WW:tA, Laws of the Wild, Live-Action RP, Werewolf:the Apocalypse.

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BlackJack's picture
Location: NYC

Well, I'll do it again.
Unless I'm physically unable to, or AnthroCon decides against it,
I'll be running the next installment of my Anthrocon chronicle.

This is Werewolf:the Apocalypse, using the Mind's Eye Theatre 2nd edition rules,
modified for faster play. (As a veteran PLAYER, I found this specific set of rules
favours the PLAYERS the most.) Those of you without a copy of the rulebook will be able
to find the rules on this thread. Smiling (I can email a "player packet" file on request.)
Also, this being the internet, there's many links I shall be linking for further information.

No, you don't need to dress up for the game-but any costuming will be appreciated.
No, you don't have to be a GOOD actor. Garou are passionate, so, when in doubt, OVERact! Smiling
No, you don't HAVE to prepare a character in advance. If you know you MIGHT want to play, and know you'll be attending AC2007, then I can prepare a character to your specifications, and let you choose among things when there's options. For characters prepared in advance, I'm fond of souping them up with little extras, so that's a good thing.
If you don't tell me until just before the con, I'll hold a "pregen" or "door" character, for you. All AC attendees can walk in before the start of the game (please be EARLY), and get a pregenerated character "at the door". However, you'll have to choose from what was prepared, there's no special bonuses, and if we have a sudden rush of players, once they're gone, they're gone!

However, no special knowledge will be NEEDED for this game, nor will a powerful character be needed for this game. A novice player who arrives early, pays close attention, selects a door character, and does his best will have as good a chance as anyone else-and MAY prove to be crucial to the story! (It's happened each episode!)

BUT- if you know in advance and prepare a character in advance, that's a plus, and if
you've read up before the game, that's also a plus.

As always, I'll be incorporating what I've learned from the last episode into my plans for this episode. That means story improvements, and it means more handouts at the game for new players. (Plus the emailable player packet on request.)

And, for those of you returning from Episode 1 or Episode 2....
you're entitled to spend XP and Renown you earned from either game.
If you want an entirely new character, we can make a customized character up for you, and THEN you can spend the XP/Renown! Double advantage!
Don't forget, you get XP for submitting a Chronicle. (If you write up "this is what happened, and this is what I did, you get a bonus.)

So, I'll be fielding any questions here and posting relevant information and links.

I'm especially-proud of the story from last time, and everyone said they had a good time. I'm hoping to top that this time.

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BlackJack's picture
Location: NYC

Ok, let's see, the basics....
the game is set in "World of Darkness"(classic.) That means it's just like the world we live in, set in the year we live in, and so on, but things are a little bit darker, a little bit more dangerous, a little bit more corrupt, a little bit more..smudged.

Here's the relevant info from the wikipedia page for it,
http://en.wikipedia.org/wiki/World_of_Darkness
=========
"The theme of the old World of Darkness is described as "gothic-punk" by the developers.
The World of Darkness resembles the contemporary world, but darker, more devious, more conspiratorial. Humanity is losing hope as it is preyed upon by supernatural creatures such as vampires, werewolves and wraiths. One facet that sets the World of Darkness apart from most other horror fiction is that these creatures are not solitary predators to be hunted down and destroyed, but they are numerous and intelligent; enough so to form societies, develop various factions and allegiances, and use humans as pawns in their power struggles and murderous games. However, the rising tide of human civilization is too much for many of them to bear, and an atmosphere of hopelessness presides over many of the games as once-mighty supernatural beings, the dark Princes and Lords of a previous era, now face the bleak and unbearable prospect of a future spent straining and shrinking under the ever-and-ever more meticulous systematization and control of a power-obsessed mankind.While at the same time humanity flounders under this hidden oppresion, prey and pawns to enemies they cannot fight or are even aware of.

Interlocking conspiracies, some mirroring those said to exist in our own world, some unique, can be found throughout the setting. Cabals of powerful mages, coteries of cunning vampires, and other, stranger powers vie within their own cultures and with each other for control of the world. The dichotomy between rich and poor, influential and weak, powerful and powerless, is larger than in our world. Decadence is common and corruption is everywhere. This dark reflection is seen everywhere: gargoyles and gothic construction influence architecture, while the leather look and punk atmosphere crowd the streets."
==============

Please note that humanity as a whole is unaware of the various supernaturals operating on the same planet as them-and often on the same STREET as them. Each group of supernaturals has their abilities that help hide them-plus rules that ensure they do what they can to remain hidden.

In the case of Pittsburgh, all of this means, for example, that the cleanup of the city from its old steel-mill days was never complete, and its streets aren't always very safe to walk, especially at night.

================
The game itself is Werewolf:the Apocalypse. Characters in the game are Garou-LIKE humans but not exactly human. They can change between 5 forms like humans, wolves, or the dreaded "Crinos" form-a big manshaped monstrosity with a wolf's head that can pick up a car, and do large amounts of damage with its giant fangs and claws.
Here's some relevant stuff from the wikipedia page, http://en.wikipedia.org/wiki/Werewolf:_The_Apocalypse

"In this game, players take the role of werewolves known as Garou (as well as other lycanthropes), warriors who are locked in a two-front war against (on the one hand) the spiritual desolation of urban civilization and (on the other) supernatural forces of corruption that seek to bring about the Apocalypse."

"The Garou are beings of both physical strength and spiritual depth. Created by (and in most cases fighting on the side of) a force known as Gaia, Garou are shapeshifters capable of changing their physical form at will to appear as humans (a form they call homid), wolves (lupus), or several intermediary mixed forms. There are: glabro; physically strong and brutish humans, crinos; the traditional wolf-man, and hispo; wolves of unnatural size and strength. Unlike werewolves in most traditional folklore, Garou in Werewolf: The Apocalypse are neither mindless predators nor lunatics. Instead, they are depicted as defenders of Mother Earth and its Umbra (or spirit world)."

Prospective players, or players, looking for more information are recommended to review that page for general information.

Another page with a lot of useful information, much of it duplicated, is the wikifur page on the game,
http://furry.wikia.com/wiki/Werewolf:_the_Apocalypse

If you read it all, you'll see that the game was ended-and its sequel changed radically- because the game developer, in his ignorance, heard that furries liked it and made sure they'd hate the sequel.

"In 2005, W:tA was nominated as the 'furriest RPG in existence' by an informal study at RPGnet. Ethan Skemp, then line editor for Werewolf, replied by saying: "God damn it." He then later went on to say that Werewolf could not be a furry roleplaying game "because werewolves don't have breasts," implying he associated "furry" with furverts

In the sequel to Werewolf, Werewolf: the Forsaken (or WtF), most of the elements that made it appealing to the furry fandom were removed."
"Ethan Skemp would later go on record as saying that it was the appeal of WtA to the furry fandom that fueled the changes in WtF."

So, this is a game that was killed partly because it appealed to furries. However, since these games rely on the ability of those running the game to invent stories, creative Storytellers can keep running them so long as there's demand. (There are still DMs running 1st edition AD&D, after all.)

So, in that setting, and in that game, comes this chronicle. Characters in this chronicle either live in or near Pittsburgh, or are travelling through the area for their own reasons, and are "called in" as events unfold. The story DOES take place at the day and time of the convention, and while the convention is taking place. The episodes DO begin in the area that we are playing in. And the characters will be dressed approximately like the player is dressed for the game (unless otherwise specified.) Keep in mind that they will be passing thru a hotel full of guests, so "I have a glowing trident" is out of the question. (For that matter, all weapons will need to be approved or the character doesn't have them-and all props, especially ones that can pass for a WEAPON-will need to be approved ahead of time. In short, ASK ME either way. Then again, most characters will feel little need of a weapon-they ARE the weapon.)

BlackJack's picture
Location: NYC

If you've never heard of LARPing, (Live-Action Role Playing), here's another wikipedia link. http://en.wikipedia.org/wiki/LARP
In plain English, LARPing is "acting it out."

Whereas in the old "tabletop" games, a player will sit comfortably, drinking his Mountain Dew, and say "I get up close, look him in the eye, and then I say..." in a LARP, the player gets up close, looks him in the eye, and tells him. It's an artform all its own, and one that anyone can enjoy. You have the character's information, and basic personality in hand, but from there, YOU script his words, YOU decide what she says and does, YOU determine how the game goes.

Keep in mind that there's a strict "no touch" rule, which means that you can't actually slug, slap, or kiss another player. (I'll elaborate further down.) You will gesture such an action and describe it, if it's called for in a scene.

Most of the time, what you see is what you see, either directly or represented. By that, I mean, when people are standing and talking, they're standing and talking. When people are fighting, you'll see them look like they're fighting. And when something's described as looking different, or a picture or other visual cue is used, then that's what you see-and can interact with.

Challenges and disagreements are handled based on a sped-up version of Mind's Eye Theatre rules. That means you'll be using Rock-Paper-Scissors during the game. (If you need a refresher, here's another link: http://en.wikipedia.org/wiki/Rock%2C_Paper%2C_Scissors
) It's also known as Roshambo, or Rochambeau. (No relation to what Cartman said that was.)

BlackJack's picture
Location: NYC

Ok, here's the challenge system.
It's been modified to make challenges go as FAST as possible, since all challenges slow down ALL games.

AGREE/RELENT:
Whenever 2 players agree on results, there's no need to do a challenge.
A player can always choose to "relent" on something, and allow the other player's result to proceed.
(That's usually done with a "detection" attempt.)
Whenever they don't agree, then a challenge is called for.

A challenge can go from anyone to anyone-or against reality, like trying to break something.

All challenges can be retested a maximum of TWICE per player.
(No matter what.)

CHALLENGE TYPES:
Challenges are classified into 2 types:
static challenge
active challenge (aka "opposed" challenge)

STATIC CHALLENGES are challenges "against the universe." They're used for things like picking a lock
or activating a Gift. They can be "win or tie" (to activate a Gift) or
"win against a set number of traits" (for tougher challenges like trying to hack Pentagon computers).
A Static challenge can be INSTANTLY won by a player spending a Willpower point.
Challenges against a set number of traits can be Overbid or retested the same as any active challenge.

The Narrator-if it applies-can levy an Overbid if it applies (for example, a computer duffer
tries to hack into the NSA's computers.)

"JUDGESTOP."
If a challenge threatens to derail the story entirely (like "I turn the hotel into pudding"),
a Narrator can call "JudgeStop" on it. That means the challenge never takes place,
and the player can select a different action. ONLY challenges of that type are subject to "JudgeStop."
=======

ACTIVE CHALLENGES are Player vs Player (or Player vs Narrator Character.)
There's 2 "people" disagreeing.
Both players announce what they are attempting to do, and bid a relevant trait
(one Physical, or one Mental,or one Social) and go to the Challenge.
They turn back-to-back, count 3, and turn around, displaying a sign- Rock, Paper or Scissors.
(Certain rare characters may use additional symbols like "the Bomb."
ONLY those characters whose ability to use another symbol is listed on their sheet may use it.)

If both use the same symbol (a tie), then their CURRENT number of traits in the relevant category
(Mental traits for a Mental challenge) are compared. Whoever has more traits at the moment wins the challenge;
the loser loses one of the relevant trait.

(One Willpower can be spent to refill a category of spent traits, to the limit of the starting number
of traits. If you have 5 Mental traits, and spend some, you can spend a Will to return to 5 Mental traits.)

Although any character can see the results of a challenge (as long as it's something that can be seen),
the challenges themselves "don't exist" in game, and temporarily "halt action" when done.

The player who loses the challenge loses the trait they bid automatically, and suffers the result of the challenge.

RETEST:
A player may call for a retest after losing a challenge (after the trait is lost.)
The character must use up a retest ability to do so. These are as follows:
-a "free retest" ability is listed on his/her sheet that APPLIES to this type of challenge.
-he or she bids a related ability (like using "Dodge" to retest while ice-dancing)
-he or she spends a Willpower point. (If a Willpower point is spent, he/she must still BID a trait in the challenge.)
If the challenge is lost, as usual, the bid trait was lost
(unless it was a "free retest", but those generally are limited in number of uses in an episode.)

OVERBID:
A player with TWICE or more of the traits of his opponent (12 traits for one player vs 3 traits for the other)
can call for an OVERBID. This means the player can "relent", keep his trait and suffer the result,
or must win TWO tests to win the challenge. (Risking only one trait.) An OVERBID counts
as one of the 2 allowed retests. So, at most, a challenge will have 5 tests-
the initial test, then 2 retests by Player 1, then 2 retests by Player 2.

A player may BLOCK A RETEST by invoking a retest of his own, cancelling both out one-for-one, spending both.
Blocking a retest or a blocked retest counts towards the maximum number of tests per challenge.
(So, a player who wins the initial challenge, and has 2 relevant abilities can cancel out the other player's 2 retests,
spending both to end the challenge fast.)
====================================

BlackJack's picture
Location: NYC

Here are the visual cues.
==================

If a player is wearing their conbadge, they are "in character", and
move and speak for the character once the game starts.
If a player COVERS their badge or REMOVES their badge, they have stepped
out of character. (Never do this to avoid something in game-that's cheating.
Do it because you need to run to the bathroom or check rules or something.)
Characters in the middle of a Challenge, also, are not available until the
Challenge is over.

If a player or Narrator is displaying a picture in hand or clipped to their badge,
that is what they look like. For example, if they have a picture of a Policeman,
they look like a Policeman. React accordingly.

If a character has changed to a wolf form or Crinos form, they will use the
corresponding picture. They will also act it out to a degree. If they're a
wolf, they lower their body; if they're Crinos, they stand all the way up and
remember that this is an aggressive form.
Remember that being out of a human form in public will draw attention-
and being in Crinos form is a violation of "the Veil",and must be avoided.
Changing forms in public is a FLAGRANT violation of the Veil.

Someone's character can look a little different than the player. You can
ask another player "what do I see?" to have them give you a visual
description. Remember that you should not make a MAJOR change
(a 5'6" player should not describe a 7'2" character). Further, even if your
character was 8 feet tall, it would not change his/her character stats.) Smiling

If a player's got a sticker slapped next to the badge with a description,
that also applies. (That allows for sudden, unexpected changes.)

=================
Now, then, coloured ribbons will be in use.
They will be clipped to the badge, or wrapped around the neck and
shoulders like a shawl.

Here's the colours and what they mean.

RED RIBBON: "I am in the UMBRA"

BLUE RIBBON: "I am here but INVISIBLE to normal sight."

PURPLE RIBBON: "I have a supernatural aura of 'Awesomeness.' "

GOLD RIBBON:"I'm physically flying/standing on a wall or something
impossible to pantomime-ask what you see."

======
Additional notes on vision:

-Characters who are invisible should have their player wear the blue
ribbon AND use the hand-signal for 'invisible' as well-
that is the arms crossed with hands at the opposite shoulders, like a
classic movie mummy.

-Characters IN the Umbra and character OUT of the Umbra do not normally
interact. They aren't "solid" to each other, and don't see or hear each
other either. A Garou can "peek" into or out of the Umbra by
concentrating-so they can arrange to SEE but not HEAR the other side.
For that, they need to step across to that side.

BlackJack's picture
Location: NYC

The basic laws of the Garou are The Litany.

Here's The Litany.(plus commentary.)
============
"Garou shall not mate with Garou."
This results in the sterile, disabled Garou known as Metis. Metis are 2nd-class citizens at best, and are seen
as a weakness of their parents. The rising numbers of Metis, some say, foreshadow the Apocalypse arising...

"Combat the Wyrm wherever it dwells and wherever it breeds."
The specifics of how each tribe carries this out vary widely, but this is seen as the primary duty of all Garou.

"Respect the territory of another."
When entering another's caern or territory, it is customary to announce one's presence. In the wilderness,
this is often done with elaborate howls. When it comes to the city, Glass Walkers usually prefer
a phone call, fax or e-mail.

"Accept an honorable surrender."
There are too few Garou alive as it is. Whether a human's surrender is acceptable depends on the tribe.

"Submission to those of higher station."
Those placed above you have responsibilities and experience. Respect that.

"The first share of the kill for the greatest in station."
This usually places value in the hands of those who can best see to their use.
Abuse of this (never sharing) can lead to 'the greatest in station' not being trusted or supported.

"You shall not eat the flesh of humans."
It is spiritually corrupting to eat humans. Besides, they eat all those preservatives. Beware what can happen
to you if your Rage runs you out of control-Garou who are slaves to their Rage can wake up with an odd taste
in their mouths.

"Respect for those beneath you-all are of Gaia."
All Gaia's creatures deserve respect-especially Garou.

"The Veil shall NOT be lifted."
ALL Garou consider this a serious offense. Humans are NOT to learn of the existence of Garou.
(First rule of Garou: do not talk about Garou...)

"Do not suffer thy people to tend thy sickness."
Some tribes allow the old and wise to barter their wisdom for their care. Children of Gaia volunteer their
care to their elders without them ever asking. Some tribes' members feel it is better to die in battle
or in the (suicide rite) "Rite of the Winter Wolf", or by challenging the Sept Leader to the death.

"The leader may be challenges at any time during peace."
If you are better-suited at the current task, you can challenge the current leader for the top spot.
The loser must back down. (Offering an honourable surrender-see above.)
If a leader remains in charge for too long, this can stagnate the group.

"The leader may not be challenged at any time during war."
Continuous jockeying for position means nothing gets done. When it's time to fight, you fight.
Please note that challenging a grossly-inept leader and winning is acceptable, but still frowned-upon.

"You shall take no action that causes a caern to be violated."
ALL Garou take this VERY seriously. The usual statement to those who have done this is
"your death will be slow and painful if we have to do it ourselves." Caerns are the lifeblood and home
of the Garou. Non-Garou and the Wyrm are NEVER to know of their existence.

BlackJack's picture
Location: NYC

Some fun facts about Garou:

Garou, generally speaking, interact with human society all the time and pretend to be regular humans.
However, they know they're not-and the difference is largely the difference between being
a protector of the earth, or an unwitting patsy of the destroyer of the earth.

Garou have 5 forms, which they can switch among at will.
It takes 7 seconds to assume each form, and 7 seconds to pass THROUGH a form to get to a
different form. Therefore, to go from one form on one end to the form on the other end takes 7 x 4 seconds,
or 28 seconds. (Unless the Garou uses Rage to change instantly.)

The Garou's five forms are:
A) Homid.
Like a normal human in all respects. Takes no damage from exposure to silver. Does not regenerate. ("Natural.")

B) Glabro.
Big buff human, somewhat like a Neanderthal. Would make a great football lineman. Regenerates. ("Unnatural.")

C) Crinos.
This is the thing that horror movies made famous. It is shaped like a huge human, with a huge wolf's head,
and big claws. Garou do supernaturally "aggravated" damage with fangs and claws in this form.
They're bulked up to double their weight as a human, and 50% taller as well.
Even a fairly weak Garou, in Crinos form, can outlift an Olympic weightlifter in a lifting contest.
Garou consider this their "battle" form, and usually don't take it unless they intend to break something.
Regenerates. ("Unnatural.")

When normal humans see a Garou in Crinos form, the human's mind can't quite accept the existence
of this unnatural thing-they freak out. ("The Delirium".) Afterwards, humans have difficulty
remembering EXACTLY what happened, and can rationalize they saw something else. ("The Veil.")

D) Hispo.
Big wolf. This is the dire wolf of prehistory. It has the same mass as the Crinos, but is wolf-shaped.
Jaws do "aggravated" damage. Regenerates. ("Unnatural.")

E) Lupus.
Like a normal wolf in all respects. Senses are sharper than human. Takes no damage from exposure to silver.
Does not regenerate. ("Natural".)
========
Garou are TOUGH.
The toughest thing about Garou is their ability to REGENERATE. They heal supernaturally fast.
Unless a wound is caused by a supernatural wound (like another Garou's claws or magic),
fire, or silver, Garou heal fast. If they are in human or wolf form, they just heal faster than normal,
but in Glabro, Crinos or Hispo form, they regenerate, and you can almost watch them heal.
In game terms, Garou regenerate one Health Level per minute they "rest", or not fight.
They also regenerate one Physical Trait per minute they "rest". That means a
Garou who can catch a breather can keep on fighting and fighting on & off all day-
his wounds and energy to fight keep coming back.
==========
In case you're wondering, "No." This is Live Action ROLE-PLAYING, not constant combat.
That's more BACKGROUND than information you'll be using a lot.

What you SHOULD know is that Garou are passionate people, some moreso than others, but they live vibrantly.
Subtlety is not a common Garou trait. Go ahead and overact a bit!
You're playing a creature outraged at the destruction of his planet, his "mother", Gaia!
===================

Moondancer's picture
Location: Humboldt Co, Cal

*Shifty eyes, has to say this being a long time WW:TA player*
Could I play a Judge of Doom?

Ta,

~Moondancer

BlackJack's picture
Location: NYC

Conditionally.
pm me to discuss specifics.

BTW, I've been working on this on the side, and if you pm me the email address you want it sent to, I can email you 2 text files with more information than you'll need.

Quick questions:
A) Do you own a copy of the tabletop rules? If so, what edition?

B) Do you own a copy of the MET rules? If so, what edition?

If you don't own either, do you have access to either?

If the answers to all of those is "no", that's STILL fine.
There's plenty of information online, and I've been typing out rules and paperwork at need.

Moondancer's picture
Location: Humboldt Co, Cal

I was sorta just joking about the JoD thing but I did the PM/email thing.
Oh and raeading about the stuff with Skemp and WTF, if you havn't noticed, most the serious old school players HATE the new World of Darkness, hate it with a passoin that is rather impressive. So yeah, go making bad choices Ethan! Could be worse, could be Conrad. >_<

Ta,

Moondancer

Drakkon's picture
"You are not a pretty and unique snowflake. You are not special. You are barely useful. And if you continue to pique my ire, even that may change."

Location: Washington DC

Website: [Link]

Wasn't that around the same time that most of the writers fled the company like rats from a sinking ship? A lot of the artists quit, too. I've noticed the art quality of the new stuff is significantly lower than that of the older stuff. Even Vampire suffered.

Any chance I can play my Mokole?

BlackJack's picture
Location: NYC

I had to hunt up & down the thread, since you posted in the MIDDLE. Please try not to make a habit of that.

========
A) All characters for the game will be originals for the game, that have not appeared in any other game. No exceptions. One can make a new character similar to an old character, but what's the fun in playing the SAME character all the time? When I was a player, I was trying to play all the Tribes, Breeds and Auspices before I finished. (I made it through all the Breeds and Auspices, and more than 1/2 the Tribes.) So, you can't bring in an old character.

B) At present, only Garou and Kinfolk characters are being submitted. Other characters will be CONSIDERED, if submitted in advance, the player knows how to play them, and-most importantly- the character MAKES SENSE to be physically present in the chronicle. (Read this thread to see what makes sense.)
The deadlines for submitting new characters passed a few weeks ago. The deadline for replying REGARDING new characters passed a few weeks ago. (Read down to the bottom of the thread...)

C) All new players from here on, for the AC '07 episode, will be able to select a door character (a Garou) from the door characters pregenerated specifically for the game. Any exceptions would need a truly brilliant, compelling reason that bowled me over-and satisfied the previously-mentioned conditions. (Scroll up this post.)
If you want to play in this one with a door character, then submit a new character for the NEXT episode (taking everything else into account), I'd be open to doing so- and allowing Renown and XP earned in this episode towards the new character for next time.

D) If you pm me a valid email address, I will happily email you document files outlining everything. You can also email me directly- my email address is on this thread already. Even if you NEVER play, it wouldn't hurt to have the files.
If you DO play, even with a door character, it is a bonus to have reviewed the house rules/variations ahead of time. In case you're wondering, most of them, if not all, are also on this thread, but if I send you the files, then you have them all wrapped in one package.

E) If you do show up, I recommend printing up a pic of a wolf and of a Garou in Crinos form, for use in the game. Those, plus your official convention badge, will be used in-game. (Read the thread for specifics.)

Isil's picture
"Black and white. Like zebras! Which are tasty."

Location: California

Website: [Link]

Can you email me a copy? Smiling And I'd like some help creating a character as well, if you don't mind.

BlackJack's picture
Location: NYC

PM me your email address, and I'll gladly email you a copy,
and walk you thru all the steps creating a character.

Alternately, you can just email blackjack (at)
allracing (dot) com.

In the meantime, you can also review the links on this thread,
which have much handy information for you 24/7.

When you contact me, please let me know what background, if any, you have on either the system or the setting. If you have none at all, that's fine- you have plenty of time, and the links are informative, and the files are as well.

BlackJack's picture
Location: NYC

Oh, and I've already put some important stuff on this thread-like the challenge rules, visual cues and stuff. I recommend reviewing them now so they're familiar.

BlackJack's picture
Location: NYC

BTW,
one of the best things, for totally new players, IMHO,
is for you FIRST- as in NOW-
imagine the type of character you'd want to play,
in terms of personality, attitudes and so on.
DON'T try to translate them to the rules or fit them to the rules-
concentrate on a vivid character you'd want to play.

THEN we'll go over the rules and fit the framework onto the
character. This will help make sure you have a character you
LIKE and UNDERSTAND.

Scorch's picture
Location: Brookings, SD

So does this mean that I will be clothed in a robe crafted of purple ribbon, to signify that I am a beacon of awesomeness?

Just a quick howdy-do, Jack. Nice thread.

BlackJack's picture
Location: NYC

Having Scorch around helps keep me from making a mistake and accidentally running the game into the ground. He's our hedge against disaster.

He also splits the paperwork, allowing me to sleep the day before the game. Smiling

BlackJack's picture
Location: NYC

Let's see.... Rage, Gnosis, and Willpower, three stats (pools)
that are easily forgotten, and VERY useful.
(Just not all at the same time.)
========================

Shapeshifters have Rage, period. That's part and parcel of their ability to change, and their
connection with the moon.
Quick rule for regaining Rage: you regain one point of Rage when a Narrator says you regain one.
(First combat of the night, first sighting of the moon that night, first wound suffered in a night, humiliation.)

Rage seethes in the heart of a Garou, like super-adrenalin. Like super-adrenalin, it has its uses.
Rage can be used as follows:

-Changing shape is INSTANT by spending a Rage point. (Normally it's 7 seconds per form you need to pass or assume.)
-Garou can gain extra actions/speed by spending Rage, one point per extra action.
-If a Garou is injured to the level 'Incapacitated', he may spend a Rage point to remain active
(this may result in a Battle Scar.)

Garou whose Rage exceed their Willpower risk losing their self-control and can be edgy,
as if they've drunk too much caffeine.

Garou who lose ALL their Rage and Willpower 'lose the wolf'-they will revert to their breed-form,
and are unable to change at will until they recover one of each.
=========

Gnosis:
Gnosis is the spiritual connection of the Garou (or other shapechanger.)
With no Gnosis, they are unable to cross into the Umbra, the spirit world.

Gnosis typically is used to power the Garou's supernatural 'Gifts'.
One Gnosis can also be spent to INSTANTLY cross into the Umbra.
One Gnosis can be spent to make a small change in the local Umbral environment
(make a light, hide yourself, step thru an Umbral wall.)

Garou regain Gnosis thru meditation, thru the donation of Gnosis to the Garou from a nature-spirit,
or at a caern under specific circumstances.
============

Willpower.
Willpower is regained at the end of the adventure, and you MIGHT regain a point
during the adventure under an exceptional circumstance related to your character's Nature
and exceptional roleplaying.
(If the Narrator says so-and ONLY then-does that happen. At MOST, that happens ONCE per adventure.)

Willpower is very, very useful and can be used for all kinds of things.

-One Willpower can be spent to win a Static Challenge.
-One Willpower can be spent to ignore wound penalties for one round.
This next one is critical, so pay attention:
-One Willpower can be spent to replenish all lost Traits in any one category: Physical, Mental or Social.
That means that if you've lost traits due to challenges, Gifts, or other reasons,
you can regain them by spending one Willpower FOR THAT CATEGORY.
So, replenishing Mental AND Social will cost TWO Willpower traits.
You cannot exceed your Trait total in replenishing.

-One Willpower can be spent to gain a Retest in a challenge. (You have a maximum
of 2 Retests per player per challenge-this counts for one of those, and does NOT add a third.)

BlackJack's picture
Location: NYC

THE RULES THAT RULE.
=================

1) It's Only a Game. Do your best, have a good time, then go enjoy the convention.

2) No Touching. Accidents happen. You can get close, but no contact-people can get slugged or whatever.
(That includes hugs-some players won't welcome hugs.)

3) No Stunts. Security, in particular, will sweat this. Your character may be able to climb the wall,
but you the PLAYER will not try it. No acrobatics.

4) No Weapons. Security is ESPECIALLY concerned with this. Anything that MIGHT be
mistaken for a real weapon is OUT. CLEAR DAYGLOW water pistols (empty ones) can be used.
Cardboard can be used. PVC pipes can be used. Use something that suggests the dimensions and shape.

5) No Drugs or Drinking. Duh. Try to be alert and at your best when playing,
or you'll miss things. If your self-control gets out of hand, Security will step in.

6) Be Mindful of Others. Not everyone there will be playing. Not everyone there WANTS to play.
No screaming at the non-players, no swinging the props at them, no nothing. Depending on the style of play,
we can play right in front of people who don't know a game is in play.

7) The Rules Are Flexible. That's for the Narrators to worry about. We have to work with everything
YOU give us and keep them moving.

Cool Have Fun. That's it. Have fun in PLAYING.

Giza's picture
"100% usynlig - som en ninja!"

Location: Ardmore, PA

Website: [Link]
Blog: [Link]

This user is a Board Member. This user is a Staff Member.

At the risk of sounding like a fascist, we'll have to ask that water pistols not be used. This is specifically because of past incidents. Sorry. Sad

Unclekage's picture
Website: [Link]
Blog: [Link]

This user is a Board Member. This user is a Staff Member.

Yes, even empty ones. If security sees one being brandished, they'll stop you and ask you to put it away.

Who could be hurt by a little squirt from a water pistol? The person behind your target who just bought a $400 watercolor painting at the Art Show, for one...

BlackJack's picture
Location: NYC

Actually, my previous exchange with Security by email on this, which was 2 years ago for AC'05 for my first "Episode", both the Dorsai in question (Mr RG) and myself were agreeing that security is a big issue and nobody should cause trouble, and the only things we needed to discuss was EXACTLY what was allowed, and what was meant. He had thought I meant "bamboo swords swinging in the hallways", and I was thinking "blunt ruler held in hand, gestured in the play area." Once we established that LARPs can-and have-included play so subtle that complete bystanders wandered into the middle of a scene, interacted with the characters (players staying in character) for several minutes, and then wandered out none the wiser. As one of the players, I didn't break a grin until they left and the Storyteller asked what happened. I recommended he grant her some Experience Points for that if she ever joined up.

Anyway, myself and Dorsai Mr G agreed upon 3 acceptable materials: brown cardboard, PVC (which concerned me) and transparent waterguns that were empty-
so long as our game specifically was our play area during our game, and could not disturb non-players who didn't walk
into the game-area during its official runtime.
To date, NOBODY has actually BROUGHT any of the above
materials, but I was thinking they might this time around.

The last 2 years, we have had precisely ZERO problems with
players OR nonplayers. (No players have tried, and we've had
sufficient gamestaff to watch the entire area continuously
even if they tried.) Plus, we keep one door shut once the
game begins-to signify a disinterest for wandering people
sticking their heads in while allowing for Dorsai to poke
their heads in at any time and confirm nothing untoward is
going on. (I consider that a public safety concern as well
as a "good faith" concern.)

That having been said, the only place our players COULD
"brandish" a gun would be during the game. If they had it,
the prop should be easily concealed-since it represents an
easily-concealed gun that IS concealed before they reach the
game-area. So, proper players are not visibly carrying one
unless you look into the room while the game is in effect,
pick their pocket or search their bag, or go to their room
while they unpack. If they're waving it around in the
hallways or anyplace other than the game area or their room
(I presume they can wave an empty watergun in their room
if the other roomies are ok with it), then they're causing
a disturbance and I EXPECT the Dorsai to confiscate the
thing, and I would give them a lecture after the Dorsai did,
for being an idiot and giving the Dorsai a reason to get
involved AND for ruining our perfect record.

Keeping all of that in mind,
have the rules CHANGED so that transparent empty water
pistols are not allowed in the play area during the game
as well?

If they have, I won't argue-my best defense is what I just
said-I'll notify the players and enforce it even if I don't
like it. I'm hoping the rules have not changed, and the
game is ok as stated. Please tell me either way.
(Or let me know to have a whole new discussion of the same-
which is what you said 2 years ago the first time I asked.
"Take that up with Security!"-Uncle Kage.)

Either way, you're invited to play; it's only going to run
for 3 hours. Smiling

BlackJack's picture
Location: NYC

The Auspices.

If this is your Auspice.....

YOU ARE A RAGABASH.
You were born under the new moon, when no moon shines in the sky. You are the contrary, the blazer of your own trail, the questioner of all that is traditional, the free thinker. Your sense of humour, one way or another,is harnessed for the good
of the Garou, as you see fit. You also are the stealthy one, the one who can hide or spy silently, or pass undetected.

YOU ARE A THEURGE.
You were born under the crescent moon. You are the mystic, the shaman, the medicine man. You walk a half-step apart, and are a little out of sync with the other Garou-for you communicate with spirits. When spirits must be dealt with-which is often- you are the one who must summon them, communicate or bargain with them, understand them, bind them, or free them. You know the ways of the Umbra (Spirit World) better than the ways of the physical world.

YOU ARE A PHILODOX.
You were born under the half-moon. You are the judge, the mediator, the negotiator, the one who sees all sides of the issue.
In times of peace, you may be called upon to take the lead and give sound, balanced direction for the Garou.

YOU ARE A GALLIARD.
You were born under the Gibbous moon. You are the singer/taleteller, who holds the sacred tales of the Garou and uses them to
educate and inspire the other Garou. You are passionate, and required to take the stage as events require.

YOU ARE AN AHROUN.
You were born under the Full Moon. All Garou are fighters-you are a SPECIALIST. Like the full moon, there's nothing subtle
nor half-hearted nor diffident about you. You act decisively and get results. In times of war, you may ve called upon
to take the lead and provide strategy for the Garou.

BlackJack's picture
Location: NYC

The Breeds...

If this is your Breed, then.....

YOU ARE A HOMID.
You grew up thinking you were a normal human living a normal life-until one day you suddenly changed and became something else.
THEY came and helped you adjust, and explained everything.
Now you know you never WERE human, and the only hope of saving Gaia (the Earth) is to give it everything you've got.
And if normal humans, or corrupted Wyrm spirits get in the way, well, that's bad news for them.....

YOU ARE A METIS.
Your parents violated the First Tenet of the Litany, and Garou mated with Garou. As a result, you were born.
You were born with a deformity, and spent your first few years of life in CRINOS FORM until you were able to change.
You've spent your childhood among the Garou-the only way a crinos child could survive- and spent some of your time since then
among Garou, and some among humans. Humans are even LESS forgiving of a stranger with a deformity than are the Garou,
who almost seem to blame you for what your parents did-as if you had a choice...At least you know your way around Garou
society.

YOU ARE A LUPUS.
Your first year of life, you thought you were a normal wolf, but Gaia had other plans for you. Now, you spend some time with your
old pack, but most of it is among the Garou-your people. You can change into a human, and the process opens up new levels of
thinking for you. It is a little frightening, and a little exciting.....

BlackJack's picture
Location: NYC

The Tribes....

If this is your Tribe, then....

YOU ARE A BLACK FURY.
Black Furies believe only females can achieve a true connection with Gaia, the Earth-Mother. Black Furies are Amazon warriors,
huntresses like Artemis, and feel they are avatars of the Goddess. (Don't tell those narrowminded male Garou; they'd never
understand.) The Black Fury tribe rose from ancient Greece, and their beautiful rites and Gaia-respectful ways stem from
Greek traditions and legends. The Black Furies are run by the Outer Calyx, and the Outer Calyx is run by the Inner Calyx.
Black Furies try to protect women, and wild places when they can be found.
The Black Fury tribal totem is Pegasus.

YOU ARE A BONE GNAWER.
Like the Glass Walkers, you live in the city. Unlike them, you live down among the survivors and know the word on the street.
You know your way around the homeless, and can vanish among them if you wish. You've learned the secrets hiding in the city,
and have AMAZING connections. Bone Gnawers also avoid notice, and can be the "temp" in the office who makes a second
photocopy of sensitive documents for the Garou to act on. Primarily, Bone Gnawers are SURVIVORS, and if the Apocalyps comes
tomorrow, the Bone Gnawers will find a way to survive (they already have a few plans for that...)
The Bone Gnawer tribal totem is Rat.

YOU ARE A CHILD OF GAIA.
Children of Gaia are perfectly capable of fighting. However, they are known as healers and mediators, solving problems through
kindness and understanding rather than fang and claw. (They claim "Earth Day" was their idea, and it worked.) Children of Gaia
believe all Garou should work together-as they are all children of Gaia-as are all living things.
The Children of Gaia tribal totem is Unicorn.

YOU ARE A FIANNA.
The Fianna descend from Garou of the British Isles, where they were connected to the Fae, and were druids, mystics, warriors
and taletellers. The Fianna (named from the legendary human/Fianna Kinfolk Fionn Mac Cumhail) are the greatest historians and
lorekeepers of the Garou. Many know a Gaelic dialect. Fianna fight hard and play hard, and are known especially among Garou
for their passion and drive.
The Fianna tribal totem is Stag.

YOU ARE A GET OF FENRIS.
The Get of Fenris are warriors descended from Viking warriors and Germanic warriors. They tend to be a bit sexist, and value
combat ability above all else. Some seek out battles aggressively, others are protectors, some will execute raids-but all fight.
They were known centuries ago as the Fenrir.
The Get of Fenris tribal totem is the Fenris Wolf.

YOU ARE A GLASS WALKER.
Glass Walkers have adapted to the city. Some are computer hackers, some run businesses, some are urban primitive gangbangers,
some are wiseguys for the Mafia. They speak to the spirits of the city, and are not afraid to use technology (tools of the
Weaver) to get things done. As you see it, the city is itself a living part of Gaia, for she has many spirits too.
The Glass Walker tribal totem is Cockroach.
(Cockroach has infiltrated the Weaver's Pattern Web.)

YOU ARE A RED TALON.
You grew up as a wolf among wolves. You consider being a part-human traumatic, as humans are to blame for the death of wolves and
many other of Gaia's children. Humans are to blame, and are tools of the Weaver. If the other Garou accepted it, you would kill
all humans to save Gaia. (Or die trying, more likely.) You are completely out of place in this city, among these Homids.
(Why are you here, anyway?)
The Red Talon tribal totem is Griffin.

YOU ARE A SHADOW LORD.
Shadow Lords are the dark-furred warriors who follow Machiavelli principles. They believe the strong(them) should rule the Garou,
and the Garou should rule wolves and humans. Shadow Lords always seek the advantage in situations, and chafe at the rule of
non-Shadow Lords. The Shadow Lords originated in Eastern Europe, where they warred with fleshcrafting vampires.
Some Shadow Lords use force, some use guile, some use intelligence, and some spy for the other Shadow Lords.
Dominance or submission-the Shadow Lords dominate, and the strong should rule-the Shadow Lords.
The Shadow Lord tribal totem is Grandfather Thunder, the storm.
(Grandfather Thunder sends his Stormcrows, never avatars of himself.)

YOU ARE A SILENT STRIDER.
Silent Striders began in ancient Egypt, fighting vampiric minions of Set. Set cursed the Striders, and forever they travel,
forbidden to return and live in Egypt. They have ties to wraiths, and have helped restless human souls find their rest.
Silent Striders are experts on the dead. Striders also TRAVEL. They stride all over, hear things one place, and announce
them another place. They are famed for being able to carry sensitive messages or packages, and especially warnings.
They often appear at one place, and disappear from it without warning or notice. They tend to be thin and have black fur.
The Silent Strider tribal totem is Owl.
(Owl is the only totem that knows the paths of the dead.)

YOU ARE A SILVER FANG.
The Silver Fangs are the hereditary rulers of the Garou. Their bloodlines are carefully chosen (which has thinned the gene pool
somewhat.) At their best, they exemplify all that is good among the Garou. At their worst, they exemplify all that has mired
some Garou in the past. These white-furred Garou tribe descended from Russia, and many of their heroes are still of Russian
descent, while others have impressive lineages in other parts of the world. The have a sense of "noblesse oblige" and lead
by example, except when inbreeding has crippled the psyche of a modern Silver Fang.
The Silver Fang tribal totem is Falcon.

YOU ARE A STARGAZER.
Stargazers originated in the Far East. Klaital Starcatcher found the keys to enlightenment and wisdom through meditation. The are
among the wisest and calmest of Garou, often unraveling deep mysteries. They can also be loners. Recently, some Stargazers have
left the company of the other Garou (aka the Western Concordiat, aka the Garou Nation) and have rejoined with the shapechangers
of the East, the Beast Courts (aka the Hengeyokai.) They are philosophers and masters of their Rage. They originated Kailindo,
the Garou martial art, and are its masters.
The Stargazer tribal totem is Chimera (the Lady of Mirrors).

YOU ARE A UKTENA.
Two tribes exist of the tribes of the "Pure Ones", the Native Americans who faced slaughter when the Europeans colonized their
lands. Older Brother Uktena watched over the southern lands, and over mystic things, keeping Wyrm beasts imprisoned deep,
to do no harm. As the Europeans moved in, the Uktena have also taken in the mystics of the peoples the Europeans ALSO
disenfranchised- mystic Asians, mystic Africans, mystic Latinos, etc.
Uktena have good relations with the Wendigo, the other "native" tribe.
The Uktena tribal totem is Great Uktena (spirit of the Cherokee, part serpent, part deer, part cougar.)

YOU ARE A WENDIGO.
Two tribes exist of the tribes of the "Pure Ones", the Native Americans who faced slaughter when the Europeans colonized their
lands. Younder Brother Wendigo watched over the frozen north, and over the pure things and peoples. They have retained their
links to their peoples, and have gone to war to protect them over the centuries. They are primarily warriors, but also care
about the lore and rites of their peoples.
The Wendigo tribal totem is Great Wendigo (feared cannibal spirit of the North)

(edited because I accidentally deleted the concluding Tribes...)

BlackJack's picture
Location: NYC

Sample list of Abilities.

Note almost anything CAN be a chosen Ability, with Storyteller approval. (Please note this only applies for characters submitted in advance. Pregenerated characters selected at the door are "as-is" and pregenerated for ease of play. Which means they will generally conform to the sample list, and can't be altered whether or not.)

Animal Ken, Brawl, Bureaucracy, Computer, Drive, Enigmas, Finance, Firearms, Investigation, Law, Leadership,
Linguistics, Medicine, Meditation, Melee, Occult, Performance, Primal Urge, Repair, Rites, Science,
Scrounge, Security, Streetwise, Subterfuge, Survival.

Animal Ken: Skill with animals.
Brawl: Skill with unarmed fighting.
Bureaucracy: Skill with "the system"-rules, regulations, red tape.
Computer: Skill with computers.
Drive:Skill with driving.
Enigmas: Skill with mysteries, riddles, puzzles.
Finance: Knowledge of how money works.
Firearms: Skill with guns and other fired objects.
Investigation: Skill in investigative techniques.
Law: Knowledge of laws and their application. (Can select "Garou Law".)
Leadership: Skill in leading others.
Linguistics:Languages, 1 language per level of this Ability.
Medicine: Medical knowledge, first aid and beyond.
Meditation: Skill in meditation. Can be used to refill 1 Gnosis if used for 10 minutes uninterrupted.
Melee: Hand-to-hand with blunt or sharp objects.
Occult: Knowledge of things that go bump in the night. Not specialized.
Performance: Skill performing-name the method: Singing? Storytelling? Dance?
Primal Urge: The instincts of the animal and half-animal. (Most useful in wolf form.)
Repair: Fixing (or otherwise altering) equipment, generally electronics.
Rites: Knowledge of Garou Rites. Necessary if selecting Rites.
Science: General science knowledge. Choose a specific skill to know more.
Scrounge: "Get things fast, cheap, or in good condition: pick TWO."
Security: Knowledge of securing things, including locks and alarms.
Streetwise: Knowledge of the streets and those who "live" there.
Subterfuge: Appearing to do nothing while doing something, doing one thing & appearing to do another.
Survival: Knowledge of wilderness survival.

BlackJack's picture
Location: NYC

Some stuff on the Umbra....The Umbra.

The Umbra is the Spirit World. Once spirit and matter were one, but the forming of the Gauntlet long ago split them in two, and both have suffered the loss ("the Sundering.") The Umbra is where many realms, zones and passages exist, and where spirits dwell.

There are three parts to the Umbra: the Penumbra, the Umbra proper, and the Deep Umbra.
Human mages will also speak of other "Umbras"- the "High Umbra" where thoughts have their own realms, and the "Low" or "Dark" Umbra, the Shadowlands, where the ghosts/wraiths of dead humans dwell. Just as Garou do not live in the sky, nor under it, they operate in the "middle" Umbra where nature-spirits dwell.

The Deep Umbra is the farthest reaches, where reality breaks down, and passage to it is governed by Anchorheads.
The Penumbra is the Umbra that corresponds to Earth, where the Earth is reflected in the Umbra, and the spiritual reality of the physical world
exists. What affects one affects the other: defile the physical world there, and the Penumbra there will suffer; build up the Penumbra
there and the physical world will somehow seem much nicer. Passage through the Penumbra is much the same as passage through the Earth.

The Umbra proper is like wading off the shore into the ocean. Many realms and mini-realms exist there.
They include the 13 Near-Realms:
The Aetherial Realm, the Umbral reflection of the cosmos, home of Luna, their patron, the stars and planets.
The Arcadia Gateway, the realm of faerie's outpost in the Umbra, an entrance to Arcadia.
The Abyss, the deep cavern where things are lost forever, mouth of the Wyrm.
Atrocity Realm, the reflection of every act of cruelty and depravity done on Earth.
The Battleground, the reflection of battles, combat, and fighting past, present and future.
The CyberRealm, the Weaver's technological reflection of the earth.
Erebus, the Purgatory of Garou. Garou there are tormented in a lake of burning silver while they heal from it....
Flux, called "the heart of the Wyld", a place of pure Wyld.
Legendary Realm, the reflection of the legends of the Garou, where they recur over and over.
Pangaea, a reflection of the original earth, during the dinosaur era. Here, all Garou tribes are one.
Scar, the hole in the Umbra, where things lost end up, and those that fall in are GONE.
Summer Country, the mythic realm of peace, healing and paradise. Many Garou believe it does not exist.
Wolfhome, the reflection of the earth as some humans see it, where Garou are trapped as wolves, and wolves are hunted.

=========
Travel in the Umbra.
Garou are not the most natural traveller in the Umbra. Eventually, one could wander and find one's destination-but usually there are other,
more efficient methods.

A) Spirit track. A Garou can follow a trail left by a spirit that's made its own path. This is hazardous, since the track can end suddenly
or go anywhere.

B) Moon-path. At night, paths of moonlight can be seen to make paths to travel along the Umbra. These differ according to the phases of the
Moon.
At the full moon, the moon paths are brightly lit, and guarded by Lunes (moon-spirits) in many places.
At the gibbous moon, the paths sometimes require a special howl to open fully.
At the half-moon, the paths are less bright, and a Garou may need to negotiate with spirits to pass.
At the crescent-moon, the paths become dimmer. The Garou may need to solve riddles and enigmas to pass, but they paths are said to point
further in this phase.
At the new moon, the paths are nearly invisible, and are hazardous. All the other obstacles may apply. It's believed that the paths are
re-organized into NEW paths during this phase.

C) Moon-bridge. A moon bridge between any two locations is a temporary passage that carries the Garou at great speed, bringing them to
their destination in a minute or two, no matter how far the distance travelled is. Moon-bridges are usually established between two
caerns that regularly cooperate, but temporary bridges to places can be enacted by certain spirits, high-level Gifts, and fetishes
necessary to open the bridge. If one can be used, it is the most convenient method of travel.

D) Climb the Webs of the Weaver. Although the Weaver builds webs between locations, travelling them carries the obvious hazard of running into Weaver-spirits, or any enemy of Weaver-spirits, or even a break in the path.

BlackJack's picture
Location: NYC

Some of you have changed email addresses.
Without a valid email address, I can neither send you
character sheets nor text files.....

BlackJack's picture
Location: NYC

For those of you who want to note it for personal reference, here's the breakdown on Renown.

All Renown in the same category are COMPLETELY INTERCHANGEABLE.
================================================================
Here's the Wisdom list: Crafty, Inspired, Inventive, Pragmatic, Profound, Respected, Revered, Sacred, Scholarly, Spiritual, Venerable, Wise.

Here's the Glory list: Bold, Brash, Brave, Courageous, Daring, Exalted, Feared, Fearless, Glorious, Imposing, Impressive, Spirited, Superb.

Here's the Honor list: Admirable, Commendable, Dutiful, Eminent, Esteemed, Fair, Honorable, Impartial, Just, Noble, Objective, Proud, Reputable,
Trusted, Virtuous.
=====================================================================
What's Renown for?
1) Renown is needed for raising in Rank, which means raising in authority in the Garou Nation, and in the eyes of Gaian spirits.

2) Renown is needed for gaining Gifts. Elders don't ok summoning spirits frivolously, nor do spirits teach them frivolously. Both want to know the Garou who wants to learn has EARNED the right to the Gift. Renown is a reflection of that experience. A Garou cannot learn more Gifts than he/she has Renown traits. (A Garou that manages to LOSE Renown cannot learn Gifts until rising above their Gift total again.)

3) Renown is a general sign of "pull" in the Garou Nation. Garou and Gaian spirits regard it. In practical terms, that means that a Garou can use their Renown traits in Social Challenges, adding their number to their Social trait total for a challenge or Overbid. (In fact, they're most commonly used by Elders as such in an Overbid.) Renown cannot be used on any being who does not respect the Renown system, traditions and values of the Garou Nation.

Kaze Lionpawz's picture
"The mind is a dangerous place, I try to stay out of it."

Location: Philadelphia, PA, USA, Earth, Milky Way,

Didn't have time to read the whole thread but is this game played at all like DnD? I'll read the whole thing when i have more time.

BlackJack's picture
Location: NYC

The "tabletop" version is played like D&D, in that it involves paper, pencils, dice, tables, charts, and Mountain Dew (or other sodas and junk food).

The LARP (Live Action Role Playing) variant is different, in that it is ACTED OUT. You speak as your character, and part of the description is acting. That is, you don't say "I walk over to him"- instead, you walk over to him, and so on.

Between the links and the information posted on the thread, you've got a lot of information to fill in the blanks there.

kellyhanson140's picture

I have a character from playing a Werewolf LARP before but i'm not sure if it's the same things as this. Should I just bring my character sheet with me and find out?

NVM it is the same thing! lol Yay i can play!

BlackJack's picture
Location: NYC

The bad news:
for many reasons, we're not allowing direct translation of existing characters from previous campaigns.

The good news:
providing you respond quickly (as in, we can finish it up over the next several days and have it done by next Wed), I'm still allowing new characters to be customized for you.
If you have one of the rulebooks for "Laws of the Wild", either 2nd Edition (the red book) or 3rd Edition (the brown book), then you're a step ahead of the game. Simply make up a character according to the rules (no Red Talons, please), and then I'll boost the character once I receive her.

If you do NOT have a copy of either rulebook, then send me a pm with an email address. I can email you a player packet and charactercreation packet. From there, you can fill in details, and email me questions directly until we finish. Please note that if you don't send me even a PARTIAL character before this Sunday ends, you'll have to use a "door character"/"pregen", which is not really a bad
thing, just not as good. If your character sheet is
incomplete by this time next week, I'll just fill in
whatever's blank to the best of my ability, based on what
you've already sent. (Please include your rough CONCEPT
of the character-who she is, and so on.)

Please review the thread-it's already got a lot of the
House Rules posted-including the challenge rules. Please
note that a few of them are not the same as any rulebook.
(I'm drawing from 1st, 2nd AND 3rd, and making some
changes based on what's worked at other LARPs, all to make
things either easier or challenges faster, or both.)

Please make your character concept with the following in
mind:
1) we're full for Metis submissions.
2) Lupus characters are at a weakness in the city-
but I will accept a Lupus character, provided the concept
MAKES SENSE/matches what I'm saying here.
3) Your character either lives in the general Pittsburgh
area, or is travelling throught Pittsburgh as of the time
of the convention.
(The story is set AT the convention center, in its play
area, on the date of the game.)
Therefore, remember she travelled into the middle of a city
before the game even started.
4)I'd like a bit of who she is, why she does stuff, and
remember, she has to have SOME reason to work alongside
other Garou, even if you make her a character that doesn't
LIKE others. (Otherwise, you'll have to roleplay her
sitting in a corner, avoiding everyone else, and that's
just silly.)

So, please pm me an email address ASAP, or you can email
it to me at the email address on this very thread.
I will work with you RIGHT NOW to design a character from
the ground up, but not LATER, so please respond quickly.

BlackJack's picture
Location: NYC

As we count down, I thought I'd post some information the new players will find invaluable: how to find the game.

If you are in the Westin Hotel, here's the convention breakdown IN that hotel...
(Remember there are stairs and those are MUCH faster than waiting on the elevator.)

First floor: The Westin's Front Desk.
You have to check in to the hotel. (Duh.)

Second floor: AnthroCon's official STUFF.
That's Registration, the internet area, the "Zoo", the security office.

Third floor: AnthroCon's function rooms.
That's where smaller events-like ours-are held.
Last time,we were in the Armstrong Room, which we may get again. Seminars and so on are in the adjoining rooms.

Almost everything else is in the Convention Center.
That includes the Dealer's Room/Artists Alley,
Uncle Kage's Story Hour, and so on.
Basically, everything that draws numbers of attendees
ends up there.

Unclekage's picture
Website: [Link]
Blog: [Link]

This user is a Board Member. This user is a Staff Member.

Um...didn't you mix up the second and third floors?

BlackJack's picture
Location: NYC

Of course not!
I was just testing to see if you were still reading the thread!

At least, that's the story I'm going with.....

Ok, there's some stuff on the 2nd and 3rd floors,
and they're the reverse of what I mentioned 2 posts up.

Either way, if at all possible, use the stairs rather than the elevator, thus saving the line for the elevator.

BlackJack's picture
Location: NYC

An additional note which I'll pass around....

It is always recommended, when playing a Garou character,
to carry some type of reflective surface with you.
(That includes things like a mirrored lighter, a
steel mirror, etc.)

That's because Garou use a reflective surface when they
cross between the physical world and the Umbra.

They can easily use one carried by someone else, or one in
place where they're crossing, but it's smarter to not have
to rely on someone else or the surrounding area.
(And there's risks of "getting caught" if you cross without
one.)

So, I recommend something, preferably not GLASS, so it
can't break on you. I've personally found that
"locker mirrors" are the right size, cheap, and are
shatterproof, being metal.

BlackJack's picture
Location: NYC

The schedule is up!
We are confirmed for our previous place and time,
the Armstrong Room on the SECOND floor of the Westin,
from 2pm to 5pm.
For those of you who don't know it, go up the stairs to the
second floor (from the lobby), then follow the signs to the
function rooms. We will be on the RIGHT.

Again, please bring a pic of a wolf, a pic of a Garou in Crinos form, and-if at all possible-something with a reflective surface on it, like a compact, a locker-mirror (those are steel), or a mirrored lighter (steel again.)

=======
For those of you attending the Fursuit Parade, the close of
it leaves you enough time to proceed directly to the Westin
and the Armstrong Room. You might want to watch your time a
little, and leave it before 1:30pm rolls around, which will
allow you to arrive in time to pick up your character sheet
(or select one), get your ribbons, and go over the rules
again. (They're all over this thread, for those who never
asked for a copy emailed to them.)

Meanwhile, I have an idea for Uncle Kage, if he wanted to
play for a scene, but I don't have a way to contact him
privately, and he's probably very busy. Still, for a single
scene, it's possible he might be interested...

BlackJack's picture
Location: NYC

For the curious, this is our description in the guide...

""Live Action Role Playing is a form of freeform, improvisational theater. Players take the roles of Garou- werewolves who fight to save the Earth, Pittsburgh, and the Westin itself from the encroaching threat of....something. Rules used are a simplified form of Mind's Eye Theater (provided onsite.) Novice players are welcome. (Novices, please arrive early.) OVER-acting is encouraged!"

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