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Wyrm taint is to be calculated as such.

Each wound suffered by a wyrm emenation such as a bane charm, tainted fetish or
gift or toxic waste attack will impart the garou with 1 temporary wyrm taint. Su
ffering a Rage frenzy generates 1 temporary wyrm taint, suffering a thrall of th
e wyrm generates 2 wyrm taint.
ALTERNATE WAYS OF GAINING TAINT...examples: living in a tainted area for more th
an a month (1pt), 6 months(2pts), a year (3pts) +1 for each year afterward. Ki
lling someone +2 (not in self defense), killing an innocent +3, Drinking pollute
d water/ eating rancid food +1 per 6 months, partaking of tainted Items such as
tellus games or O Tolleys burgers (+1 per 3 months).
When 10 temporary taint are gained a being shall have 24 hours to be cleansed of
at least 1 temporary or it will turn into a wyrm trait.
Wyrm traits manifest as several items such as minor flaws, derangements, dice po
ol negatives, lower rage difficulties and finally physical change.
This manifestations accumulate and grow stronger if left uncheck and it is not u
nheard of for a pack to gain 1 or 2 traits while out on a mission.
The rite of cleansing can cleanse a person or area at a
r temp wyrm taint. However in the event of a permanent,
d and in some extreme cases a swim in the silver lake.
ing can remove a permanent in the event the rite caster
ot of gnosis (which can be re bought with xp).

rate of 1 temp gnosis pe


spiritual aid is require
However a rite of cleans
sacrifices a permanent d

In the event that a Garou's permanent Wyrm taint exceeds their gnosis they will
feel the call of the wyrm and be drawn to it and it as at this point they begin
to stink of the wyrm.
In the event their permanent wyrm taint doubles their gnosis they will actively
go towards the wyrm unknowingly and likely will be heading to a spiral.
Benefits to wyrm taint. For every 2 permanent wyrmtaint possessed Bane interatio
ns (social) are considered to be at -1 difficulty as are Rage Rolls.
Most humans are considered to have a wyrm taint range of 2-5 based on how good o
f a person they are and where they live/what they do for work with the occasiona
l one going to a 8.
Vampires have a static Wyrm Taint of 6 unless they have humanity 7 or higher, or
are on Path of Harmony at 4 or higher.
Changelings have a Wyrm Taint equal to their Banality with certain Kiths being +
1 or -1
Mages have a static taint of 2 + 1 for every dot of Entropy they possess.
Demons have a Wyrm Taint Score Equal to their Torment. However demons smell simi
lar to the abyss once a garou has been there.
Hunters are humans.
Humans become suseptible to fomori possession when their taint exceeds their wil
lpower.

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