Martinsburg by Night House Rules


1. General Rules

a. Don’t be an Ass

b. Be respectful of game sites

c. Don’t be an ass

d. Don't let this game come between friendships. This is a game, not real life. We play in a make believe world to have FUN. There are far more important things that affect real life, like family and friends that we do not wish to lose or damage.

e. Game rules and Genre will follow sanctioned genre packets and current rule books.

f. You may only utilize one form power at a time (IE one using Tenebrous Form cannot also have Skin of the Adder).

g. If a player has a problem with a rules call they may call upon another St (if available) for clarification. The final outcome will stand. Please do not abuse this. HST has final call

h. If writing to an coord level PC or NPC you are to cc your St.

i. The only Genres permitted for PC's to play are Vampire and Garou. There may be occasion where a PC will be asked to play another genre but that will be an NPC for plot and/or RP.

j. St's have final discretion in abilities/merits/backgrounds/PC creation and interpretation of Genre as it pertains to MBN.


2. Administrative

a. Players based in the MBN game must sign in once every three months or they will be moved to the inactive list. There are times where real life impedes on game time and extenuating circumstances (moving to an area without a local OWBN game, military, Family, work, etc) can be approved by the St staff. HST will notify approval.

b. Staff xp

i Storytellers: 8xp for their MBN PC

ii. Admin: 4xp per month that they Admin

iii. Council Rep: 2xp per month

iv. Player Rep: 2xp per month

v. Site Cord: 2 xp per month


3. Disciplinary Procedures, Rules and Actions:

a. Most disciplinary infractions can be subdivided into 3 categories: Cheating, Disruptive Behavior, and Misconduct.

i. Cheating consists of those things that run directly contrary to the published rules. This may include having a character sheet that is over points, using more traits than you have, misquoting traits in a challenge (number or type) or consciously misusing the rules.

ii. Disruptive Behavior is a broad term that encompasses behaviors, intentional or unintentional, that interfere with the smooth running and enjoyment of the game. This may include repeatedly breaking character to talk about non-game issues, arguing rules or rules calls, attempting to interfere with a narrator/storyteller in the performance of their duties, engendering ill-will toward other players or members of the ST staff etc.

iii. Misconduct represents those actions that are damaging to the game's continued functioning, against the spirit of the game or against the instructions of the ST staff. Such violations include meta-gaming, slow-throwing, discussing issues that the ST staff considers inappropriate or the staff has asked you not to discuss, attempting to wield inappropriate authority, attempting to circumvent rules, attempting to take advantage of one ST to circumvent the ruling of another, etc.

b. Within each category there are 5 levels of disciplinary punishments: Warning, Minor, Major, Severe, and Extreme.

i. Warning infractions are issued for the unintentional or innocent mistakes that had consequences. The Storyteller staff will decide how many warnings will equate to further infractions or even a strike.

A player who receives three game strikes will be removed from the game for a period of time as decided by the ST staff, but no shorter than one month and potentially permanently. At the end of this time period, the player may petition the ST staff for re-admittance to the Chronicle and may be required to begin with a new character (no player-points). These strikes transcend the category of the infraction (i.e. a strike in each category still amounts to 3 strikes).

ii. Minor infractions will result in a loss of experience. This will be enforced in the following manner. For the next X games the player attends, the character will earn 0 experience points. In this manner, we do not strip players of already earned experience points but still make sure that the punishment is being carried out, even if the player skips a few games. In the event of a character sheet imbalance, the imbalance will be corrected by removing the appropriate number of points and then the disciplinary penalties will be assessed.

iii. Major infractions will result in a loss of experience, as minor above and in addition the player will receive a game strike.

iv. Severe infractions will result in a strike, as in major above and in addition the player will be suspended from the game for a period of time as determined by the ST staff, but no shorter than one month. During such time, the player will be unwelcome at the game site and is forbidden from any interaction with the game and the characters within the game. . At the end of the suspension, the player may be required to begin with a new character (player-points at ST discretion).

v. Extreme infractions will likely result in an immediate and permanent removal from the game. Examples include physically assaulting another player, theft of game funds or property, inappropriate sexual conduct, engaging in illegal activities, placing the game or players therein at risk through negligence or malice, harassment, et al.

In each case the storyteller issuing the punishment will notify the player involved and the Head Storyteller.

These decisions are not subject to review or appeal until the end of the established punishment period.

In addition, the storytelling staff reserves the right to disallow any player, character or item from play.


4. End of Game:

a. Scenes: When the ST staff calls for End of Game, all scenes will come to an end for the night. If anything is not resolved then they may be finished afterwards during down time or before start of game at the next session.  Soft RP is also permitted after End of Game.

b. Announcements: The ST staff may make any Out of Character announcements that need to be announced.

c. End of Game Scenes:  Storytellers must be notified of additional scenes for approval and/or guidance.

5. Abilities:

a. You may teach up to your level of an ability

b Specializations may be used if you have at least 4 levels in the ability.

c. Etiquette: Frivolous uses of this ability will not be allowed. (In other words, if the STs believe you insulted the Elder on purpose; don’t think this will save you.)

d. Leadership: This ability covers the tricks of command. You do not have to be in a position of authority over someone to use this. (The ability is all about making you think you are in charge.)

e. Lore: Your level in a given lore will influence just how much information you can garner. The ST will set the difficulty of the test. Calling for a lore test does not burn a level of the ability. You may burn one for a retest on a failed challenge.

f. Primal Urge: Can be used as a retest to cross the gauntlet or shift forms, but may not be expended to automatically do those things.

g. Klaivaskar, Iskakku, Kaillindo and other martial arts specialties of the appropriate ability (melee or brawl) have no special maneuvers. They do not count as separate abilities.

h. Awareness: The retest for awareness is awareness. However, you do not know what power or origin on a successful test.

i. Abilities as Restests: You may use any appropriate ability to counter a retest in a challenge. You may not cancel a retest from a source other than an ability (i.e. luck or from wound penalties.).

6. Backgrounds:

a. Background purchases should have a brief history that accompany them

b. All backgrounds within clan genre packets and resource books must be approved by the HST.

c. Ancestors: Ancestors may be called on in order to cancel a retest. You must first succeed in the ancestors test.

d. Contacts: Contacts can only garner you rumors and basic information. They can never gain you any direct action or equipment.

e. Fetish: The fetish background can be taken only with HST approval

f. Mentor: When using a mentor to access out of tribe/breed/auspice/clan gifts you are giving up a level of your mentor permanently. The same applies if you wish to learn one of the rare tribal rites. You cannot buy this back; you cannot gain a second mentor for purposes of learning more gifts.

g. Paragon: Can be taken as long as you have enough traits to support the influence. Can only be taken once per influence category. Be wary using high levels of influence as you may get undue attention.

h. Pure Breed: HST approval only

i. Resources: These represent ready cash, easily available. You will likely have far more monetary assets than the amounts listed.

j. Rites: These represent rites you have been entrusted with beyond what your rank would normally be allowed. You are allowed to use these rites.

7. Merits

a. Luck: You may only have 1 retest per scene. Only one luck retest per challenge.


8. Influence

a. Military/Espionage influence is unavailable to PC's. That's the further realm of the elders.

b. Influence can be bought with xp and with an explanation of the purchase. IE rp and or with the help of another influence category.

c. Allies can be used to temporarily further your influence level for a 2 for 1 ratio. By using this method your allies will not be able to be used for one month. Be wary of the level you wish to temporarily obtain, as you may gain the notice of others higher in the Jyhad.

9. Willpower:

Willpower refreshes at the start of each game, unless otherwise noted by the STs. Willpower may also be regained by acting in accordance with your nature. If you feel that you have done so, speak with a ST. Black Furies may regain 1 Willpower per day spent in a natural setting. Willpower may only be used for a retest when you are on the defensive and never for physical challenges.

10. Disciplines

a. Animalism

i. Quell the Beast: This power does not prevent the use of Aegis. It does prevent the use of other WP activated power (IE Majesty, Psychic Projection etc.) Will negate the use of Rage for Garou for the scene.

ii. Subsume: Aura perception will reveal the aura of the animal, not the kindred subsuming.

iii. Feral whispers does not allow you to talk to other Kindred. Garou do not speak it

iv. Will prohibit natural rage generation for Garou

b. Auspex

i. Aura perception allows you to see one using Psychic Projection but it does not give you detail as to who it is.

ii. If one is obfuscated while astral you will have to enact two challenges

iii. Telepathy: You can only be within one mind at a time and be in visual contact or close proximity.  You may eavesdrop on a connection if need be, but must win the challenge.

iv. You may not use thaumaturgy via Psychic projection.

c. Dementation

i. Eyes of chaos does not give answer exactly or solve the question you are asking with certainty. The answer will be cryptic. St has final call.

ii. Derangements: Upon being taught this Discipline, the recipient will receive one Derangement if the PC do not already have one. When members of other clans (not Malkavians) use this power they must make a simple test. If the test fails your derangement will become active.

d. Fortitude

i. In the event of a successful staking challenge one must declare the use of Aegis,

e. Necromancy

i. Soul Steal: If the necromancer is successful on the challenge. The target may use as much wp they have on their PC to avoid the effect. If you are out of Willpower there is no test other than abilities or merits (occult/luck). If the soul stolen body takes a level of Lethal damage the soul returns. The affected character is disorientated and cannot make any action for two rounds. The only exception is if the empty body is already occupied by a spirit, a contest of wills takes place. The owner gets one free retest per wp challenge.

f. Obtenebration

i. You may only have enough arms of the abyss as you have occult level

g. Presence

i. Summon: Please read LOTNR. St has final discretion.

h. Thanatosis

i. Withering the head does NOT render the target unable to use Celerity, Fortitude or Potence. It does render the target blind and unable to use sensory powers.

i. Thaumaturgy (ah the most debated power)

i. ST's have final say on the effects of all Thaumaturgy.

ii. Movement of the Mind: Control: If the target takes a level of Lethal damage while controlled, the caster much make a static mental challenge to keep control.

iii. Spirit Manipulation: Astral Cant: While you can speak their language and understand the spirit, some things you might say may confuse the spirit as it has no concept of certain words.

iv. Entrap Ephemera: Be wary of trapping umbral spirits. They do talk and other spirits may take notice.

v. Duality: Garou who happen to see the caster may try and drag the caster fully within the umbra. If seen and happen to get away. Rest assured the garou will take notice of you.

j. Rituals

i. Casters MUST have the material components for each ritual they intend to cast

ii. Pavis of the foul presence does not counter Majesty, nor combos that have presence within them.

iii. Blood beads- you may only have as many beads as you have occult level.


11. Combo powers

Note: Combo powers that are unique to clans cannot be taught outside of that clan. These powers are wholly new powers. Even though they combine two disciplines. The only restriction are those that have dominate within them. If a combo has a discipline that has restrictions (I.E. Dominate requiring eye contact and generation), those must be observed first. You must have at least clan lore 3 to know of their existence. You MUST have a teacher to learn these powers.

a. Approximation of Loyalty Absolute (Ventrue): the initial test vs the victims social traits but the dominate power restrictions must be observed

b. All combos are by St approval

12. Combat:

Combat always requires a Storyteller or Narrator to be present. As soon as the first physical challenge is declared, an automatic time freeze is in effect for all parties involved until a ST or Narrator can be found, at which time combat will be broke down into rounds.

a. Surprise: Surprise is handled very differently than in Laws of the Wild. In order to achieve surprise, you must approach a character in a way that they are unaware of your presence and initiate a surprise challenge.

b. Order of Combat:

The order of combat rounds is as follows, with clarifications on each round following.

i. Normal Combat Sequence:


-Declaration of Actions

-Spirit of the Fray Preempt Round

-Normal Mental/Social Round

-Mental vs. Physical Round (ranged combat)

-Normal Physical Round

-Rage Rounds

-Extra action Round (i.e. two gun mojo)

ii. Declaration of actions will occur in the following sequence:

-Normal Physical Actions (non-Rage)

-Normal Mental/Social

-Spirit of the Fray preempts.

Declarations for the Rage and Extra Attack Rounds will occur at the beginning of those rounds.

During each step of combat actions will be performed in initiative order (based on traits) whenever multiple people are acting. Whenever possible, actions will be resolved as opposed challenges.


a. Damage comes in three varieties:

i. Bashing damage: This includes punches, kicks, and such. Garou take full damage from bashing attacks. A Garou may not be taken past incapacitated by bashing damage.

ii. Lethal damage: This includes knives, heavy clubs, and the like. Taking a level of Lethal damage while a Garou is at incapacitated causes them to revert to breed form and be unable to regenerate for 8 hours. Any further lethal or aggravated damage will kill the character.

iii. Aggravated damage: This includes fire, silver, claws or fangs. Taking a level of Aggravated damage while at incapacitated will kill the Garou.

b. Called Shots: There are no called shots which will result in a instant kill. Exception: Torpored kindred without aegis and mortals

c. Garou Healing:

i. Bashing or Lethal damage may be regenerated at the rate of 1 level per turn, until the character reaches incapacitated or is in breed form (for humans/lupus). Note: you may engage in other activity while healing.

ii. Aggravated damage is much harder to heal. It requires a full day and for the Garou to be in a form other than breed (except for metis). Note: the time the Garou spends sleeping does not count against this.

d. Rage Healing: A Garou at incapacitated (or lower) may attempt to rage heal as a free action. This costs 1 rage (and so cannot be done if gnosis was spent that round). A simple challenge is done to measure success. If successful, the Garou immediately heals to the second wounded level and gains a battle scar. They also enter frenzy at the start of the next round. This may be attempted once per night.

14. Weapons and Ammo:

a. Ammo Types:

i. Armor Piercing: Ignores armor, plain and simple.

ii. High Caliber: This is a function of the gun, not of special ammo.

iii. Incendiary Rounds: Are available for shotguns, but not normal pistols or rifles. They have the following effects. They have an effective range of 20’ (no spray) and inflict 1 Aggravated wound (no mass trauma). Each shot reduces the shotgun’s bonus traits by 1. If the shotgun is reduced to zero it is useless. The traits may be repaired given tools and time.

iv. Silver Bullets: These are very difficult to produce. You cannot purchase silver bullets; they must be made special order. They act as normal bullets against non-Garou. They may not be armor piercing.

v. Arrows: Arrows are armor piercing against chainmail armor only. You may make flaming arrows. Firing flaming arrows add an additional Clumsy Negative Trait to the weapon. Each arrow inflicts 1 Aggravated wound.

b. Guns: Firearms do base damage as follows to all targets (though vampires only suffer bashing from firearms)

i. Pistols: 2 bonus traits, negative Loud, conceal jacket, 2 lethal

ii. Heavy Pistols: 2 bonus traits, negative Loud, conceal jacket, 2 lethal, high caliber

iii. Submachine guns: 2 bonus traits, negative Loud, conceal jacket, 2 lethal, spray, full automatic

iv. Rifles: 3 bonus traits, negative Loud, conceal none, 2 lethal, high caliber

v. Shotguns: 3 bonus traits, negative Loud, conceal none, 2 lethal, mass trauma, and spray

vi. Double Barreled Shotgun: 3 bonus traits, neg. Loud, Conceal none, 2 lethal, spray, mass trauma, and both barrels

c. Bows:

i. Compound Bow: 3 bonus traits, neg. Clumsy, conceal none, 2 lethal, armor piercing, staking, destroy shield.

ii. Long Bow: 4 bonus traits, neg. Fragile, Clumsy, conceal none, 2 lethal, armor piercing, staking, destroy shield.

iii. Crossbow (archaic): 3 bonus traits, neg. Heavy, Slow, conceal trench, 2 lethal, armor piercing, staking, destroy shield, slow

iv. Crossbow (modern): 3 bonus traits, neg. heavy, conceal trench, 2 lethal, armor piercing, staking, destroy shield

d. Other:

i. Flare Pistol: 1 bonus trait, neg. Clumsy, conceal pocket, 1 Aggravated, incendiary.

e. Weapon Modifications:

i. Both Barrels: If both barrels are fired at once an extra level of damage is scored at all ranges.

ii. Sawn Off: Shotguns may be sawn off and/or pistol gripped to reduce their length. This lowers their conceal ability one step. However, the decreased accuracy adds a Clumsy Negative trait to the weapon.

15. Melee:

a. Special Melee Effects:

-Destroy Shield: This does not bypass shields automatically, but will destroy them after the stated number of blows.

-Speed: A weapon with speed gains an additional trait when fighting against a weapon with any of the negative traits – Clumsy, Slow, or Heavy

-Two-Handed: Two-Handed melee weapons will inflict an extra level of Lethal damage on a Simple Test. This only applies if the weapon is wielded in two hands.

b. Weapons:

-Knife/Dagger: 1 bonus trait, neg. Short, conceal pocket. 1 lethal, speed

-Clubs: 2 bonus traits, neg. Clumsy, conceal trench, 1 bashing

-Stake: 2 bonus traits, neg. Short, conceal jacket, 1 lethal, staking.

-Ax: 3 bonus traits, neg. Clumsy, conceal trench, 2 lethal, two-handed, destroy shield

-Fencing Sword: 2 bonus traits, neg. Fragile, conceal trench, 1 lethal, speed

-Short Sword: 2 bonus traits, neg. Short, conceal jacket, 1 lethal

-Long Sword: 3 bonus traits, neg. Heavy, conceal trench, 2 lethal

(The above covers most large 1 handed swords)

-Great Sword: 5 bonus traits, neg. Heavy, Clumsy, Slow, conceal none, 3 lethal, two handed

-Pole Arms: 4 bonus traits, neg. Clumsy, Slow, conceal none, 3 lethal, two handed

-Spears: 3 bonus traits, neg. Clumsy, conceal none, 2 lethal, two handed, staking

Garou Rules

1. Forms: You may not bid form traits until you have used all your personal traits. Any form trait spent is still gone if you shift forms. (For example, if you spend three form traits in Crinos you will only receive 5 extra traits when you shift to Hispo.)

a. You do not count traits for forms when shifting.

b. The lost social traits in some forms ARE lost when facing other Garou, including BSDs.

2. Frenzy: The Storytellers will decide if a situation warrants a frenzy test, though players are encouraged to speak up if they feel their character might be risking frenzy due to circumstances or role play.

a. Berserk and Fox Frenzy: When in either state, you need not bid a trait in any Social Challenge performed against you (i.e. “I am too frenzied to be entranced by your wiles”).

Such Characters can only be ‘talked down’ if they are subdued or otherwise forced to pay attention to the person doing the challenge.

While in Frenzy you may not use any ability retests. You may, however, use Frenzied as a retest. You may spend rage for extra actions. You may continue to use any already active gifts, but you may not start a new one, except ones that involve physical combat. You may not step sideways. You ignore wound penalties while frenzied.

b. Wyrm Frenzy: When a Garou fails a frenzy test, and does not choose to spend willpower to counteract it, they must make an additional test. Failure on this test means they have entered wyrm frenzy. Willpower may not be spent after this second test.

3. Gnosis:

Gnosis is considered to be refreshed at the start of each game, unless otherwise noted by the STs. In addition, you may use meditation, fetishes or rites to regain gnosis during game.

Losing the last temporary gnosis will prevent a Garou from crossing the gauntlet.

4 Rage:

Rage is refreshed by seeing the moon, or under extreme moments of stress. Just getting hit won’t do it (cept once), getting blasted by a silver shotgun would. The STs will decide on this. If you take a rage trait due to a situational effect you must make a frenzy check. You can only spend as much rage as half of your physical traits per turn.

5. Rank Advantages:

As a Garou gains Rank, his Crinos form is strengthened. When in Crinos and bidding a strength related trait the Garou gains the following advantages.

Rank 2 (Fostern) - Might retest

Rank 3 (Adren) -The Bomb

Rank 4 (Athro) - One extra Health Level (All forms, no requirements)

Rank 5 (Elder) - Wins all ties in Physical Challenges

6. Natural Weapons:

In Crinos claw attacks may make a simple test to inflict an extra level of lethal damage.

Hispo bite attacks do an extra level of aggravated damage automatically.

Lupus claws and teeth do lethal damage.

7. Umbral and Related Rules:

Peeking: Only Uktena may peek from the material realm into the Umbra without a gift or fetish.

Crossing: A reflective surface is required for all attempts to cross the gauntlet unless the local rating is 1 or less.

Dedication: Fetishes and talons must be dedicated to a character. Up to 5 of the same talon take up one slot. A set of clothing will include minor items like jewelry as long as it is all completely mundane.

Spirits: Spirits bid twice their rage, gnosis or willpower in challenges.

8. Fetishes and Talons:

All non standard fetish and talons (i.e. not from a published White Wolf book) are subject to storyteller approval and alteration before entering play.

9. Gift Notes:

Adaptation: Poison gases do not count as atmospheric conditions. The difficulty is 7

Attunement: The test is against the most prevalent type of spirit in the area.

Aura of Confidence: The difficulty of the test is 7.

Balor’s Gaze: The target suffers the effects of being wounded. Wounded targets suffer the effects of being incapacitated (they do not revert to breed however). Resist Pain does not counteract these effects.

Banish Totem: There is no maximum on the totem traits for this challenge.

Beast Life: The difficulty of the test is 7

Beastmind: The target will understand only the base drives, food, flight, fight etc

Blissful Ignorance: The difficulty of this gift is 7 traits, if you disappear with no witnesses, or against mechanical observation. Against witnesses an opposed mental challenge must be made.

Bloody Feast: You may spend up to 3 mental traits for the duration

Blur of the Milky Eye: Blur automatically fails to any form of Heightened Senses. The difficulty to blur is 7. Attacking always drops blur. You may not blur in front of witnesses.

Body Wrack: You may spend up to 3 traits for extra penalties.

Call of the Wyld: The difficulty for the test is 7

Call the Hunt: The test is made against the spirit leading the hunt.

Calm: If reduced to zero rage a frenzying Garou will leave frenzy. Calm will not affect a non-frenzying creature without rage.

Chill of the Early Frost: You may spend up to 3 additional traits.

Clenched Jaw: You may add ½ of your current willpower total when resisting any attempt to break free.

Command Spirit: Additional commands issued in that time cost 1 willpower, but do not require another challenge.

Control Simple Machine: The difficulty for this test is 6.

Cutting Wind: The difficulty of activating this gift is 7. When using the gift to shove an opponent a mental vs. physical challenge must be made. You may spend up to 3 traits for duration.

Diagnostics: Test against the spirit. You may spend up to three additional traits.

Direct the Storm: The WP challenge test is against the frenzied Garou

Distractions: You may spend up to 3 additional traits.

Dreamspeak: the challenge is against the target

Electroshock: Costs 1-3 Gnosis instead of rage

Effect: You release a powerful charge of electricity, damaging opponents you touch yourself, or opponents who are touching the same conductive material as you (like a pool of water). This charge deals two Aggravated damage, plus one additional damage per Gnosis you spent in its activation (up to a max of 5). Divide this damage as you please among the opponents you affect. Touching one or more opponents in combat requires a standard Physical Challenge with appropriate combat retests; electrocuting foes who are touching the same metal or water as you requires no challenge.

Elemental Gift: Test against the elemental spirit. You may spend up to 3 additional traits

Exorcism: The challenge is against the traits of the person who bound the spirit.

Faerie Kin: The challenge is against the changeling being called upon.

Falling Touch: The target of falling touch loses his actions for the remainder of the round.

Fetish Doll: You may spend up to 3 additional traits in a single day.

Gift of the Porcupine: The return damage from a hit does not include extra damage from things like razor claws or silver claws.

Gift of the Spriggan: A separate challenge must be made for every 100% increase.

Hand of the Earth Lords: The challenge is against 7 traits for an inanimate object, otherwise it is an opposed challenge. You may spend up to 3 traits for duration.

Hare’s Leap: The difficulty of the challenge is 7.

Heart of Fury: This is an extended Challenge

Jam Technology: You may spend 3 additional traits for duration.

Master of Fire: This does not affect balefire (unless you also have resistant to wyrm emanations)

Mastery: You must spend traits separately for duration and number of commands.

Mental Speech: This gift can be broken into by those with telepathy (or similar powers). A mental challenge must be made by the eavesdropper.

Open Wounds: The difficulty of the challenge is 7. You may spend up to 3 additional traits for duration.

Paralyzing Stare: This gift requires 1 action to prepare for use. You may spend up to 3 additional traits.

Resist Toxin: The difficulty for the test is 7

Scent of Sight: Does not work against the powers of Obfuscation

Scream of Gaia: You may spend up to 3 additional traits

Seizing the Edge: You may only switch traits between categories at the start of a turn.

Sense Magic: You may spend up to 3 additional traits

Sense Wyrm: A vampire with 3 or less humanity (2 or less for Gangrel), or on any path, will be noticed by this gift

Shroud: You may spend up to 3 additional traits. The discipline Eyes of the Beast can see through this gift.

Snarl of the Predator: This gift requires 1 action to prepare for use. You may spend up to 3 additional traits

Song of Rage: You may spend up to 3 additional traits

Spirit Friend: You may spend up to 3 additional traits

Spirit Ward: You may spend up to 3 additional traits

Staredown: Awakened beings do not flee but are frozen in place like Garou. You may spend up to 3 additional traits for duration

Strength of the Dominator: The test is against the target.

Trackless Waste: You may spend up to 3 additional traits

True Fear: You may spend up to 3 additional traits

Weak Arm: You may spend up to 3 additional traits

Wolf at the Door: You may spend up to 3 additional traits