Classification: Union // Open

Rules

171 records

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Name ▲ Kind Line Source
Abyssal Rituals (Abyss Mysticism)SystemVampireRotB
Access and AlterationSystemSharedBoS
Accessing a FetishSystemSharedBoS
Activating a DeviceSystemSharedBoS
Activating a WonderSystemSharedBoS
Activating the RelicSystemSharedBoS
Active System AccessSystemSharedBoS
African Necromancy (style)SystemVampireRotB
Akhu (Setite Sorcery school)SystemVampireRotB
All the Right SpheresSystemSharedBoS
Appropriate Resonance and SynergySystemSharedBoS
Arete RollSystemSharedBoS
ArtifactsSystemSharedBoS
Attacking Your OpponentSystemSharedBoS
Attribute CategoriesSystemSharedV20, W20, M20
Avoiding CorruptionSystemWerewolfBotW
Aztec Necromancy (style)SystemVampireRotB
BackdoorsSystemSharedBoS
Background /Experience Cost for Crafted WondersSystemSharedBoS
Background /Experience-Point Costs for Charms and GadgetsSystemSharedBoS
Background TraitsSystemSharedBoS
Backgrounds (Kinfolk)SystemSharedKin
Base Quintessence CostSystemSharedBoS
Benefits of GrimoiresSystemSharedBoS
BlockingSystemSharedBoS
Bonus DiceSystemSharedBoS
BotchingSystemSharedBoS
Building the RelicSystemSharedBoS
Canonical ChangesOptional RuleSharedV20
Character Creation ExtrasSystemSharedKin
CharmsSystemSharedBoS
Cleansing the SignatureSystemSharedBoS
Computers as Instruments of FocusSystemSharedBoS
ConcealmentSystemSharedBoS
Corruption and Free WillSystemWerewolfBotW
Cracking /ReversingSystemSharedBoS
Cryptanalysis and CodesSystemSharedBoS
Destroying Someone Else’s WonderSystemSharedBoS
DevicesSystemSharedBoS
DevotionalSystemSharedBoS
Difficulty: Is it Paradoxical?SystemSharedBoS
Disarming Your OpponentSystemSharedBoS
DotsSystemSharedBoS
Eastern Necromancy (style)SystemVampireRotB
ElementalSystemSharedBoS
Employing a TalismanSystemSharedBoS
Enlightened UpgradesSystemSharedBoS
EquipmentSystemSharedKin
ExperienceSystemSharedBoS
FamiliaritySystemSharedBoS
Far from HomeSystemWerewolfCW
FetishesSystemSharedBoS
FetishesSystemSharedKin
FlavorsSystemSharedBoS
Flavors, Descriptions, and SignaturesSystemSharedBoS
Flaw Traits as FlawsSystemSharedBoS
GadgetsSystemSharedBoS
GadgetsSystemSharedBoS
Game SystemsSystemSharedBoS
Game Traits for Child-MagesSystemSharedBoS
GrimoiresSystemSharedBoS
Group CreationSystemSharedBoS
Hedge MagicSystemVampireHH2
Hedge Magic WaysSystemSharedKin
IdentitySystemSharedBoS
Impression and PersonalitySystemSharedBoS
In Farewell, RevelationSystemWerewolfCW
Incompatible Beliefs?SystemVampireRotB
Indulge Your Desires — This is Your WorldSystemWerewolfBotW
Influence on OthersSystemSharedBoS
IntimidationSystemSharedBoS
InventionsSystemSharedBoS
Locking an EffectSystemMageM20
Locus DodgeSystemSharedBoS
Look, Feel, and ConstraintsSystemSharedBoS
MAKING A BASIC BANESystemWerewolfW20
Materials: The Right StuffSystemSharedBoS
MatricesSystemSharedBoS
Merits and Flaws (Kinfolk)SystemSharedKin
Merits or Backgrounds as FeaturesSystemSharedBoS
Metaphysical EchoesSystemSharedBoS
Metaphysical PracticesSystemSharedBoS
Nahuallotl (Setite Sorcery school)SystemVampireRotB
Necromancy Paths and RitualsSystemVampireV20
Numina (Kinfolk)SystemSharedKin
Opening the Window: The Hacker’s Dice PoolSystemSharedBoS
Other EquipmentSystemSharedKin
Paradox and QuietSystemSharedBoS
Paradox, Resonance, and PeriaptsSystemSharedBoS
PeriaptsSystemSharedBoS
Permanent ParadoxSystemSharedBoS
Point Costs for TrinketsSystemSharedBoS
Points and RequisitionsSystemSharedBoS
PoisonsSystemSharedKin
Pooling BackgroundsOptional RuleSharedV20, W20, M20
Potent ResonanceSystemSharedBoS
Practice Makes PerfectSystemSharedBoS
PrimersSystemSharedBoS
PrincipiaeSystemSharedBoS
Programming, Repair, and System ArchitectureSystemSharedBoS
Psychic NuminaSystemVampireHH2
Psychic Phenomena (Kinfolk)SystemSharedKin
Psychological WarfareSystemSharedBoS
Purification: Keeping Things CleanSystemSharedBoS
Quantum ComputersSystemSharedBoS
RearmingSystemSharedBoS
Recharging PeriaptsSystemSharedBoS
RefuelingSystemSharedBoS
Relics, Cybernetics, Biocrafting, and SoulflowersSystemSharedBoS
Reshaping the SpheresSystemSharedBoS
Roleplaying and DescriptionSystemSharedBoS
Sadhana (Setite Sorcery school)SystemVampireRotB
Secret Features or FlawsSystemSharedBoS
Security Software and SysadminsSystemSharedBoS
Sentient WondersSystemSharedBoS
Similar or Opposed EnergiesSystemSharedBoS
Simple UseSystemSharedBoS
Sloppy FilingSystemSharedBoS
Social EngineeringSystemSharedBoS
Soulgems and SoulflowersSystemSharedBoS
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Classification: Union // Open Ref werewolf/rule/system/making-a-basic-bane

MAKING A BASIC BANE

System · Werewolf

Werewolf

See also p. 365-368 for detailed information about spirits when using this simplified guide to creating Banes.

Step One: Nature

Choose a simple negative nature for the Bane. Examples include (but are certainly not limited to): murder, hunger, disease, jealousy, spite, anger, lust, self-loathing, shame, theft, abandonment, humilia­ tion, distrust, fear, and dishonesty.

Step Two: Traits

Divide points between Rage, Gnosis, and Will­ power to represent the Bane’s strengths. For a Gaf­ fling Bane, divide 9 to 18 points between the three categories, depending on how you perceive its relative strength. For a Jaggling Bane, divide 19 to 30 points. Encountering spirits with more than 30 points should be a deadly situation for even the most prepared group of Garou; use caution in matching your players’ char­ acters against such lethal spirits.

If the Bane will be Materializing into the Realm, choose Attributes and Abilities for it using the com­ bined value of Rage, Gnosis and Willpower as the amount for each (12-18 combined Attributes and 12-18 combined Abilities for a Gaffling, etc.).

Step Three: Essence

In general, a Bane’s Essence is roughly equal to the combined value of its Rage, Gnosis, and Willpower; many, however, may have grown significantly more powerful depending on how long and well they’ve been feeding in a certain area (and certain Banes — like Nexus Crawlers — are just unusually powerful). Storytellers may want to double or even triple a Bane’s Essence if it has been feeding in an area without the Garou’s notice for a lengthy period of time.

Step Four: Charms

While Banes may have any Spirit Charm (includ­ ing the special Charms associated with particular Bane Breeds on the following pages), they most often use those specifically suited to their nature (Bane Charms, p. 367). Most have Possession; Corruption is also common.

Step Five: Image

As manifestations of the ideals of negative emo­ tions or actions, Banes’ physical forms reflect their base nature. Create a description which embodies the essence of the emotion your Bane represents. Don’t forget to include auditory and olfactory descriptions; Garou in Hispo or Lupus forms rely on sound and scent as much as or more than they do sight.

start attacking everything in sight again. Bitter Rages are only vulnerable in the Umbra, and are notorious for running away as soon as they are located.

Storytelling Notes: Bitter Rages are the equivalent of a disease, and they seek to cause as much chaos as they can. These Banes prefer to simply cause trouble and leave the Garou they’ve infested to kill everything in sight. Should a Bitter Rage use all of its own power, it can use its host’s own Gnosis to fuel her Rage. Many Galliards tell cautionary tales of encounters with these Banes in order to teach young cubs the dangers of losing control.

See also 5

Bestiary

Spheres

  • Spirit mage/power/sphere/spirit

Tribes & Fera

  • Breeds werewolf/faction/tribe/breeds
  • Lupus werewolf/faction/tribe/lupus
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