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2 (updated 03/06/2019)
MES CoD and IE Venues 

Werewolf the Forsaken 


Rules Addendum
This addendum provides the base rules and alterations for the Mind’s Eye Society’s (MES) live-action
Chronicles of Darkness and Infinite Edge chronicles for the Werewolf the Forsaken genre. It is intended to
provide a level playing field throughout the organization. Members are not permitted to change or ignore
approval requirements or take more than reasonable leeway to bend the rules to develop stories. Rules
from this supplement and from Onyx Path Publishing books must be strictly observed when character
death is a likely possibility. This addendum does not apply to the live-action By Night Studios chronicles.
Materials are © copyright 2016 by White Wolf Publishing AB. All rights reserved.

I. Auspices, Tribes, and Lodges


A. Auspices
1. The five basic auspices are sanctioned for player use at Low Approval: Cahalith,
Elodoth, Irraka, Ithaeur, Rahu
2. Any Auspice that does not conform to the above: Not Sanctioned
3. Character with no Auspice: Reserved for NST
4. Auspice Blessings
a) Spirit Howl: The Ithaeur’s ability to drive off spirits does not work against
familiars or other spirits represented by merits. These spirits are either
considered allied or hostile per the ability.
B. Tribes
1. The five basic tribes and Ghost Wolves are sanctioned for player use at Low
Approval: Blood Talons, Bone Shadows, Hunters in Darkness, Iron Masters,
Storm Lords
2. Antagonistic Tribes (Bale Hounds, Pure Tribes): Reserved for NST
3. Custom Tribes: Not Sanctioned
C. Lodges
1. Published Lodges are currently Reserved for the Office of MES NST.
2. Custom Lodges are built using the MES Custom Z-Axis Guide.
D. Wolfblooded
1. Creating a Wolfblooded PC is the same as creating a mortal PC, save the
differences noted on WtF 300. A wolfblooded is not created as a Forsaken PC.
2. Wolfblooded PCs may join packs and may purchase the Totem merit, so long as
they’ve purchased the Pack Bond merit.
3. Only purely Mortal PCs may become Wolfblooded due to Lunacy, and for PCs
only if the player agrees.
4. Tells
a) Phantom Pack [WtF 303]: The phantom pack is just that, phantoms.
They are not spirits or ghosts and have no stats other than the benefits
list in the Tell.

II. Core System Changes


A. Blood and Bone: These traits replace Virtue and Vice for Forsaken PCs. Use the listed
archetypes in WtF pg. 86 as examples
B. Beats, Pack: This system is not used.
C. Hunter Aspect:
1. If successfully used against a PC, these conditions only last a scene.
2. Clarification: the range of this ability is Line of Sight unless otherwise modified,
such as by a Gift, Fetish, or Lodge ability.
D. The Pack:
1. Pack membership can include Werewolf PCs, Wofblooded PCs, Wolfblooded
NPCs, and human family NPCs per WtF pg 90 and other sources. It may also
include other supernatural PCs, especially Gangrel, Beasts, and Beast Seeming
Lost, but this is rarer.
2. A Pack requires a minimum of three PCs, two of which must be werewolves.
3. Packs are capped at 10 members, and one can only be a member of a single
pack. Purchase of the Totem merit is required for membership.
a) For Wolfblooded or other supernatural PCs to purchase the Totem
background, they need the Pack Bond merit as described in WtF 305.
4. Ignore the ‘supporting cast’ rules from WtF pg 91. Each werewolf and
Wolfblooded member of the pack gets a single Wolfblooded retainer at 5 dots for
free. This retainer is built as per Universal, with an additional benefit: this
retainer can take a number of social merit dots from the following list equal to
their Retainer level, which the pack can draw on.
a) The retainer is limited to the following social merits: Allies, Contacts,
Resources, Retainers (must be plain humans), Safe Place (which can be
shared with the pack), and Staff
E. Renown
1. Creation Points spent on Renown do not provide free gifts. A character only
gains the gifts gained during character creation as described on pg. 84.
2. XP spent at creation (MC, CCD, Floor, and/or Event XP) can be spent on renown
as normal, complete with free gifts gained from renown.
F. Totem: Totem spirits are capped at Rank 3. Totem point advantages do not go higher
than 10 XP, per the chart on WtF pg 92.
G. Forms
1. Gauru Form: Claws and Bites are +2 Aggravated Damage

III. Merit Clarifications and Alterations


A. Werewolf Merits
1. Den [TP 29-30]: This merit is sanctioned for Werewolf and Wolfblooded
characters.
2. Directed Rage [TP 30]: This merit is sanctioned for Werewolf characters. It must
be purchased by individual characters.
3. Favored Form [WtF 106]: Hishu form cannot be chosen for the Drawback.
4. Fetish [WtF 146-149]
a) Fetishes found in WtF 146-149: Low Approval
(1) Note that level 5 fetishes still require Rank 5 spirits, which may
incur an approval.
b) Custom Fetishes and Talens designed in the MES CoD Fetish Creation
Guide:
(1) 1-4 dots: Low Approval
(2) 5 dots: High Approval
c) Fetishes in the MES CoD chronicles are a 1 to 5 dot merit, purchased
with XP.
d) Werewolf characters receive free Fetish dots equal to their highest
Renown + Primal Urge. These fetishes follow standard approval levels
and cannot be improved with XP.
(1) For example, Susie Storm Lord is PU 3 and has Honor 4. She
has access to 7 free dots of Fetish. She can take a 3 dot fetish
and a 4 dot fetish, but can only improve those fetishes if she
raises her Honor to 5 or her PU to 4 dots.
e) Wolfblooded PCs may purchase WtF style fetishes. Rules for
Wolfblooded using fetishes will be noted in the MES CoD Fetish Creation
Guide.
5. Living Weapon [WtF 107]: The individual levels of this merit stack for the form in
which it is purchased, except that the fifth dot benefit replaces the third dot
benefit.
6. Nowhere to Run [WtF 107]: When used against a PC, the optional roll requires a
Clash of Wills.
7. Song in Your Heart [WtF 107]: The Persistent Inspired condition from this merit
lasts one day, or for three Beats, whichever is shorter.
8. Sounds of the City [WtF 107-108]: When used against a PC, subtract the target’s
unmodified Politics dots. This merit lasts one week or until either the user or the
target leaves the VSS. The user can choose to end the effect early.
9. Territorial Advantage [TP 31]:
a) This merit is sanctioned for werewolf characters. It can be shared among
werewolf packmates.
b) Any member of a pack (werewolf or not) may make use of this merit, so
long as they can see the target.
c) Against PCs, the effects last a scene or until the target leaves the pack’s
territory.
10. Strings of the Heart [WtF 108]: When used against a PC, this merit provides a +3
bonus to social draws after gaining the information. The Drawback imposes a -1
to resist social actions with the target.
B. Werewolf Fighting Merits
1. Efficient Killer [WtF 108]: When used against PCs, meeting all conditions for this
merit allows the Forsaken to add their Purity renown to their weapon modifier.
C. Wolfblooded Merits
1. Wolfblooded PCs, due to their inherently human nature (they are either born
blooded or made that way, and have no connection to the Supernal, the Wyrd, or
to Vitae), can still access some supernatural merits. The following are not
sanctioned for Wofblooded PCs: Apportation, Doppleganger, Mind Control,
Sojourner, Technopathy
2. Tribal Affiliate Merits [WtF 304]: Characters can only take one of these merits.
3. Moon Birth Merits [WtF 304-305]: Characters can only take one of these merits.
4. Pack Bond [WtF 305]: This merit can be purchased by any non-werewolf PC that
is invited to join the pack, and is in fact required at at least 1 dot to be able to join
as it is required to purchase the requisite dot of Totem.
5. Tell [WtF 305]: Human characters do not need to purchase this to become
Wolfblooded. It is only purchased if a character wants a second Tell.

IV. Gifts and Rites


A. A character may only learn their auspice specific Moon Gift. It is not possible to learn the
Moon Gifts of another auspice.
1. When purchasing a dot of the Auspice renown, a character receives the
corresponding dot of their Moon Gift as well as an appropriate facet of a Shadow
gift. The one exception is at character creation, as described in WtF 84.
B. Free gifts gained during creation, as described on pg. 84, counts as unlocking a gift tree
for further purchases.
C. If a Gift replicates or allows use of Influence, no use of these Influences can be used to
alter a PC for more than a game session or provide any permanent benefits. Use of the
Influence for a permanent narrative or story based effect is allowed at Storyteller
discretion (for example using Heart of Water to halt a drought).
D. Clarification: The free Facet of a Shadow Gift gained from purchasing a dot of Renown
does not have to be in an Affinity gift, but does have to be in a Gift which has already
been unlocked (either at creation or with XP). Wolf Gift facets may also be selected.
E. Any custom Gift is Reserved for the use of MES NST
F. Any custom Rite is Global Approval to design, and Low Approval to purchase once
approved.
G. Moon Gifts
1. Gibbous Moon Gifts
a) Thousand Throat Howl [WtF 118-119]: The condition given by this power
lasts a day for PCs.
H. Shadow Gifts
1. Gifts of Insight
a) Scent the Unnatural [WtF 126]: When used against a PC that is trying to
remain hidden or use a stealth power there is a Clash of Wills.
2. Gifts of Inspiration
a) Unity [WtF 127]: Use of this power grants a bonus to resisting mundane
social manipulation equal to the user’s Purity dots that lasts for a scene.
3. Gifts of Nature
a) Knotted Paths [WtF 129]: Against PCs this facet lasts a scene.
4. Gifts of Technology
a) Iron Slave [WtF 134]: If the PC dies while possessing the object, the
‘Claimed machine’ becomes an NPC under the control of their VST. With
VST permission and direction, they may portray this NPC.
I. Wolf Gifts
1. Gifts of Hunting
a) Cow the Prey [WtF 137]: If used against a PC, the Persistent Condition
fades after the normal duration of the Hunter’s Aspect.

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