traits
Retest: Survival
Effect: You become immune to harmful environmental effects -- poison gases, airborne diseases,
pressure, extreme temperatures, violent weather, etc. This gift only protects you against prevailing
conditions, not against specific hazardous situations like falling off a cliff or emanations of the
Wyrm.
Duration: One Hour
Attunement
To Learn: As Bone Gnawer Gift, except when you learn this gift, you must decide whether it
works in urban areas or wilderness areas. You can purchase the gift twice to learn both versions.
Great Leap
Activation Time: Activate this gift as your movement.
Cost: One Willpower
Challenge: Physical vs. ten Traits
Retest: Athletics
Followup Cost: 0-5 Mental Traits
Effect: You can leap a building in a single bound -- or otherwise cross astonishing distance in a
single jump. Your leap carries you 100 feet, plus an additional 100 feet for each Mental Trait you
spent.
Speed Beyond Thought
Required: Do nothing but run.
Cost: One Gnosis
Effect: You run at ten times your normal speed, if all you do is run. Once you stop, you must eat
something right away or go into Berserk Frenzy of hunger.
Duration: Eight hours or until you do something other that run, whichever comes first.
Far Dawn House Rules 72
Tribal Gifts: Silent Striders Advanced
Gate of the Moon
Required: There's at least a sliver of the moon visible in the sky.
Initial Cost: One Gnosis
Challenge: static Mental vs. variable difficulty -- five Traits for less than 100 miles, six Traits for
up to 250 miles, seven for up to 500 miles, eight for up to 1000 and nine for more.
Retest: Enigmas
Followup Cost: optionally, one Mental Trait
Effect: You create a special Moon Bridge to take you directly where you want to go. You arrive at
your destination and spend one turn unable to act thanks to the disorientation -- unless you spent the
additional Mental Trait to avoid this. If you fail the activation challenge of this Gift, attempt two
more Simple Tests: if you lose both, your Moon Bridge deposits you somewhere completely
unrelated to your destination, at your Storyteller's discretion.
Reach the Umbra
Effect: The Gauntlet no longer impedes you in any way. You automatically win all Gnosis
challenges to cross the Gauntlet. (This does still count as using your Gnosis, so you can't spend
Rage the same round.) In any challenge to enter or leave Umbral Realms, you have a two-Trait
bonus.
Duration: This gift is always in effect.
Far Dawn House Rules 73
Tribal Gifts: Silver Fangs Basic
Empathy
Initial Cost: One Gnosis
Challenge: Mental vs. one or more targets
Retest: Empathy
Followup Cost: 0-2 Mental Traits
Effect: You call on a heightened insight into the desires of others, the better to lead them. Success
earns you a simple explanation of your targets' desires: to forgive or to punish, to make peace or
make war, etc. Spending one Mental Trait earns you a detailed sense of their desires; spending two
Traits informs you about desires your targets haven't even expressed. You can use this insight to
make popular decisions -- although not necessarily good ones.
Falcon's Grasp
Cost: One or two Rage
Effect: Your hands or jaws gain the deadly strength of Falcon's talons or beak. If you spend one
Rage, choose either your hands or your jaws; you gain a three-Trait bonus in Physical Challenges
where you use the chosen parts in grappling or biting. If you spend two Rage, you get the bonus to
both.
Duration: One Scene
Lambent Flame
Cost: One Willpower
Effect: Your aura ignites with an intense silver light, bright enough to illuminate everything within
a hundred feet of you. Enemies fighting you hand-to-hand suffer a one-Trait penalty from the glare,
but you also become a clear target: foes making ranged attacks on you enjoy a one-Trait bonus.
Duration: One Scene
Luna’s Armor
As the Children of Gaia Gift (pg 52)
Sense Wyrm
As the Metis Gift (pg 26)
Far Dawn House Rules 74
Tribal Gifts: Silver Fangs Intermediate
Mastery
Challenge: Social vs. target Garou
Retest: Leadership
Followup Cost: 0-5 Mental Traits
Effect: You deliver commands with such force as to compel obedience in a Garou target
(and only in a Garou target). Your target immediately complies with one non-suicidal order for the
duration.
Duration: One turn, plus an additional turn for each Mental Trait you spent
Mindblock
Effect: You maintain peak mental defenses -- perhaps as compensation for certain mental
weaknesses. Against all efforts to attack or control your mind (e.g., mind reading, possession,
mental illusions) you defend with a three-Trait bonus to your Mental Traits, or ten Traits, whichever
is higher. Mindblock offers no protection against powers that perceive or affect your emotions.
Duration: Always in effect
Silver Claws
As the Ahroun Gift (pg 45)
Wrath of Gaia
Cost: One Gnosis
Challenge: Social vs. Storyteller difficulty (based on the Wyrm-minions present)
Retest: Intimidation
Effect: You manifest a magnificent supernatural glory that terrifies all creatures of the Wyrm. All
Wyrm-creatures within line of sight must succeed in a Willpower Challenge or immediately flee.
Those that manage to remain must succeed in a second such Willpower Challenge in order to
commence attacking you.
Duration: One Scene
Far Dawn House Rules 75
Tribal Gifts: Silver Fangs Advanced
Luna's Avenger
Activation Time: One full turn of concentration
Cost: One Gnosis
Effect: You transmute your body into living silver, the metal of Luna, the better to destroy the
enemies of her sister Gaia. You gain the Traits Tough x2 and an additional Healthy Health Level.
All brawling damage you inflict against Garou (and other silver-vulnerable Fera) becomes
Aggravated damage. You are immune to the effects of silver yourself. Whenever your attacks
connect, make a followup win-or-tie Simple Test to inflict an additional level of Aggravated
damage.
Duration: One Scene
Paws of the Newborn Cub
Required: You snarl and glare at an opponent.
Cost: One Gnosis
Challenge: Gnosis vs. the target's Willpower
Retest: Intimidation
Effect: Your displeasure tears through your target's very essence, forcing it briefly to lose all its
supernatural powers: shapeshifting, Gifts, Disciplines, Spheres, etc. Shape-shifted targets revert to
their natural breed form. All mundane Traits and Abilities remain.
Duration: One turn
Far Dawn House Rules 76
Tribal Gifts: Uktena Basic
Sense Magic
Challenge: static Mental vs. the magic's creator (You get a one-Trait bonus for familiar or obvious
effects, and a two-Trait bonus for Garou gifts.)
Retest: Enigmas
Followup Cost: 0-5 Mental Traits
Effect: Your mystical senses pick up on magic active in the area. Magic includes Garou gifts,
vampire Disciplines, mage Spheres, and so on. An intuition informs you what kind of magic it is, in
a broad sense -- "Gaian" or "blood magic," for example, is about as specific as the intuition gets.
The Storyteller may impose Trait penalties to your challenge for very unusual magics. This gift
senses magics within a ten-foot radius, plus another ten for each Mental Trait you spent.
Shroud
Cost: One Gnosis
Challenge: no challenge if it's dark or nearly dark; otherwise, a static Gnosis vs. difficulty based on
lighting -- six Traits indoors, nine Traits in the sun
Retest: Occult
Followup Cost: 0-5 Mental Traits
Effect: You conjure up a field of inky blackness, obscuring all sight except your own. (You manage
to see through the dark perfectly well somehow.) You black out one ten-foot-square area within
your line of sight, plus another for each Mental Trait you spent. All others taking action within this
darkness suffer the effects of Darkness (They suffer a 2-trait penalty and may have the "Blind"
retest called against them). The metis gift Eyes of the Cat can allow another Garou to see through
this darkness.
Duration: One scene
Spirit of the Bird
Cost: One Gnosis
Effect: Gravity loses its grip on you; you can hover, float about, and fly through the air as you
please. Your maximum speed is 20 miles per hour. In combat, you have a movement of four "steps"
through the air. You also suffer a one-Trait penalty to all combat maneuvers unless you purchase
the Flight Ability. Gifts and Fetishes that increase ground speed do not affect this movement.
Duration: One hour
Spirit of the Fish
Cost: One Gnosis
Followup Cost: 0-5 Mental Traits
Effect: Uktena is a water-god, and this gift extends that power to his children. You can breathe
underwater and swim as fast as a Hispo runs.
Duration: One hour, plus one for each Mental Trait you spend
Far Dawn House Rules 77
Tribal Gifts: Uktena Spirit Speech
As the Theurge Gift (pg 34)
Intermediate
Banish Totem
Required: You must know what totem the pack follows.
Activation Time: One full turn spent in concentration
Cost: One Gnosis and one Willpower
Challenge: Social vs. the pack's combined levels in the pertinent Totem Background
Retest: Intimidation
Effect: You speak a word of abjuration, cutting a pack off from the contact and aid of its Totem
spirit. All members of the pack lose their Totem benefits, lose pack link, cannot use the Pack
Tactics Background, and are no longer treated as packmates for other rules that care about such
things.
Duration: One scene, or until you are knocked unconscious or killed
Call Elemental
To Learn: You must learn this gift separately for each kind of elemental you want to summon (air,
earth, fire, water)
Cost: One Gnosis
Challenge: static Gnosis vs. the Gauntlet, followed by Social vs. the spirit
Retest: Occult
Effect: You conjure an elemental spirit that embodies one of the four classic elements -- air, earth,
fire or water. Winning the Gnosis challenge makes the spirit appear; winning the Social Challenge
persuades it to look on you favorably. If you fail the Social Challenge, it's unhappy with you.
o
o
o
o
Air Elemental: Willpower 3, Rage 8, Gnosis 7, Essence 36, and the Charms Create
Wind and Updraft.
Earth Elemental: Willpower 10, Rage 4, Gnosis 5, Essence 60, and the Charms Armor,
Materialize, and Umbraquake.
Fire Elemental: Willpower 5, Rage 10, Gnosis 5, Essence 40, and the Charms Blast and
Create Fire.
Water Elemental: Willpower 6, Rage 4, Gnosis 10, Essence 40, and the Charms Cleanse
the Blight, Flood and Healing.
Duration: One Scene
Hand of the Earth Lords
Required: A target of a thousand pounds' weight or less
Cost: One Gnosis
Challenge: Physical vs. target (automatic against targets that don't resist)
Retest: Occult
Followup Cost: 0-5 Mental Traits
Effect: You draw on the strength of the earth, using it to move your target through the air by force
Far Dawn House Rules 78
Tribal Gifts: Uktena of will. You must maintain constant concentration on your target, and you may move it up to 20
miles per hour.
Duration: One turn, plus one more for each Mental Trait spent; the gift also ends if you stop
concentrating on your target
Invisibility
Cost: One Gnosis
Challenge: no Challenge if not observed; otherwise, Mental vs. your observers
Retest: Stealth
Effect: You become truly invisible; light passes through you as if your body were empty space.
Anyone actively trying to detect you must win Mental Challenge against you (they retest
Investigation, you retest Stealth). You have a three-Trait bonus to this challenge if you're being
stealthy, but not if you're drawing attention to your presence (moving at more than half your
walking speed, entering combat, interacting with the environment, and so on). Cross your arms over
your chest to indicate you're using this Gift.
Duration: One Scene
Advanced
Fabric of the Mind
As the Galliard Gift (pg 42)
Fetish Doll
Required: Take one week to construct a doll that represents your target, incorporating a part or
belonging of your target (such as blood, shed fur, an item of clothing or jewelry) -- this requires a
Mental Challenge vs. 12 Traits (retest Crafts)
Frequency: You may only possess one Fetish Doll of a person at a time.
Challenge: static Mental vs. target
Retest: Occult
Followup Cost: 0-5 Mental Traits
Effect: By mutilating a specially made doll, you inflict damage on a distant target. After a
successful activation, attempt another activation challenge for each Mental Trait you spent. The
number of activation successes you collect (including the first) is the number of Aggravated damage
you deal to your target. With multiple uses of this gift, you can deal a maximum of ten levels of
damage through the doll before it is completely destroyed. If you fail the initial activation challenge,
attempt two Simple Tests: failing both destroys the doll without dealing any damage.
Far Dawn House Rules 79
Tribal Gifts: Wendigo Basic
Call the Breeze
Required: You must whistle.
Cost: One Willpower
Effect: You whistle up a cold wind, as strong as 20 miles per hour. It's strongest in a particular 20foot area anywhere you choose within line of sight; in that area, your targets suffer a two-Trait
penalty to perception and attacking challenges. It may also dispel smoke, gas, hostile insect swarms
and the life.
Duration: One scene, or until you choose to end it
Camouflage
Activation Time: Two turns of concentration
Effect: You blend in with your surroundings, becoming difficult to detect. You gain a three-Trait
bonus against those who try to detect you. While this always works in the northern wilderness,
Storytellers may choose to mitigate the effect if you are in an area less befitting of the Wendigo
tribe.
Duration: Until you end the effect
Cutting Wind
Cost: One Willpower, plus 0-5 Mental Traits
Effect: You conjure a focused, sharp wind against targets within 20 yards. The wind comes
automatically upon spending the Willpower, but setting its direction correctly requires the Physical
Challenge. Those who are targeted by the wind suffer a 2-Trait penalty to all challenges on the first
turn, and a one-Trait penalty on all challenges for the rest of the wind's duration. The wind can also
push a target off a ledge or knock them over with an appropriate challenge.
Duration: One turn, plus another turn for each Mental Trait you spent
Resist Pain
As the Philodox Gift (pg 37)
Speak with Wind Spirits
Initial Cost: Free in the Umbra; One Gnosis in the physical world
Challenge: Social vs. eight Traits
Retest: Expression
Followup Cost: 0-2 Mental Traits
Effect: You call on local wind-spirits to learn about the immediate area. You may ask a single
question. The quality of your answer relies on the number of Mental Traits you spend: zero Traits
elicit a very general answer, one Trait elicits a clear answer, and two Traits elicit a precise answer.
Far Dawn House Rules 80
Tribal Gifts: Wendigo Intermediate
Bloody Feast
Required: You must bite for at least one level of damage, and taste non-toxic blood.
Activation Time: At will, once per bite
Challenge: Gnosis vs. target
Retest: Primal Urge
Followup Cost: 0-5 Mental Traits, and make a test for Frenzy (with the usual effects)
Effect: The taste of blood carries you to new heights of ferocity. Upon successfully invoking the
gift, you gain one extra Strong or Tough Physical Trait for every Health Level of damage you inflict
with your bite, up to a limit of five such Traits. These Traits last for the duration; they may be bid,
lost and spent as usual. Using this gift on a human or wolf target is considered violating the Litany.
Duration: One turn, plus one for each Mental Trait you spent
Call the Cannibal Spirit
Required: Dance under the night sky, holding a piece of your target.
Activation Time: Three turns spent in a summoning dance.
Frequency: You may only have one Cannibal Spirit active at a time.
Cost: One Rage and one Gnosis (yes, this exception lets you spend both)
Challenge: static Social vs. 12 Traits
Retest: Occult
Effect: Your dance of summoning brings forth an avatar of Wendigo, who uses a piece of the target
you possess (like a sample of blood or fur) to hunt down a target and devour their heart. This avatar
appears as a blue-skinned humanoid figure with claws and fangs, blazing eyes, and black stumps
where its feet have frozen off. It has 7 Willpower, 10 Rage, 5 Gnosis, 42 Essence, and the Charms
Blast (Ice), Create Wind, Freeze, Materialize, and Tracking. If you fail the summoning challenge,
attempt two Simple Tests: fail both, and the spirit attacks you instead. The spirit also attacks you if
it is prevented from attacking its target in some way.
Chill of Early Frost
Initial Cost: One Gnosis
Challenge: Mental vs. difficulty based on the weather -- 6 Traits in deep winter, 9 Traits in a
temperate climate, 15 in a hot summer
Retest: Survival
Followup Cost: 0-5 Mental Traits
Effect: You plunge the region -- everything in a five-mile radius -- into bitter cold. Temperatures
above freezing drop a few degrees below freezing; temperatures already below freezing drop an
additional twenty degrees. Everyone in the area who does not have a natural coat of fur takes a twoTrait penalty to all challenges. Regional havoc occurs at Storyteller discretion as roads ice up, pipes
burst, people run for shelter, etc.
Duration: One hour, plus one for each Mental Trait you spent
Far Dawn House Rules 81
Tribal Gifts: Wendigo Wisdom of the Ancient Ways
As the Philodox Gift (pg 39)
Advanced
Heart of Ice
Required: You must whisper your victim's name to the wind.
Frequency: Once per target per session
Initial Cost: One Gnosis
Challenge: Mental vs. target
Retest: Occult
Effect: You call Wendigo's attention to your target and commence freezing them alive, from the
inside out. Upon a successful activation, you immediately deal one Aggravated damage. Once each
following turn, you may make another identical Mental Challenge against the target; each success
deals another Aggravated damage. When you lose one of these challenges or when you have dealt
ten damage, the gift ends.
Duration: Until you lose one of the Mental Challenges or deal ten damage.
Invoke the Spirits of the Storm
Cost: One Gnosis
Challenge: Willpower vs. difficulty based on your changes to the weather -- 4 Traits for minor
changes, 9 Traits for radical changes
Retest: Science: Meteorology
Effect: You change the weather within ten miles, calming the skies or bringing down the heavens'
wrath as you please. If you summon a thunderstorm, you may call down lightning from the sky.
Each bolt requires you to spend one Gnosis and make a Physical Challenge (retest Science:
Meteorology) against your target. If they are struck, they take three Aggravated damage.
Duration: As long as such weather naturally lasts
Far Dawn House Rules 82
Rites Rites
All rites take some time to complete. Rites have special flavors and should be described
and honored, as they are staples to the Garou genre.
Again for emphasis, all Rites take time. They are not instantaneous, unless specifically
stated in the write-up.
All Rites are done by LotW:R. More details can be provided by STs at the time of
performance.
You MUST have the write-up for the Rites you know on your sheet or on a separate
document you keep with your character sheet each game.
A bonus experience point MAY be awarded to players who actively roleplay the
performance of a Rite (allowing for the narrative descriptions where site and physical
roleplay/props cannot properly be portrayed). Please use discretion; some of the Rites are
inappropriate for roleplay (i.e. Rite of the Pizza will be more well-received than Rite of
the Blood Eagle, for instance. Not to mention the obvious violations of laws in the
latter….)
All Rites not from Laws of the Wild: Revised are permitted on a case-by-case basis,
requiring extensive roleplay and plenty of valid in-game reasons for attaining said Rite.
Please consult Storytellers if you have questions about what would likely be permitted if
you have any questions.
Far Dawn House Rules 83
Renown Renown
Renown by book is convoluted, complicated, and a detriment to the fun of the game in
many aspects. While it does give you a hard reality of the development of your character,
the Storytelling staff of the Far Dawn has noticed that there is significant subjectivity
and, perhaps, even bias in the awards given to players by the Renown ST. Therefore, we
have come up with a much simpler system that will help Renown MEAN more and will
make the Renown system more friendly to players and the staff.
Rank is now based on XP spent and time passed since the last Rank was gained. The
following chart documents these new basic requirements for you:
25 XP - cub to cliath (1 1/2 months)
75 XP - cliath to fostern (3 months)
125 XP - fostern to adren (6 months)
200 XP - adren to athro (9 months)
300 XP - athro to elder (12 months)
We are not however throwing out all the Renown system. This would devalue a huge
portion of the Moot structure, which is often the most fun too—the Storytelling portion.
Therefore, at Moots your character may still earn or lose Renown. This Renown has a
different effect however.
The Renown you earn or lose through Moots and Storytelling will increase or decrease
the time limit required to go up in Rank accordingly. Permanent Renown gains decreases
the time by a game session, and permanent Renown losses increase the time by one game
session. Temporary Renown is kept track of by Storytellers only and, when the time limit
changes, the player will be made aware.
You are STILL REQUIRED to challenge for Rank. And when you gain Permanent
Renown via STs, you must still go through the Rite of Accomplishment for such.
Otherwise, the time limit for the Rank challenge will not be modified.
On occasion, a player may be allowed to start a Fostern rank. This will require the player
to spend 1 Free Point per level of permanent Renown they must buy to have the
minimum Renown for Fostern. PCs are not allowed to start at Adren or higher, however.
For players starting at Cub, you will be given a free Gift from your TRIBE upon
completing your Rite of Passage to compensate for the lack of TRIBE gift you are able to
take upon character creation (The LotW:R rule that cubs start with no AUSPICE gift is
commonly accepted as a mistake, and has been frequently shifted to be TRIBE gift, as
when you go through a Rite of Passage you are accepted by your Tribal Totem implying
you would now be able to learn Tribal Gifts). This free gift is to make starting as a cub
more attractive as it can be a great roleplay experience for everybody in a game.
Far Dawn House Rules 84
Renown If there are any questions regarding these new Renown Rules, do NOT hesitate to ask
Storytellers. They will all be glad to answer these. Luckily, these rules also eliminate the
need for a Spirit Keeper as Renown is solely determined by Moots, where Storytellers are
all present already!
Far Dawn House Rules 85