House Rules

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Contents

General House Rules

Animals

Stats for animals on grid should be drawn from the Wild at Heart resource made available here by Onyx Path. Direct link to the Google Doc posted by OP. This is not ours, do not edit.

Aspirations

At any given time, you should have one (1) Long-Term aspiration - this is something that will take multiple scenes or possibly an entire arc to fulfill. Additionally, a character should have two (2) active Short-Term aspirations. These are goals that either will not take multiple scenes, or are not goals that are meant to be difficult for your character to accomplish over time.

Progressing or fulfilling an aspiration.

When you fulfill an aspiration, it needs to be done on screen or via job. For example, if your aspiration is to meet the County Medical Examiner, this should be roleplayed out. If your aspiration is to discover the ban of Monstro, the spirit of Birds and Knives, this could be handled via a research job.

When an aspiration is fulfilled or significant progress is made towards an aspiration, a Beat is awarded. Progress must be significant - if your aspiration is to become a world class dancer, buying a dot of Expression counts, but if your aspiration is to live forever, waking up in the morning does not. If a short (or long) term aspiration is fulfilled, you may immediately chose a new aspiration. You may also request that an aspiration be abandoned, though this may require a convincing argument. Valid reasons include, but are absolutely not limited to, loss of Integrity/Humanity/Harmony, major IC changes, an aspiration becoming impossible, etc.

Lethal/Aggravated Attacks and Armor

An attack that inflicts lethal or aggravated damage before armor is applied can never be reduced to less than 1 Bashing.

Automatic Damage

Automatic Damage from a fighting merit is set at the type of damage (Aggravated, Lethal, or Bashing) and is not augmented by any powers.

CGen Status Cap

No status may be above 3 out of Character Generation.

Closed Book

Staff oversight is not required for all uses of this merit to contest supernatural powers. If there is question on either side, open a +request. This only applies to social maneuvering tactics which would reveal one's true feelings, motives and position, as per the book.

Dice Rules

The 8-again, 9-again, 10-again, No-Reroll, and Weak modifiers exist on a spectrum from most beneficial to most harmful. If a situation has multiple modifiers, start at 10-again and apply beneficial modifiers, then harmful modifiers to determine how to roll the dice. Should a character have the same modifier from two sources, move to the next most beneficial or harmful modifier.

Grappling

Basic Rules and Clarifications

Grappling is a fundamentally non-lethal and submission-based form of combat, used to gain tactical advantage. Its purpose was never to be used for outright killing. It can be lethal, but it's not meant to be efficient at such. Over time, we have noted the need for some clarifications and house rulings on this controversial style, to bring it back in line with other fighting styles in play.

  • Combat actions taken via the Damage maneuver of a grapple must specifically refer to grappling in the book text, or in the case of some Hurt Locker merits, have 'Grappling' listed as a style tag. For example, Close Quarters Combat: Armored Coffin (
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    ) or Trunk Squeeze (
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    ) would count as viable grappling maneuvers. Boxing or Martial Arts would not be compatible.
  • The Strength + Brawl - Defense roll to establish a grapple does not count as a grappling move in and of itself - effects that augment a grapple do not yet apply.
  • No maneuver may be selected twice in the same round. Period.
  • The Choke maneuver does not function on Vampires or other non-breathing opponents, though it may prevent them from speaking.
  • Any ability that allows the user to do something 'instead of establishing a grapple' denies the user the ability to use Exceptional Successes for additonal maneuvers, because a Grapple was never actually established. (Example: Takedown, CoD 2E, p.62)
  • Attacks that establish a free grapple do not additionally give the ability to add a Clinch Strike. The attack that granted the grapple already resulted in damage being done.
  • An attacker requires empty hands in order to initiate a grapple; they can draw a weapon using the Control Weapon maneuver once the grapple is established. Natural weapons (claws, etc) follow and are subject to the same rules, including being able to be turned against the user via Control Weapon. The only advantage they get is that the user is considered to have empty hands for the purposes of initiating the grapple, and they cannot be disarmed.
  • Only Size 1 or 2 weapons can be used in a grapple. Anything else is simply too large or requires too much leverage.
  • Armored Coffin (CoD 2E, p.61) only applies to general, worn armor. Armor rating gained by innate or supernatural means does not add to dice pools, and cannot be ignored.


Damage

Grappling does damage based on what is stated in the Maneuver. Most grappling moves are based on clinches, squeezes and hitting people with the ground - not your fists, claws or what have you. As such, by and large, any damage done by a grappling maneuver does bashing damage.

Certain grappling maneuvers state that they also do a limited amount of Lethal damage, alongside the Bashing; in these cases the maneuver does however much Lethal is listed. It does not convert all damage done to Lethal.

Effects and ancillary Merits that add additional Bashing damage (Examples: Positional Dominance, Hurt Locker, p.49; Clinch Strike, Hurt Locker, p.53) do just that - they add Bashing, regardless of what kind of damage the user is doing with the 'primary' method of attack. The only exception is if the attacker has a supernatural ability that increases all of their damage to Lethal; no merit will naturally upgrade all damage in such a fashion.

Supernatural abilities that add to damage only increase the base (not additional) damage, unless the user is attacking with a weapon.

Hobbyist Clique

As this Merit has the Prerequisite of 'membership in a clique,' wherein all members have both this Merit and the chosen Skill at
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+, we're going to treat this in the same manner we handle other IC groups (Packs, Coteries, etc). There must be a minimum of three PCs on grid in the 'clique' for this Merit to be viable.

The benefits (specifically, 9-again) do not stack with the bonuses gained from Professional Training.

This Merit only applies to non-combat actions in which you have direct support from at least one other member of the 'clique,' where multiple people can make a meaningful collaborative effort. The easiest way to obtain this support is via physical presence in the scene, but where it makes sense, phone or online support could also be considered sufficient.

The benefits cannot be applied to any activation of supernatural powers (Gifts, Disciplines, Supernatural merits, etc). This is in line with the previously established House Rule for Professional Training.

Street Fighting - Last Ditch Effort

You need only have an injury in one of your last 3 health boxes to use this maneuver, you do not have to actually suffer wound penalties.

Natural Weapons and Fighting Merits

Any merit that does not explicitly strike with a weapon or a given body part can be used with a natural weapon located on the character's head, hands or feet - no tails, teeth, wings, etc. This applies only to merits where the weapon could conceivable apply - having a mouth full of razor sharp teeth does not negate your Iron Skin Merit, but said mouth of teeth is not a valid attack with Martial Arts.

Peacemaker

The Peacemaker Merit, at the 3-dot level, allows for an individual to affect opponents suffering supernaturally-inspired anger, including vampires in frenzy or werewolves in Death Rage. However, as stated in the book, this is a very difficult endeavor. As such, there are limits as to how much impact Peacemaker can have on these supernatural creatures.

Peacemaker will not work against a werewolf in Gauru form (including werewolves who have entered Basu-Im), nor will it impact a vampire in normal frenzy. In these instances, the target is simply too far gone.

Against a frenzied vampire who is Riding the Wave or a werewolf in Wasu-Im, however, there's still a chance to 'talk them down' before they lose themselves completely. As stated in Hurt Locker, these opponents have an additional number of Doors equal to their Supernatural Tolerance traits. In addition, the roll suffers a penalty equal to their Supernatural Tolerance trait - Primal Urge for werewolves, and Blood Potency for vampires.

Professional Training

Professional Training relates only to mundane professions. It is not a supernatural merit, and cannot be taken in supernatural "professions".

The bonuses from Professional Training (9-again, rote, etc) cannot be applied to any activation of supernatural powers (Gifts, Disciplines, Supernatural merits, etc).

The specialties gained from Professional training must be mundane in nature (no power-related specialties, nothing form-related, etc).

Professional Training 5 cannot give Rote to combat actions.

Rote Actions

Rote Actions on Echoes in the Mist obey the following rules:

  • You must spend a Willpower point to gain the Rote quality while in combat, or utilizing the Professional Training perk that grants rote to an Asset Skill (5-dot).
  • Professional Training 5 does not allow Rote Actions to be taken for Combat Skills. These skills can still benefit from lower levels of Professional Training. If taking a Combat Skill as an Asset Skill, please be aware of this limitation.
  • You cannot apply your Defense against any attacks in a turn in which you use Rote Actions. If you previously applied your Defense, you may not use a Rote Action.
  • You may not make a Targeted Attack with a Rote Action or use any maneuvers granted from a Style Merit.
  • The Rote quality gained through Professional Training 5 cannot be applied to supernatural power activation rolls.
  • Rote actions do not stack with X-again on combat or supernatural activation rolls. You only take the better of the bonuses offered.

Social Maneuvering and PCs

The Social Maneuvering systems (Chronicles of Darkness, p. 81) are fully approved and authorized for use on other player characters. If there is ever a dispute, either party may open a +request to staff, and the system will be adjudicated. Per the book, the target is free to suggest an alternative.

Specialties and Area of Expertise

The max you can get from these two, combined, is +4. Whether it's 4 specialties (if you have 4 and the Storyteller agrees they work together), 3 specialties and an Area of Expertise in one of the specs, or 2 specialties and 2 Area of Expertise, or whatever combination your overly-creative brain can dream up, the maximum dice bonus that can be gained is +4.

Stacking Actions

If nobody can explain how the actions would stack in the story, it doesn't work. The player needs to describe an action that brings them together in a way that makes sense to the Storyteller. The Storyteller has final say on what does and doesn't stack in a viable fashion in their scene.

The required equipment or other circumstances for all actions used must be present.

You can't stack actions that penalize one of your character's traits more than once, require you to spend something that cannot be spent more than once per turn (i.e. Willpower) or impose the same disadvantage more than once. Abilities that allow you to retain your Defense do not supersede this rule - you will retain your Defense for use in lessening or negating the damage you take from your opponent on their turn, but it does not allow you to ignore the stacking policy on your own turn.

You can't stack actions that use different dice pools, unless changing the dice pool is a benefit the Merit specifically confers. For example, you can use Fighting Finesse with actions that require Strength + Weaponry, and they'll use Dexterity + Weaponry instead, but you can't combine a Merit that uses Weaponry with one that uses Brawl.

When stacked actions provide the same benefit, the higher of the two apply. In other words, if one maneuver grants +2 bonus dice, and the second grants +1 bonus die, the character is allowed to roll +2 bonus dice. Not +3. All disadvantages apply (though remember that you can't stack actions that impose the same disadvantage twice). When two actions provide the same benefit by different means, they do stack, so for example, the Rote benefit would stack with bonus dice.

Supernatural Merits

There are currently no restrictions on the learning of Supernatural Merits beyond those listed in the text, namely:

  • Only Mortal characters may take Supernatural Merits (no supers, no Ghouls, no Wolf-Blooded).
  • You have to buy the lowest level of the Merit first, and can only raise it to the next level of the Merit after 28 days.
  • The Atariya, Lost Boy and Psychic Vampire templates are considered exclusive and self-contained; if you play a Psychic Vampire, you cannot take Atariya merits, nor can you take 'general' (Psychic) Supernatural merits. Likewise, those of outside templates (Werewolves, Vampires, Psychics, Ghouls and Wolf-Blooded) cannot take merits from these three templates.
  • If you go through a becoming on grid to take another template (Werewolf, Vampire, Ghoul, Wolf-Blooded), you will lose all Supernatural Merits you currently have, and will be refunded the merit points to re-allocate to new merits as you choose under Sanctity of Merits.


Mortal House Rules

Breaking Points

All mortals, even those touched by the supernatural, have a few key psychological components that keep them more or less grounded in their human psyche. As such, the following items are universal breaking points for mortal/+ characters:

  • Murder, either witnessing or participating
  • Torture, including rape, either witnessing or participating
  • Being victimized by a supernatural entity (Including gaining the Scarred Condition, but not Swooning).
  • Coming close to death (a lethal wound in the last 3 boxes or any aggravated damage)
  • Leaving the material world (including entering Twilight - Wolf-Blooded characters receive a +1 to this Breaking Point roll when entering Twilight, specifically, and those with the Shadow Twin Tell receive +3 to the roll).


       If the player desires she might take additional, unique breaking points. These can be generated by answering the questions on page 155-157 of the God-Machine Chronicles, or chosen at character creation. The list below is a sampling of generally appropriate breaking points.

  • Betrayal of a loved one
  • Loss of Control
  • Imprisonment
  • Allowing someone to suffer and not be able to help them
  • Witnessing the suffering of children
  • Using a Supernatural Ability to harm another
  • Using another person for personal gain
  • Losing a loved one



We have a spreadsheet to help make the note. Thanks, Ecliptic!

Mystery Cult Initiation Cap

Mystery Cult Initiation is capped at 3 in Character Generation. It is gained through IC actions.

Outreach, The Group, and Thralls

The leaders of both The Group and Outreach Initiative are no strangers to the supernatural. And, while they accept -- even encourage -- that their members have interests and pursuits outside of their respective organizations, they do expect those to whom they devote resources and time to retain a not-insignificant sense of loyalty and commitment.

In other words, if you've chosen to join Outreach or The Group, your loyalty needs to be to Outreach, or The Group. Make no mistake, the Powers that Be behind the scenes most certainly have ways of detecting when a member's loyalty has shifted.

This is, in essence, the reason why Wolf-Blooded and Ghouls are not accepted into either of these Mystery Cults, despite the fact that they are, technically, minor templates like the rest. Wolf-Blooded characters' commitment will always be to the People, and to their pack, should they join one. Ghouls, meanwhile, would walk through fire for their Domitor and place him or her above all else.

Likewise, Thralls have had their loyalties supernaturally cemented onto a particular Vampire, and thus, would ultimately run into problems with The Group's or Outreach Initiative's leaders. These individuals would be considered 'compromised' at best, and 'grave security threats' at worst.

As such, should members choose to pursue Thralldom, they risk expulsion from their respective Mystery Cult -- or worse, depending upon the Cult and how deeply the character has embedded themselves into the organization.

Professional Training Notes

Please use the following spreadsheet to make your Professional Training +note: Link (Credit goes to Ecliptic, Spreadsheet Queen)

The output will look a little like this:

Profession: Jockey

Asset Skills: Animal Ken, Athletics, Drive

Contacts: Media, High Society

Specialties: Animal Ken.Horses, Drive.Equestrian

Skill Dot: Animal Ken


Atariya House Rules

No RPG System references found.

Lost Boys House Rules

No RPG System references found.

Psychic House Rules

No RPG System references found.

Psychic Vampires House Rules

Euphoric Touch
Only one Euphoric Touch ability may be administered at any one time.

When subjected to the Addicting Touch effect of Euphoric Touch, the target may roll Resolve + Composure to resist gaining the Addicted Condition. Because of the pseudo-supernatural nature of this effect, the target must spend a Willpower point to resist, and does not get +3 dice from the spend.

If they fail this roll, they will be subject to the Addicted Condition with regard to that specific Psychic Vampire's touch. This Condition works in the same way as any other version of Addicted, and grants Beats (and may be Resolved) in the same manner as stated in The God-Machine Chronicles, p. 181. In addition, the target may gain a Beat if they choose to fulfill this Addiction to the detriment of their character's goals (long or short term), or if the Psychic Vampire in question uses it to manipulate, coerce, or otherwise prejudice their character.

Vampires are vulnerable to the effects of this Merit if they are under the effects of Blush of Life. Losing the effects of Blush of Life is not sufficient to break the addiction. The psychological effect persists, unless the Condition is resolved.

IMPORTANT: Under no circumstances can this ability ever be used to force another player into playing out a sexual situation that they do not want. All players have the absolute right to request a scene Fade to Black. Attempts to force the issue will, without exception, result in serious consequences for the reported player.

Nocturnal Supremacy
Due to limitations in our code and questions of balance, this Merit has been changed to the following:

At the 2-dot level, select one of the advantages from the list provided in Hurt Locker, page 103. At the 5-dot level, a second advantage may be chosen, costing an additional dot as originally outlined in the book. The maximum number of Nocturnal Supremacy effects a single character may obtain is two. The chosen advantages must be contained in a +note on the character and approved by staff.

Vampire House Rules

Blood Sorcery

Blood Sorcery is a blanket term to refer to the various dark magics practiced by the vampires of the world of darkness. Most prominently, this includes Cruac and Theban Sorcery. While this is what most vampires know, there are groups and sects and bloodlines that practice their own form of blood sorcery. Here on Echoes, we use the system as laid out in the V:TR 2.0 book, starting on page 150, with a few modifications and clarifications. For the ease of our users, a condensed version (along with differences between here and the book) is reproduced here. Please note that staff reserves the right to add, remove, or adjust Blood Sorcery as we see fit. There's a lot of custom content here, as well as new content coming from Onyx Path.

Learning Blood Sorcery

Blood Sorcery can only be learned by individuals held in good standing by their covenant or group. This means that no new dots of the discipline nor new rites may be purchased unless a vampire has status in their group. If a vampire loses status, they may still use whatever discipline and rites they have, but they may not take new dots in the discipline, nor learn new rites.

Taking new dots in Blood Sorcery requires a teacher with dots in the discipline greater than or equal to the dots to be learned. This does not require drinking blood.

Learning a new dot in a discipline costs 4 experience per dot. Each dot taken allows the sorcerer to learn one new rites. Additional rites may be purchased at a cost of 2 experience per rite.

Rites and Miracles

The Sacrifice

Cruac rituals are paid in blood at a cost of one vitae per dot of the rite. The ritualist burns one vitae to activate the discipline, and then must spill any additional vitae that is needed. This additional vitae need not come from the ritualist themselves.

Theban miracles cost one Willpower and one sacrament. This sacrament is a physical object tied to the ritual itself. The sacrament turns to dust when the ritual is complete.

Other forms of sorcery will have their own sacrifices listed on their pages. There is always a sacrifice.

The Request

Dice Pool
Manipulation + Occult + Crúac or Intelligence + Academics + Theban Sorcery
Action
Extended. Each roll represents 30 minutes of work, cut to 15 minutes if the ritualist possesses more dots in the discipline than the dotes of the ritual. The ritualist may roll a maximum number of times equal to their unmodified skill + discipline. A ritualist stops rolling when the number of successes has been reached.
Roll Results
Failure
The ritualist receives no successes and can abandon the ritual or accept the Stumbled Condition and continue.
Success
The ritual accumulates successes or completes, if the number of successes have been reached.
Exceptional Success
Choose one:
  • Reduce the target number of successes by her dots in the Ritual Discipline.
  • Reduce the time per roll to 15 minutes (or to 5 minutes if she has more dots in the Discipline than the rating of the ritual).
  • Apply the Ecstatic (Crúac) or Raptured (Theban Sorcery) Condition if and when the ritual succeeds.
  • If the exceptional success allows the ritual to reach completion, add your discipline dots to the potency of the ritual.

Ritual Factors

Ritual Potency
Before a ritual begins, the caster may set a target Potency for the ritual. Each point of Potency adds one additional required success onto the number of required successes set in the ritual write up. Unless otherwise specified, Potency is capped by the caster's sorcery Discipline.
Ritual Targets
Unless otherwise specified, the ritual targets one person/place/thing.
Ritual Range
Rituals are effective in the same grid square and any adjacent grid square. Casting outside of sensory range requires sympathetic connection. Some rituals require the caster to touch the target or a specific means of sympathetic connection, and if that is listed in the ritual, the ritual cannot be cast at a distance. Please consult the table on M:TA 1E p. 114-115.
Permanence
A sorceror may cast a ritual to last indefinitely if he knows his system of Blood Sorcery to a level exceeding the dot rating of the ritual to be cast, and if he invests a number of Willpower points equal to the dot rating of the ritual. If the target or subject of said ritual is destroyed, the magic is similarly destroyed. This means that no 5-dot ritual may be made indefinite, although as an example a sorceror with mastery of 4 dots may cast any ritual of 3 dots to become indefinite through the investment of an extra 3 Willpower.

Defense Against the Dark Arts

  • Rituals that target others will note if they are contested or resisted. Contested requires a roll from the target, and resisted subtracts from the caster's dice pool. Contesting is reflexive, and the target will roll each time the ritualist rolls. If the target matches or beats the ritualist, no progress is gained or lost. If the ritualist beats the target's successes, add the difference in successes to the pool of accrued successes.
  • Vampires (and other supernatural beings that have a supernatural advantage) become aware when they are targeted with blood sorcery. This does not reveal what ritual is being done, or who is doing it, simply a bad feeling that something is happening to them.
  • Targets that are conscious or sleeping may spend Willpower to increase the dice pool to Contest by +3, or add a +2 bonus to Resistance.
  • While frenzied, vampires receive +3 to contest and +2 to resist.
  • While the ritual is taking place, the victim increases his blood sympathy to the ritualist by two ranks if he is of the same clan, or gains it at “Thrice Removed” if he is of a different clan.

Rituals

Custom Rituals

The set of rituals on Echoes on the Mist are all those present in the V:TR 2nd Ed book, with the addition of a set of rituals taken from NeoTiamat on the WoD Forums. Rituals can and will be added to the game over time.

We are, however, willing to work with sorcerers to create rituals that can be used for thematic purposes, to progress plots, etc. These rituals will not provide mechanical benefit to any players. If you wish to use such a ritual, please put in a request.

Outreach, The Group, and Thralls

The leaders of both The Group and Outreach Initiative are no strangers to the supernatural. And, while they accept -- even encourage -- that their members have interests and pursuits outside of their respective organizations, they do expect those to whom they devote resources and time to retain a not-insignificant sense of loyalty and commitment.

In other words, if you've chosen to join Outreach or The Group, your loyalty needs to be to Outreach, or The Group. Make no mistake, the Powers that Be behind the scenes most certainly have ways of detecting when a member's loyalty has shifted.

This is, in essence, the reason why Wolf-Blooded and Ghouls are not accepted into either of these Mystery Cults, despite the fact that they are, technically, minor templates like the rest. Wolf-Blooded characters' commitment will always be to the People, and to their pack, should they join one. Ghouls, meanwhile, would walk through fire for their Domitor and place him or her above all else.

Likewise, Thralls have had their loyalties supernaturally cemented onto a particular Vampire, and thus, would ultimately run into problems with The Group's or Outreach Initiative's leaders. These individuals would be considered 'compromised' at best, and 'grave security threats' at worst.

As such, should members choose to pursue Thralldom, they risk expulsion from their respective Mystery Cult -- or worse, depending upon the Cult and how deeply the character has embedded themselves into the organization.

Pack Bond vs Vinculum

For a character belonging to a Pack, who has forged a relationship with the Pack's Totem (via the Pack Bond Merit), any attempt to create a Vinculum must be rolled as a Clash of Wills against the Pack Totem's Resistance + Rank. If the Totem wins then the Vinculum does not activate. This does not offer any extra protection against vitae addiction or being fed on with/against the pack members' consent.

In addition the Totem and vampire are fully aware that such a contest occurred. This does not notify the Pack as a whole that the contest has occurred unless the Totem notifies them, however, if the Pack is inside range when it happens, Pack Awareness may flag the exact moment it happens.

If a Dead Wolf is a member of a Pack already, they may take a Thrall with no contest, as the vampire is already accepted by the Pack. Should the Thrall be abandoned by his or her Regnant for whatever reason, the Totem may elect to break the Vinculum.

Ghouling a member of the Pack (Wolf-Blooded, as Wolves can be bound but not Ghouled), will also result in such a contest of rolls between the vampire doing the deed and the Pack Totem, as it is taking the character out of the Pack dynamic (template change, loss of Werewolf powers).


Ghoul House Rules

Supernatural Resistance
Wolf-Blooded and Ghouls are allowed to purchase this Merit as well.

Werewolf House Rules

Armor and Silver

Armor works for Werewolves as described on page 94 of Chronicles of Darkness, with the following change for silver bullets:

  • Each point of ballistic armor downgrades one point of damage from aggravated to bashing.

Harmony Breaking Points

If you encounter a Breaking Point in game, you must submit a +request to staff with the basic details of what led to the Breaking Point. They will determine any modifiers, and instruct you as to how to roll to the job.

If your character is a participant in a pre-approved Plot in which a Breaking Point occurs, and the log is posted for Staff review, you may be allowed to waive the roll if desired. Staff will, as always, have final say.

We're allowing the following to be used as justification for a Breaking Point toward Spirit for werewolves, owing to the fact that at least one of the breaks listed in the book is simply unfeasible in a MU* setting. To even things out, and because this actually comes into play from time to time, a custom Breaking Point towards Flesh has also been included.

Custom Break to Spirit

Causing significant harm to a packmate (lethal damage in the last three health boxes, Lunacy that results in a failed Breaking Point roll, betrayal of a sort that causes notable social, emotional or physical harm, et cetera).

Note: This breaking point roll may or may not have a modifier depending on severity, at Staff discretion.

Custom Break to Flesh

Abandoning a Sacred Hunt without justifiable cause, or reasonable effort invested into taking down the prey (-1).

Den

This merit is purchased and functions in the same fashion as the Vampire merit "Haven" (Vampire: the Requiem 2nd Edition, p. 112). It requires a preexisting Safe Place to be applied to, and the merit can be shared among members of the Pack. Members of the pack who wish to receive its benefits must have a dot in both Safe Place and in Den.

Fetishes and Talens

Fetishes are handled as Merits, with an Experience cost equal to the number of dots.

Talens will be handled on a case by case basis, and do not carry an Experience cost due to their disposable nature.

Hunter's Aspects

The prey contests the roll with Composure + Primal Urge. If the hunter succeeds, she gives her prey the hunter’s aspect Condition appropriate to her auspice for the rest of the scene. With an exceptional success, it ends after one day per dot of your character’s Primal Urge. This 'time out' resolution does not afford a Beat. A character can only suffer from one hunter’s aspect Condition at once; should she be affected by one, other attempts to inflict a hunter’s aspect fail. Each auspice inflicts a specific hunter’s aspect Condition.

As a reminder, the conditions and corresponding moon phases are as follows:

  • Gibbous: Resigned
  • Half: Isolated
  • New: Unaware
  • Crescent: Mystified
  • Full: Swaggering

Lunacy

Wolf-Blooded characters are immune to the effects of Lunacy. With certain Tells, however, they can inflict it on others.

A character can become a Wolf-Blooded if they are subjected to the effects of Lunacy and dramatically fail their breaking point roll. Players who wish for their characters to become Wolf-Blooded may, as with other rolls, opt to turn a failure into a dramatic failure.

At no point can turning Wolf-Blooded be forced on another PC. Even on a dramatic failure, if the player of the affected character does not wish to change templates, they may speak with staff and another solution can be worked out.

Pack Awareness

Werewolves in a pack cannot hide their presence from their pack members. The spiritual bonds of a pack are too strong to simply dismiss or conceal at will; the only way to do so is to separate from the pack in question.

Pack Bond vs Vinculum

For a character belonging to a Pack, who has forged a relationship with the Pack's Totem (via the Pack Bond Merit), any attempt to create a Vinculum must be rolled as a Clash of Wills against the Pack Totem's Resistance + Rank. If the Totem wins then the Vinculum does not activate. This does not offer any extra protection against vitae addiction or being fed on with/against the pack members' consent.

In addition the Totem and vampire are fully aware that such a contest occurred. This does not notify the Pack as a whole that the contest has occurred unless the Totem notifies them, however, if the Pack is inside range when it happens, Pack Awareness may flag the exact moment it happens.

If a Dead Wolf is a member of a Pack already, they may take a Thrall with no contest, as the vampire is already accepted by the Pack. Should the Thrall be abandoned by his or her Regnant for whatever reason, the Totem may elect to break the Vinculum.

Ghouling a member of the Pack (Wolf-Blooded, as Wolves can be bound but not Ghouled), will also result in such a contest of rolls between the vampire doing the deed and the Pack Totem, as it is taking the character out of the Pack dynamic (template change, loss of Werewolf powers).

Raising Renown


Renown is one of the few stats on Echoes that requires some additional legwork to raise. Renown is branded onto a character by the spirits in recognition for their deeds; by its very definition, it's the fame you've earned both among the spirits and other Uratha, and the brands glow in the Hisil and can be sensed instinctively by other werewolves, to ensure it. It doesn't simply spring out of nowhere because you've got a few extra Experience points laying around, your character had to do something in order to obtain it.

As far as 'bang for your buck' stats, Renown is also one of the most valuable that exists in the system. It grants a free Facet in one of your Gifts. It determines your Honorary Rank, which determines how the spirits behave toward you -- and in Portland, there are many. It also has status implications among the People: "The Low Honor the High, the High Respect the Low." Where fetishes come into play, per Echoes' rules, a character's Honorary Rank even determines whether or not a ritualist can create one without the need for a Staff- or player-run plot. And, perhaps most critically, a character's dots in Renown are often added to rolls, as additional dice. A huge advantage, there.

What does this all mean? On Echoes, Renown cannot be simply bought outright like other Experience spends, but must be supported by a character's IC deeds. We are well aware that requiring justification for stat advancements is, traditionally, an unpopular policy to enact. However, in this particular case, we don't see much of a way around it -- at the very least, a player should know what their character did to earn their Renown brands, and staff should as well. It helps us plot. It helps us determine how spirit NPCs behave toward that character. It's vital information.

So, after careful deliberation and intense discussion, the following policy has been put into place.

Official Policy

When raising Renown on Echoes in the Mist, a player may choose one of two justification methods - Thorough, or Minimal.

Thorough Justification
This method entails work. Deeds performed in one or more Staff- or player-run plots and/or 'off-screen' actions handled through +requests, as well as a lengthy narrative write-up of your Renown and how it was achieved in a +note on your character.
  • Wait time is waived.
Minimal Justification
A brief +note on your character with basic information (a sentence or two) on how you achieved this level of recognition.
  • Wait time is <Current Level> in Months.

Rough Guideline to Levels

To assist in determining what kinds of deeds qualify a character for each level of Renown, we've borrowed a page from the Mind's Eye Society's guidelines on the subject.

1st Dot
Keeping Your Nose Clean
Barring sheer stupidity or recalcitrance, the first dot of any Renown should be almost trivial for a character to achieve after a few months. Service to a pack, not treading on the wrong toes, doing your Auspice's job, not breaking the Oath of the Moon, and so forth. Look at the Base Expectations under each category, and be sure to abide by those rules.
2nd Dot
In the Line of Duty
A character should be able to pick up the second level of Renown for putting significant effort in, or service over time. It doesn't need to have taken a spectacular amount of risk, but it does need the Uratha to have gone out of their way.
3rd Dot
Tales of Note
This level of recognition is for Uratha who've put their neck on the block, or put in work that's taken months to complete. If the second level of Renown counts as an Uratha "Employee of the Month," then this is "Employee of the Year."
4th Dot
Big Damn Heroics
Risky and potentially suicidal stuff starts here; you could get Rank 3 Renown with sheer courage or commitment, but if it took ability and smarts, it belongs here.
5th Dot
LEGEN...wait for it...DARY
If you tell newbies about this and their jaw drops or they don't believe you, it might well qualify for this. This is the stuff that heroes get to pull off maybe once in their lives.

Guidelines by Renown Category

Each of the following expandable sections contains examples of the kinds of deeds a character can perform to gain Renown, separated by Renown type.

Cunning

Base Expectations

Keep the People hidden from the Herd. Don't blunder into danger. Be flexible; don't be a slave to the rules when the rules don't work. Don't be gullible; stay sceptical of your enemies' words.

In Lieu of Honor

Any act that qualifies for Honor, but which was performed without the knowledge of anyone but your accomplices (and the Lunes) may be claimed as Cunning, at one point less than the original Honor award.
  • Planting false leads that lead two feuding packs to unite in the face of a greater threat.
  • Tricking a traitor into revealing themselves, without tipping your hand.
  • Quietly eliminating a threat to the People without anyone noticing that the threat existed.

Human Identity

1 Cunning Renown
Maintaining a human identity for a month without alerting the Herd.
2 Cunning Renown
Maintaining a human identity for a year without alerting the Herd.
3 Cunning Renown
Maintaining a high-profile human identity (for example, with hefty amounts of Allies, Status, Contacts or even Fame) for a year without alerting the Herd.

Concealment

1 Cunning Renown
Deflecting the investigations of well-prepared human 'hunters' from your Pack.
2 Cunning Renown
Hiding a Locus in plain sight of the Herd for three moons without incident.
2 Cunning Renown
Permanently deflecting the investigations of well-prepared human 'hunters' from local Uratha.
3 Cunning Renown
Permanently deflecting the investigations of well-prepared human 'hunters' from the People, generally.

Reconnaissance and Stealth

1 Cunning Renown
Sneaking through territory held by antagonistic Uratha on foot without being discovered.
1 Cunning Renown
Sneaking through territory held by very dangerous Spirits in the Hisil without being discovered.
2 Cunning Renown
Sneaking through territory held by the Pure or Bale Hounds on foot without being discovered.
Possible Modifiers
+1 Cunning Renown
The territory is vast (An entire city, county, region).
+1 Cunning Renown
You weren't just passing through, you lived there for over a month.
+1 Cunning Renown
You did it by masquerading as one of their own.
+1 Cunning Renown
...and they checked you for credentials, but were still fooled.
+1 Cunning Renown
...and you brought back strategic information to the Uratha.

Theft

Stealing an item or evidence important to the Uratha:

0 Cunning Renown
From an unsuspecting human.
0 Cunning Renown
From other Forsaken.
1 Cunning Renown
From the Pure.
2 Cunning Renown
From the other supernatural creatures (the Hosts, Mages, powerful spirits).
Possible Modifiers
+1 Cunning Renown
Theft is from a well-guarded location (e.g. museum, bank vault, fortress).
+1 Cunning Renown
Theft is from a supernaturally-guarded location (e.g. Locus held by the Pure, Azlu nest, Mage's Sanctum).
+1 Cunning Renown
Theft by entirely social or verbal means (e.g. confidence trickery, impersonation).
+1 Cunning Renown
The object stolen is a living person, or large and immobile.
+1 Cunning Renown
Apart from you and your accomplices (and the Lunes, obviously), nobody has a clue who to blame, or how it happened.
+1 Cunning Renown
They knew you were coming for it.
-2 Cunning Renown
Theft is entirely for personal gain or amusement.
-1 Cunning Renown
Theft helps the local Uratha, but not directly (such as stealing money to improve your Territory).

Assassination

Renown is as per Theft above, but the +1 modifier for the subject being a living being never applies.

Glory

Base Expectations

Fear not death. Remember the past's glories, and learn from them. Fight the battles that need to be fought, not the ones that don't matter.

In Lieu of Other Renown

Any act that qualifies for another category of Renown, but which clearly put you in harm's way may be claimed as Glory, at one point less than the original award in the other category.
  • Assassinating someone who puts up a good fight.
  • Participating in a challenge that involves a chance of injury or death.
  • Evicting well-matched Pure or Spirits from their territories by force.
  • Surviving a potentially lethal curse whilst in the pursuit of knowledge.

Survival

1 Glory Renown
Surviving incapacitation by Lethal wounds.
2 Glory Renown
Surviving incapacitation by Aggravated wounds.

Vanquishing Your Foes

Defeating the following as part of your pack:

0 Glory Renown
A Spirit-Urged, Shartha-possessed or Ridden human, a reasonably combative human.
1 Glory Renown
A Hursih, a Spirit-Claimed human, a fully transformed hybrid Shartha.
2 Glory Renown
A Hursah
3 Glory Renown
An Ensih
4 Glory Renown
An Ensah, a pack of the Pure.
5 Glory Renown
A Dihir, Idigam, multiple packs of Pure.
Possible Modifiers
+1 Glory Renown
...and it was an unusually nasty one, at that.
+1 Glory Renown
...and it was using its (comparably nasty) minions as protection.
+1 Glory Renown
...and you were outnumbered by at least three to one.
+1 Glory Renown
...and they were armed with silver.
+1 Glory Renown
...and you took time to dedicate this fight to your Pack, Tribe, Totem or some other worthy example.
+1 Glory Renown
...but actually, you were by yourself at the time.
-1 Glory Renown
...come to think of it, there were hordes of you.

Honor

Base Expectations

Say what you mean, and mean what you say. Do as you said you would. Face up to your mistakes and admit your guilt. Honor your pacts and bans. Make sure the guilty are punished fairly. Negotiate with spirits rather than binding, compelling or destroying them.

In Lieu of Glory

An act which qualifies for Glory Renown which doesn't benefit you directly, and for which you ask for no recompense or favour may be claimed as Honor Renown, at one point less than the equivalent Glory award.
  • Helping another pack from well beyond your territory vanquish a particularly nasty foe.
  • Selflessly taking a sniper's bullet for another Uratha.

Mediation

1 Honor Renown
Finding a peaceful resolution to a dispute that has either come to blows between Uratha, or inevitably would if someone hadn't stepped in.
2 Honor Renown
...between packs.
3 Honor Renown
...involving an entire Lodge.
4 Honor Renown
...between entire Tribes.
4 Honor Renown
...between the Pure and the Forsaken.
4 Honor Renown
...between the Forsaken and a spirit of Dihir rank or above.
Possible Modifiers
+1 Honor Renown
...and your faction clearly comes out well ahead in the deal.

Challenges

1 Honor Renown
Setting and/or adjudicating a formal challenge between two Uratha.
1 Honor Renown
Participating in a just and non-trivial challenge, win or lose.
Possible Modifiers
Cancels any Honor Renown
...in a self-serving manner.
+1 Honor Renown
...with a devotion to tradition and formality that goes far beyond lip service.
+1 Honor Renown
...and the stakes of the challenge involve the Territory of at least three packs (e.g. an entire Grid District).
+2 Honor Renown
...and the stakes of the challenge involve vast swathes of Territory (e.g. an entire Grid Region).

Diplomacy

You've been greeted as a friend in the territories of at least...

1 Honor Renown
...three other existing packs (which must consist of players' characters).
2 Honor Renown
...actually, make that five packs.
3 Honor Renown
...actually, make that every pack in the city.
4 Honor Renown
...actually, make that every pack in the city, and the local vampire leaders.
Possible Modifiers
+1 Honor Renown
...and you've been given the right to pass unchallenged by them.

Duty

1 Honor Renown
Carrying out a month's sentry duty for a superior pack or Uratha.
2 Honor Renown
...and had to fight.

Investigation

2 Honor Renown
Finding a serious, insidious threat to the Forsaken.
3 Honor Renown
Finding a deadly traitor in the midst of the Forsaken, such as a spy for the Pure or Bale Hounds.
Possible Modifiers
+1 Honor Renown
...and this leads you to an even more dangerous threat, or better information about enemies of the People.

Territory

0 Honor Renown
Your pack holds a reasonable amount of territory, constantly, for a year.
1 Honor Renown
...and there's at least one Locus in it.
Possible Modifiers
+1 Honor Renown
...and your territory is on the front line of a war with enemies of the People.
+1 Honor Renown
...although actually you don't have a pack - you did it single-handedly.
-1 Honor Renown
...but you've had to briefly retreat before reclaiming it.
-1 Honor Renown
...but you needed the help of other packs to keep it.

Purity

Base Expectations

You have a savage nature, but you should be expected to keep a lid on your Rage until it's needed. Abide by the precepts of Harmony and the Oath of the Moon.

In Lieu of Honor

An act which qualifies for Honor Renown, but has an outcome which in no way affects you or your pack may be claimed as Purity Renown, at one point less than the equivalent Honor award.
  • Mediating between two packs that don't live near or otherwise concern you.
  • Adjudicating a challenge between two Uratha who you normally wouldn't interact with, and claim no further favors from.

Conquest

2 Purity Renown
Your pack claims significant territory from hostile spirits.
3 Purity Renown
Your pack routs an entire pack of the Pure from their territory.
Possible Modifiers
+1 Purity Renown
...and you give it to another pack of Forsaken who are capable of holding it.

Ecology

1 Purity Renown
Attempts were made to despoil your pack's territory, but you stopped them.
Possible Modifiers
+1 Purity Renown
...and your pack's territory is unusually vast.
+1 Purity Renown
...and you needed no other pack's assistance.

Hunts

1 Purity Renown
Participating in the hunt for a sworn enemy of the Forsaken.
2 Purity Renown
...that was composed of at least three packs.
Possible Modifiers
+1 Purity Renown
...and you led it.
+1 Purity Renown
...and the hunt continued for at least three days without rest.
+1 Purity Renown
...and the hunt continued for at least a week (although you did stop to rest occasionally).
+1 Purity Renown
...and ended over a hundred miles from where it started (on foot, all the way).

Pack

1 Purity Renown
Being part of a pack for at least three months.
2 Purity Renown
...for at least a year.

Self-Restraint

1 Purity Renown
Resisting Death Rage due to wounds.
2 Purity Renown
Resisting Death Rage due to betrayal.
3 Purity Renown
Resisting Death Rage due to betrayal of a packmate.

Tur

2 Purity Renown
Guarding and maintaining a Tur for a year.
3 Purity Renown
Assisting in the creation of a new Tur that lasts for at least a year.
Possible Modifiers
+1 Purity Renown
...which is used as neutral ground by several mutually hostile packs during that time.
+1 Purity Renown
...without its peace ever being violated by hostile packs.
+1 Purity Renown
...single-handedly (i.e. by one Uratha, without the help of a pack).

Wisdom

Base Expectations

Expect to keep learning, but don't take what you see for granted. Learn from your mistakes.

Using Rites

Wisdom Renown equal to the rank of the spirit bound.
Binding a dangerous or hostile spirit.
1 Wisdom Renown
Lead a Siskur Dah rite.
2 Wisdom Renown
Perform the Great Hunt rite.

Research

Wisdom Renown equal to the rank of the spirit researched.
Uncovering the (previously unknown) Ban of a spirit, and making good use of that knowledge.
Staff's Call.
Uncovering important ancient lore of the People.

Sacred Places

2 Wisdom Renown
Securing a Locus or Glade that was once lost or abandoned.
2 Wisdom Renown
Discovering a previously unknown Locus or Glade.
Wisdom Renown equal to the Locus' new level, minus one.
Holding and maintaining a Locus such that it permanently increases in power.
2 Wisdom Renown
Finding an undiscovered Glade, Wound or other similarly important place in the Hisil.
3 Wisdom Renown
...and spreading that knowledge widely amongst the People.
Possible Modifiers
+1 Wisdom Renown
...and the Locus you found is significantly powerful (level 4 or above).

Tuition

2 Wisdom Renown
Passing vital strategic or historical knowledge to other packs for no reward.
Wisdom Renown equal to the highest rite's level, minus one.
Teaching rites to at least three other people.
Wisdom Renown equal to the level of the highest rite passed on, or 3 Wisdom Renown if no rites were taught.
Doing nothing for three moons besides tutoring other Uratha.

Rite Customization

Players may may choose to interpret the way their characters perform a Rite as they see fit, so long as they include all of the Symbols listed in the description of the Rite. Mechanically, this means that the dice pool for a Rite is always an Attribute + Skill chosen by the ritemaster.

While this option is in place, it is not a requirement by any means. If you do not have a +note set under the Rites category with your dice pool for a Rite, it will be assumed you have chosen to use the example dice pool from the Rite description in the book. Also note, when roleplaying and designing a Rite: failure to incorporate all of a Rite's Symbols results in an automatic Dramatic Failure.

Sometimes, the +note itself can be the trickiest part. We've decided to simplify it some, by setting up a form that generates the necessary +note code for you. It is located here.

Totem Merit

Totems have several house rules applied to them, detailed on the Totem Creation page.

Werewolves

All Uratha gain 1 free dot in the Totem merit. This is granted during character creation, and is not counted against the 10 starting merit points.

Wolf-Blooded

Wolf-Blooded must have the Pack Bond merit to purchase Totem dots and be connected to it. They do not, like their Uratha cousins, receive a free dot.

Wolf-Blooded retainers are considered "supporting" (p.91) and may only contribute one dot to the totem.

Vampires and Humans

While you may consider them a part of your pack (with your totem's approval), they are not bonded with the totem - the exception to this being Dead Wolves with the Pack Bond merit. All packmates still receive a totem's blessings, however, so long as they meet the prerequisites.

Unlocking Shadow Gifts

Shadow Gifts are learned from appropriate spirits through coaxing, coercion, or bargaining. A rare few manage to trick or dupe spirits into granting gifts. "Once the spirit agrees to bestow a Gift, it physically tears the symbol into the recipient."

  • Unlocking a non-affinity Gift through these methods requires a PrP run for this purpose specifically.

Others force a spirit to comply with the Rite of the Sacred Hunt.

  • Unlocking a non-affinity Gift through the Siskur-Dah can be done in a PrP specifically for this purpose, or added onto a Hunt's PrP (must be logged) with the ST's permission.

If a player participates in a plot that offers a Gift unlock, but does not have the Experience points necessary to purchase the unlock immediately, we allow 'banking' of the unlock for a period of up to one month from the date of the PrP. A +request for this must be submitted, so that staff can properly document the credited unlock. If one month passes before the player applies Experience toward the Gift unlock, they will need to participate in a 'fresh' PrP in order to open the Gift.

Wolf-Blooded and Talens

Only werewolves may use fetishes, as is written in the Second Edition book and confirmed by Onyx Path.

Just as they are able to serve as ritemasters for Pack Rites, Wolf-Blooded characters with the Horse, Spirit Double or Waystone Tells are more attuned to the spirit and are thus able to use talens up to a rating of 3 dots.

Despite their temporary nature in comparison to fetishes, talens must still go through Equipment staff for approval before being allowed in play. Staff will work with the ritemaster to ensure balance and viability for the Wolf-Blooded the item is being crafted for.

As this is still more difficult for Wolf-Blooded than it would be for an Uratha, activating the talen requires the expenditure of a Willpower point.

A talen containing a Facet of a Gift will be treated as though the Wolf-Blooded had a single dot of the appropriate Renown, for determining the Facet's effects. If the Facet in question has an Essence cost to activate it, the Wolf-Blooded will not be able to use the talen, as they have no Essence pool to draw from.

A talen containing an Influence allows the Wolf-Blooded to use that Influence for a single scene as if it had a rating equal to the talen's rating minus 1.


Wolf-Blooded House Rules

Anger Issues
This Tell requires a +note on the character, detailing the Wolf-Blooded's specific Kuruth trigger.
Bite
The effects of this Tell are applied to vampire targets, as well.
Bitten
With the expenditure of a Willpower point, the Wolf-Blooded can seep fresh blood which grants a vision of where to find the body of the nearest and most recent supernatural attack victim in the area.
Devil Inside
This Tell requires a +note on the character, detailing the specific religion whose iconography acts as a trigger.
Evil Eye Tell
This Tell requires a +note on the character, detailing the affected eye (left or right) and what, specifically, makes it 'exotic.'
Exciting
When coming into contact with the effects of the Exciting Tell, both the character and the Wolf-Blooded are granted a point of Willpower.

This can be addictive, and to resist this addiction, the character must roll Resolve + Composure. Because of the pseudo-supernatural nature of this effect, characters must spend a Willpower point to resist, and do not get +3 dice from the spend.

If they fail this roll, they will be subject to the Addicted Condition regarding skin-to-skin contact with that specific Wolf-Blooded. This can mean engaging in the same specific activity that triggered the addiction, but this is not required. Any touch that would provide the same 'contact high' will suffice. This Condition works the same way as any other version of Addicted, and grants Beats (and may be Resolved) in the same manner as the Condition stated in The God-Machine Chronicles, p. 181. In addition, you may gain a Beat if you choose to fulfill this Addiction to the detriment of your character's goals (long or short term) or if the Wolf-Blooded in question uses it to manipulate, coerce, or otherwise prejudice your character.

Vampires are vulnerable to the effects of this Tell if they are under the effects of Blush of Life while participating in the activity. Losing the effects of Blush of Life is not sufficient to break the addiction. The psychological effect persists unless the Condition is resolved.

  • IMPORTANT: Under no circumstances can this ability ever be used to force another player into playing out a sexual situation that they do not want. All players have the absolute right to request a scene Fade to Black. Attempts to force the issue will, without exception, result in serious consequences for the reported player.

Familiar Tell
This tell requires a +note on the character, providing information on the spirit or animal familiar. Animal Familiars are designed using the same system as the Retainer Merit at
 Echoes-Dot.png Echoes-Dot.png Echoes-Dot.png
. Skills chosen must be appropriate to the animal in question. Size is restricted to a rating of 2.
Fuck Ugly
Adjusted cost: 2xp.

Any time after the first meeting, the Wolf-Blooded can spend a Willpower point to add another character's Empathy score, or +2 dice, whichever is higher, to any social action against that character.

Horse
This Tell allows a Wolf-Blooded character to lead Pack Rites.
Host Ache
Adjusted Cost: 2xp.
Liars Skin
Adjusted Cost: 2xp.
Marker
Wolf-Blooded characters with this Tell cannot, effectively, "steal" a Safe Place from another character using the mechanics outlined in the book. The reworked Boon is detailed above.
Moon Marked
This Tell requires a +note on the character, detailing which moon's mark is present, and its physical location.

If the Wolf-Blooded has one of the Moon Birth merits, the mark must correspond with that moon phase.

Hunter's Aspects have had a House Rule applied which effects their duration See it here.

Some adjustments needed to be made to certain Hunter's Aspects in order to make them viable for Wolf-Blooded characters. These are as follows:

  • Swaggering: The target number of successes is equal to the Wolf-Blooded's Presence - 1, with a minimum modifier of -1 (if the Wolf-Blooded only has a Presence of 1, the target still rolls Resolve + Composure - 1).
  • Unaware: Each day for the duration of the condition, the victim rolls Resolve + Composure at moonrise. If the roll succeeds, no Composure penalty is applied. If the roll fails, a penalty of -1 is applied. If the roll is a dramatic failure, a penalty of -2 is applied. If the roll is failed, players may opt to escalate the failure to a dramatic failure as normal for a Beat.
Pack Bond
Wolf-Blooded are not required to take this Merit in order to be considered a member of a pack. As with Lodges, they may be considered as part of the pack on a social level, but they gain none of the benefits - such as a relationship with the pack's Totem. However, Wolf-Blooded who wish to buy the Totem Merit, and thus contribute to the pack's overall Totem dots, must have this Merit.

Dead Wolves may retain or purchase the 1-dot version of the Pack Bond Merit, through which they gain access to the Totem Merit at 1 dot.

Pack Dynamics
Real life comes first, always. The staff at Echoes understand this. Given that players tend to drift in and out of activity on online role-playing games like Echoes, we feel the need to clarify the drawback on this Merit. Only when the character, not the player, is missing do her packmates' rolls become penalized.

This Merit is usually restricted to Werewolves. At Echoes, some Wolf-Blooded characters are allowed to purchase it as well, under certain circumstances.

Piercing Eyes
As the Uratha are a strange mingling of the physical and the spirit, this Tell acts as an alternative form of the Unseen Sense (Werewolves) Merit for the Wolf-Blooded who has it. As per the book, the Wolf-Blooded does not necessarily know precisely where the sensation is coming from, though they may accept the Spooked condition in exchange for which he or she can pinpoint its source.
Second Skin
The pelt must make significant skin-to-skin contact with the Wolf-Blooded in order for the change to take effect. In simple terms, this means being naked, or at least half-naked. Clothing and equipment do not shift with the Wolf-Blooded.
Shadow Twin
For simplicity in gameplay, the Shadow Twin has the same base stats as the Wolf-Blooded character. One exception to this is the Wolf-Blooded Tells - any deviations from the core character's Tells must be detailed in a +note. A Shadow Twin may never have more Tells than the core character.

The twin does not necessarily share all the same knowledge and experience, nor the Wolf-Blooded's memories. It is, as indicated in the text, its own person with its own agenda. It may not be cooperative with the character's friends or allies when it is in the physical body, and it may cause trouble while in possession of the body - which may include telling people what it is and what it can do without a detection roll required.

It is not detectable as a spiritual disturbance, but can be detected as a change in behavior to someone familiar with the Wolf-Blooded character with a successful Wits + Empathy roll. They will not know what the change indicates unless they know the character has this ability and have seen it happen before, but they will know something is 'different' about the character if their Shadow Twin is currently active in their physical body.

Skinner
Skinning a person deals 7 Aggravated damage and causes intense pain, inflicting the Agony tilt. A supernatural being can be skinned, but only if they do not heal themselves for the duration of the skinning. Skinning causes bashing damage to vampires (with no chance for further damage) and lethal damage to werewolves. Both suffer a -3 wound penalty until all damage is healed. Skinning a living (or undead, in the case of vampires) sentient being is always a Breaking Point for a Wolf-Blooded. If the target had Striking Looks, the Wolf-Blooded gains that merit for the duration of the Tell.
Spirit Double
Spirit Double cannot be taken by someone with a vice that does not suit the spirit of the merit. 'Shy', 'Nervous', or 'Avoidant' vices would not constitute a significant drawback or create the risks associated with the drawback. If you want to take the Tell and do not have a suitable vice, you will be given the option to adjust your vice to something in line with the spirit of the Tell at that time.

The spirit double is a spirit body. It is detectable as such by those with the ability to see or detect spirits through whatever means they normally do so.

This Tell allows a Wolf-Blooded character to lead Pack Rites.

Strong Scent
Adjusted Cost: 2xp.

It should be at least marginally believable that an individual could produce the chosen scent. As such, running around claiming that your character "naturally smells like chocolate and sunshine" will likely result in mockery. And a thwap on the head from staff, for failure to use it.

Supernatural Resistance
Wolf-Blooded and Ghouls are allowed to purchase this Merit as well.
Third Nipple
Adjusted Cost: 2xp.
Tongues
Wolf-Blooded characters with this Tell may understand First Tongue any time it is spoken. They must, however, activate the Tell in order to speak it themselves.
Waystone
This Tell allows a Wolf-Blooded character to lead Pack Rites.
Wolf Sign
Adjusted Cost: 2xp.