Tanelorn.net
Pen & Paper - Spielsysteme => Storyteller & Storypath Systeme => World of Darkness => Thema gestartet von: 1of3 am 24.11.2004 | 08:52
-
So. Ich hab den alten WoD2-News, sowie den passenden Diskussionsfaden entstickt. Und mach dafür mal diesen für "Werwolf: Paria" (so der deutscheauf.
Die Teaser finden sich entweder im Original auf www.white-wolf.com oder hier (http://www.feder-und-schwert.com/de/html/weltderdunkelheit.htm) auf Deutsch.
Ich muss sagen, ich bin bis jetzt sehr angetan.
Dass es keine Metis und Lupi mehr gibt, finde ich zwar überraschend, aber doch irgendwie schick.
Auch die Entstehungsgeschichte der vergangenen Woche hatte irgendwie was. Scheinbar gibt es keine Triade mehr, was mir sehr zusagt.
-
Scheinbar gibt es keine Triade mehr, was mir sehr zusagt.
Kann schon sein dass es sie noch gibt, aber nicht in dieser "dominanten, manifestierten" Form...
-
Hmm heute wurde der erste Stamm vorgestellt. Die Blood Talons. Irgendwie eine Mischung aus den Gets und den Red Talons.
Die Reduzierung auf fünf Stämme finde ich gut, das gefällt mir auch an VtR, ich hoffe nur das WtF etwas inovativer wird als VtR, da es wirklich das vieles aus VtM übernimmt. Trozdem mit den drei Teasern die raus sind, sieht WtF vielversprechend aus.
-
Ja scheint mir auch ganz interessant. Ich weiß zwar nicht, ob mir die Idee mit Fenris als verehrungswürdigem Urwolf gefallen soll, aber gut.
Scheinbar sind Gaben immer noch nicht linear, aber da es keine Bruten und - wie ich jetzt mal annehme - keine Vorzeichen mehr gibt, werden das wohl zumindest weniger werden.
Vielleicht schaffen sie es dann sogar noch den Dingern ein zusammenhängendes System zu geben.
-
Hmm ich bin mir da nicht so sicher.
Gaben mit Namen: Rage, Strenght ... Können für mich auch diziplinartig sein. Rage wäre dann das Gegenstück zu Celerity.
So bin jetzt aber erstmal in der uni wir reden da heute nachmittag weiter drüber. ;)
-
Bone Shadows (Hirfathra Hissu)
Shamans and ritualists, medicine men and wise women, these werewolves — the Bone Shadows — now devote themselves to the study of the unknown and the reestablishment of the ancient relationships that Father Wolf maintained with the spirit courts. Uncovering and understanding the knowledge that perished with Father Wolf requires venturing into the most pristine wilderness, the darkest corners of the city and the deepest reaches of the spirit world. It is to these hidden places that Bone Shadows go with fearless curiosity.
Totem: Death Wolf was the quietest of Father Wolf’s pups, and her hunt encircled the Earth. Seeking to learn from all beasts as prey, she ascended the mountains and witnessed wild goats give birth. She chased the sky and witnessed the wisdom of the eagle in flight. She traveled to strange places in search of the unique perspectives they offered on ordinary situations, and it was often given to her to liaise between Father Wolf and the lesser spirit courts. The first Bone Shadows labored for years to create rituals capable of summoning her and binding her so that they could strike a pact with her.
Tribal Ban: Pay Each Spirit in Kind
Primary Renown: Wisdom
Tribal Gift Lists: Death, Insight, Warding
So da haben wir das Dienstag update.
Der Tribe sieht für mich nach Bone Gnawer/Uktenna und Silent Strider Mischmasch aus. Was ich nicht negative sehe.
Die Gifts werden wohl zumindest anders organisiert sein, als bei W.tA, da es jetzt Listen für Gewisse Aspekte gibt. Ich hoffe, das das so ähnlich wie Merits oder Dzipilen gekauft werden. Ansonsten würde es in meinen Augen dem Konzept einer einheitlichen WoD ein bisschen zuwieder laufen.
-
Naja, es sind halt "Gift Lists". In sofern wage ich zu bezweifeln, dass das wie ne Disziplin aufgebaut ist.
Aber der Stamm gefällt mir. Und das Totem ist sogar passend. (Vgl. Zerberus, Garm, Anubis)
Da fand ich Fenris als Totem für die Blutklauen schon weniger passend.
-
Hmm vielleicht sind sie auch so geordnet wie bei Exaltet die Charms. Das Würfelsytem der WoD 2.0 hat da ja auch Anlehnungen.
Das einizige wasi ich hoffe, das es nciht wieder so ein durcheinader wie bei W:tA ist. Das habe ich nie gemocht obwohl Werewolf meine bevorzugte Reihe in der oWoD war.
-
Hunters in Darkness (Meninna)
The Hunters in Darkness concern themselves primarily with the sacred places of the world. Many mark out large tracts of territory in the pristine wilderness, tending these wild areas and minding the spirits endemic to those environs. Others recognize that the sacred places in the urban Shadow Realm are no less important than those beyond humanity’s reach. They devote themselves to taking care of important urban locales without upsetting the strange ecosystems of city life. Hunters in Darkness are no less the consummate hidden predators in urban territories than they are in the wilderness.
Totem: The Firstborn hunted both night and day, but as the Hunters in Darkness tell the tale, Black Wolf was the one who was most at home in the night. When Father Wolf’s pack hunted at night, she was first to find the trail. When the pack rested after a tiring day hunt, Black Wolf guarded her brothers’ and sisters’ dens as they slept. When the sun set and the moon rose, there was no hunter more swift and silent than she. The first Hunters in Darkness stalked her for years before finally cornering her in her den and extracting her oath of patronage.
Tribal Ban: Let No Sacred Place in Your Territory be Violated
Primary Renown: Purity
Tribal Gift Lists: Elemental, Nature, Stealth
Noch ein schöner Stamm. Mir gefällt, dass scheinbar die Werwölfe nicht mehr so gegen die moderne Welt eingestellt sind.
Black Furies + Silent Striders.
Ich frag mich grader, ob dann jeder Stamm eine eigene primäre Ruf-Eigenschaft hat.
Was meint ihr: Wirds bei Werwolf auch sowas wie Blutlinien geben? Vielleicht so im Stil von den alten Camps?
-
Camps = Blutlinien ich glaube zwar nicht, aber möglich wäre es.
Mir gefallen die Stämme bis jetzt auch recht gut, aber bis wir mal wirklich sagen können wie die Gifts geordnet sind, da müssen wir wohl auf die Demo bis Anfang Januar warten.
-
Aber es soll eine geben? Cool. *rechne* Bis dahin hab ich Danse Macabre auch durch. Das passt. ;D
-
Jup wird eine geben, zumindest nach den Aussagen in WW-Forum.
Iron Masters (Farsil Luhal)
There are werewolves of all tribes in the cities, but the Iron Masters would argue that the others are never truly in the cities. In the same geographical location, certainly, but never a part of the city itself. The city isn’t somewhere you live, it’s something you plug into. It’s spiritual, mental, physical, sexual and visceral, all at once — and it’s their territory. Iron Masters keep up with the rapid pace at which humanity changes, marking how well it goes. And as humans change the face of the world and the Spirit Wilds, the Iron Masters apply the best products of human ingenuity toward bettering and honoring their territories.
Totem: Red Wolf spent his every waking hour asking Father why the rain fell, why the mountain stood, why the wind blew… For every question, Father Wolf’s answer was the same. “They do, and it is good. Nothing more need be known.” But Red Wolf was never satisfied with this answer, and to him was awarded the responsibility of watching over humankind and tracking for Father Wolf the effects those creatures unknowingly had on the Shadow Realm. The first Iron Masters won his patronage by arguing their cause and unraveling his riddles, proving their worthiness.
Tribal Ban: Honor Your Territory in All Things
Primary Renown: Cunning
Tribal Gift Lists: Knowledge, Shaping, Technology
So damit hätten wir auch die "Glass Walker". ;)
Ich bin gespannt welcher der letzte Tribe sein wird.
-
Naja. Die klingen ein bischen härter als die Glaswandler, oder?
-
Joa irgendwie schon sind aber bis jetzt der einzige Tribe mit dem Technikaspekt.
Den finde ich aber irgendwie blöd. Kann mir mal wer erklären was Werwölfe mit Technik zu tun haben?
-
Ich wuerde erstmal WtF abwarten... Und aus dieser "Kurzinfo" wuerde ich noch nicht den ganzen Stamm definieren. Die Vampirclans sind auch simpel und so nicht jedermanns Sache, aber erlauben nahezu alle Konzepte irgendwo da "unterzubringen"...
-
Stimmt schon, aber die Kurzbeschreibungen zeigen doch in welche Richtung es geht. Und die Glasswalker fand ich in W:tA schon irgendwie fehl am Platz.
-
Willkommen in der modernen Welt... Seit dem Ende des vorletzten Jahrhunderts ist die Technik nicht mehr von der Welt "wegzudenken". ;D
-
Wer die Stamminfos und die Infos über Werwolf auf Deutsch ahben will guckt hier http://www.feder-und-schwert.com/de/html/weltderdunkelheit.htm
-
Willkommen in der modernen Welt... Seit dem Ende des vorletzten Jahrhunderts ist die Technik nicht mehr von der Welt "wegzudenken". ;D
Die Werwölfe bei W:tA waren aber nicht modern. ;)
Werwölf (das kilschee) an sich kann ich schon nicht mit der Moderne in Verbindung bringen. ;)
Naja warten wir mal ab wie sie in W:tF umgesetzte werden.
-
WtF != WtA
Mehr muss man dazu wohl nicht sagen ;D
-
Selganor machmal bist du echt komisch. ::)
Werwölf (das kilschee) an sich kann ich schon nicht mit der Moderne in Verbindung bringen.
Naja warten wir mal ab wie sie in W:tF umgesetzte werden.
Ich denke ich habe damit deutlich gemacht, das ich da keine Paralleln bis jetzt sehe oder? ::)
-
Ók der letzte Tribe:
torm Lords (Iminir)
The Storm Lords are the alphas among alphas. They try to lead their cousins in the other tribes to do the work that Father Wolf’s death left undone. They know that they must be strong and unyielding in order to live up to their responsibilities, never holding themselves back out of fear, weakness or the worry that their cousins might not approve of their methods. All that matters is doing what’s required without fail and without complaint.
Totem: Winter Wolf, the second oldest spirit child of Father Wolf, minded and protected his brothers and sisters when Father Wolf was otherwise engaged. When Father wolf died he howled in grief but then took up the mantle of leadership as his Father had taught him. The Storm Lords demanded that he show that same responsibility to his half-flesh cousins, and by force of will and strength of sinew they compelled him to agree.
Tribal Ban: Allow No One to Witness or to Tend Your Weakness
Primary Renown: Honor
Tribal Gift Lists: Dominance, Evasion, Weather
Die Anführer. Was ich sehr gut finde ist, das kein Tribe die gleichen Giftlisten hat.
-
Hier mal ein Bericht von jemandem der eine Runde auf dem Con gespielt hat:
Well just got back from playing a WtF adventure at GenCon SoCal and it kicked ass.
A couple things I learned (sorry if this has already been revealed but I'llj post it anyway)
- 5 tribes and 5 auspices (auspices are almostly exactly the same)
- No stepping sideways accept at specific locations called Locusts (aka caerns)
- Spiders are a bad thing
- Werewolves are concerned about protecting their territory and little else.
- Going to Garu (aka crinos) is awsome. You can't do anything but slash, kill destroy maim. It is limited. If you don't have anything to attack and remain in garu there is a good chance you will frenzy. This happened twice doing the adventure.
- Mixed packs are a possible
- Renown still exists but we didn't go into it.
- Primal Urge is now a merit.
- Umbra seemed similar to the old one, at least as far as the penumbra went.
- Werewolves heal one bruise each round but must spend 1 essence to heal lethal. There will be all 5 forms.
- Morality is now harmony and works with something similar to the old litany. So, if you break a werewolf law you make harmony checks.
Finally, the game kicked ass. 13 hours of werewolf goodness.
Diese Runde gibt's etwas ausfuehrlicher unter http://forum.rpg.net/showthread.php?p=3246999#post3246356
-
Klingt ganz nett. Kaufen werde ich es mir, schauen wir mal on ich es auch spiele. ;)
-
Das klärt doch schonmal auf.
Die Idee, dass die Wölfe nicht mehr überall seitwärts steppen können, ist mit Sicherheit sinnvoll. Und auch ansonsten klingt das ganze in Sachen Powerniveau im Vergleich zu Vampiren ausgeglichener.
-
Noch ein paar mehr oder minder sichere Gerüchte vom GenCon:
I attended the sneak peak today at GenCon and I am very excited about this new game!!! We all got a sample copy of the character sheet. We were told that this is not going to be the official one, but it would give us an idea what will be on it. And it has crunchy stuff on it!!!
We still have 5 Auspices. The have different names, but there are still 5. And they do most of the same stuff as before except for Crinos. When entering Crinos, you basically set yourself up for Frenzy. Very bad news for anyone around you. The new Auspices are Hishu, Dalu, Gauru, Urshul and Urhan.
Gnosis is now Essence. Nothing exciting to report there except that you can use 1 per turn to heal lethal damage.
VtR has Humanity, WtF has Harmony. When you reach 0 Harmony... your either totally F*ing insane or dead. Thus making your character unplayable.
There is no Wyrm. There is no Triat. Your role is to attain a balance between the Shadow Realm and the Physical Realm.
You are born a werewolf. You are NOT bitten and made one. That would be like Vampire with fur.
There are no other shapshifters! Repeat... none!
The First Change as they are calling it can happen at any time. Somewhere between puberty and say 75. Very cool in my book!
There is no Stepping Sideways. They realized it was just too powerful. Although... one tribe can do it using one of they're gifts. hehehe
From the description Phillip gave, they have streamlined the game, made it easier to understand from a newbie point of view and made it easier to play! I am totally psyched about this game and can't wait till February!
Thank you White Wolf!!
Dann hörte man noch:
- Werwölfe heilen eine Stufe Schlagschaden die Runde. Tödlicher Schaden wird jede Runde um 1 reduziert.
Ein Werwolf kann einen Essenzpunkt ausgeben, um 1 tödlichen Schaden sofort zu heilen.
Und zu guter Letzt gabs noch diese höchst interessanten Infos:
Gauru Form:
Can be assumed for Stamina + Primalu~Urge turns each scene, +2 turns if it's your Auspice Moon. After that you can only assume it if you frenzy. No word on what happens if you exceed the time limit, but leading theory is automatic frenzy.
If you're not either attacking someone or moving to attack in Gauru form you have to roll Resolve + Composure not to frenzy.
Five Forms:
All forms except for human and wolf form trigger Lunacy, a gift from Luna that affects all mortals. A ritual supposedly exists that can lend resistance to mortals to Lunacy. No details provided on that.
The five forms are Hishu (Human), Dalu (Man-Wolf), Gauru (War-Form), Urshul (?) and Urhan (Wolf).
While Dalu is most analogous to Glabro, current evidence seems to suggest the best way to think about it is to think about as an entirely new form all its own. Dalu is apparently a lot more feral to Glabro ever was and cannot pass for human even in dim light. How it appears apparently varies from werewolf to werewolf as well, akin to the Ananasi Lillith Form. Claws and fangs are also part and parcel to this new form. Details beyond that, I don't know.
No information at all on what Urshul is like, but it's likely analagous to Hispo. No details on capabilities at this time.
Five Auspices:
Each auspice has its own unique ability, the auspices and their abilities are as follows:
Irraka (New Moon) - Think Scout rather then Questioner of the Ways. They have a natural ability to find Loci.
Ithaur (Crescent-Moon) - Shaman, they get an exp reduction to learning rituals. Don't ask me how rituals work.
Elodath (Half-Moon) - Judges, +2 dice to social interaction with spirits.
Cahalith (Gibbous) - Lore Keepers, Tale Spinners, they receive prophetic dreams
Rahu (Full Moon) - Warriors, they can evaluate the strength of an opponent
Im White Wolf Quaterly (auf der HP download-bar) finden sich auch noch ein paar Infos:
- Die Werwolf-Gesellschaft kennt "Lodges", was wohl so die Analogie zu den Blutlinien bei VtR bildet.
- Werwölfen ist es verboten Menschen oder Wolfsfleisch zu essen. Das ist jedoch sehr verführerisch, da diese Nahrungmittel reich an spiritueller Energie sind.
-
Die Veränderungen scheinen drastischer zu sein als bei V:tR.
Insgesamt finde ich das meiste positiv und freue mich auf das Buch.
Das mit dem Menschenfleisch finde ich sehr makaber und wenn es Essence bringen sollte, schwirren mir schon zwei Abenteuer-Ideen durch den Kopf.
-
Ich freue mich auch auf das Werwolf - aber ob ich es kaufen werde, muss ich erst noch anhand des Kontostandes eruieren.
Ich denke, die Veränderungen sind zur Hauptsache zum Positiven hin.
Doug fläzt sich in eine Ecke und beobachtet den Thread weiter.
-
Der Hintergrund scheint in der Tat sehr viel stromlinienförmiger zusein. Dummerweise fielen diesem Prozess all die Dinge zum Opfer, die WtA für mich zur Erste Wahl machten...
-Bei den Stämmen fehlt der ethnische Hintergrund, damit fällt der ganze Themenkomplex Rassismus mehr oder minder flach :q
-Ach, die Breeds sind auch verschwunden: Gaaanz tolle Idee, hey, einen Wolf zu spielen "überfordert" schliesslich auch die meisten Spieler, und überhaupt, wozu soziale Konflikte? :q
Werewolves are concerned about their territorium and little else
Juhuu, schmeissen wir die globale Komponente über Bord, das war eh viel zu viel Verantwortung. Wenn dabei Settings wie dr Amazonas War oder das Ahadi bei draufgehen- egal. :q
There are no other shapshifters! Repeat... none!
Und wieder: Gute Überlegungen und Aspekte verschwinden... wie kann man eigentlich weniger Vielfalt als eine tolle Neuerung ansehen? :q
Mixed packs are a possible
Ja, nur das das überhaupt keine Neuerung darstellt.
Einmal, nur einmal möchte ich, dass mein Skeptizismus sich nicht bewahrheitet.
Thank you White Wolf
-
Das Rassismus (innerhalb der Gruppe um es nochmal zu betonen) wegfaellt ist was schlechtes?
BTW: Der Grund warum die Wolfbreeds weggefallen sind war der dass sie sich jetzt nicht mehr bemuehen muessen irgendeine fadenscheinige Erklaerung zu konstruieren warum es in Ort A oder Land B Werwoelfe gibt obwohl es dort keine Woelfe gibt... Jetzt koennen Werwoelfe ueberall sein wo es Menschen gibt.
Die "Verbreiterung" der Stammeskonzepte finde ich auch gut, zumal die Staemme in WtF wohl eher den Covenants in VtR entsprechen (und Auspice=Clan), denn den Auspice kann man nie wechseln, aber den Stamm schon (das ging ja sogar schon in WtA)
Jetzt sind die Staemme eher "Interessengemenschaften" als "Genetisch gepraegte Zwangsgruppen mit enggefassten Methoden"
-
Ja, das mit dem Sidesteppen gefällt mir auch. Dieses ständige "ich hoppel in die Umbra, wie sieht´s denn da aus?" geht mir als SL manchmal ganz schön auf den Keks... ;)
-
Das Rassismus als Thema wegfällt empfinde ich durchaus als negativ, ja- Der Konflikt zwischen Pure Ones und Wyrmbringers beispielsweise war ein intensiver und tragischer Hintergrund, der das Spiel bereicherte. Die generelle Idee von Stämmen finde ich nicht schlecht, die Durchführung läßt allerdings zu wünschen übrig.
Und wenn man in der südlichen Hemisphäre Bastet, Mokolé und Ajaba hat braucht man da eigentlich keine Werwölfe. Aber da der Genozid des War of Rage anscheinend zu anspruchsvoll für ein Massenpublikum war, nußte man das wohl irgendwie substituieren. Und auch früher hat es keinen Werwolf sonderlich gestört, wenn es in der Gegend keine Wölfe gibt (gestört schon, okay- aber nicht aufgehalten!). Es gab da beispielsweise die Amazone Strike Force...
Jetzt sind die Staemme eher "Interessengemenschaften" als "Genetisch gepraegte Zwangsgruppen mit enggefassten Methoden"
Bei WtA gibt es beides Stämme, die ethnische Wurzeln hatten wie die Wendigo oder die Fianna und Stämme die philosophische Wurzeln hatten, wie die Schadowlords oder die Children of Gaia. Und sonderlich eng gefaßt waren sie nicht- jeder, wirklich jeder Stamm, selbst die Talons war ein Sammelbecken doch teilweise extrem untertschiedlicher Lager und Fraktionen. Kritik, die an der Materie vorbei geht.
Und warum kann man nicht mehr das Vorzeichen wechseln? Was soll das denn? Wieder verlorenes Konfliktpotential...
-
Und warum kann man nicht mehr das Vorzeichen wechseln? Was soll das denn? Wieder verlorenes Konfliktpotential...
Weil sich der Auspice aus der Geburtszeit eines Werwolfs bestimmt... Und die kann man wohl kaum aendern, oder?
-
Ritus der Lossagung
Bei diesem seltenen Ritus lehnt der Garou das Vorzeichen ab, unter dem er geboren wurde, und wählt ein neues. [...] viele Garou betrachten einen solchen "Wendemond"mit Argwohn, [...] als schwere Beleidigung Lunas und vertrauen den Garou, die die ihnen zugewiesene Last nicht zu tragen vermögen nur unter äussersten Vorbehalten.
LossagungEin Garou, der seine vorherige Positiom aufgeben und ein neues Vorzeichen erwählen will, kann das tun. [Er muß jedoch zu erst einen neuen Namen annehmen [...], Manche Ältesten verlangen vielleicht von ihm, daß er erneut einen Ersten Ritus durchmacht [...] Lossagung wirdaus einer ganzen Reihe von Gründen praktiziert:
Manchmal stellt man Kriminelle vor die Wahl zwischen Lossagung und Exil.
Selbsthaß- kann manchmal so intensiv sein, daß der Charakter Lossagung für die einzige Lösung außer Selbstmord hält.
Sinn- und Bedeutungslosigkeit des Lebens können auch zu einem so schwerwiegenen Schritt führen.
Soll ich noch auf die gesellschaftlichen Implikationen eingehen?
In den gut 5 Jahren, in denen ich nun WtA spiele und leite hatten wir insgesamt 3 losgesagte SC (da drunter auch einen meiner Lieblingscharaktere), und so etwas um die 5 losgesagte NSC's. Die Idee, mit dem Namen seine alte Persönlichkeit ab zu legen und als jemand neues wieder zu kehren, finde ich nach wie vor ziemlich cool.
*: Stichwort Selbsthass: Was wurde eigentlich aus Harano?
-
Dazu verweise ich nur nochmal auf folgendes Posting (http://tanelorn.net/index.php?topic=15608.msg300554#msg300554)
Wer WtA will soll bei WtA bleiben ;)
-
Der Hintergrund scheint in der Tat sehr viel stromlinienförmiger zusein. Dummerweise fielen diesem Prozess all die Dinge zum Opfer, die WtA für mich zur Erste Wahl machten...
Fanboy-Alarm! Aber ich sehe schon kommen, dass ich auch so reagieren werde, wenn das neue Magus rauskommt. ~;D
Und warum kann man nicht mehr das Vorzeichen wechseln? Was soll das denn? Wieder verlorenes Konfliktpotential...
Wo steht, dass man das Vorzeichen nicht mehr ändern kann?
-
Die Vermutung kommt auf wenn man Parallelen zu VtR zieht. Kann aber auch durchaus sein dass es doch aenderbar ist... Mal sehen was es ist.
-
Also mir als W:tA Liebhaber gefällt es bis jetzt.
Keine anderen Fera => Supi sind wir den Schrott los...
Stämme keine "Rassen" mehr => Supi endlich keine Sterotypen mehr ducht Tribes/Clans usw.
Keine Breds mehr => supi kannte fast keinen Spieler der es WIRKLICH geschafft hat einen Wolf zu spielen. Metis... habt bei mir nie jemand gespielt.
Kein deuerndes "Ich gehe mal ins Umbra." => finde ich auch gut.
Also mal sehen ob ich meine alte Werewolf-Chronik reaktiviere bzw mal wieder eine leite.
-
Bei Vampire finde ich des gut, die Clans zu reduzieren, weil mich die Clan-Stereotypen eh genervt haben. Bei Werewolf war es ein bisschen anders, weil Werwölfe sich eben auf normale Weise fortpflanzen und dadurch die ethnischen Sachen, familiären Sachen, Tradition usw. einfach viel besser passte. Und das Konfliktpotential durch die Geschichte der einzelnen Tribes, die dann im multikulturellen Schmelztigel der USA aufeinander treffen, das fand ich super. Genau wie Gaia, Weaver, Wyrm, you are a chosen warrior, usw.
Positiv an den Neuerungen finde ich die Sache mit dem Stepping Sideways und dem Crynos. Ok, wir spielen auch jetzt so, dass wir Crynos-Form eigentlich nur im Kampf annehmen. Aber die ständig drohende Frenzy gibt dem Ganzen sicherlich noch mehr Brisanz. Auch die anderen Shapechangers werde ich nicht vermissen. Da ich ohnehin nur mit dem Grundregelwerk spiele, weiß ich nichts über sie und habe sie nie verwendet.
-
An das "There are no other Shapeshifters" glaub ich net. :)
-
Dazu der Developer:
Originally Posted by ESkemp
I liked the Fera just fine for Apocalypse; heaven knows I worked on enough books supporting them (basically every one except the 1st ed. PG, but who's keeping track?).
But although I enjoyed them, that doesn't translate into "missing" them in the world of Forsaken, or being disappointed that we decided not to include them. They just wouldn't fit the new game, and I'd rather not see them in a game where they don't fit than watch them be forced to become much more of a fifth wheel than they were in Werewolf: The Apocalypse, or much less diverse of concept.
-
Ich fand sie schon für W:tA unpassend.
-
...und ueberfluessig.
-
Irgendwie glaub ich's trotzem nicht - ich prophezeie Zusatzbände. 8)
-
Irgendwie glaub ich's trotzem nicht - ich prophezeie Zusatzbände. 8)
Und ich prophezeihe dass diese Baende (wenn sie denn doch kommen sollten) NICHT das "OK" vom aktuellen Line Developer haben ;D
-
So wenn man mal auf das Update von heute nacht schaut:
Nameless
Auspice: Rahu (Full Moon)
Tribe: None (Ghost Wolf)
Using a variety of aliases, the werewolf known as Nameless walks the lonely path of a tribeless Ghost Wolf. Unable or unwilling to bend knee to one of the great tribal totems, Nameless lives a dangerous life as a gun (or claw) for hire. He is neither compassionate nor gentle, and the cold stare of his eyes and the scars on his flesh speak of the hardships of a pack creature going it alone. Some claim that he follows a very personal code of honor, others that he teeters on the edge of the uncontrolled savagery that is becoming a Zi'ir, a so-called Broken Soul. Both stories probably contain an element of truth, and Nameless continues to navigate the contradictions of being an honorable killer and a lone wolf.
Ghost Wolf ist wohl wirklich sowas wie in Ronin.
-
So nächstes Update:
MONDAY 12/20
Get Into Shape — This week we give all you Werewolf fans a holiday present: shapeshifting.
The Basics
The defining facet of a werewolf is the ability to change forms. But unlike their pop-culture echoes, true werewolves can do more than become Lon Chaney-like wolfmen or natural wolves. Just as their spiritual Mother has five forms, so too do werewolves.
To change shape, an Uratha draws on the supernatural power that infuses his body, making his form protean like quicksilver, forcing muscle and sinew into the desired shape. The player rolls Stamina + Survival + Primal Urge, and a success allows the werewolf to change to any shape as an instant action. Instead of rolling the dice, the player can choose to spend one point of Essence (a werewolf’s spiritual “fuel”) for the character to change shape as a reflexive action.
Under a werewolf’s auspice moon, changing shape is always a reflexive action and requires neither a die roll nor an Essence expenditure. Similarly, any werewolf can return to his human form as a reflexive action without die rolls or Essence cost.
All non-human forms provide modifiers to Attributes, Advantages and other character traits. These modifiers are always based on the character’s traits in human form. If a werewolf is knocked unconscious or killed, he immediately reverts to human form.
Hishu — The Human
In this form, the werewolf is indistinguishable from a normal human to casual observation, and even supernatural attempts to detect him for what he is suffer a –2 modifier. Legends about fingers being the same length or eyebrows growing together are false. (Some werewolves display such features, but no more often than normal humans do.) Werewolves are usually lean and healthy-looking in Hishu form. A werewolf in Hishu form may attempt to bite someone just as a human might, but he must first achieve a hold on his target through a grapple.
Traits: No modifiers
Die Idee mit der Mondphase und dem einfachern wechseln find ich gut. Auch das ein Werwolf in Hishu schwer als solcher zu erkennen ist gefällt mir.
-
So nächstes update.
Urhan — The Wolf
This form usually appears to be a normal red or gray wolf, though werewolves born to bloodlines from areas where there are no indigenous wolves might have Urhan forms that resemble other wild canids. Some African-American werewolves, for instance, have Urhan forms that resemble Cape Hunting Dogs. Nevertheless, the Urhan form is that of a wild beast and can only be mistaken for a domestic dog by people who don't know the difference between a feral-looking dog and a wolf. Supernatural attempts to detect an Urhan-form werewolf's true nature incur a –2 penalty. While not equipped to wreak the kind of carnage that other forms can, packs of wolves can bring down prey much larger than themselves, so the potential of the Urhan form in combat shouldn't be overlooked. Urhan-form werewolves inflict lethal damage with a bite. The attack can be made without first having to grapple an opponent. The real advantage to this form lies in its speed and perception, as wolves are superb trackers and can sprint quite effectively when necessary.
Werewolves in Urhan form can communicate with normal wolves, although they must learn to let instinct take over in order to do so effectively. They may also use "wolf-speak" to communicate basic concepts with one another.
Traits: Dexterity +2, Stamina +1, Size –1, Initiative +2, Speed +5, +4 to perception rolls, track by scent
So es verändern sich nicht nur die Attribute sondern auch Size, Speed und Initative. Überraschend ist das ja an sich nicht. Ich hoffe das der Charakterbogen zweiseitig ist wo man die Werte für jede Form reinschreiben kann ...
Und ich fühle mich hier ziemlich alleine wollte ich mal anmerken. :,,(
-
:-* Wir sind ja bei dir.
+4 auf Riechen find ich heftig.
-
Dann ist ja gut. ;D
Naja ist halt nen Wolf, das kann man so stehen lassen.
Heftig finde ich die +2 auf Initative.
-
+4 auf Riechen find ich heftig.
Nicht +4 auf Riechen. +4 auf Wahrnehmungswuerfe UND "Spurenlesen" durch Geruchssinn
-
Hab ich da was verpasst? Es gibt keine "Lupus-WerWölfe" mehr, also, deren natürliche Form der Wolf ist?
-
Und Metis wohl auch nicht mehr... Ja... Dem ist so.
Alle Werwoelfe sind zuerst Menschen, dann kommt das "Werwolf"-Template drauf.
-
Nicht +4 auf Riechen. +4 auf Wahrnehmungswuerfe UND "Spurenlesen" durch Geruchssinn
Mein ich ja. Das andere wär ja harmlos.
Dalu — The Near-Human
Stronger and tougher than Hishu form, but still small enough to barely pass for human, Dalu is many werewolves’ form of choice for brawls involving normal human beings. Dalu adds four to six inches in height and approximately 25-50 pounds of muscle mass to the Hishu form’s size. Body hair thickens and facial hair becomes prominent (noticeable even on women). Facial features become angular and lupine, and fingernail and canine teeth elongate (though neither reaches a length that allows the werewolf to inflict any special damage). Dalu is the only form other than Hishu in which a werewolf can use a Fighting Style Merit.
In poor light, the werewolf simply looks like a large person with unusually angular features, but in plain sight, witnesses can observe the bestial light in the werewolf’s eyes, which can cause harmful effects. A werewolf’s senses also improve in Dalu form. While they don’t approach the keenness of a wolf’s, they enable tracking by scent. The werewolf can speak human languages in this form, but not perfectly. A distinct growl creeps into the voice, garbling words.
Traits: Strength +1, Stamina +1, Manipulation –1, Size +1, Health +2, Speed +1, +2 to perception rolls, track by scent.
Auch schick. Das macht dann +4 Health.
-
Kann sein dass die +2 Health die Summe aus +1 Size und +1 Stamina sind...
Dann will ich die "Kampfform" glaub' ich gar nicht mehr sehen ;)
-
Das ist schon echt heftig ...
Die Kampfform wird übel, nur gut das man da nicht ewig drinn bleiben kann wegen Frenzy.
-
OK. Dann halte ich Health +2 für wahrscheinlicher. Sonst sind die Jungs ja spontan besser als ein Vampir mit Zähigkeit 4.
-
Urshul — The Near-Wolf
In Urshul form, a character becomes a huge wolf ranging from three to five feet at the shoulder and from six to eight feet in length. The head is massive and the shoulders stocky, allowing the Urshul to tear huge hunks of flesh from an enemy. The Urshul has the same coloration as the wolf form. Human speech is impossible, but growls, body movement and emitted scents allow for the communication of quick, simple ideas among a group of werewolves whom the character knows well (i.e., her pack). The claws and teeth of an Urshul-form werewolf inflict lethal damage, and werewolf can use a bite attack without first having to grapple an opponent.
Traits: Strength +2, Dexterity +2, Stamina +2, Manipulation –3, Size +1, Health +3, Initiative +2, Speed +7, +3 to perception rolls, inflict lethal damage, track by scent
Autsch ... zumindest kein schwerheilbaren Schaden... Die Werte sind trotzdem Hammer.
-
Es macht irgendwie niemand schwerheilbaren Schaden ohne spezielle übernatürliche Kräfte. Vampirzähne tun das ja auch nicht mehr.
-
Sicher?
Also die Kampform möchte ich dazu noch abwarten...
-
Die Kampfform ist ja dadurch dass sie nur eine begrenzte Zeit aktiv sein kann schon fast sowas wie eine Power.
-
So 1of3@aera hatte recht:
Gauru — The Wolf-Man
The nightmarish might and ferocity of the Gauru form is a werewolf at his most savage. A werewolf assuming Gauru form gains between two and three feet in height and 200 to 250 pounds of muscle mass. The body is covered in fur that shares coloration with the wolf form, and the head is that of a monstrous wolf, although the Gauru form remains capable of bipedal travel and retains opposable thumbs. The werewolf’s arms elongate and his hands end in wicked claws. A Gauru werewolf is capable of biting a man’s arm clean off with its powerful jaws (and need not make a grapple in order to bite). While not as perceptive as wolf form, Gauru form benefits from increased olfactory and auditory senses.
Gauru form is sometimes called “the war form,” and for good reason. While in Gauru, a werewolf is subject to Rage — a near-frenzied state of mind that both aids and limits him. In addition to the form’s terrible power, the werewolf’s enraged state means she can ignore wound penalties to dice pools until a wound is marked in his rightmost Health box. Until then, he simply doesn’t register pain. Similarly, Stamina rolls to remain conscious aren’t made when a bashing wound is marked in a werewolf’s rightmost Health box
But Rage must be fed. In any turn in which he is in Gauru, a werewolf must attack something (providing an enemy is in reach) or spend the turn traveling to the nearest visible enemy. If the werewolf does anything else while in this form (including using most spirit Gifts), she may succumb to an even more terrible frenzied state called Death Rage. What’s more, the werewolf in this form is actually incapable of any sophisticated Social or Mental tasks other than Intimidation, and she can’t use any sophisticated tools. She can only growl short phrases in human languages.
This terrible state is difficult to maintain, even for a werewolf. Characters can remain in Gauru form for only a number of turns equal to (Hishu) Stamina + Primal Urge. After that time, he can no longer maintain Gauru and must assume another form. If the werewolf is under his auspice moon, he may remain in Gauru somewhat longer.
Once a character leaves Gauru form, he cannot voluntarily assume it again for the remainder of the scene. If he is driven into Death Rage later on in the same scene, however, he automatically assumes Gauru form to unleash his berserk wrath.
Traits: Strength +3, Dexterity +1, Stamina +2, Size +2, Health +4, Initiative +1, Speed +4, Armor 1/1, inflict lethal damage (+1 bonus to claw attacks, +2 to bite attacks), +3 to perception rolls, track by scent
Trotzdem ist das ein Monster. +4 Health macht 11 Level Health bei einen durchschnittlichen Menschen. Armor darf mach auch nicht vergessen, genauso wie Initative...
-
Es wird nur peinlich wenn man schwer verletzt (in Gauru) wieder zurueck in die menschliche Form kommt (oder kommen muss) und dann der Schaden auf einmal "heftiger" wird (weil ja die 4 Heath-Level fehlen) ;)
-
Hab ich da was verpasst? Es gibt keine "Lupus-WerWölfe" mehr, also, deren natürliche Form der Wolf ist?
Ich persönlich finde das sehr gut, das mit den Wolfsgeborenen war mir immer irgendwie...nunja...ihr wisst schon das man als intelligentes (menschliche Intelligenz) Geschlechtsverkehr mit Tieren...ich kann jedenfalls durchaus verstehen warum das wegfällt.
Ich gehe mal schwer davon aus das es auch andere Gestaltwandler geben wird aus folgenden Gründen:
1. Habt Angst vor Spinnen (Zitat von der GenCon)
2. Die Artwork-Previews mit Bildern einer Ananasi und einem Rabengestaltwandler(Roksha?)
Wahrscheinlich fallen die jetzt unter niedere Wesen des Ghostrealm, die man stoppen muss, oder so.
-
Ich persönlich finde das sehr gut, das mit den Wolfsgeborenen war mir immer irgendwie...nunja...ihr wisst schon das man als intelligentes (menschliche Intelligenz) Geschlechtsverkehr mit Tieren...ich kann jedenfalls durchaus verstehen warum das wegfällt.
Ja, das stimmt ja, damit hatte ich persönlich auch meine Mühe. Nichtsdestotrotz war es ja meine schweinische Fantasie, die das Problem entstehen liess. Jüngere Spieler (nach meinen Erfahrungen so zwischen 13-17) kommen gar nicht auf solche Gedanken, und spielen einen solchen Wolf eher wie sie es von ihrem Hund her kennen. Was ja nicht falsch ist! Will jetzt keine Grundsatzdebatte vom Zaun brechen. Ich denke mir einfach, ein "besserer" Rollenspieler als ich hätte aus einem Lupus eine tolle Rollenspielerfahrung machen können, auch wenn die Implikationen politisch unkorrekt sind. Bin da zwiegespalten ... :-\
Ich gehe mal schwer davon aus das es auch andere Gestaltwandler geben wird aus folgenden Gründen:
1. Habt Angst vor Spinnen (Zitat von der GenCon)
2. Die Artwork-Previews mit Bildern einer Ananasi und einem Rabengestaltwandler(Roksha?)
Wahrscheinlich fallen die jetzt unter niedere Wesen des Ghostrealm, die man stoppen muss, oder so.
Diese Wesen des Ghostrealm, wären die dann auch körperlich?
-
Die Spinnen sind auf jeden Fall Geistwesen, die sich gegenseitig fressen und dann größer werden, und keine Gestaltwandler.
Warum glaubt eigentlich niemand Onkel Stefan? ~;D
-
But Rage must be fed. In any turn in which he is in Gauru, a werewolf must attack something (providing an enemy is in reach) or spend the turn traveling to the nearest visible enemy. If the werewolf does anything else while in this form (including using most spirit Gifts), she may succumb to an even more terrible frenzied state called Death Rage. What’s more, the werewolf in this form is actually incapable of any sophisticated Social or Mental tasks other than Intimidation, and she can’t use any sophisticated tools. She can only growl short phrases in human languages.
Tolle Sache... da freut man sich doch wenn man Nightmare 1 hat und so nur einen Erfolg braucht um einem Werwolf im "Kampfrausch" Angst zu machen dass er weglaeuft... Oops... wenn dann niemand da ist den er angreifen kann geraet er ja in Gefahr gleich ganz durchzudrehen >;D
Nosferatu werden bei den Werwoelfen echt nicht beliebt sein ;D
-
Scheint so als waere es auch ohne Metis keine gute Idee Werwoelfe miteinander "zu mischen":
Ethan touched on this at GenCon SoCal. The result of a pregnancy from two Uratha parents is (in the physical world) a miserable labor which produces no material offspring. However, in the spirit world, the offspring is a nasty spirit thing that runs away and becomes a really really nasty problem for the Uratha later on.
-
Das ist das gleiche, was sie schon bei den Mokolé hatten.
-
Wie mir scheint wollen die Alten Hasen den Umsturz der Apocalypse nicht so wirklich.
Jedoch darf nicht Vergessen werden das es bei The Forsaken auch um eine Bestrafung geht. ( Zumindest habe ich das so Verstanden)
Die Regeländerungen sollen das nur Untermauern.
- Ja, und dass aus dem Mund eines Werwolfsfanatikers.
-
Wie mir scheint wollen die Alten Hasen den Umsturz der Apocalypse nicht so wirklich.
Was meinst du damit? ???
-
Habe mal euer Gespräch gelesen und man konnte schon so ein Für und dagegen spüren.( Bezug auf die Alten Hasen )
Also ich finde es nicht gerade berauschend ein Werwolf zu Spielen und dann die Form nicht nutzen zu dürfen ( Begrenzt >:()
Hui die sind jetzt noch Kräftiger. Wie kurz soll den jetzt ein Kampf sein und Krieg machte das Spiel aus. Jetzt hat es was von Geiseln!
-
Odin, du verwirrst mich ... :P
Ich find's einfach nur schade, dass es jetzt Gauru heisst. "Le loup-garou" war wenigstens noch "der Werwolf" auf Französisch. Kann jemand hier genug Franz, um mir zu sagen ob Gauru ev. altes Französisch ist? Dann fänd ich's natürlich vortrefflich! :D
-
Hmmm kann heute eine Kollegin fragen die spricht Lat. Ital. und Franz.
Sorry für die Verwirrung.
Ich bin das auch immer nach einer Unterhaltung wenn ich meinen Worten lausche.
( Blöd grinz)
-
Fuer "normale" Kaempfe werden jetzt die "Zwischenformen" verwendet und nur wenn es wirklich hart auf hart kommt packt man den Gauru/Crinos aus.
Da die Zwischenformen auch Delirium erzeugen (anders als in WtA) macht es jetzt sogar Sinn sich mal darin laenger aufzuhalten.
Nur nochmal zum Verstaendnis (falls du es bisher nicht mitgekriegt hast) die neue WoD ist NICHT die "Fortsetzung" der alten WoD nach Gehenna/Apocalypse/Ascension/Wasauchimmer sondern ein neues (inkompatibles) Regelwerk mit neuem (inkompatiblem) Hintergrund.
Man kann/soll also keine laufenden Kampagnen "umschreiben" sondern einfach einen Neustart machen...
Du "verlierst" also nix, denn du hattest das ja nie vorher (da es im WtF-Universum WtA nie gab)
-
Odin, du verwirrst mich ... :P
Ich find's einfach nur schade, dass es jetzt Gauru heisst.
Gauru ist die Bezeichnung fuer den "Crinos", die Werwoelfe selbst heissen jetzt in ihrer Sprache "Uratha"
Diese Sprache ist wohl fuer WtF komplett neu gemacht worden (und der Developer bezeichnet sich selbst als "Experten" darin).
Ist auch Thema der Teaser dieser Woche:
MONDAY JANUARY 3
Speaking In Tongues: This week we look at the First Tongue, the language of werewolves and spirits.
The First Tongue is the ancient language spoken by all spirits — and, as legend would have it, by all mortals before the fall of Pangaea. Most werewolves have a remedial, instinctive understanding of the First Tongue and can learn greater fluency from any werewolf who knows the tongue or any spirit that agrees to teach. Although the First Tongue dialect that werewolves speak is not quite the same as the spirits’ dialect — it is adapted by necessity to their mouths and throats — it is close enough that spirits and werewolves can easily understand one another.
A First Tongue Lexicon (Part 1):
Hisil: The Shadow Realm, the spiritual reflection of the physical world.
Uratha (oo-RAH-thah): Werewolves.
Uremehir: The First Tongue
Urfarah: Father Wolf
-
Und noch stärker als bei Vampire: the Requiem stelle ich sublimale Parallelen zu Laurell K. Hamiltons Vampir & Werwolf - Stories fest! "Ulfric" war bei ihr der Alpha-Wolf. Ich kann nicht mit dem Finger drauf zeigen, aber irgendwie... ist es möglich, dass deren Geschichten in Übersee so ein Erfolg waren, dass die Developer sich bei ihr bedienen, um noch mehr verkaufen zu können? Oder ist das jetzt schon paranoid?
-
Wahhh
mein schlechtes Englisch.
( Umverzeihung bettelt)
Habe gedacht es wäre die Fortsetzung nach dieser Globalen Katastrophe.
Hmm anderer Standpunkt.....
Sollte mir das nochmal alles durch den Kopf gehen lassen.
Was die Sprache betrifft.
Ist die jetzt komplett erfunden? Indianisch wäre cool gewesen immerhin
Latein war ja in WtA.
-
Also von Uratha auf Ulfric zu kommen scheint mir weit hergeholt. Oder wie kommst du drauf?
@Odin: Ja, komplett neu (wenn auch IIRC aus mehreren "alten" Sprachen zusammengestellt)
Und nein.... WtA war kein Latein. Das war/ist in Ars Magica ;D
-
Hm, "Indianisch" gibt es ja nicht, da hätten sich die Developer für eine von zwei schlechten Varianten entscheiden müssen:
a) man nimmt Suh (Sioux) oder eine beliebige andere Stammesprache und verärgert damit die Anhänger der anderen Stämme (nicht zu vergessen deren Mitglieder)
b) man mischt wild drauflos (wie bei Kindred of the East / Kinder des Lotos mit Japanisch und Chinesisch) und verärgert damit die Puristen (mich zum Beispiel).
Allgemein wollen sie ja von der ethnischen Zugehörigkeit der Werwölfe abrücken, Rassissmussklagen drohen.
Selganor: Ja, das war die Verbindung die ich gesehen hab. Wie gesagt, eindeutig ist es nicht. Markanterweise spricht aber Ms. Hamilton im Vorwort stets von den "Alternate Historians", die ihr geholfen hätten. Klingelt da was bei dir? Du bist da tiefer in der Materie als ich.
-
Lupus Lat= Wolf
Deus ex machina = Was der Herr sagt wird geschehen
hmm also etwas Latein war schon Vorhanden.
Was ist das für eine Magie dingsda sprache? Auch erfunden?
Der letzte Grand Prix hat da echt was los getreten!
-
Ars Magica ist ein Rollenspiel. Es handelt sich quasi um das Vorgänger-Spiel von Magus: Die Erleuchtung.
Für AM gibts hier sogar einen Channel.
In W:tA war sogar eher mehr griechisch als Latein: Philodox, Theurg, Gnosis, Epiphanien.
Gut Umbra & Penumbra sind noch Latein.
"Deus ex machina" dagegen ist tatsächlich ein stehender Begriff im allgemeinen Sprachgebrauch und hat mit deiner Übersetzung eigentlich gar nichts zu tun.
-
Norm sprach gebrauch?
Also ich habe diesen Satz noch nie benutzt.
Bin über ihn gestolpert als ich das Werwolf Regelwerk gelesen habe.
Frage zu Atagonisten. Wer ist der Feind der Gauru?
-
Der mit dem sich der Uratha gerade so sehr angelegt hat dass er in die Kampfform Gauru wechselt...
Nochmal: WtA <-> WtF
Garou - Uratha
Crinos - Gauru
Konkretes zu den "Feinden" der Werwoelfe ist IIRC noch nix gesagt worden (ausser wohl verschiedene "ueble" Geister). Vampire scheinen aber (zumindest nach VtR) nicht mehr der "Pflichtfeind" zu sein...
Deus Ex Machina (http://en.wikipedia.org/wiki/Deus_ex_machina) bedeutet woertlich "Gott aus der Maschine" oder auch eine ploetzlich auftauchende Loesung eines bisher unueberwindlichen Problems. (Mehr unter dem Link zur englischen Wikipedia. Deren Artikel ist etwas ausfuehrlicher als das deutsche Gegenstueck)
-
Die naechsten Teaser:
The First Tongue is available to werewolves in all five of their forms, but to differing degrees. In human form, their mouths cannot clearly form the more challenging growls or subvocalizations, so enunciation isn’t perfect. In the near -human and wolf-man forms, First Tongue speech is much easier. In the near-wolf form, the Uratha can’t use human speech at all but can use First Tongue with limited facility. Finally, in wolf form, Uratha can use the First Tongue somewhat. (Anything more complex than “Follow me” or “Danger ahead” requires a successful Manipulation + Expression roll.)
Lexicon (Part 2):
Hishu (hih-shoo): The human form of a werewolf.
Dalu (dah-loo): The humanlike, yet animalistic form of a werewolf.
Gauru (guh-roo): The half-human, half-wolf war form of a werewolf, which carries with it the burden of Rage.
Urshul (ur-shool): The bestial wolf-like form of a werewolf.
Urhan (ur-hahn): The wolf form.
-
Und noch was vom Developer selbst:
"Gauru" may not be instinctive, but I would bet money that "Guru" — pronounced "guh-roo" or "guhr-oo", in accordance with the "ur" sounds of Urhan, Urshul and Urfarah, and not "goo-roo" like the far more common word — would have caused infinitely more confusion. And the "Garou" spelling wouldn't have fit the First Tongue, nor would a "Garu" variant.
The thing about the First Tongue, though, is that it's largely optional. For people who want to use it a lot, it's there — but the only things for which you really are expected to use First Tongue terms instead of English (or whatever) are the stuff for which English doesn't have convenient terms for anyway, like form names. The word "Uratha" is used throughout the core book, but not nearly as frequently as "werewolf" or "werewolves." The spirit world is called the Hisil, but usually as "the spirit world," "the Shadow Realm" or simply (as most werewolves would be inclined) "the Shadow."
The main issue, of course, is that we wanted all the specialized not-English terminology to come from one place: not a mix of French (Garou, metis), bastardized Latin (Glabro, Crinos, Hispo), less bastardized Latin (homid, lupus), obscure English (Galliard, Ragabash), Gaelic (brugh, fomori), and made-up stuff (Ahroun), to say nothing of the mishmash that was Fera terminology. In a few cases we bent the First Tongue rules to become their own things instead of following the original patterns, mostly when devising mnemonics (like the similarities of the auspice names to the previous auspices); tweaking our own rules to make it easier, not more difficult.
So I stand by the inclusion of the First Tongue over the loaded terminology of W:tA because it gives greater consistency. And as I say, there's maybe a dozen terms that you might use every session, and they're pretty easy to learn; read the book, make a sample character, and use makes it easy. There's more than a dozen terms for people who enjoy using them, of course, but most werewolves aren't going to be casually slipping First Tongue words into ordinary human-talk just to sound exotic.
__________________
Ethan Skemp
WWGS
-
Das sind allerdings gute Argumente. :)
-
Naechster Teil:
Many Uratha see the First Tongue as primarily a convenience for communicating across forms, but werewolves truly utilize it in negotiations with the denizens of the Shadow Realm. The First Tongue is the native tongue of all spirits, so any form of spirit communication (and certainly any diplomacy) takes place in the First Tongue. All werewolves understand enough to figure out whether a spirit is asking a question, making a threat or pleading for mercy, but actual discussion requires greater fluency. At least one dot in the Language Merit (First Tongue) is required.
Lexicon (Part 3):
Cahalunim (kuh-hall-oo-nim): The choir of Lunes tied to the gibbous moon; patron spirits of the Cahalith. Also, the Fertile Choir.
Elunim (ell-oo-nim): The choir of Lunes tied to the half moon; patron spirits of the Elodoth. Also, the Cloven Choir.
Irralunim (ir-rah-loo-nim): The choir of Lunes tied to the new moon; patron spirits of the Irraka. Also, the Moonless or Silent Choir.
Ithalunim (ih-thah-loo-nim): The choir of Lunes tied to the crescent moon; patron spirits of the Ithaeur. Also, the Oracle Choir.
Ralunim (rah-loo-nim): The choir of Lunes tied to the full moon; patron spirits of the Rahu. Also, the Fury Choir.
zur: Chiminage, an offering made to a spirit in order to curry its good will or appease its anger.
-
Jammer
Kann man sich auch vor der First Tongue als SL drücken?
Habe bei WtA auch so wenig wie möglich mit der sprache der Garou gearbeitet.
Oder würde das ein Teil des Spiels, makaber gesagt, "töten"
-
Hat der Developer doch schon geschrieben:
The thing about the First Tongue, though, is that it's largely optional. For people who want to use it a lot, it's there — but the only things for which you really are expected to use First Tongue terms instead of English (or whatever) are the stuff for which English doesn't have convenient terms for anyway, like form names.
-
Naja dann mache ich meinen Spielleiter, DEUS EX MACHINA, es wird norm weiter gesprochen jedoch die Charas reden in ihrer Fantasy Volkssprache.
( Selbst Geissel ) Sehr schwach ich weiß. Jedoch möchten meine Mitspieler etwas Spass haben ohne eine neue Sprache gelernt zu haben. ( Bezug auf die Garou Namensendungen, um Erfahrene Krieger zu ehren, dei schwer Auszusprechen und zu merken waren. )
-
Diese Woche - Auspices:
Moon Matters
This week we look at the auspices of werewolves, the phase of the moon under which they undergo the First Change. This moon sign grants a werewolf special abilities and affinities, as well as signifying the Forsaken’s special connection to Mother Luna. Every day this week, we’ll reveal one of the auspices as well as part of the werewolves’ story of when Mother Luna granted them this gift.
MONDAY JANUARY 10 UPDATE
When our ancestors slew Father Wolf so that a stronger hunter could take his place, they fell to fighting among themselves almost immediately. Each powerful chieftain or alpha vied for the right to inherit the full measure of Father Wolf’s strength and duties. Blood fell on the earth as the fighting grew fiercer, and Mother Luna wept to see it.
Nobody knows how long this lasted, but however long they fought one another instead of the enemies they claimed to oppose, it was too long. We might still be fighting even today, with the world suffering for it all the more, were it not for the descent of the Lunes.
Rahu (The Full Moon, The Warrior)
The Rahu is a howler at the full moon, a reflection of Luna’s warrior face. Rahu take the lead in war, be it quiet war against neighboring packs or open combat against their enemies. Rahu reflect every aspect of the warrior archetype. They are the ravening berserkers and the calculating generals. The two contrasting styles can even be found in the same werewolf. Forsaken warriors pass down lore of combat ranging from Caesar’s battle tactics in Gaul to up-to-the-minute tactical manuals stolen from elite armed forces.
Auspice Ability: Warrior’s Eye. Once per session, a Rahu can attempt to “read” a foe, determining who is the superior warrior. The player rolls Wits + Primal Urge, and success indicates that the werewolf can roughly tell whether the threat is stronger or weaker than he is. An exceptional success grants more understanding of the gap between the two. (“He’s much more powerful than me.”) The warrior’s eye takes into account only those abilities that might affect a direct fight. A werewolf might read a skilled vampire assassin as “weaker,” even though the vampire is much more deadly when it can choose the time of engagement.
-
Naechster Auspice
Why did Mother Luna intervene? We don't know. Nobody can know her mind. Some believe that she acted from benevolence, as a long-suffering but still loving mother. Others say it was self-interest: that we were simply the best choice to keep an eye on the world, and this was the best way to set us to that task. Still others claim that she was obeying some obscure ban of her own, that she walked on the earth only when permitted by some cryptic celestial alignment and that granting us our auspices was merely an afterthought. And some say she did not intervene at all — that the Lunes did not offer blessings, but rather were brought into submission. Nobody will ever know for sure, but such is the nature of our fickle, ever-changing mother.
Cahalith (The Gibbous Moon, The Visionary)
The Cahalith is a storyteller, vision-quester and lorekeeper among the People. If the gibbous moon is "pregnant," the Cahalith who reflect that moon are pregnant with ideas, emotions and creative energy. They are the visionaries of the Forsaken, frequently lost in reveries that echo the distant past or chasing faint glimpses of the future. As the moon waxes toward full, a Cahalith looks to the next night; as it wanes, she glances into the past. Cahalith also know many epic howls and histories.
Auspice Ability: Prophetic Dreams. Once per story, the player may ask the Storyteller for a dream of prophecy, providing some clue about the challenges facing the Cahalith. The Cahalith must sleep for at least four hours in order to dream of the future. The dream is always veiled in symbolism that the character must interpret. In addition, the Cahalith automatically gains one die to any Occult rolls made to interpret omens or solve occult riddles.
Und...schwupps...sind die Barden weg ;D
-
Aller guten Dinge sind drei:
At the behest of Luna, Lunes from the five choirs descended. They told us that although Father Wolf's full power was too great to be held by any single being limited by flesh, each of us could inherit an equal share of his duties. They coaxed forth memories of Father Wolf's five roles — warrior, visionary, judge, wise man and stalker — and the magics that Father Wolf used in each of those roles. From these wisps of memory, the five lunar choirs taught each Uratha to adopt one of Father Wolf's five roles. Luna had seen the First Change of each of this generation of Uratha, and she saw into each werewolf's inner nature, so she knew which of Father Wolf's roles was most appropriate. She promised to give an obvious sign to future generations of Uratha, so that every werewolf would know what his role would be.
Elodoth (The Half Moon, The Walker Between)
Every werewolf's personality changes slightly over the course of the month, but Elodoth feel that ebb and flow more strongly than other auspices do. They take their role as the bridger of gaps very seriously and many spend half their time in each native form, experiment with sexual partners of either gender or otherwise deliberately choose to walk in two worlds. This ever-changing perspective gives Elodoth unique insight into the other auspices. As a result, Elodoth are trusted as judges and arbiters throughout the Forsaken territories and lead negotiations. They are also excellent diplomats where the fickle and hostile spirit world is concerned. Many Elodoth believe they understand Luna better than other Uratha do, so they're the ones most often nominated to stand in judgment over violations of the Oath of the Moon, Luna's sacred law.
Auspice Ability: Spirit Envoy. An Elodoth automatically gains two dice to any Empathy, Expression, Persuasion or Politics roll made to negotiate with spirits. This bonus does not apply to rolls made to threaten or bully spirits. The Elodoth is expected to offer the proper words and appeasement, demonstrating his ability to perceive the issue from the spirit's side as well.
-
Every one of us — save the heretics who call themselves "pure" — experiences his First Change under Luna's watchful eye. The First Change is not only a moment of terrible transformation, but a brief flicker of communion with the lunar choir attuned to the night's moon phase. Those born with the souls of warriors and killers reach their full potential under the full moon, while those with the fortitude to face the maddening trials of the spirit world come into their own while the crescent moon shines.
Ithaeur (The Crescent Moon, The Spirit Master)
The children of the crescent moon are the occultists of the Forsaken, those who learn the secrets of mastery over the spirits. Where an Elodoth sways a spirit with sophisticated reasoning that appeals to its very nature, an Ithaeur decisively binds it through magic or strikes at its ban. Ithaeur cannot walk away from the shadowy terrors of the Shadow Realm, and they strive to master those spirits who would as soon destroy an Uratha as bandy words with it.
Auspice Ability: Ritual Master. Ithaeur purchase the Rituals trait and rites at reduced experience cost.
Mal sehen ob ich den 5. Auspice auch noch posten kann ohne dass jemand was sagt ;)
-
Now the People have the tools and the encouragement to walk the Gauntlet as Father Wolf walked the Border Marches. Luna’s intercession and blessing has kindled a new hope that the Uratha will not always be Forsaken.
Irraka (The New Moon, The Stalker)
When Luna cannot be seen at all, then the Irraka hunt. The Irraka are the scouts and stalkers, the cunning hunters who elude the worst threats only to strike at those threats’ vulnerable spots from behind. They ply their wits socially as well, testing the dedication of other Forsaken to their packs, their tribes and the Oath of the Moon. The Irraka are forever on the boundary, sometimes stalking the borders of their pack’s territory, sometimes wandering the boundaries between Uratha and human society.
Auspice Ability: Pathfinder’s Sense. As scouts for the Forsaken, the Irraka have an easier time recognizing spirit influence. Irraka receive two bonus dice on the roll to look from one world to the next or to perceive ephemeral spirits or on the roll to determine in which direction a locus lies while within its area of influence.
Next Week: Gifts, You Got Me Gifts! — Next week we take a look at the Gifts of the Uratha.
-
Sie haben den Charakterbogen veröffentlicht. Das war das Montagsupdate. ;)
-
Hmmm. War ja ganz interessant:
- Wolfies haben immer noch persönliche Totems oder Rudeltotems.
- Geister haben immer noch Numina.
- Es gibt, wie vermutet, die fünf Rufkategorien, wobei jeweils eine von jedem Stamm und jedem Vorzeichen bevorzugt wird. Ruf hängt wohl auch direkt mit Gaben zusammen.
-
Ich bin mal gespannt wie sich primal urge im Spiel auswirkt.
-
Wohl so wie die Blood Potency bei den Vampiren
-
Ist auf jeden Fall der Widerstandsbonus gegen magische Einflussnahme.
-
So ein erster Blick auf die Gifts:
Gifts From Beyond
The inherent power to change shapes, to walk like a human and run like a wolf, is the key power of any werewolf. But the Uratha have many other abilities, Gifts granted them by those spirits they have convinced of their worth or dominance.
For game-play ease, Gifts are grouped into lists — thematic series of Gifts ranked from • to •••••. Unlike Kindred Disciplines, the earlier Gifts in a list are not requisite to learn later Gifts. Werewolves do have an easier time learning Gifts in lists they have an affinity for (determined by tribe and auspice) and also need to attain sufficient Renown to earn them.
Two-World Eyes (Crescent Moon •)
Although they’re creatures of two worlds, the Uratha can exist fully in only one or the other. They can look from one to the other or cross the boundary that separates them, but doing so is still an all-or-nothing proposition. Ithaeur, however, can peer across the line between worlds without sacrificing their perception of either. In one eye, the werewolf sees the physical world, while in the other eye, she sees what happens in the corresponding area of the Shadow. The eye that sees the world that the werewolf does not currently inhabit films over with the deep indigo of the night sky, lit by pinpoints of starlight.
Cost: None
Dice Pool: Wits + Occult + Wisdom
Action: Instant
Das wirklich interessante ist, das Renown jetzt direkt in den Wurf mit reinspielt. Also nicht mehr nur, wie in W:tA, bestimmt, was für eine Gabe man auf welchen Level haben kann.
-
Wieder ein Update:
Blending (Stealth ••)
An expert hunter knows the value of not being seen. A werewolf with this Gift may "hide in plain sight," blending into her surroundings by remaining motionless, even if she isn't directly behind any cover. Casual observers roll Wits to contest the character's roll as a reflexive action; active searchers contest with Wits + Composure as an instant action. If the werewolf wins the roll, she cannot be distinguished as anything other than a landscape feature. (If a supernatural power of observation is used to find the werewolf, successes rolled to activate that effect must exceed those rolled for this Gift.) Even the slightest movement is recognized by an observer, negating the Gift.
Cost: None
Dice Pool: Wits + Stealth + Cunning (versus Wits + Composure)
Action: Instant or contested
-
Die drei "Pure Tribes" (wohl nur fuer NPCs) sind draussen:
Fire-Touched (Izidakh)
The Fire-Touched are the spiritual leaders of the Pure Tribes, getting their name from the ugly brands on their pelts. They label the Forsaken heretics who venerate Luna when they should have honored Father Wolf. As long as a single descendant of Father Wolf’s murderers remains alive and unrepentant, they say, the bloodstain on their race will never be forgiven. Despite their zealotry, Fire-Touched are happy to accept converts from among the Uratha. Indeed, when they choose to address their prey as a preface to a feud, their words are carefully twisted appeals that can strike doubt into the hearts of the Forsaken.
Totem: The Fire-Touched follow Rabid Wolf, and their Gifts draw on the power of disease and religious conviction.
Tribal Ban: Rabid Wolf’s ban is that he may not let a false statement lie. The Izidakh must challenge lies the moment they are uttered, even if doing so forces them to lose face in front of other werewolves.
Ivory Claws (Tzuumfin)
Where the Fire-Touched rage with passion and fanaticism, the Ivory Claws are almost cold in their fury. They seem to possess the greatest foresight among the Pure and are frequently the ones who make the farthest reaching plans. They are the Pure most prone to maintain some semblance of a human life, though the humans who fall under their power are said to endure dire fates. They are the "purest of the pure" and only those with strong bloodlines rise to positions of power and influence among the Tzuumfin. Power passes hereditarily among them, rather than being based on merit through challenges, as it is with the Forsaken.
Totem: The Ivory Claws follow Silver Wolf, a harsh and haughty purist who will not accept a pledge of service and brotherhood from any werewolf who has served "Luna's weaklings."
Tribal Ban: The Ivory Claws use blood magic of their own to discern a werewolf's lineage. If the recruit descends from the Forsaken, rather than a Pure werewolf, she is not permitted to join the Ivory Claws. Only the "purest of the pure" are granted Silver Wolf's Gifts of blood absolution.
Predator Kings (Ninna Farakh)
The Predator Kings are primitive monsters who vehemently eschew the soft human lives of modern convenience. They routinely hunt down opponents as enormous, ferocious dire wolves, and stand as the most feared warriors of the Pure Tribes. Even their allies give them plenty of room once a fight begins. Unlike the other Pure, the Predator Kings do not hate the Forsaken for the alleged slaying Father Wolf — anything that cannot defend itself has no innate right to live. What the Predator Kings cannot forgive is the loss of the hunter's paradise that was Pangaea. Generally they seem to follow the Ivory Claws' lead, but it's uncertain as to whether the Ivory Claws could actually truly control the Predator Kings if it came to it.
Totem: The Predator Kings follow Dire Wolf, oldest and most savage of the Firstborn.
Tribal Ban: Dire Wolf's ban is that he may not choose to touch anything made by the hand of humans except to destroy it. His children suffer a less stringent ban, but still tend to wear only clothes they have made themselves — often from the skins of prey.
-
Hmmm.
Jetzt stellt sich mir nur noch die Frage: Wo krieg ich den GttPure her?
Ich find die Reinen Stämme eigentlich fast interessanter als die Parias.
-
Wird bestimmt über kurz oder lang nen Splatbook zu den Pure Tribes geben ... ist WW. ;D
-
Ethan Skemp (Developer) zu den Totems:
At every point that the story of Father Wolf and Pangaea is mentioned, it is described with "according to legend" or "the Forsaken say" qualifiers.
A tribal totem is not your friend, nor is it your mommy. It does not love you, and did not stretch out its taloned paw out of mercy and compassion. It had to be bested in order to realize that you were worthy, and it will not coddle you and tell you reassuring things about the universe when you are stricken with doubt. It does not manifest to your pack to deliver pronouncements. It is the Wolf that watches over you so long as you are worthy, that was bound to be the patron of your tribe.
You've read what the tribes had to go through in order to subdue and bind their totems. Red Wolf lies. Destroyer Wolf doesn't nurture. Death Wolf is cold and aloof. And none of them keep manifesting every generation to tell the story all over again so that the latest generation can be freed from doubt. If they were that micro-managing, tribes wouldn't be a matter of choice — but they are. An excellent warrior can join the Iron Masters instead of the Blood Talons, and Fenris-Ur won't step in and try to claim him.
The legend of Father Wolf is one of those things that makes a lot of sense and has a lot of adherents, but is taken on faith by those who choose to take it on faith. It can be reconciled with human religion or interpreted differently. You won't be seeing detailed alternate takes on the legend in the core book, but to be honest, there's a lot of stuff that would have been nice to put in the core book had it been roughly double the size it is. And it's overstuffed right now.
-
Naechste Infos:
Nature of the Beast
This week we reveal some of the most fundamental effects of lycanthropy. Having undergone the First Change, a werewolf stops being a human being and becomes Uratha — let's see just what that means.
MONDAY 1/31 UPDATE
Let's Get Primal — The heart of an ancient predator beast within every werewolf's chest. Her own preternaturally primal nature grants her an inherent bond with the mystical that only absolute neglect and self-indulgence can suppress. The power of the werewolf's spirit half is measured in a trait called Primal Urge, and it compels werewolves in all aspects of their existence. Gaining dots in this advantage indicates a character's rising potency among her own kind and spirits, and it increases the power she can bring to bear through Gifts and rites. She also becomes a formidable warrior, better able to fuse the strengths of spirit and flesh within her own form. Notably, Primal Urge determines how much Essence (the spiritual "fuel" that powers many Gifts) a werewolf can draw upon.
Primal Urge is a double-edged sword, however. All werewolves have some difficulty relating with ordinary humans; their innate predatory nature disturbs and unsettles humans around them. As a werewolf draws on more of her primal nature by increasing her Primal Urge, this unsettling predatory aura increases in strength. All werewolves suffer a penalty to Social rolls made to sway ordinary humans (except through pure intimidation). In addition, as a werewolf's Primal Urge increases, the power of her spirit half begins to exceed the heritage of flesh. A character with Primal Urge of 6 or more becomes subject to Essence bleed — after she spends a certain amount of time in the material world, she loses a point of Essence, and can eventually be driven into a deep sleep.
Klasse: Je hoeher Primal Urge desto "geisterhafter" wird der Werwolf. Gefaellt mir.
-
Ich weiß nicht. Irgendwie steh ich nicht so auf dieses Fleisch-gewordener-Geist-Zeug. :(
-
Als das wurden Werwoelfe aber schon seit WtA1 bezeichnet (nur dass es bisher nie "relevant" wurde)
-
Jetzt wo dus sagst, fällt mir doch glatt auf, was ich an W:tA nie mochte. ~;D
-
Naechster Teil:
Madness, I Say — Human beings have long recognized the power of the moon to inspire them, to cause them to become contemplative, and to drive them mad. The Uratha benefit from a concentrated form of this power derived from their spiritual mother, Luna. This power wraps around a werewolf like a cloak, infecting human observers with the same sort of insanity that causes them to become more violent under the full moon and to forget what the night led them to do.
When a human observer clearly sees a werewolf in Dalu, Gauru or Urshul, or even sees the use of certain clearly supernatural Gifts, he is affected by the Lunacy. He might run in terror, curl up into a catatonic ball or even stand his ground depending on the severity of the exposure and his underlying will. Lunacy is strongest when facing a werewolf in nightmarish Gauru form, but it is never safe for a werewolf to adopt any hybrid form with humans present.
Even photographic records of the Uratha benefit from the protection of Lunacy to a limited degree. Although a snapshot taken of a werewolf in Gauru doesn't frighten anyone who looks at it, most humans simply refuse to believe that the picture could be more than a hoax.
This protection is hardly perfect, however. Willful humans can shake off the Lunacy for a time and are likely to come looking for explanations for what they've seen. Also, other supernatural denizens of the World of Darkness — vampires and things more dangerous still — do not suffer from the Lunacy.
-
Es gibt einen neuen Erscheinungstermin:
"Werewolf Hits the Streets on March 14th
We've gotten final confirmation that Werewolf: The Forsaken will release on Monday, March 14th, 2005. Yes, the book was originally set to release in February, but we needed a couple extra weeks to make sure everything was 100% ready. We also wanted to make sure we got a final delivery date from our printer to make sure we didn't have to change the release day multiple times. March 14th is the day."
-
Talking 'Bout My (re)Generation — Hollywood tells us that only a silver bullet can kill a werewolf. This is not strictly true, but the Uratha can indeed absorb huge amounts of physical punishment without dying. Their bodies quickly rebuild, with even deep gashes and broken bones healing in minutes, leaving no lasting indication. While werewolves can be killed by conventional means, it's much more likely that an assailant simply sees an Uratha slump over and change to human form… and then is unpleasantly surprised when the werewolf flies into frenzy again a moment later.
Werewolf characters regenerate one point of bashing damage per turn. This healing occurs regardless of whether an Uratha rests. She regenerates bashing damage at this rate even in the heat of battle, as an automatic, reflexive action. By spending a point of Essence, the werewolf can choose to regenerate a point of lethal damage instead of a point of bashing. (Uratha who can spend more than one point of Essence per turn, can regenerate more than one point of lethal damage per turn as well.)
Werewolves cannot regenerate aggravated damage (at least no faster than a normal human beings). In addition to certain supernatural attacks, silver weapons also cause aggravated damage to werewolves. Simple contact is not enough — the silver must be made into a weapon (such a bullet or a knife). The Forsaken do not carry silver weapons — doing so is simply an invitation to murder.
-
Nicht viel neues dabei.
Das die Parias keine Silberwaffen tragen ist interessant.
-
Don't Make Me Angry — Death Rage, or Kuruth, is the werewolf at his most savage — ignoring mortal danger, desiring nothing but to feel his prey tear apart under his fangs and claws. Death Rage gets its name not only from the likelihood that the werewolf will kill those around her, but also because it is a loss of self akin to death and because it courts the possibility of dying like a rabid beast instead of as a warrior or hunter. Each Death Rage could be a werewolf's last.
A werewolf loses control of his anger and enters Kuruth when he's provoked beyond the bounds of self-control. This provocation is clearest in life-and-death situations in combat (suffering aggravated damage, for example). The true horror of Kuruth, however, is that it can surface apart from life-or-death situations. For example, a werewolf can be driven into Death Rage by discovering that her boyfriend has been cheating on her, only to come to her senses covered in his blood and torn flesh. The lower a werewolf's Harmony, the less egregious the provocation necessary to tip them over the edge. Those with high Harmony might only be sent into Kuruth by the murder of a loved one, while those who have degenerated could be set off by simple humiliation. Regardless of the stimulus, the player rolls Resolve + Composure for the werewolf to resist giving in.
Upon entering Death Rage, a werewolf automatically assumes Gauru form and remains in that form for as long as the rage lasts. While in the grip of Kuruth, a werewolf attempts to destroy any potential target he can see, friend or foe. This berserk state lasts until the end of the scene or the character suffers a wound in one of his last three Health boxes (when he would normally suffer a wound penalty). At this point, the instinct for self-preservation takes over and is overwhelmed by the instinct to survive at all costs, an instinct that takes the form of pure fear. He runs as quickly as possible away from the source of the trouble, attacking those who get in the way.
Whether he's fighting or fleeing, a character in Death Rage is still subject to all the mechanical benefits of Gauru form. In addition, any attempts to mentally or socially coerce or influence the subject through Gifts, vampire Disciplines, mage spells or other means suffer a –3 penalty. It is exceptionally difficult to direct or halt the overwhelming fury of Kuruth.
Next Week: Nasties — We covered the Pure Tribes last week, but there are other threats facing the Forsaken. Tune in next week to learn more.
-
It's All a Matter of Balance — Werewolves aren't human. Although they're raised with human mores, they find certain ethical credos somewhat counterintuitive. For example, even before her First Change, a werewolf might not consider stealing to be especially criminal. After all, if the owner of the given property wasn't strong or smart enough to protect it, why shouldn't the werewolf take it? On the flip side werewolves often form very close bonds to friends and family, protecting them as a wolf does her packmates, even if the feelings are not mutual.
When the First Change comes, a werewolf suddenly begins to see the world through different eyes. It can seem like pure liberation to some and utter damnation to others. In one case, the werewolf ceases to care about human morays and laws and exults in his bestial nature. In the other, the werewolf feels overcome by those same bloody urges and fears just what moral lines she might cross. In reality, the path toward peace of mind lies in neither extreme, but in balancing wolf and human, spirit and flesh, instinct and reason. It is a tricky line to walk, but all the Forsaken do. This is the path of Harmony.
This credo stresses the need to abide by the laws that the werewolves have set down, to keep Rage in check until it's needed, to honor Luna and the totems (both pack and tribal) and to always protect the pack. It is neither a path of peace nor of unabashed savagery.
Mechanically, Harmony functions much like Morality for human characters (and Humanity for vampires), but the nature of the hierarchy of sins is quite different. The gravest sins include hunting humans or wolves for food, betraying the pack, and murdering another werewolf. Less serious concerns include remaining in one form for prolonged periods, disrespecting a powerful spirit (even an enemy can be respected), or failing to obtain one's own food. Human concerns such as property damage and theft do not appear — and even killing a human must be utterly unjustified to cause a serious moral problem to a werewolf.
-
So. Die ersten Leute haben scheinbar Preview-Exemplare bekommen und ein bischen was fallen lassen.
- Renown is raised through roleplaying, but costs experience (primary renown for your Auspice and Tribe costs new dots x 6, all other costs new dots x 8). You cannot learn gifts of a rank higher than your highest primary renown.
- Lodges are essentially factions within each tribe. They're very similar to Covenants in structure, actually. They are elite social groups, and they have stat-based prerequisites to joining as well. For example, the Lodge of Harbingers (a Bone Shadow lodge) requires its members to have: Cunning or Wisdom •, Athletics ••, and Stealth ••. There's a long description of who the Lodge is open to, and how to get in, and as for benefits? Harbingers may learn Stealth Gifts as though they were tribal Gifts. Also, the player may add three modifier dice to any Persuasion rolls made to deal favorably and peaceably with other Forsaken.
There are multiple lodges listed under each tribe, but only five that get a short writeup in the book... Of those, we get:
The Lodge of Garm - Blood Talons only.
The Lodge of Harbingers - Bone Shadows "only" though members of other tribes can join with special intervention from both Death Wolf and White Hare.
The Lodge of Seasons - Hunters in Darkness generally, though members of other tribes are admitted rarely.
The Lodge of Lightning - Iron Masters. There is debate over whether they will allow other tribes... The current decision is that if a werewolf would be willing to forsake his tribe and join the Iron Masters, the lodge would accept him without question.
The Lodge of Crows - Storm Lords ONLY, and very picky about that, as well.
You cannot start with lodge membership, unless you are specifically playing in a veteran game.
-
Das Verwechslungsproblem WTF - "What the fuck" vs. WTF - "Werwolf: the Forsaken" haben die Entwickler mit einem, na, sagen wir mal, 90% geek pure Kunstgriff gelöst: Das T-Shirt (http://secure1.white-wolf.com/catalog/product_info.php?products_id=617).