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<blockquote data-quote="frankthedm" data-source="post: 1817035" data-attributes="member: 1164"><p><em>Attempts to Embrace werewolves usually fail. By the grace of</em></p><p><em>their spirit-mother, most werewolves die upon the attempt.</em></p><p><em>However, the Embrace works in a few nasty, rare instances -</em></p><p><em>and the results are the rightly titled Abominations.</em></p><p><em>Note: These rules for Abominations are taken from the point</em></p><p><em>of view of Vampire. More complete rules may be found in the</em></p><p><em>Werewolf Players Guide Second Edition. This book does not</em></p><p><em>pretend to have all of the cosmological complexity of</em></p><p><em>Werewolf, so we present this information as it applies to this</em></p><p><em>game only.</em></p><p><em>Kindred Lupines are literally things that should not be. The</em></p><p><em>Embrace severs werewolves from the world's soul, their very</em></p><p><em>reason for existing. As a result, the leading cause of Final</em></p><p><em>Death among the dozen or so Abominations that exist at any</em></p><p><em>given time is suicide.</em></p><p><em>Abominations are created in the same manner as other</em></p><p><em>Kindred, except they have one last chance for a merciful</em></p><p><em>death. A werewolf's player can make a Gnosis roll, difficulty</em></p><p><em>6, to die quietly. If the roll succeeds, he dies without pain and</em></p><p><em>his spirit travels to its destined place. If the roll fails, he dies</em></p><p><em>in torturous agony, but his spirit is free. If the roll botches, the</em></p><p><em>werewolf becomes an Abomination. No Discipline, Gift,</em></p><p><em>magic or any other power short of divine intervention can</em></p><p><em>affect this roll, save one - the werewolf can spend a</em></p><p><em>Willpower point for an automatic success and die peacefully</em></p><p><em>(and is almost certain to do so).</em></p><p><em>An Abomination, unsurprisingly, is of the same clan as his</em></p><p><em>sire, learns three dots of clan Disciplines and exhibits the</em></p><p><em>clan weakness, just like any other Kindred. An Abomination</em></p><p><em>may be Caitiff, as well. He may also spend blood points to</em></p><p><em>increase his attributes or heal himself like any other vampire.</em></p><p><em>That's where the benefits end. After that, things become</em></p><p><em>really unpleasant.</em></p><p><em>The Embrace usually causes even mighty Lupine elders to</em></p><p><em>fall from their former peers' esteem. Abominations also</em></p><p><em>cannot increase their Gnosis Trait.</em></p><p><em>Upon the Embrace, the Lupine's connection with the spirit</em></p><p><em>world begins to fray. This loss means that Abominations</em></p><p><em>cannot regenerate their wounds as do other werewolves;</em></p><p><em>Abominations may heal themselves only by spending blood</em></p><p><em>points. Although Abominations usually remember the Gifts</em></p><p><em>and rites they possessed before their Embrace, they cannot</em></p><p><em>effect any rites other than Wyrm-rites; only vile and corrupt</em></p><p><em>spirits ever answer a call made by a dead thing.</em></p><p><em>Abominations also may never learn Gifts from any spirits</em></p><p><em>other than Banes, and these spirits are spiteful, devious</em></p><p><em>teachers.</em></p><p><em>Abominations may not spend blood points for any reason in</em></p><p><em>the same turn that they spend Gnosis, make Gnosis rolls,</em></p><p><em>spend Rage or make Rage rolls. The mystical properties of</em></p><p><em>Rage, Gnosis and the Blood all interfere with one another.</em></p><p><em></em></p><p><em>Abominations have blood pools according to their generation,</em></p><p><em>as usual.</em></p><p><em>Abominations exist in a state of permanent, crippling</em></p><p><em>depression. They cannot escape their dolor with Willpower</em></p><p><em>rolls and cannot lift the curse while they "live." In effect, an</em></p><p><em>Abomination must expend a Willpower point to play a scene</em></p><p><em>with his dice pool at full. Additionally, Abominations may</em></p><p><em>never spend Willpower points to gain automatic successes</em></p><p><em>on any dice rolls.</em></p><p><em>Abominations' Humanity Traits often spiral downward quickly,</em></p><p><em>hurling them into either the jaws of the Beast or merciful</em></p><p><em>oblivion. They may never increase their Humanity, Willpower</em></p><p><em>or Virtues with experience points, as they instead suffer</em></p><p><em>incessant psychological erosion.</em></p></blockquote><p></p>
[QUOTE="frankthedm, post: 1817035, member: 1164"] [I]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.[/I] [/QUOTE]
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