Attempts to Embrace werewolves usually fail. By the grace of
their spirit-mother, most werewolves die upon the attempt.
However, the Embrace works in a few nasty, rare instances -
and the results are the rightly titled Abominations.
Note: These rules for Abominations are taken from the point
of view of Vampire. More complete rules may be found in the
Werewolf Players Guide Second Edition. This book does not
pretend to have all of the cosmological complexity of
Werewolf, so we present this information as it applies to this
game only.
Kindred Lupines are literally things that should not be. The
Embrace severs werewolves from the world's soul, their very
reason for existing. As a result, the leading cause of Final
Death among the dozen or so Abominations that exist at any
given time is suicide.
Abominations are created in the same manner as other
Kindred, except they have one last chance for a merciful
death. A werewolf's player can make a Gnosis roll, difficulty
6, to die quietly. If the roll succeeds, he dies without pain and
his spirit travels to its destined place. If the roll fails, he dies
in torturous agony, but his spirit is free. If the roll botches, the
werewolf becomes an Abomination. No Discipline, Gift,
magic or any other power short of divine intervention can
affect this roll, save one - the werewolf can spend a
Willpower point for an automatic success and die peacefully
(and is almost certain to do so).
An Abomination, unsurprisingly, is of the same clan as his
sire, learns three dots of clan Disciplines and exhibits the
clan weakness, just like any other Kindred. An Abomination
may be Caitiff, as well. He may also spend blood points to
increase his attributes or heal himself like any other vampire.
That's where the benefits end. After that, things become
really unpleasant.
The Embrace usually causes even mighty Lupine elders to
fall from their former peers' esteem. Abominations also
cannot increase their Gnosis Trait.
Upon the Embrace, the Lupine's connection with the spirit
world begins to fray. This loss means that Abominations
cannot regenerate their wounds as do other werewolves;
Abominations may heal themselves only by spending blood
points. Although Abominations usually remember the Gifts
and rites they possessed before their Embrace, they cannot
effect any rites other than Wyrm-rites; only vile and corrupt
spirits ever answer a call made by a dead thing.
Abominations also may never learn Gifts from any spirits
other than Banes, and these spirits are spiteful, devious
teachers.
Abominations may not spend blood points for any reason in
the same turn that they spend Gnosis, make Gnosis rolls,
spend Rage or make Rage rolls. The mystical properties of
Rage, Gnosis and the Blood all interfere with one another.
Abominations have blood pools according to their generation,
as usual.
Abominations exist in a state of permanent, crippling
depression. They cannot escape their dolor with Willpower
rolls and cannot lift the curse while they "live." In effect, an
Abomination must expend a Willpower point to play a scene
with his dice pool at full. Additionally, Abominations may
never spend Willpower points to gain automatic successes
on any dice rolls.
Abominations' Humanity Traits often spiral downward quickly,
hurling them into either the jaws of the Beast or merciful
oblivion. They may never increase their Humanity, Willpower
or Virtues with experience points, as they instead suffer
incessant psychological erosion.