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 Battle Scars (Superficial Scars, Deep Scar, Improper Bone Setting, Cosmetic Damage, Broken Jaw, Missing Eye, Gelded, Collapsed Lung, Missing Fingers, Maimed Limb, Spinal Damage, Brain Damage, Aging)

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PostSubject: Battle Scars (Superficial Scars, Deep Scar, Improper Bone Setting, Cosmetic Damage, Broken Jaw, Missing Eye, Gelded, Collapsed Lung, Missing Fingers, Maimed Limb, Spinal Damage, Brain Damage, Aging)   2/9/2011, 12:13 am

Battle Scars

Garou can heal most forms of damage without ill effect.
While a human whose leg is savaged by a wolf will probably
lose some muscular function in that leg (if not the entire leg
itself), a werewolf can grow her muscle tissue back and walk
again in mere days.

However, some injuries — particularly those caused by
other Garou — are severe enough to cause lasting damage.
Such wounds occur whenever a character must channel her
Rage to remain active, and they may also occur if the
werewolf suffers a particularly brutal and/ or localized attack.

Example: Sings-with-the-Wind, a Child ofGaia Theurge,
is captured by Black Spiral Dancers and tortured. Specifically,
they slice open his arms with silver knives and sever the connecting
tendons. Sings later escapes, and, although he was technically
never taken below Wounded, the Storyteller rules that his arm has
been maimed beyond use, granting him a Battle Scar.


Battle Scars can range in game effect from cosmetic
damage to brain damage. Any Battle Scar grants a Renown
award in the form of temporary Glory. Healing a Battle Scar
causes a loss of one temporary Glory (although some tribes,
especially the Children of Gaia and the Glass Walkers,
sometimes recognize the Wisdom in doing so).

A list of sample Battle Scars follows, along with the Glory
bonus for each one. When assigning Battle Scars, the Storyteller
should choose the one that makes the most sense. A
character who suffers repeated blows to the head is not going
to end up gelded, although he may suffer brain damage.

This list is by no means exhaustive, and the Storyteller
should feel free to come up with her own interpretations of
4nassive ||pBaa. When assigning Glory awards, for such
injuries, remember that more visible scars tend to carry
larger awards.

Superficial Scars: Large, ugly masses of scar tissue
mar your character's body and remain hairless in all forms.
These scars have no game effect, other than possibly
reducing Appearance in some situations. (Some people find
scars sexy, though.) 1 temporary Glory.

Deep Scar: Much the same as a superficial scar,
except that muscles are affected as well, and the scar aches
when the humidity changes. 1 temporary Glory.

Improper Bone Setting: One of your bones snapped
and did not heal properly. This wound might result in a slight
loss of muscle function, but the real problem occurs if that area
of your body receives two or more health levels of damage at
once in the future. If this occurs, the bone snaps again, causing
an additional lethal wound. 1 temporary Glory.

Cosmetic Damage: A catchall term for readily visible
injuries, such as a missing ear, a hare lip or an exposed part
of the skull. None if it has any really debilitating effect, but
it looks grotesque to humans and impressive to Garou.
Reduce Appearance by one dot when dealing with humans,
unless you cover or conceal the damage. 2 temporary Glory.

Broken Jaw: Similar to Improper Bone Setting, your
jaw was shattered, and it is now out of alignment with your
tongue. Add two to any verbal communication difficulties
when using human speech, and add one to bite-attack
difficulties. Also, your speech is slurred (roleplay accordingly).
1 temporary Glory.

Missing Eye: Simply put, one of your eyes was gouged
out. The difficulties on all rolls involving depth perception
or to fire a missile weapon (including thrown weapons)
increase by three. Any Perception roll based on sight take a
+2 difficulty penalty. 2 temporary Glory.

Gelded: Your reproductive system has been damaged.
You are incapable of siring or bearing children, and you
cannot ever hope to see your own pups breed true. Males
with this wound are not necessarily impotent, and may still
be capable of seduction and using Animal Attraction, but
the difficulties for both increase by two. 1 temporary Glory.

Collapsed Lung: One of your lungs was punctured
during battle. You find it difficult to breathe and to exert
yourself. You lose one die on any Stamina roll involving
exertion and an additional die after five turns of exertion. In
addition, you may hold your breath for only half the time
listed on the previous chart. 1 temporary Glory.

Missing Fingers: You have lost at least three fingers
on one hand. Dexterity rolls involving that hand suffer a +3
difficulty penalty, and claw damage from that hand is halved
(rounded down). 2 temporary Glory.

Maimed Limb: One of your limbs has been mauled
and is now useless. You move at half speed in all forms (if a
leg is damaged) or three-quarters speed in Hispo and Lupus
(if your character lost an arm). You are not able to use the
limb for any purpose. 3 temporary Glory.

Spinal Damage: Your spine was fractured, and you
have trouble keeping your balance. Your Dexterity is reduced
by one, you lose two points from your initiative rating,
and you must spend Willpower on any roll involving balance,
precision or remaining still. 2 temporary Glory.

Brain Damage: Severe damage to the head, or perhaps
lack of oxygen for a long period of time, has reduced your
mental faculties. You lose one dot from one Mental Attribute
(Storyteller's choice). Additionally, you must roll one die and
subtract the result from Gnosis, Willpower or Knowledges
(player's choice of where these points are lost). You are
probably partially amnesiac as well. 2 temporary Glory.
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PostSubject: Re: Battle Scars (Superficial Scars, Deep Scar, Improper Bone Setting, Cosmetic Damage, Broken Jaw, Missing Eye, Gelded, Collapsed Lung, Missing Fingers, Maimed Limb, Spinal Damage, Brain Damage, Aging)   2/9/2011, 12:14 am

Aging

Natural death is not terribly common among
werewolves. A werewolf s regenerative powers can grant
him some measure of added longevity — a werewolf could
conceivably live to 1 20 or so before his body finally gives out
entirely — but there are precious few examples of such
elders. Most werewolves die in battle, and those that don't
usually choose to die in accordance with the Litany rather
than face the shame of old age and uselessness.

"Old age," of course, is relative. Some Garou continue to
be useful members of their septs as advisors and ritemasters,
even if they can no longer be warriors. Aging carries with it
certain infirmities, though. Among them are senility (decrease
in Mental Attributes), frailty (decrease in Physical Attributes)
and loss of Rage — many old Garou lose the wolf permanently .
The specifics are up to the Storyteller to devise, should it ever
become necessary. But let's face it, it probably won't.

Some Garou choose to retire and live out their remaining
years among humans or wolves. Some disappear into the
Umbra to find their tribal homeland. Some simply wander
off into the woods to die at peace with themselves and Gaia.
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Battle Scars (Superficial Scars, Deep Scar, Improper Bone Setting, Cosmetic Damage, Broken Jaw, Missing Eye, Gelded, Collapsed Lung, Missing Fingers, Maimed Limb, Spinal Damage, Brain Damage, Aging)
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