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SHIFTER BACKGROUNDS

 

There are two sets of background. Ones that can be bought after the character creation and ones that can't be

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                            Can be bought with XP LATER                             

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IRON WILL (1 - 5): +1 to Resolve rolls for each level ( 30 XP Per Level )

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QUICK THINKING (1 - 5): +1 to Wits rolls for each level ( 30 XP Per Level )

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ACUTE SENSES: +1 to Perception rolls ( 30 XP )

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BLIND FIGHTING: Ignores blindness penalties ( 30 XP )

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WEAPON SPECIALIZATION: +1 to specific weapon type rolls. (Must specify the weapon, such as hand guns, knifes, swords, etc)

( 30 XP )


 

LUCK BE A LADY: Get one reroll per Scene. However you can't reroll a botch. ( 30 XP )

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AMBIDEXTROUS: Allows to dual wield weapons. This has really no effect when mixing 1 ranged and one melee weapon beside removing a need to spend a turn swapping weapons. However when using two one handed melee or long range weapons, this adds +2 to attack rolls. (No, you don't combine both weapons, just use one weapon bonus +2 from Ambidextrous)

( 30 XP )

 

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QUICK REFLEXES: Allows to draw weapon(s) and act in same round, as well as perform some quick actions called by Storyteller.

( 30 XP )

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PRIMAL URGE (1 - 5): Allows for easier shape shifting, as well as used for rolls in several Gifts.

( 30 XP Per Level )

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POTENT GNOSIS ( 1 - 5 ): While this does not give you more Gnosis to spend, instead it gives +1 to any Gnosis rolls per level taken into this merit.

( 30 XP Per Level )

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RESOURCES ( 1 - 5 ) ( 30 XP Per Level )


Resources can come in many forms, such as wealth and connections. We do not wish to use resources as a way to prevent people from running businesses, anyone on the sim have an ability to run business even if they do not have a single point in resources. 

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â—‰  You are not on a budget. You may lose some money in a gamble or pay off low bonds easily. 

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◉◉   You may can afford to buy rather expensive art piece, hire a low skill professional for something (+5 in a roll).

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◉◉◉  You may pay off debts, high end bonds, as well as have an NPC (regular summon stats) as your driver or guard or anything else. 

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◉◉◉◉  You are wealthy and likely well know due to that as well as you can afford things of great expense. 

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◉◉◉◉◉  Your wealth is vast. You may have now 2 NPCs (regular summon stats) with you at all times, as well as no price is too small for you. 

(see using resources for further uses of resources) 

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MARTIAL ARTS ( 30 XP Per move )


Martial arts allow you to use different combat moves and bonus. These moves are unnamed so that you may pick your own fighting style and apply that move in that style (Ex: A counter attack for boxing could be cross counter while same counter attack for karate could be a karate chop.) 

NOTE I: UNARMED COMBAT ONLY

NOTE II: Usable in any form but be smart about it, don't emote boxing in wolf forms. 

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  • Passive Moves are always on

  • Active abilities must be declared when used.

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Combat Stance: Passive +1 to attack and defense rolls.

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Full On Defense: Active Skip your own action in order to reroll your failed defense roll. 

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Offensive Move: Active +2 to next attack roll but -2 to next defense roll. 

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Defensive Move: Active +2 to next defense roll but -2 to next attack roll.

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Knock Out: Passive Upon scoring 5+ successes on attack roll, knock a mortal out (does not work on shifters or undead). 

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Counter Attack: Passive If your opponent botches an attack on you, then you may immediately hit them back. Your counter attack is treated as regular attack in terms of defense against it. 

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Counter Throw: Passive Upon scoring 5+ successes on defense roll, throw your opponent down to the ground, dealing 1 minor damage to then. 

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Knock Down: Passive Upon scoring 5+ successes on attack roll, knock an opponent down to the ground. 

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Staggering Attack: Passive Upon scoring 5+ successes on attack roll, the opponent suffers a penalty of -3 to attack/defense rolls for next turn. 

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Grappler: Passive +3 to all grapple rolls, defensibly or offensively. 

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Prone Mastery: Passive When you are down, you do not suffer penalties. 

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Kick Off: Passive Allows to get back up without sacrificing an action, however you do suffer penalty of -1 to all physical moves for that round. 

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Disable Limb: Active During your grapple roll or while having someone in a hold you may roll a grappler attack to twist and disable someones limb. This attack works with 3+ successes scored, giving your opponent a penalty of -2 to all physical actions for the scene. 

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Disarm: Active Upon scoring 3+ successes on attack you forfeit doing damage but you disarm your opponent of the weapon they hold.

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KAILINDO (THE WAY OF THE WIND) 

(Prerequisite  Brawl Rank â—‰â—‰â—‰ )

(30xp)

 Wendigo or Stargazer Tribe Only

Ancient masters of the Stargazer tribe developed them. It is the hardest and rarest of the Ways of Discipline. Kailindo began when some old master contemplated the winds from his mountain top. Winds can be gentle and destructive; they constantly change, yet they remain true to their nature. They are invisible but ultimately irresistible. Iskakku and Klaviskar moved away from instinct by centering around particular weapons, their respective ideals imbuing the weapon with a metaphorical, philosophical, and even ideological meaning beyond their simple function. Kailindo, too has its metaphors and philosophies, even its ideologies. But it does not externalize them in the form of a weapon; instead, its students try to internalize them and use them to transform themselves and become enlightened.
The practitioners of Kailindo are known as the Kailindorani, and they are a rare breed. Even among the founding tribe, many do not follow the Way and seek other paths to enlightenment. That said, Kailindorani does not look to Breed or Tribe or Auspice when selecting students, but simply those who have the potential to harness not only Man and Wolf but Flesh and Spirit.

 

  • Upon purchasing Kailindo, the practitioner may add a +1 to all attacks, defenses, damage, and maneuvers performed in any form when unarmed.

  • This bonus stacks with Fist Loads and  Fist load Weapon Speciality.

  • Fist loads are only available in Homid, Glarbo, and Crinos forms.

  • This Bonus stacks with Combat Stance, Grappler, and Prone Mastery are available in all forms when unarmed.

  • This does not apply when using the gift Monkey Tail and wielding a weapon with your tail in Hispo or Lupus.

  • Kailindo may not be used when frenzied. 

  • Kailindo paired with metamorph becomes far more potent. (total cost = 90xp) 

  • If a Kailindo practitioner also has the metamorph background they may shift between forms in a single combat round. Using the Crinos stats for unarmed attacks and using the lupus stats for evasion (dodge) or any other form they deem appropriate for the defence. They could also use the extra range afforded by lupus to close distance to target then shift into full Crinos for a devastating attack and shift into another form for defence purposes. 

  • Opponents who target a Kailindo practitioner who has metamorph, require at least 2 successes to successfully grapple them. Kailindorani with metamorph also add + 2 to escape grapple moves.

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ISKAKKU (THE WAY OF THE STAFF)  

(Prerequisite  Melee Rank â—‰â—‰â—‰ )  

(30xp For Children Of Gaia )

(40xp for other tribes.)

(May not be taken by Get Of Fenris )

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According to the Children of Gaia, Iskakku, The Way of the Staff was started by ‘Peak Who Emits The Brilliance’ an Ahroun of Ancient Kish. Generations of warriors who followed him have worked on expanding the Way. In keeping with the philosophy of its creator tribe, Iskakku is focused on defense and subduing enemies without permanent harm. As many an arrogant Ahroun from other tribes has discovered, this in no way makes it ineffective. Unlike the other Ways of Discipline, there are no formal restrictions or arduous tests for those interested in learning. Members of different tribes and Kinfolk are taught as freely as aspirants among the Children of Gaia. Students are encouraged to share what they have discovered.
 

  • Upon purchasing Iskakku, the practitioner rolls MELEE + STRENGTH (not Melee + Dexterity for all attacks, defenses, and maneuvers performed in any form when using a quarter staff /bo staff or fetish staff

  • Staves can only be used in Homid, Glarbo, and Crinos forms.

  • May not use gift of the Monkey Tail with Iskakku

  • The following martial arts maneuver may be used with the weapons when purchased but have no additional bonuses aside from what is described in the maneuver: Parry, Disarm, Counter Attack, Staggering Attack, Full On Defense, Offensive Move, and Defensive Move

  • Iskakku may not be used when frenzied.

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KLAVISKAR  (THE WAY OF THE BURDEN)  

(Prerequisite  Melee Rank â—‰â—‰â—‰ )  

(30xp For Get Of Fenris , Silver Fangs and Fianna )

(40xp for other tribes.)

(May not be taken by Children Of Gaia or Stargazers)

(Wendigo may not have both Klaviskar & Kailindo, they may only choose one ) 

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Klaive’ means ‘burden’ in the oldest of versions of the Garou tongue. While the stories vary, all agree the first Klaive was forged by a Garou of an unknown tribe was driven from his home by the forces of the Wyrm. He developed the Klaive so that the pain of bearing Silver would always remind him of his duty to return and avenge the fallen. Upon his return, all realized he did in triumph but the cost was overhwelming. Other such weapons were forged in limited numbers, and the term ‘Klaive’ became applied to all such weapons. Each tribe but the Star Gazers and Children of Gaia developed their own style of Klaive and how to fight with it. For many generations, they were rarely made and rarely used the Klaives, only in duels of lavish ceremony or against the rarest and foulest of foes. This lasted until the fall of the White Howlers to become the Black Spiral Dancers. The Fenrir, the Fianna with the Silver Fangs in the vanguard, fought a terrifying, bloody war against their Wyrm-maddened kin. Realizing the power of the Klaive in such a war, the forges of their septs produced Klaives in unprecedented numbers. To this day, these three tribes have more Klaives than the rest of the Nation put together. Eventually, the fighting died down to the occasional low-level skirmishes punctuated by raids that would characterize the best part of the following two millennia of conflict with the Black Spirals. By that time, there were large numbers of Klaives in circulation, and no Ahroun really wished to put aside weapons that had served so nobly, gloriously, and well. It is from this proliferation that the modern way culture of Klaive bearing began to take form.
 

  • Upon purchasing Klaviskar, the practitioner rolls MELEE + STRENGTH (not Melee + Dexterity) to all attacks, defenses, and maneuvers performed in any form when using a Fetish Klaive or Grand Klaive.

  • This bonus stacks with Klaives and Weapon Specialty: Klaive, which are only available in Homid, Glarbo, and Crinos forms.

  • May not use gift of the Monkey Tail or Weapon Specialty: Long Sword with Klaviskar

  • The following martial arts maneuver may be used with the weapons when purchased but have no additional bonuses aside from what is described in the maneuver: Parry, Disarm, Counter Attack, Staggering Attack, Full On Defense, Offensive Move, and Defensive Move.

  • Klaviskar may be used when frenzied as it is a fighting style of ferocity and brutal attacks, but martial art moves may not be..

 

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                           ON CHARACTER CREATION ONLY                           

 

These may never be taken after character creation. 

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UNBONDABLE ( 60 XP )

Can't be Blood bonded. 

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FAIR GLABRO ( 60 XP )

You have a Glabro form that can pass for human, though it’s still larger than normal people. You have no penalties to Social Attributes in Glabro form.

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METIS ( 30 XP )

Allows you to play a Metis breed. 

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METAMORPH ( 60 XP )

You may change to any form of yours without a roll or Gaining rage.

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