Forsaken: The Edge of Everything
Below you will find rules and procedures unique to , including character advancement, stunting, combat procedure, and more.
Borrowed from Exalted and Scion, stunts are a mechanic that rewards players for adding dramatic flair to their actions.
Basically, any time before you roll to perform an action, you may pause to describe how you go about it. If you do, the GM may assign your action a numeric Stunt dice bonus.
As your character raises whichever stat measures raw supernatural power, you unlock higher levels of stunt. While all stunt levels normally equal a certain number of bonus dice, you can forego these dice at higher levels for various interesting benefits.
Basic stunting rules
- Any action that involves a dice roll becomes a stunt when described in detail
- The level of detail and creativity determines the level of the stunt, from 1-3
- Under normal circumstances, stunt awards are at the ST’s sole discretion – given that storytelling games are by nature cinematic, not every described action will qualify as a stunt
- The level of the stunt award determines the number of bonus dice you may add to your roll
Stunting in combat
In combat, you are only allowed one stunt per round. That means that if you stunt on your action, you may not perform another stunt until your initiative refreshes.
You may use a stunt to aid in your defense. By describing the defensive action your character takes, you may add your stunt bonus to your Defense rating until your initiative refreshes.
- On your action, you may describe a defensive stunt against a single enemy to gain a +2 Def against one attack by that enemy only.
- You may perform this sort of stunt while attacking, you will simply gain no bonus to your attack.
- If you do not elect to stunt during your turn, you may describe your defense reflexively and gain +1 Def against that attack
Note that defensive stunt bonuses only count against one attack. Your Defense erodes with every attack, but you may only add your +1 bonus once per round.
Because socialization usually requires dialogue, witty banter alone won’t usually qualify for a stunt bonus. Especially powerful (or hilarious) lines may work, but to make sure, a social action must involve describing your character’s behavior or body language.
To perform a Heroic Stunt, describe how you (and only you) take the action. One or two colorful sentences, maybe 20 seconds of description is all that’s needed.
The only bonus for a Heroic Stunt is one extra die to roll on the action, or a +1 or +2 bonus to your Defense for one attack, as above.
To appeal: If I do not give you a bonus for what you feel is a Heroic stunt, you may ask me for one. Even if I don’t think it really qualifies as a stunt, I may throw you a bone of some other sort.
Character advancement stunting
In short, roleplaying how your character has improved
To truly embody one of the feral Uratha, you should revel in your character’s animal nature. No matter what form they take, werewolves are always part wolf, and Wolf Stunts reward you for acting that out.
You gain +1 to any action to which you add a lupine behavior or detail. This bonus stacks with any other stunt bonuses you may receive.
Here are some basic guidelines for what constitutes a Wolf Stunt. Feel free to research wolf behavior on your own for basic ideas.
- Reacting to appropriate stimuli with canine sounds, like growling, snarling, howling, etc.
- A note about barking: Wolves very rarely bark, and when they do it’s a harsh and sudden way to get attention. Cutesie-poochisms like “woof-woof,” “barky-bark,” and “bow-wow-wow-yippee-yo-yippee-yay” will not count. Okay, that last one will. But only once.
- I may not always notice things like “I howl,” but I will definitely award points for actually making the noise. True werewolves do not fear being embarrassed!
- Predatory aggression
- Asserting dominance with casual threats, or, in the more savage forms, actual bursts of violence
- Showing affection by roughhousing
- Showing desire (for food, mates, anything) obviously and somewhat obsessively
- Showing respect by exposing your throat
- Honoring pack structure
- Letting the alpha lead the way into both honor and danger
- Picking on the omega (poor Prospect…)
- Respecting and protecting wolf-blooded mates
- Showing some deference to the Alpha’s mate as “beta female”
- Limiting verbal communication appropriately when in Dalu, Gauru, and Urshul form
- Urhan form basically cannot speak at all
- Lupine mannerisms
- Quizzical tilting of the head
- Big stretches and yawns
- Greeting each other by sniffing noses – not butts! Again, butt-sniffing is a dog-thing
- Scratching behind your ear
- Nuzzling or licking objects of affection
- Rolling in things
- Napping in fits throughout the day
- Yes, peeing on things and licking your own junk
Note that certain mannerisms should be reserved for the wolf-like forms. Only werewolves with low harmony actually clamp teeth on packmates’ throats, lift their legs at trees, and sniff noses in Hishu or even Dalu. Still, finding human analogs for these behaviors is encouraged and always worth a Wolf Stunt.
What if I’m not a were wolf?
If playing a Skinchanger, Kitsune, Changing Breed, or Hithimu, simply apply the rules above to whatever it is you share your body with. A rat-pelt-wearing Skinchanger will be twitchy and skittish. A man claimed by a tree-spirit will be deliberate and slow-moving. And so on.
Of course I will do my best to provide research materials for anyone playing a non-wolf shifter. For example, the following should be useful to Walter, our lovable Kitsune consigliere.
New Favored Gifts
Throughout the Werewolf: the Forsaken source materials are scattered Gift lists beyond those in the main book. Some of these lists are particularly appropriate for certain Auspices and Tribes, and are therefor favored for Uratha of those affiliations.
Below you will find some extra Gift lists, the sourcebook where you can find them, and which Auspice, Tribe, or other category would treat those Gifts as favored, and thus purchase them at the usual discount.
|Darkness||Rage||Hunters in Darkness|
Doing your homework
When running games on a bi-weekly schedule, I like to give my players Projects to better flesh out the world, characters, and story of . Each assignment is worth 1 XP if completed two weeks (14 days) from when it is assigned.
Most projects will go out to the group as a whole. Some will go to individuals or rotate from game to game, but over the course of the campaign, everyone will get the same amount.