Classification: Union // Open

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Activating a DeviceSystemSharedBoS
Activating a WonderSystemSharedBoS
Activating the RelicSystemSharedBoS
Active System AccessSystemSharedBoS
ActivistArchetypeSharedM20
ActivityChartSharedW20
Acute SenseMeritSharedW20, V20
Acute SensesMeritSharedBoS, M20
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Adaptive ProstheticsRoteMageHDYDT
Added Life-Force (Health Levels)RoteMageHDYDT
AddictionFlawSharedBoS, V20, M20
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Addictive BloodMeritSharedLotC
Additional AbilitiesRoteMageHDYDT
Additional DisciplineMeritSharedV20
AdjustmentsProcedureMageTR
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AdvancedPentex SubsidiaryWerewolfBotW
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Air ElementalNPCMageM20
Air ElementalSpiritWerewolfW20
AircraftChartSharedM20
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AlbinoTribeWerewolfW20
AlchemySorcery PathMageSorc
AlchemyPracticeMageM20
Alcohol /Drug ToleranceMeritSharedBoS
Alcohol ToleranceMeritSharedW20
AlertnessAbilitySharedV20, W20, M20
Alien PerfectionMeritSharedLotB, V20
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All that is not Forbidden is PermittedGiftWerewolfBotW
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AlliesBackgroundSharedV20, W20
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Alligator or CrocodileGhoulVampireGaR
Alms to the PoorGiftWerewolfCB
AlphaArchetypeSharedW20
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Alter LilianGiftWerewolfCB
Alter MoodGiftWerewolfCB
Altering CharacteristicsRoteMageHDYDT
Altering PropertiesRoteMageHDYDT
Altering the ElementRoteMageHDYDT
Alternate IdentityBackgroundSharedV20
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AncestorsBackgroundSharedW20
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Ancestral WingsGiftWerewolfCB
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Classification: Union // Open Ref shared/trait/background/ancestors

Ancestors

Background

Shared

Ancestral memory in humans is no more than pseudo-scientific nonsense. To the Garou, who can contact the spirits of their ancestors, it’s a fact of life. Many werewolves carry some of the memories of a distant ancestor; some even allow their forebears to take over their bodies.

Once per game session, the player of a Garou with this Background may roll his Ancestors Background (difficulty 8, or 10 if he’s trying to contact the spirit of a specific ancestor). Each success allows the character to increase any Ability by one for the purposes of a single die roll, even if he has no dots in the Ability — and he doesn’t suffer the penalty for not having the Ability. For example, young Emil, a pure flatlander, must scale an immense cliff to come to the aid

of his embattled pack. Emil has an Ancestors rating of 4 and Athletics 0. He calls on his forebears to guide him, and Emil’s player rolls four dice at difficulty 8. He scores three successes. Emil contacts his great-great-great granduncle Cragtamer, who guides him over the sheer face and over the top. Now the player has an effective Athletics rating of 3 to make his climbing roll. If the Garou had an Athletics rating of 2, then his effective dice pool would be 5. All effects last for the rest of the scene.

While it is more difficult to contact a specific ancestor, successful contact provides either useful advice or precognitive visions at the discretion of the Storyteller.

Botching an Ancestors roll may indicate that the character becomes catatonic for the remainder of the scene as he’s overwhelmed by the memories of thousands of lives. Alternatively, the ancestral spirit refuses to relinquish the body. How long the ancestor stays depends on the Storyteller. • You have brief, hazy visions from the distant past. •• You remember faces and places from past lives just as you remember those of your early childhood. ••• You put names to faces among your ancestors. •••• Ancestors converse with you on a regular basis. ••••• Your ancestors watch your adventures with inter­ est, and they often come to counsel you.

See also 2

Abilities & Attributes

Rules

Referenced by 14

Bestiary

Gifts

Merits & Flaws

Places

Rites & Rituals

Tribes & Fera

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