GeneralRules
Home Role-Playing Emporium Klingon Home World Some Fun Stuff Some Pictures My Links Page

 



 

drgnscl got their NeoPet at http://www.neopets.com

 

I know that you have probably read the books, the Apocalypse and the players guide. My little group have read them probably several times over. But still, every once in a while there is a rule that crops up that is in the book, but was overlooked or forgotten. Here are just a few of them that we overlooked or forgot about until some one else brought it up. If you had this happen to you and don't see your rule here, let me know we might have had the same problem.

These are some rules that we created

Abilities

Rule for character creation ability scores.

You know about the Rage, But how about the WYRM rage? (Werewolf the apocalypse pg. 201

When you get 6 successes on a rage role, then the player enters a wyrm rage. Exactly what happens is depending upon the character breed.

Homid: Will eat a fallen opponent

Metis: will commit acts of perversion on a fallen opponent

Lupus: will attack pack mates

Werewolves have a remarkable advantage in combat. They can spend rage points equal to the number of Dexterity for extra actions in combat (Werewolf the Apocalypse pg. 155).

Due to the vary nature of combat, the werewolf gets all the Rage points back at the end of each combat round. Pretty nasty huh. Well the Garou has to role Rage before the extra actions can occur. Don't forget this or the Garou will run rampant.

When a pack is formed they pick a totem. The totem grants certain powers to the pack in exchange for their patronage. But the totems are not as powerful as we thought. Only one Pack mate can use any particular granted power of the totem at any one time (Werewolf the Apocalypse pg. 260).