Custom Content

From RenoWiki
Jump to: navigation, search
A repository for custom game content.

Conditions and Tilts

Agony (Tilt)

Description: The character feels intense pain, above and beyond what's expected for typical physical trauma. The character suffers injury to a vulnerable part of the anatomy, an agonizing toxin, or a terrible illness.
Effect: Reeling with pain, the character must choose between only one of the following options per turn: moving, performing an instant action (including an attack), benefiting from Defense, or performing a reflexive Strength or Dexterity-based physical action (such as resisting an attack or hazard). For instance, a character who moves may not attack or benefit from Defense. Characters suffering Agony may not perform the Dodge action.
Sources: The character suffers the following:
xxxxx• Burns from acids or extreme heat (fire, red-hot surfaces) that inflict lethal damage in excess of Stamina.
xxxxx• Further injury (1 point of damage, bashing or lethal) to an specified target already affected by a personal Tilt such as Blinded or Arm Wrack.
xxxxx• Injury (1 point of damage, bashing or lethal) to a pain point. A pain point is a specified target category that encompasses the liver, genitals, armpits and similar vulnerable areas. Attacks targeting pain points suffer a -5 penalty.
xxxxx• Certain special Fighting Style maneuvers, the Skinner Tell and other circumstances may also impose the Tilt, such as certain insect stings, degloving injuries, or a maneuver that breaks fingers. Consult listed systems or the Storyteller.
Ending the Tilt: After the first turn, roll Resolve + Stamina as a reflexive action, once per turn. The player may spend Willpower to add dice to this roll. Success ends the Tilt, or it fades at the end of the scene.

Depressed (Persistent)

Your character suffers from a mild, chronic form of depression. This is a low-level, persistent sorrow that hinders but does not inherently endanger your life. Social rolls suffer a -2 penalty, and Mental Rolls suffer a -1 Penalty. If you choose to spend a willpower point, the penalty is negated for the current scene.
Possible Sources: Genetics, Supernatural Mental Influence, Drug Abuse
Resolution: Successful treatment (psychiatric or otherwise), mystical intervention
Beat: Fail a roll on which you suffer a penalty

Deranged (Persistent)

You suffer from a chronic, though mild, mental impairment. This could be anything classified as a Mild Derangement in any of the allowed source books.
Possible Sources: Trigger per Derangement
Resolution: Successful treatment (psychiatric or otherwise), mystical intervention.
Beat: Your Derangement activates in a scene.

Distracted

Your character is unable to focus their thoughts and maintain concentration. Double the length of any Extended Actions based on a Mental Skill, and all rolls suffer a -1 penalty.
Possible Sources: Pressing matters, sensory overload
Resolution: Isolate yourself or indulge your Vice.
Beat: Fail to accomplish an extended task.

Insane (Persistent)

You suffer from a chronic, severe, mental illness . This could be anything classified as a Severe Derangement in any of the allowed source books.
Possible Sources: Trigger per Derangement
Resolution: Successful treatment (psychiatric or otherwise), mystical intervention.
Beat: Your Derangement activates in a scene.

Melancholic

Your character has, hopefully briefly, lost the will to live. You suffer all the effects of the Depressed condition and can not Dodge (but can apply defense normally) In addition, you cannot spend willpower, and can never regain more than one willpower per scene.
Possible Sources: The Despond Discipline, Drug Abuse, Mental Illness.
Resolution: An exceptional success on a roll to treat mental illness, suffer lethal damage in excess of stamina.
Beat: Miss an opportunity to gain willpower.

Shamed

Your character is deeply embarrassed by something and it has shaken their confidence. While they feel this way, they doubt themselves. When spending Willpower to increase dice pools or traits, gain one half of the bonus, round up. Resistance traits gain +1, while pools gain 2 dice.
Possible Sources: The Galloi Bloodline Weakness, Dramatic Failure, Persuasion or Intimidation rolls.
Resolution: An exceptional success on any roll.
Beat: N/A

General

Werewolf

Auspicious

When spending a point of Willpower on one of her three auspice specialty Skills, the Uratha adds dice equal to her dots in Auspice Renown, rather than the customary three dice.

Fetishist

Add two dice to rolls to activate or attune fetishes and talens. Additional options for Blood and Bone types drawn from the OP forums.

Blood

Warden

You protect. Territory, packmates, loci. Whatever a Warden swore to protect, you'll sooner walk over their cold, dead body before you harm it. Your character regains a point of Willpower whenever he puts the object of his protection above his well-being or comfort. He regains all spent Willpower whenever he preemptively hunts would be aggressors, or uses Kuruth to ward off the danger to those he protects.

Credit: Ephsy@OnyxPath forums.

Legend

You want to create and live stories about your Hunt, your pack struggles, your life, your fights. You will do everything to make things more interesting and changing mere confrontation with mugging in the back alley in to epic clashing of forces of good versus evil that will go to your own saga. Your character regains a point of Willpower whenever he put needlessly new Condition on the other being, only to make events more interesting. He regains all spent Willpower whenever he declare hunt that is obviously to large to take on only for whim of his story, or uses Kuruth to point how important the now going fight is.

Credit: Ephsy@OnyxPath forums.

In Sheep's Clothing

When you're on the hunt, the prey never thought it would be you who'd fell it. Like an undercover cop, a spy, or just an Ithaeur masquerading as a spirit, you get into your prey's life, turn it upside down, or just kill it when it's most appropriate. Your character regains a point of Willpower whenever he manages to blend into a group to get closer to his prey. He regains spent Willpower whenever he declares a hunt on the whole group, or uses Kuruth in an attempt to take all his marks down.

Credit: Ephsy@OnyxPath forums.

Beta

The Beta wolf desires order. When the pack works like a well-oiled machine, nothing can stand in its way. And to ensure that, every single member of the pack must be operating at their best. The Beta feels their position in the pack is to make this happen. For them, the Pack comes first, before anything. Even themselves. Recover a point of Willpower when you take action to ensure a packmate can perform at the top of her game, while disregarding your personal interests. Your character replenishes all spent Willpower when you puts yourself in mortal danger or fall to Kuruth for the sake of the pack.

Relentless

For you, when the Sacred Hunt begins, that's all that there is. You will not rest until the prey is brought low, until your claws find their mark and the taste of your prey fills your jaws. Regain a point of Willpower when your character disregards his health or safety in favor of continuing the Hunt. Regain all spent Willpower when you deliberately enter Kuruth in a last ditch attempt to finish the Hunt.

Exemplar

More than a role model, you are the exemplification of a werewolf. Be it your Tribe or your Auspice, you take it to its highest calling. When people think of your Auspice or Tribe, you come to mind immediately. Regain one point of Willpower whenever you pursue the Hunt in a way that is stereotypical for your Auspice or Tribe. Regain all Willpower when you do so at the expense of the pack's agreed-upon tactics, or when you eschew the chosen prey mid-hunt because your Tribe's Sacred Prey is also in your sights.

Bone

Adrenaline Junkie

You live for the endorphins of the extreme. The rush you feel when you accomplish something decidedly radical. Your character regains a point of Willpower point when you deliberately risk yourself for your fix. He regains all spent Willpower if the stunt placed his pack or the hunt at risk as well.

Credit: Ephsy@OnyxPath forums.

Maker

You want to leave a mark in the world. You wish to create something of lasting value. Bring together a Protectorate, a Lodge, tend to a growing locus, or maybe, form the next Tribe. Your character regains a point of Willpower whenever he tends to his project to the exclusion of his pack given duties. He regains all spent willpower when he disregards a Hunt in favor of his project.

Credit: Ephsy@OnyxPath forums.

Grifter

You're a con-man, a manipulator and a thief, you play people (or spirits) like fiddles - based on their greed, dishonesty, vanity, opportunism, lust, compassion, credulity, irresponsibility, desperation or naïvety. Your character regains a point of willpower for pulling out a short con (pulled off in a single scene). Alternatively, regain all spent willpower for pulling off a long con (which would have required several scenes for it's set-up), rather than engage into a clear cut hunt.

Credit: Ephsy@OnyxPath forums.

Mediator

The Mediator feels the need to step in and sort out other people's problems. You gain satisfaction in bringing estranged parties together to mutually acceptable agreements. Recover a point of Willpower when you put yourself on the line to resolve a dispute. Recover all Willpower when you abandon the Hunt or go against your pack to sort out other people's issues.

Confidant

You're a good listener, and you don't gossip. Your friends and family are the most important thing in your life, and you want them to be well. Recover a point of Willpower when someone achieves success or overcomes an obstacle as a result of the support you've given. Regain all Willpower when you stick to your guns and lend your support to someone, despite the wishes of your pack or at the expense of the Hunt.

Volunteer

You don't understand the attitude of 'what's in it for me?' or 'that job is beneath me' that a lot of the people around you have. For you, there's a satisfaction in standing up and getting the job done, even if you're not going to get anything out of it. Recover a point of Willpower when you take on a task or duty without any discussion of compensation. Recover all Willpower when you complete a significant task that others balked at, even at the expense of a Hunt.