House Rules
Click here for Character Generation rules and guide
Spirit Bridges
Each Garou has the ability to make a spirit bridge from one location to another. This is too allow speed of play, so Garou can go from scene to scene. All spirit bridges have to be in the umbra. The difficulty is decided by how well you know a place:
Difficulty 10: You know the place from only a few visits, or you only vaguely remember the place/ Example: Holiday hotel.
Difficulty 9: You have spent over 2 weeks there recently. You know the exact area you are spirit bridging to well.
Difficulty 8: You have spent over a month at the place and can visualise the place in your head. Example: Regular holiday hotel..
Difficulty 7: You have spent a year at the place and you know it very well, including the areas around it. Example: A second home, Family caravan.
Difficulty 6: You have spent well over a year at the place and can easily visualise many areas around the site: Example: Family Home or any point you can visually see from where you stand.
If a botch occurs with a spirit bridge many things could happen. You could spirit bridge into another location, into the ground (fatal), or into the air. The spirit bridge could break, or snap or return you to the same point.
Spirit bridging into a Caern, is usually fatal as well, the Totem will automatically defend the Caern even from Garou it knows. Caern to Caern bridges are called moon bridges and they are much more powerful.
Range - Each success grants you a range of 100 miles. If the bridge won't reach it remains on the same course and the Garou will fly of.
Speed - The longer the bridge, the faster you travel. A 100 mile bridge is crossed in about 10 seconds. It works like an elevator. There is no feeling of movement on a spirit bridge, and no G force.
Requirements - The bridge must be stable at both ends and if moving both points must be moving in relation to each other.
Breaking Spirit Bridges - Any action which causes a bridge to break, causes a 'Umbral Quake', these quakes get the attention of any hostile Wyrm manifestations.
Skillful Garou have managed to master spirit bridge onto other spirit bridges.
Improvements
Each improvement must be called for. What you want to improve must have been rolled within that session. Only under extreme situations or training can an attribute or an ability go to 4 or 5. Rage is not recommended to go beyond 5 until rank 2. The maximum Rage, Gnosis or Willpower can go to is 7, without extreme circumstances. All purchases are made at the end of a session. Any Rites or Gifts will have to be challenged for and bought during the session. Gifts are bought at 5 and 7 per level of Gift (Second edition rules), Rites cost the same as the Level of the Rite.