Wyld Prophets
House Rules & Rules Clarifications v.2.5
Last Revised: 06/28/2016

Terms or titles trademarked by White Wolf Game Studios used herein should not be considered a challenge to the copyright ownership of those terms or titles.

The following rules will be considered to supplement and supersede the rules in effect in Mind’s Eye Theatre: Laws of the Wild (Revised). These rules are subject to change at a Storyteller’s discretion. Any dispute with a rule or ruling of a Storyteller should be stated clearly and without antagonism. In any event, a decision made by a Storyteller is final during the scene in which it takes place. The disputed rule may be brought up later, but the results are still at the discretion of the Storytellers.

Storyteller Authority
Some rules may be altered on a case-by-case basis, as extenuating circumstances require. Players should not count upon these rulings and they do not constitute precedent for future rulings in similar cases.

Approved Published Resources
Our approved sources for visiting PC sheets generally consist of Laws of the Wild (Revised) and the Mind’s Eye Theatre mechanics write-ups for items in the various twelve 3rd Edition “Western World” Tribebooks. The Storytellers reserve the right to restrict the use of any power, totem, item, etc. that comes from another source, particularly if the write-up for the item has no proper MET mechanics write-up. We are also currently allowing Werewolf the Apocalypse 20th edition material at storyteller descretion.

In any case where there are multiple published sources for rules on the same item (or items that are very similar), the most recently published source will be used (e.g. scarification fetishes, the Scarab pack totem, Advanced Silver Fang Gift: Ignore Death Blow, etc.). 

We cannot guarantee ready access to any book other than Laws of the Wild (Revised) at our game site. Rules coming from any other sources should be on-hand by the player that may use them, and use of such items may be restricted if this condition is not met. Wyld Prophets does not condone copyright infringement. Please ensure that you own any materials that you photocopy. If confusion exists, ask a Storyteller for more information.

Tribes
Fianna Tribal Advantage: Traits of Abilities gained may allow Fianna characters to exceed the standard limit of five.

Glass Walker Tribal Advantage: This grants Glass Walker characters a free level of the Influence Background in a category of the PC’s choice, and that Influence category may exceed the standard limit of 5 as a result. All PCs are able to purchase the Influence Background for 1 XP per level if that purchase is supported by the PC’s downtime and in-game activity and the purchase is approved by a Storyteller; however, Glass Walker PCs are not required to provide special justification to increase their rating in the Influence category that benefits from their Tribal Advantage.

Uktena Tribal Advantage: This allows Uktena characters to gain vivid clarity when Peeking across the Gauntlet, either from the Realm or from the Umbra, without spending Mental Traits, and they win ties in challenges to do so. (Please note, in some cases a challenge may not be possible, at Storyteller discretion.)

Rites

Characters can try to enact rites they’ve participated in but which they don’t know (colloquially referred to as “from the hip”), as per Laws of the Wild (Revised), pp. 151-2. All such challenges suffer a three-Trait penalty and twice whatever Gnosis expenditure is required.

Attributes and Abilities 
References to the Alertness Ability, omitted from Laws of the Wild (Revised), will correspond with either Awareness or Investigation, per Storyteller discretion.

Earning the fifth level of an Ability will generally require an explanation to support such advanced training. The same applies to purchasing a Lore (or similar specialized Ability) at the fourth and fifth levels when that Lore is appropriate for your PC (this generally means a Garou PC who is learning Lore: Garou or Lore: Tribe; and often, Lore: Spirit and Lore: Umbra). Having one or more teachers possessing the Abilities you are trying to obtain will often be a requirement.

Iskakku functions as per Children of Gaia Tribebook (Revised). Special maneuvers require that the PC have the requisite number of traits of the Ability remaining for the session (i.e. the Level Five maneuver becomes unusable if a Trait of Iskakku is used to retest).

Klaivaskar/Klaive-Dueling, Kailindo, and the Martial Arts Abilities do not yield special maneuvers in live-action play. They can be treated as forms of Performance in Wyld Prophets.

Primal-Urge is applicable to retest fetish activation.

Newly created Cliath Garou PCs have the option of taking one free level of Lore: Garou and one free level of Lore: Tribal (matching the tribe of the PC). Cub PCs may earn the first level of each of these Abilities through the course of play without the expenditure of XP and should discuss this with the Storytellers.

Ability Specializations
It may be requested that an Ability Specialization be changed if it lacks specificity, at Storyteller discretion. If a specialization appears to be applicable in the majority of circumstances where the Ability is used, expect this request.

Abilities and Bonus Traits
In order to account for the constant benefit of one's expertise, Abilities will grant Bonus Traits in challenges where they would apply as a retest. This bonus is on a one-for-one basis where each PERMANENT level of the ability will add a single Bonus Trait.

Any static difficulty is increased by two when such Bonus Traits apply.
 
⦁	Example #1: Tyrone has Brawl x5, so Tyrone can bid 5 additional Traits on all of his Brawl challenges. If Tyrone uses a level of Brawl as a retest, he still bids 5 additional Traits because of his knowledge of the art.
⦁	Example #2: Sierra has Occult x4 but has expended all temporary Traits of her Occult Ability for the scene. She enjoys a four-Trait bonus when attempting a Gnosis Challenge to activate Silver Claws. The difficulty of the challenge is 9 (LotW:Rev’s standard difficulty +2).

Ability and Attribute Trait Refresh 
All temporary Traits of Attributes and Abilities refresh at the end of a scene. This will usually take place during standard “travel time” between In-Character locations. For characters that have been in continuous play in the same In-Character location, ten minutes of light activity (in which no Traits have been bid or expended) at the end of an hour of play can allow for a similar refresh.

Traits gained from investment in a pack totem refresh at the same rate and in the same manner as other Traits.

Storyteller approval should always be sought before assuming that Traits have refreshed.

Retests 
Only one type of retest may be used per category per challenge. That is to say that in any given challenge a player may only utilize retest from one Ability, one Gift/Discipline/Other Power, one Merit, one talen/fetish, etc.
 
Willpower may only be used defensively unless otherwise stated by a power (such as the requirement to expend Willpower to gain a retest. i.e. Desperate Strength). In addition to the use of Willpower to retest a defense against a Mental or Social Challenge, Willpower may also be expended to retest a defense in a Willpower challenge.

Cancelling
You are allowed to cancel retests only with like retests (e.g. Ability cancels Ability, power cancels power, Merit cancels Merit).

Backgrounds

Any increase in the Influence Background after the second dot must be approved by a Storyteller. Approval will generally be given based on downtime and some in-game activities that support your PC’s connection with a particular Influence category. (Note: The Glass Walker tribal advantage supersedes this. See above.)

Purchasing new Backgrounds will often require special Storyteller approval. The Rites Background cannot be purchased after character creation has been finalized, and the Ancestors Background has intensive, In-Character requirements before it can be purchased or increased.

Totems 
The benefits of personal totems are not permitted at all for PCs who are supported by a pack totem, whether the totem's benefits are being provided presently or not. The total cost of the investment for a personal totem is twice its Background Cost. Arrangements should be made with the Storytellers if you feel your PC should be eligible for support by a personal totem.

A pack totem’s benefits only apply if at least two members of a respective pack are signed in to the current game session. The exception is those benefits which apply to all pack members at all times (i.e. the description of the Traits granted by the totem must say “Each pack member gains…” or “All pack members receive…”).

When a totem is abandoned, lost, or changed, none of that totem’s benefits remain with the PC (even if the text says you receive the benefit on a “permanent basis”). When such an event occurs, the points of the Totem Background that were invested are restored to each contributing PC. Losing, abandoning, or changing a personal totem will result in the permanent loss of points invested, beyond the normal background cap of 5.

Gifts
Cubs and New Characters
Cubs, upon the First Change, come into play with one of their Auspice's and one of their Breed's starting Gifts. A starting Tribal Gift is added upon the completion of the PC's Rite of Passage. These starting Gifts can be temporarily withheld at the player’s choice, but they cannot be exchanged at any time for points. They must be selected from the Beginning Gifts options presented in the Laws of the Wild: Revised (pp. 68-72).

Gift Difficulties and Expenditures
Unless restated in this supplement, all static difficulties for gifts without listed difficulties will be as follows: Basic Gifts will have a static difficulty of 6 traits, Intermediate will have a difficulty of 9 traits and Advanced will have a difficulty of 12 traits. You can spend a number of traits on gifts equal to your rank+4.

If a character is in a non threatening situation (ST Discretion) that character may activate a power/gift without testing as long as the power/gift is a static challenge and the character has enough traits to overbid the challenge.

Specific Gift Clarifications:
⦁	Beastmind:  The duration of this Gift’s effects can be extended with the expenditure of Mental Traits, one for each turn.
⦁	Call the Storm: Lightning bolts inflict 5 Aggravated damage upon successfully striking an opponent.
⦁	Electroshock: A single use of this Gift can inflict no more than three levels of electrical aggravated damage to any single target, though up to three Rage Traits can be spent to affect up to three separate targets as per Tribebook: Glass Walkers. A Physical Challenge is required to use this Gift unless the intended target is unavoidably in contact with a conductive object or person that the Gift-user can touch.
⦁	Falling Touch: After successful use of this Gift, the target is not able to take aggressive Physical, or otherwise physically damaging, actions. Other types of actions are generally permissible.
⦁	Heart of Fury: To activate this Gift, make an extended Static Willpower Challenge against your permanent Rage Trait total. Effectively, your Rage is reduced by one Trait for each successful test (maximum up to your Rank) when comparing Traits in frenzy tests for the duration of the Gift usage.
⦁	Heightened Senses: A Willpower Trait may be expended to prevent a sensory overload caused by one source.
⦁	Inspiration: Automatically winning a Willpower Challenge may only occur in a Defensive Willpower Challenge.
⦁	Invoke the Spirits of the Storm: Lightning bolts inflict 5 Aggravated damage upon successfully striking an opponent.
⦁	Power of the Ways: This Gift may be used no more than once per scene. You may not accumulate a total of successes higher than your highest temper with a single invocation of the power.
⦁	Sense of the Prey: The gift cannot be used to locate a type or species of creature; it must be used to locate a specific sentient creature. There is no difference in the sense of the result of the power if the prey is hiding and the test is failed or if the subject is dead or otherwise impossible to locate. The Storyteller/Narrator may throw the test for use of this power in secret..
⦁	Shadows by the Firelight: In order for this Gift to function, the user’s presence must be known to the target(s) and his story must be communicated to the target(s) in some appropriate way. The amount of Gnosis used to determine the duration of the story must be spent immediately after the Social Challenge is performed. Inherently suicidal actions cannot be dictated to those affected by this Gift (ST discretion).
⦁	Spirit of the Fray: This Gift is always in effect and will function on the first aggressive challenge made by its user in every turn of combat. It is not applicable to follow up actions, whether from Rage spent or any other source.
⦁	View the Battlefield: Additional gnosis may be spent to increase the duration.

Gnosis, Rage, and Willpower 
Cubs
Cub PCs have starting Rage determined by their Auspice, Gnosis determined by their Breed, and 3 Willpower. Maximum Willpower for a Cub is 4 and is subject to a free increase of one (not to exceed Rank maximum of five) following the completion of the PC's Rite of Passage, if appropriate for the accepting tribe.

Challenges
Except for a frenzy challenge (see below), all comparisons of Trait numbers for Gnosis, Rage, and Willpower are per their permanent number. This includes (but is not limited to) Gift usage, stepping sideways, Peeking, and fetish activation.

Characters may only spend a maximum amount of Rage equal to half their Physical traits. The declaration of an expenditure of Rage for extra actions is generally expected at the beginning of the combat turn (ask your Storyteller/Narrator for clarification, if needed). 

A Rage challenge is made whenever a character is taunted, embarrassed, suddenly assaulted, etc. or at Storyteller discretion. The difficulty is the character’s permanent Rage vs. the current moon phase (no retest). The difficulty of the challenge is lowered by 1 if the Garou is in Crinos form, or the moon phase is of the Garou’s auspice (these modifiers are not cumulative).

Difficulty of moon phases is as follows:
⦁	New (Ragabash): 8 
⦁	Crescent (Theurge): 7 
⦁	Half (Philodox): 6 
⦁	Gibbous (Galliard): 5 
⦁	Full (Ahroun): 4

If you lose the Rage challenge, you do not gain Rage. If you win the Rage challenge, you gain 1 Rage Trait and must test for Frenzy.

This chart is also used to determine the difficulty of a Rage challenge when a Garou attempts to "Rage back."  Raging back is only an option after suffering Lethal or Aggravated wounds that drop you below the Incapacitated Health Level. Raging back can only be done once per scene. Raging back successfully results in a berserk frenzy (no test), with all the benefits and drawbacks therein (including the risk of the Thrall of the Wyrm). Raging back also results in a Battle Scar (as determined by a Storyteller). Raging back heals all wounds up to (and including) wounded.

Peeking
Any character with Gnosis traits (including Kinfolk possessing the Gnosis Merit) may Peek into the Realm from the Umbra or into the Umbra from the Realm with the normal tests and difficulties. As a result, the Uktena Tribe has a different Tribal Advantage from the one stated in Laws of the Wild (Revised) (see above).

Frenzy
A frenzy challenge is a Willpower challenge. When declaring ties, your permanent Willpower is compared to the difficulty of your permanent or current Rage, whichever is higher. Willpower can be spent to retest a frenzy challenge (but it cannot be spent to avoid such a challenge). Frenzy prohibits many types of activity, including but not limited to initiating Mental and Social Challenges which rely on concentration or non-violent behavior, as well as the activation of any Gift.

Experienced shifters are more resistant to these baser instincts. Apply the below if applied. These benefits are not cumulative.
⦁	Adren – One-Trait bonus to Willpower for frenzy challenges.
⦁	Athro – Two-Trait bonus to Willpower for frenzy challenges.
⦁	Elder – Two-Trait bonus to Willpower for frenzy challenges. A free retest on all frenzy challenges.

When succumbing to berserk frenzy, you automatically assume either Crinos or Hispo form (player’s choice). When succumbing to fox frenzy, you automatically assume Lupus form.

If you suffer a berserk frenzy, you must make two Simple Tests. If both fail, the character enters the Thrall of the Wyrm. Characters who volunteer to enter frenzy (such as by use of the Berserker Merit) do not have to test for the Thrall.

Once in frenzy, a character may do the following:
⦁	Remain in frenzy.
⦁	Spend a Willpower Trait to direct his frenzy for 1 turn. The benefits and drawbacks of frenzy remain during and after that turn, but the Garou may choose the new target of his attacks.
⦁	Spend a Willpower Trait at the beginning of the turn to end the frenzy. He loses all remaining actions for the turn as he recovers his self-control. If he is attacked before the end of the turn this attempt fails.

Once the frenzy stimulus is gone, the character may make a Willpower challenge (permanent Willpower vs. permanent Rage) each round to come out of frenzy.

As Gnosis, Rage, and Willpower are numbers that can fluctuate frequently, the Storytellers may distribute an index card to be used for tracking your character’s temporary ratings.

Combat
Counterattacking is not allowed. When attacked, there are two possible responses: dodging or absorbing the attack. (Parrying is a function of Dodging, unless a specific power or Ability possessed states otherwise.)  Strength-related Physical Traits cannot be used in defense of any challenge where an opponent is trying to deal damage to you, but may be used in other cases (e.g. preventing a grapple).

Rank Benefits
Rank Benefits have been discontinued. In an effort to better balance cross-genre challenges that may incorporate “bomb” or “ties,” the more common methods of utilizing these abilities (a vampire’s Celerity or Potence) will be changed accordingly.

Soaking and Healing in combat
An attempt to absorbing the damage from an attack requires the bid of a Stamina-related Physical Trait, and it is the only means of defending against an attack that cannot be anticipated (e.g. Surprise). 

Each Garou has three phantom "Soak" retests that can be used in soaking damage and add to trait totals on ties for such challenges. Upon reaching the rank of Adren, Athro, and Elder the player gains access to another "Soak" retest (Max 6 at Elder). Totems that would normaly add traits to a soak pool or multiple levels of the Survival ability also add one extra "Soak" retest.

Tough is a Strength-related Physical Trait and is not suitable for absorbing attacks.

While in combat Garou still regenerate. If a Garou takes no physical action besides movement (no more than three steps) in a full turn they automatically heal one level of either Bashing or Lethal at the end of the turn. For all other instances of healing while in combat see the Intermediate Ahroun Gift: Combat Healing.

Kinfolk
The Kinfolk Merit from Laws of the Hunt (Revised) is free for Kinfolk PCs.

The Gnosis Merit from Laws of the Hunt (Revised) is an acceptable feature for new Kinfolk PC’s.

The maximum number of Attribute Traits in each category that a Kinfolk can possess is 10.

Miscellaneous
Forms
Metis Garou benefit from accelerated healing in all forms and are allergic to silver in all forms.

Lupus form grants the increased speed listed in LotW:Rev. Hispo form grants no increase to speed.

Shifting
“Slow-Shifting” (i.e. changing forms without a challenge or expenditure of Rage/Primal-Urge) requires a full turn per form adopted. The changes must be done in order, as if the standard Physical Challenges were being made.

Spirits
Spirits may function differently from how they are presented in Laws of the Wild: Revised.

Wyld Prophets Player rules

Character creation can be done with an ST at a Wyld Prophets game or on your own free time. All characters must be approved before they are allowed to enter play. Wyld Prophets Storytellers reserve the right to deny any Characters or traits of said character and request changes. 

Wyld Prophets is a changing breeds chronicle so please create your character with that in mind. Currently characters that are not werewolves may be restricted. Please contact a storyteller with your concept before submitting new characters.

Please use Laws of the Wyld: Revised or Werewolf the Apocalypse source materials for creating a character with the following changes:

Nature and Demeanor 
There are currently no restrictions on Nature and Demeanor however it is strongly suggested that you choose them from Werewolf the Apocalypse source materials. If not within Laws of the Wyld: Revised please provide a book and page number for your choices.

Breeds and Auspices 
Currently all breed and auspices are available for play but it is strongly suggested that new players create a homid. 

Tribes 
Currently all of the 12 common tribes are available for play. Stargazers at this time are restricted and require storyteller approval.

Rank 
It is suggested that new players start as Cliath but both Cubs and Cliath are available for play.

Abilities 
A single ability may not be bought at higher than 3 during character creation. 

Backgrounds 
Fetish may be purchased and can represent a family heirloom or can be obtained at a later date through story. Characters may not start with a Klaive or traditional dueling weapon (e.g Labris, shivs ect.) 

Merits and Flaws  
Capped at 7 points each at character creation, Merits and Flaws not found in Werewolf the Apocalypse source materials are restricted. The merits and flaws in Red book are allowed Except for those that are the tribal advantages and disadvantages. Please provide a book and page number for merits and flaws chosen that are not contained in Laws of the Wyld: Revised.

Xp rewards 
New characters receive 30 xp to be spent during character creation. Upon submitting a backstory before the third game after character creation an additional 15 xp will be awarded. For each story hook or plot point  in your backstory that doesn't pertain to anything already on your sheet extra xp will be awarded, the amount determined by the storyteller.

Spending Rules
Players may purchase the following during each downtime:

1 Physical trait, 1 Social trait, 1 Mental trait
1 Rage, 1 Gnosis, 1 Willpower

any number of abilities (dependant on unspent XP) though not more than one point in any ability Ex: 1 Brawl, 1 Dodge, 1 Drive is fine but 3 Brawl is not.

Rituals may not be purchased with xp.

Lore  uses a pool system, buying points in the ability reduces the total number of usable slots for the current downtime. 5 slots are available during each downtime
   Ex: Buying the Lores: Garou x1, Wyrm x1,Wyld x1, Weaver x1 and Umbra x1 uses all 5 slots while buying the third point of Garou lore uses 3 slots.

Crafting Rules:

 A Character with the Crafts ability can make appropriate items for their Craft. A Gunsmith makes guns. A Blacksmith works metal. A tailor makes clothes. NOTE: Items purchased with resources or acquired with influence are only ever basic versions mechanically, and any crafts ratings from professional services only improve the aesthetics of the item and not the mechanics.

If the Craft would result in an Item Card, a Character can make a number of basic versions of appropriate items equal to their Crafts rating in a single downtime (this can grant no benefits in any way beyond what the item would grant normally. A Pistol is worth +2 traits, a spyglass can see further, a bowl holds liquids and solids.) Items that persist once made count for this limit, even if the Player does not request an item card to represent the item.

If the Craft does not result in an Item Card the Character can produce as much of the craft as they want in a single downtime and may always assume basic success, but the product is merely considered the product of proficiency, and not exceptional (food is nourishing and of good taste, A hairstyle is neat and suits the bearer, a flower arrangement is balanced and pleasant).

To have a Crafted item count as exceptional a Character must spent a full downtime on an item that normally provides no mechanical benefits. Even if the actual creation process would not normally take that much time, the Character must take the extra time making preparations (A Chef must pick the perfect ingredients and do test runs of different spices, a tailor must make perfect measurements and select the right fabrics). To succeed in the project the Character must succeed on an appropriate challenge (whether Mental, or Physical, deemed by the ST based on the Craft) difficulty equal to the Target Crafts rating x4. A Character cannot make an item at Crafts rating higher than the level of appropriate Crafts ability she possesses. This also requires an expenditure of Resources or appropriate Influences equal to the target Crafts level for acquisition of workspace, tools, materials etc – this expenditure must be made separately for every project even if the character already acquired tools or a workspace (this represents upkeep and maintenance). No other crafting may be done during a downtime a character is doing this crafting.

To Craft an item that provides mechanical benefits requires one or more downtime periods. Every downtime spent crafting requires the succeeding an appropriate static challenge vs a number of traits equal to the target Crafts rating x4. Failure to succeed on any of the needed tests results in a basic version of the item and the process must be started anew. A Character cannot make an item at Crafts rating higher than the level of appropriate Crafts ability she possesses. This also requires an expenditure of Resources or appropriate Influences equal to the target Crafts level for acquisition of workspace, tools, materials etc – this expenditure must be made separately for every project even if the character already acquired tools or a workspace (this represents upkeep and maintenance). No other crafting may be done during a downtime a character is doing this crafting.

If the target crafts rating is 1 or 2, the item is no better mechanically than a basic version of the item, but is considered aesthetically impressive, and requires a single downtime action.
If the target crafts rating is 3 or 4 the item may provide one of the following effects; grant an additional bonus trait and add a negative trait*, remove a negative trait**, deal an extra level of damage, grant a special quality***, or grant an extra health level (armor only). A ranged weapon cannot select the benefit of extra damage at this crafts rating. Items of this crafts rating require two downtime periods to create.

If the target crafts rating is 5 the item may select two of the following benefits; grant an additional bonus trait and add a negative trait*, remove a negative trait**, deal an extra level of damage, grant a special quality***, or grant an extra health level (armor only). Items of this crafts rating require three downtime periods to create.

*The negative trait added must be appropriate to the type of weapon. For example A knife cannot be loud, a polearm cannot be short, a firearm cannot be slow. ST discretion.

**A firearm may not have the 'loud' negative trait removed except with a silencer, which has it's own mechanics and should not impact the crafting process even if the silencer is being 'built in'.

***Weapons may not be crafted to possess special qualities that are impossible. A sword may not spray, a mace cannot have a high-caliber, metal cannot be staking, etc.
Use of Magic (this can include Gifts, Rites, Fetishes, or other magic) can improve the crafting process, or mitigate the need for the expenditure of resources and influence, but never speed it up. The Gift Reshape Object may negate the need for tools or work space for example. If an effect would specifically speed up a crafting process, then it may only increase the rate of the production of basic items, and not exceptional items (items with a crafts rating). ST has final say how other effects interact with Crafting, but as a general rule only effects that specifically improve or involve crafting will have an impact

Visitor Sheet Changes
v.1.9
Last Revised: 04/30/2016

Terms or titles trademarked by White Wolf Game Studios used herein should not be considered a challenge to the copyright ownership of those terms or titles.

The core rules book, and the source for most of our rule material is Laws of the Wild (Revised) which is produced by the White Wolf Game Studio. Certain material may be taken from other sources. If confusion exists, ask a Storyteller for more information.

Our approved sources for visiting PC sheets generally consist of Laws of the Wild (Revised) and the Mind’s Eye Theatre mechanics write-ups for items in the various twelve 3rd Edition “Western World” Tribebooks. The Storytellers reserve the right to restrict the use of any power, totem, item, etc. that comes from another source, particularly if the write-up for the item has no proper MET mechanics write-up. We cannot guarantee ready access to any book other than Laws of the Wild (Revised) at our game site. Rules coming from any other sources should be on-hand by the player that may use them, and use of such items may be restricted if this condition is not met.

In any case where there are multiple published sources for rules on the same item (or items that are very similar), the most recently published source will be used (e.g. scarification fetishes, the Scarab pack totem, Advanced Silver Fang Gift: Ignore Death Blow, etc.).

.

Abilities
 
Klaivaskar/Klaive-Dueling, Kailindo, and the Martial Arts Abilities do not yield special maneuvers in live-action play. They can be treated as forms of Performance in Wyld Prophets.
Your character does not lose their knowledge and experience with such things, but they do not provide any additional mechanical benefits. They certainly can provide “roleplay only” benefits (Storyteller discretion).

It may be requested that an Ability Specialization be changed if it lacks specificity, at Storyteller discretion. If a specialization appears to be applicable in the majority of circumstances where the Ability is used, expect this request. A specific example is “Natural Weaponry” as a Brawl specialization – in Wyld Prophets, the specialization bonus applies to natural attacks made in the PC’s Breed form only.

Totems
The benefits of personal totems are not permitted at all for PCs who are supported by a pack totem, whether the totem's benefits are being provided presently or not. Pack totem always trumps personal totem. Some personal totems will not be allowed at all, or its benefits may be modified from what is in print. This should be discussed with the Storyteller(s) at the time of check-in (or prior to check-in, if possible).

A pack totem’s benefits only apply if at least two members of a respective pack are signed in to the current game session. The exception is those benefits which apply to all pack members at all times (i.e. the description of the Traits granted by the totem must say “Each pack member gains…” or “All pack members receive…”). A visitor who wishes to call on special benefits provided by invested Traits of the Totem Background must have their Storyteller(s) contact the Storytellers of Wyld Prophets to provide specifics before the visit, otherwise totem benefits will run only by the book or approved text. 

Item Cards
All item cards that are in the possession of visitors' PCs must be approved for use for each and every check-in. If an item card created outside of Wyld Prophets is utilized in the game, it needs to have been reviewed with a Storyteller that day. There will be no exceptions to this rule.

The Fetish & Talens chronicle rules apply to visitors' PCs as well as Wyld Prophets PCs.
Rage Across Columbus: Wyld Prophets
Fetish & Talen Chronicle Rules
v.1.8
Last Revised: 06/28/2016

Terms or titles trademarked by White Wolf Game Studios used herein should not be considered a challenge to the copyright ownership of those terms or titles.

Philosophy
These rules apply equally to Wyld Prophets PCs as they do to visiting PCs. They are intended as a way to preserve a modicum of fairness in Player Characters' power level. Wyld Prophets is a chronicle with an established tradition of a conservative approach toward magical powers and magical items, and the challenges posed by Storyteller plot and action is intended to correspond with such a style of play.

Wyld Prophets makes a dedicated effort to represent the World of Darkness as presented by the approved materials published by White Wolf Game Studios. This chronicle is also one where the challenges set by antagonists and Storyteller-driven plots are intended to be close to what those books offer. We ask that our players make a committed effort to developing their characters’ strengths and abilities at a higher priority than their collection of magical items. In Wyld Prophets, fetishes should never be the sole reason a plot was solved or an enemy was defeated. This basic principle is the reason the Fetish & Talen Chronicle Rules are in place.

Fetish Quantity Limits
Each game session, a PC is allowed to bring into play no more than half their permanent reknown in number of fetishes.

Generally, it is a good idea to make the determination of which fetishes can be brought into play at the time your PC is signed into the game session; however, exceptions to this can be permitted by a Storyteller as we understand that unexpected scenarios can call for the use of different types of tools.

Elite Fetishes
Each PC is only allowed to bring into play Elite Fetishes equal to their rank each game session, and this counts against the PC's Fetish Quantity Limit. An Elite Fetish is a fetish that:
⦁	Is not printed in any of White Wolf's works as approved for use by the Wyld Prophets Storytelling staff
⦁	Duplicates a truly unique and significant power (Storyteller discretion); or a spirit Charm; or a Gift/rite that is completely beyond the owning PC's ability to learn for himself.
This means, for example, that a fetish that allows the use of the Intermediate Galliard Gift: Song of Rage would be considered an Elite Fetish to a Fostern Galliard or an Adren Theurge; however, it would not be considered an Elite Fetish to an Adren Galliard or an Athro Theurge.
Note, the Elite Fetishes rule can be waived at ST discretion Additionally, visiting PCs’ fetishes may be sent to the Wyld Prophets Storytelling staff ahead of time for review and revised to fit better with the local climate’s power level. In this case, the STs may decide that such fetishes are not going to be labeled as Elite.

Talen Quantity Limit
Each game session, a PC is allowed to bring into play no more than their permanent gnosis rating in Talens. This limit also dictates how many talens a PC may carry on his/her person at any given time.