House Rules
This page lists house rules for games set in Blackmouth.
General
- Group Beats: All beats earned go into a central pool that is divided between characters at the end of a session.
Character Creation
- Attributes & Skills: Characters cannot start with Attributes above 4 or skills above 3 without a good background to support and explain them.
Combat
Specific Templates
Beast the Primordial
- Beneath the Skin: All Beasts gain the benefits of the Skin Deep Atavism (BtPPG, pg.87) as an inherent trait referred to as Beneath the Skin.
Werewolf the Forsaken
Many of these are based on houserules by Pendragon.
- Gauru form
- Regeneration: While in combat or kuruth, werewolves in gauru heal all bashing damage, and [Stamina + Primal Urge] lethal damage every turn. At other times, without the fire of rage driving their wounds closed, they heal as they do in other forms.
- Gauru form has no turn limit, in or out of combat, however while in Gauru Form a Werewolf is subject to the next most common Kuruth triggers (e.g. If he would normally roll only for Specific Triggers, he now also rolls for Common triggers as well).
- While she remains in control a Werewolf in Gauru form, even in combat, may take non-attack actions, such as ducking into shadows to reestablish stealth, or moving away from a foe to defend a packmate.
- Death Rage
- Wasu-Im: A Werewolf in Wasu-Im may roll Resolve + Composure as normal to recover some control. This roll may receive penalties or bonuses based on the severity of the initial trigger. Additionally, should he succeed in acting against the source of his rage, such as beating the pulp out of the supernatural who attacked him, or escaping the light of his auspice moon, the Werewolf needs only 3 Successes to achieve an Exceptional Success and escape Wasu-Im. If she completely overcomes the obstacle, such as killing all offending wound-bound spirits or the sun rising, she immediately escapes Wasu-Im without a roll.
- Basu-Im: As with Wasu-Im, a Werewolf in Basu-Im who manages a significant victory over her rage trigger may be able to escape. The storyteller must adjudicate whether the Werewolf’s victory is complete enough to justify escape, and whether or not the events of the scene were sufficient to prompt a shift in fury.
- Replacement Gift Facets
Gift of Change
The Father's Form (Purity)
Cost: None
The Uratha’s Gauru form shifts to more closely resemble the late Father Wolf. Upon purchasing this charm the Werewolf gains [Purity] points to distribute between form traits. For one point the Uratha may:
- Increase her Strength, Dexterity, Stamina, Presence or Size in Gauru form by one.
- Increase her Species Speed Modifier, Initiative, or Wolf Senses in Gauru form by two.
- Grant her Gauru form 1/1 armor.
- Increase her Claw or Bite weapon bonus by 1 in Gauru form.
Multiple points may be spent in this manner, but a specific quality may only be increased once. If she increases her Purity after purchasing this facet she gains an equivalent number of points to distribute as well.
Gift of Change
Perfected Rage (Purity)
Cost: 1 Essence
Action: Reflexive
By activating Perfected Rage upon entering Gauru form the Uratha adds his Honor to all dice pools to retain control, and resist Basu-Im.