Consent Sheet

This is nonnegotiable regardless of which table Hench sits at.

βœ… =Enthusiastic consent; bring it on!
❓ = Okay if veiled or offstage; might be okay onstage but requires discussion ahead of time; uncertain.
πŸ›‘ = Hard line; do not include.

HorrorBugs..... βœ…
Blood..... βœ…
Demons..... βœ…
Eyeballs..... βœ…
Gore..... βœ…
Harm to animals..... βœ…
Harm to children..... βœ…
Rats..... βœ…
Spiders..... βœ…

RelationshipsRomance
Fade to black..... βœ…
Explicit..... βœ…
Between PCs and NPCs..... βœ…/βœ…
Between PCs..... βœ…
Sex
Fade to black..... βœ…
Explicit..... βœ…
Between PCs and NPCs..... βœ…/βœ…
Between PCs..... βœ…

Social and Cultural IssuesHomophobia..... βœ…
Racism..... βœ…
Real-world religion..... βœ…
Sexism..... βœ…
Specific cultural issues..... βœ…

Mental and Physical HealthCancer ..... βœ…
Claustrophobia..... βœ…
Freezing to death..... βœ…
Gaslighting..... βœ…
Genocide..... βœ…
Heatstroke..... βœ…
Natural disasters (earthquakes, forest fires)..... βœ…
Paralysis/physical restraint..... βœ…
Police, police aggression..... βœ…
Pregnancy, miscarriage, or abortion
Self-harm..... βœ…
Severe weather (hurricanes, tornadoes)..... βœ…
Sexual assault..... βœ…
Starvation..... βœ…
Terrorism..... βœ…
Torture..... βœ…
Thirst..... βœ…

MiscCannibalism..... βœ…
Domestic Abuse..... ❓
Incest..... πŸ›‘


Character Sheet

This sheet is for a leveled N/PC, with experience and such spent.

❝ γ…€ This, is my... fuck it... ❝
[machine gun noises]

About Steel 
Name:Hench Like Steel
Breed:Lupus
Auspice:Ahroun
Tribe:Glasswalkers

Renown 
Glory:βŒ–βŒ–βŒ–βŒ–βŒ–
Honor:βŒ–βŒ–βŒ–βŒ–βŒ–
Wisdom:βŒ–βŒ–βŒ–βŒ–βŒ–
Rank:Adren
Advantages 
Rage:βŒ–βŒ–βŒ–βŒ–βŒ–βŒ–
Gnosis:βŒ–βŒ–βŒ–βŒ–βŒ–βŒ–βŒ–βŒ–βŒ–
Willpower:βŒ–βŒ–βŒ–βŒ–βŒ–βŒ–βŒ–βŒ–βŒ–βŒ–

Attributes

Physical Attributes 
Strength:βŒ–βŒ–βŒ–βŒ–βŒ–
Dexterity:βŒ–βŒ–βŒ–βŒ–βŒ–
Stamina:βŒ–βŒ–βŒ–βŒ–βŒ–
Social Attributes 
Charisma:βŒ–βŒ–βŒ–
Manipulation:βŒ–βŒ–
Appearance:βŒ–βŒ–βŒ–
Mental Attributes 
Perception:βŒ–βŒ–βŒ–βŒ–βŒ–
Intelligence:βŒ–βŒ–βŒ–
Wits:βŒ–βŒ–βŒ–

Abilities

Talent 
Alertness:βŒ–βŒ–βŒ–
Athletics:βŒ–βŒ–βŒ–βŒ–βŒ–
Brawl:βŒ–βŒ–βŒ–βŒ–βŒ–
Intimidation:βŒ–βŒ–
Primal Urge:βŒ–βŒ–βŒ–βŒ–
Skills 
Craft:βŒ–βŒ–βŒ–βŒ–βŒ–
Etiquette:βŒ–βŒ–βŒ–βŒ–
Firearms:βŒ–βŒ–βŒ–βŒ–βŒ–
Stealth:βŒ–βŒ–βŒ–βŒ–
Knowledges 
Occult:βŒ–βŒ–βŒ–βŒ–βŒ–
Rituals:βŒ–βŒ–βŒ–

Form Advantages

Glabro 
Strength (+2)7
Stamina(+2)7
Appearance (-1)2
Manipulation (-1)1
Difficulty:7 
Crinos 
Strength (+4)9
Dexterity (+1)5
Stamina(+3)8
Manipulation (-3)0
Appearance0
Difficulty:6 
Hispo 
Strength (+3)8
Dexterity (+2)6
Stamina(+3)8
Manipulation (-3)0
+1 die to bite damage 
Difficulty:7 
Hispo 
Strength (+1)6
Dexterity (+2)6
Stamina(+2)7
Manipulation (-3)0
-2 perception diff 
Difficulty:6 

Misc.

Backgrounds 
Device: Awakened Minigun 6βŒ–βŒ–βŒ–βŒ–βŒ–
Device: Bio, Shift, MusclesβŒ–βŒ–βŒ–βŒ–
Divice: Bio, Shift. bonesβŒ–βŒ–
Totem:βŒ–βŒ–βŒ–βŒ–βŒ–

Totem

Miss Tornado:
- 5x normal jump
- +1 STR
- Light to medium cover is destroyed easily when attacked
Ban:
- Cause collateral damage when fighting.

Flaws

Mark of the Predator: 2 point Flaw
Herbivores fear you, and carnivores see you as a threat. You cannot posses the Skill: Skill: Animal Ken.
Dark Fate: 5 point Flaw
You are doomed to experience a most horrible demise or, worse, suffer eternal agony. No matter what you do, someday you will be out of the picture. In the end, all your efforts, your struggles and your dreams will come to naught. Your fate is certain, and there is nothing you can do about it. Even more ghastly, you have partial knowledge of this, for you occasionally have visions of your fate β€” and they are most disturbing. The malaise these visions inspire in you can only be overcome through the use of Willpower, and the malaise will return after each vision. At some point in the chronicle, you will indeed face your fate, but when and how is completely up to the Storyteller. Though you can't do anything about your fate, you can still attempt to reach some goal before it occurs, or at least try to make sure that your friends are not destroyed as well. This is a difficult Flaw to roleplay; though it may seem as if it takes away all free will, we have found that, ironically, it grants freedom. Combining this Flaw with the Destiny Background is very appropriate β€” Elric and Vanyel are classic literary examples.

Garou Cheat Sheet

This section is to help guide the player quicker to information they need.

The Litany


  1. Garou Shall Not Mate With Garou

  2. Combat the Wyrm Wherever It Dwells and Whenever It Breeds

  3. Respect the Territory of Another

  4. Accept an Honorable Surrender

  5. Submission to Those of Higher Station

  6. The First Share of the Kill for the Greatest in Station

  7. Ye Shall Not Eat the Flesh of Humans

  8. Respect Those Beneath Ye β€” All Are of Gaia

  9. The Veil Shall Not Be Lifted

  10. Do Not Suffer Thy People to Tend Thy Sickness

  11. The Leader May Be Challenged at Any Time During Peace

  12. The Leader May Not Be Challenged During Wartime

  13. Ye Shall Take No Action That Causes a Caern to Be Violated

Gnosis


- Gnosis can be used to bribe spirits, activate fetishes and Gifts, and to enter the Umbra. Creatures without enough Gnosis generally cannot perceive or even enter the Umbra.- Gnosis is a renewable, but dwindling, resource. Garou can regain it at sacred sites, by meditating, or by bargaining with spirits. Sacred sites provide Gnosis, but if they become defiled, the tainted energies can corrupt the Garou, or result in the site no longer producing Gnosis at all.- Gnosis may be recovered through meditation, or through bargaining with spirits to have them share some of their own Gnosis.- Gnosis may not be spent in the same round as Rage, unless a Gift or other effect specifically requires the spending of both points to activate.

Walking Between Worlds


Some supernatural creatures, including werewolves, have learned methods of crossing the Gauntlet from the physical world into the Umbra. All Garou have this Gaia- given ability it's their birthright, their legacy, and an intuitive ability they inherit from the time of their First Change. However, most werewolves are unaware of this talent, and they usually don't attempt it until an elder shows them the way. Garou call this practice "stepping sideways."Traveling through places where the Gauntlet is thick is virtually impossible; crossing over where the Gauntlet is thin comes as naturally as controlling one's breathing. Spiritualists can learn more exotic methods of crossing this barrier, such as circumventing the Gauntlet entirely by traveling to the spirit world in dreams. Mages and other willworkers have their own methods for crossing the Gauntlet; in fact, packs of werewolves may encounter such visionaries on their travels.System: To step sideways, a werewolf needs to medi- tate on a highly reflective surface, such as a clear pool of water or a mirror. When a character attempts this, roll that character's Gnosis; the difficulty is the strength of the local Gauntlet.The Gauntlet is strongest near certain types of environments; every place on Earth has a Gauntlet rating between 2 and 9.[See chart below for said crossing]If the roll is botched, the werewolf is "caught" in the Gauntlet, temporarily suspended between the mundane Realm and the Umbra. He's held in a web the Weaver has woven until assisted by another Garou. Half of him is spiritual, and half is physical. While trapped, he's sub- jected to soul-shattering visions. Although the werewolf cannot be seen or attacked by physical entities (like human beings), evil spirits wander the Gauntlet looking for trapped and vulnerable travelers. Another werewolf can attempt to free the traveler by making a successful roll to step sideways; otherwise, the Garou must wait in his shameful, dishonorable, and dangerous state for an hour before trying again. If that second roll botches, he cannot leave on his own. Until he's rescued, he's trapped there forever.

Garou who have learned the Theurge Gift: Pulse of the Invisible don't need to use a reflective object when stepping sideways; they can enter at will. Even blind werewolves can enter the Umbra, as long as they know that Gift. (At the Storyteller's discretion, carrying your own reflective object may make stepping sideways slightly more difficult, since the object isn't "anchored" to its surroundings; in these cases, increase the difficulty by 1.)
Werewolves in a pack may choose one among them to lead them into the Umbra; that individual makes the Gnosis roll for all of them. (It's usually the werewolf with the highest Gnosis, who may in this instance act as the temporary alpha of the pack.) If the pack is caught,
however, the shapechangers can make their second at- tempts as individuals. Usually, the roll succeeds; all the pack's members arrive at the same time. All of the pack members must be capable of stepping sideways, and they must all be willing. Garou (or other shapechangers) who are not part of the pack cannot travel with them; they must travel through on their own. However, Garou with the Theurge Gift: Grasp the Beyond can take non-Garou with them into the Umbra.

AreaDifficulty Rating
Science Lab9
Inner City, downtown8
Average city street7
Rural countryside6
Deep Wilderness5
Urban Caern5
Active Caern4
pOWERFUL cAERN3
gREATEST CAERNS2

Rage


- Because Rage was a gift from Luna, creatures with rage are susceptible to silver.- The connection to Luna also affects how susceptible a Garou is to Frenzy based on the phase of the moon. A full moon causes a Garou to be very prone to their Rage overtaking them, while Garou are least susceptible to frenzy under the new moon.- Rage is rated from one to ten and comes in permanent (dot) and temporary (point) forms.- Temporary Rage can be spent to gain extra actions or change forms.- Temporary can be regained through strong emotions related to violence (such as physical danger) or by catching sight of the moon. It can go higher than the permanent rating only in rare circumstances.- Permanent Rage is rolled to try to regenerate wounds that would kill the Garou, or to determine if he enters frenzy.- Permanent Rage is often rolled to power Gifts.- Permanent Rage is increased through spending experience points.- Rage is lost is through aging.- If a Garou is out of both temporary Rage and temporary Willpower, he loses the wolf. He returns to his breed form and cannot change shapes until he regains at least one point of each.- He cannot regain Rage while he is out of Willpower.- If he loses his last dot of permanent Rage, he will lose the wolf permanently.- Rage may not be spent in the same round as Gnosis, unless the activation of a Gift requires the spending of both Rage and Gnosis.


Gifts, Rites, and Fetishes

This section is for the occult section for Hench.

Gifts

Control Simple Machine: (Rank 1 Glass Walker Gift)The Garou may command the spirits of the simplest machines, causing levers to flip, doors to unbolt, pulleys to roll and so on. Any technological spirit can teach this Gift.System: The player spends a Willpower point and rolls Manipulation + Crafts (difficulty 7). The Garou’s control lasts until the end of the scene.

Control Complex Machine: (Rank 3 Glass Walker Gift)Similar to Control Simple Machine, the Garou may now converse with and command the spirits of electronic devices such as computers, video games, and cars. One learns (or steals) this Gift from a Net-Spider.System: The player spends one Willpower point and rolls Manipulation + Science (or Computer). The Storyteller sets the difficulty based on how complex the machine actually is (usually 8). The Garou’s control lasts for one scene.

Web Walker: (Rank 3 Theurge Gift / Rank 3 Glass Walker Gift)The Garou may move across the Pattern Web through the Umbra, ignored and unmolested by any Weaver-spirits in the area. This Gift is taught by any Weaver-spirit.System: To activate this Gift, the Garou spends two Gnosis points, then rolls Charisma + Science (difficulty 7). Success enables the Garou to travel through the Umbra as though she were on a moon bridge. However, there must be strands of the Pattern Web in the area through which the Garou wants to travel.

Sense Wyrm: (Rank 1 Black Spiral Dancer Gift)The werewolf can sense manifestations of the Wyrm in the nearby area. This Gift involves a mystical sense, not a visual or olfactory image, although werewolves using the Gift sometimes say things like, β€œThis place stinks of the Wyrm” (with a few more colorful adjectives). Garou should remember that the Wyrm’s taint can cling to relatively blameless souls. Werewolves may sense an innocent person who happens to work in a Wyrm-controlled factory or who has eated tainted food. This power requires active concentration. Any spirit of Gaia may teach this Gift.System: The player rolls Perception + Occult. The difficulty depends on the concentration and strength of the Wyrm’s influence. Sensing a single fomor in the next room would be difficulty 6, while detecting the stench of a Bane that was in the room an hour ago would be difficulty 8. Vampires register as Wyrm-tainted, save those with Humanity Traits of 7 or higher.

Blur of the Milky Eye: (Rank 1 Ragabash Gift)The Garou’s form becomes a shimmering blur, allowing him to pass unnoticed among others. Once the Garou has been seen, however, this Gift is negated until the viewer has again been distracted. A chameleon-spirit teaches this Gift.System: The player rolls Manipulation + Stealth (difficulty 8). Although he doesn’t become truly invisible, each success increases the difficulties of all Perception rolls made to detect him by one.


Rites

Talisman Dedication:
This rite allows a Garou to bind objects to her body, allowing these objects to fit the Garou's various forms (jeans will grow to accommodate the size increase of the Crinos form, etc.) and accompany the Garou into the Umbra. Such talismans are most commonly mundane items, for spiritual items such as fetishes and talens automatically remain with the Garou in all forms. A Garou most often performs this rite during the phase of the moon under which he was born. Each auspice has its own peculiar ritual.
System: The cost is one Gnosis point per object dedicated, and a Garou may never have more objects bound to himself than his Gnosis score. Certain particularly large objects (Storyteller's discretion) are considered more than one of the purpose of "cost". For the purposes of Dedication, an entire set of clothing is considered one item.

Rite of Contrition:
This rite is a form of apology. The offending party uses it to prevent the enmity of spirits or Garou whom an individual has offended, or to prevent war between septs or tribes. The rite most often involves the enactor dropping to her belly and sliding forward. The ritemaster may also whine and lick his paws or hands. If performed well, however, a simple inclination of the head may suffice. To enact the rite successfully, the Garou must either give a small gift to the offended individual or, in the case of a spirit, possess some aspect of the spirit in question (for example, a clay falcon if the Garou is appealing to the totem spirit Falcon) that he pays homage to.
System: The difficulty level of the rite equals the Rage of the target spirit or werewolf. A single success suffices for a gracious apology, but may not be enough to mend friendships or undo grievous errors. The more successes rolled, the greater the wrong that can be forgiven. Werewolves who refuse to recognize a Rite of Contrition are looked upon poorly by elders. Most spirits will always accept a well-performed rite.

Rite of Spirit Awakening:
This rite is used to awaken a sleeping (inactive) spirit. To perform this rite, a Garou must play a rhythm on some form of instrument (drums being the most common). While the Garou plays, other participating Garou (if any) pace around the ritemaster, howling and growling in counterpoint to the beat.
When performed on a mundane item, this rite enlivens the object's spirit, causing it to awaken and appear in the Umbra. For example, if the rite is performed on a VW bus, any Garou stepping sideways could see the bus as a true part of the landscape. However, it would appear as a stationary object in the Penumbra unless someone on the physical plane began to drive it, in which case it would appear as a driverless vehicle to anyone on the Umbra.When performed on plants, this rite is known as sanctification. Plant-spirits are benevolent, and an awakened Plant-spirit will lend its power as though it were a talen (one use). Different plants grant different abilities when sanctified. For example, sanctified foxglove protects against faerie magic (adding two to the difficulty of any faerie spell).System: The ritemaster must play a musical instrument or sing a song (talent doesn't matter). The difficulty of the roll is the spirit's Rage. Failure means that the spirit remains dormant. The Storyteller must decide whether the spirit is hostile or friendly to its awakener. Awakening a spirit does not allow any control over it; that requires either a Rite of Binding or a Gift.

Rite of Spirit Summoning:
Garou mystics are adept at calling spirits. This ability can range from summoning minor Gafflings to invoking totem spirits to seeking counsel with Incarna. Summoning spirits involves complex rituals, long periods of meditation and tribal mantra chanting. Within the spirit world this process is far easier. This rite compels spirits to seek those who call them; furthermore, once the summoning is successfully completed, the spirit cannot escape its caller and must attend the mystic. Many spirits, particularly minor ones, are too weak to resist a powerful summoning; powerful ones come out of curiosity. The chance of a successful summoning depends upon the skill of the mystic, the power of the spirit, and the strength of the area's Gauntlet.
System: The ritemaster must pierce the Gauntlet just as if he were entering the Umbra (Gnosis roll against the Gauntlet). A mystic already within the Umbra is not required to pierce the Gauntlet. The power level of the spirit determines the difficulty level of a successful summoning. The Storyteller can determine target numbers from the chart below:Spirit Type | Target Number
Gaffling 4
Jaggling 5
Totem Avatar 7
Incarna 8-9
Celestine Avatar 10
For each hour the Garou spends invoking the spirit, his target number drops by one. No target number may fall below 3. The Garou must then make a Gnosis roll OR a Wits+Rituals roll and achieve as many successes as possible, with the following results:
Successes | Effect
1 Spirit comes eventually and is initially hostile
2 Spirit manifests quickly, but is initially hostile
3 Spirit comes immediately and is neutral
4 Spirit comes immediately and is passively benign
5 Spirit comes immediately and is friendly
A botched roll is likely to have disastrous results. Often a botch summons the wrong type of spirit in great numbers or with great hostility. Botches can quite easily cause a swarm of Banes to appear.The Storyteller should feel free to adjust the above tables as she wishes. In certain cases, a Garou who attempts to summon a specific spirit will have no chance of success; at other times, he will have almost no chance of failure. The Storyteller is advised to treat each use of this rite individually and to use common sense in her decisions.A Garou who successfully summons an Incarna avatar gains two points of Wisdom.

Rite of the Totem:
This rite binds a totem to a group of Garou. It is most often performed during the formation of a pack. During this rite, all Garou who wish to bind their destinies to a particular totem spirit must coat their eyes with an infusion of saliva and mugwort (or another substance holy to Gaia) and step sideways into the Umbra. In the spirit Realms, the ritemaster leads the Garou in a hunt for the spiritual spoor left by a totem spirit. Such evidence varies with the spirit, but is always found by Garou worthy of the totem's attention. Even tracking down the spirit does not guarantee success, for the totem must decide whether the Garou are worthy to become its fosterlings. An undecided totem may require a quest of the supplicants, though this is almost never required if the pack has just successfully completed a Rite of Passage.
System:Characters must purchase the Totem Background to benefit from this rite. Otherwise, the rite is simply not performed. However, as each pack member gets 1 Totem point per rank they hold, it is possible to undergo the Rite of the Totem without purchasing the Totem Background.


Fetish

Awakened Minigun:Requirements: 4 GnosisAspect: Strong Weaver, Weak WyrmActivation: Gnosis 7Spirit: War and Machine

Properties:Infinite ammo, shifting match but resent, awakened, skill 3 firearms.