Werewolf Cheat Sheet
From Edge of Darkness Wiki
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Put together by DrDog & Roadnottaken
If you don't understand, ask, and it will be answered.
Essence
Every character begins with a base pool of 5 Essence. Additional Essence is calculated using the following formula.
- +2 if you have hunted a human or wolf for essence in the past 2 months (requires harmony roll)
- +1 if a Rite of the Sacred Hunt was performed by the pack in the last 3 months
- +1 for every point of essence your totem gives you, divided by the number of packmates, rounded down.
- +1 for every dot in the merit Pack Den which is applied to "Locus" No longer applicable.
- +1 when the Auspice moon of the character is in the sky (See the Moon tag at the beginning of each thread if you're not sure)
- -1 for being a Ghost Wolf
- -1 for being packless
Moon Phases
New Moon | Crescent Moon | Half Moon | Gibbous Moon | Full Moon |
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0-20% | 20-40% | 40-60% | 60-80% | 80-100% |
Current moon phase for Sacramento can be found here (external link).
Auspices
Rahu | Cahalith | Elodoth | Ithaeur | Irraka | |
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Auspice | Full Moon, Warrior | Gibous Moon, Visionary | Half Moon, Walker Between | Crescent Moon, Spirit Master | New Moon, Stalker |
Reknown | Purity | Glory | Honor | Wisdom | Cunning |
Specialties | |||||
Gift Lists | |||||
Ability | Warrior’s Eye
“Read” a foe once per session, Wits + PU to determine if foe is more/less powerful. DF: Misjudgment, ES: Sense of gap between power levels. | Prophetic Dreams
Gives clue about challenges faced once per story., must sleep at least 4 hours. +1 bonus to Occult rolls to interpret omens or occult riddles. | Spirit Envoy
+2 bonus to Empathy, Expression, Persuasion, or Politics rolls made to negotiate with spirits. Does not apply to threats. | Ritual Master
Rituals dots cost new x4. New Rites bought with experience cost dots x1. | Pathfinder’s Sense
+2 bonus to ‘peek’ into Shadow (Wits + Occult + PU, Instant) or perceive ephemeral spirits (Wits + Occult + PU, Instant). Also applies to rolls to sense loci (Wits + Investigation + PU). |
Tribes
Blood Talons | Bone Shadows | Hunters in Darkness | Iron Masters | Storm Lords | Ghost Wolves | |
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Suthar Anzuth | Hirfathra Hissu | Meninna | Farsil Luhal | Iminir | Thihirtha Numea | |
Totem | Fenris, the Destroyer Wolf | Kamduis-Ur, the Death Wolf | Hikaon, the Black Wolf | Sagrim, the Red Wolf | Skolis, the Winter Wolf | None |
Ban | Offer no surrender that you would not accept | Pay each spirit in kind | Let no sacred place in your territory be violated | Honor your territory in all things | Allow no one to witness or to tend your weakness | None |
Renown | Glory | Wisdom | Purity | Cunning | Honor | None |
Gift Lists |
Shapeshifting
Shifting: Stamina (Hishu) + Survival Skill + Primal Urge, Instant (ES: Reflexive action), OR Spend 1 Essence for automatic, Reflexive, OR automatic Reflexive under Auspice moon.
- Returning to Hishu is always a Reflexive action without a roll
- Automatic reversion to Hishu when knocked out or killed
- Fighting Style Merits usable only in Hishu and Dalu
- Manipulation never reduced less than 1, except in Gauru
- When not in combat, a dice pool of 5+ allows your character to shift in one turn.
Hishu | Dalu | Gauru | Urshul | Urhan |
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Human | Near-Human | War Form | Near-Wolf | The Wolf |
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Lunacy
Willpower | Description | Penalty | Memory |
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1-2 | No control over actions. Catatonic, cardiac arrest, suicidal or regressive behavior. | -5 penalty to all actions. | No memory of event, refuse to believe evidence. |
3-4 | Little control, likely to flee. | -4 penalty to all actions. | Vague and rationalized memories of event. |
5-7 | Overcome with fear, likely to flee. Has presence of mind to lock doors, etc. May attempt to fight if cornered. | -3 penalty to all actions. | Attempts to remember require Intelligence + Composure at -4. |
8-9 | Exceptional self-control. May spend 1 WP to avoid fleeing for one turn. | All actions at -1 penalty. | Conscious effort to remember events require Intelligence + Composure at -2 penalty. Succ allows memory that excludes the Uratha, ES allows full recall. Roll made for each attempt to remember. |
10 | Complete control over Lunacy. | Nil | Acts rationally and remembers clearly. |
Modifiers:
- Dalu: +4 WP
- Urshul: +2 WP
- Wolf-Blooded: +2 WP, max 10
- Supernatural creature (Including mortal servants): Immune
- Storyteller fiat: Res + Composure roll adds successes to WP
Death Rage (Kuruth)
Resolve + Composure to resist (Reflexive)
Failure: Shift reflexively into Gauru
Automatic Provocation
- Wounded by aggravated damage
- Struck by an exceptional success attack roll
- Striking an exceptional attack success
- Wound is marked on one of character’s last 3 health boxes
Harmony | Minimum Stimulus (outide of combat) |
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9-10 | Loved one/packmate slain or badly injured; betrayed by loved one/packmate |
7-8 | Betrayed by ally |
5-6 | Injured outside combat by aggravated damage; loved one/packmate in danger |
3-4 | Humiliated or injured |
1-2 | Insulted; authority challenged |
Effects
- Time in Gauru form lasts for entire scene
- Attempts to destroy nearest target, friend or foe
- Self-preservation takes over when wounded within last 3 health boxes – Flees, attacking anyone intervening
- Attempts to mentally/socially coerce at -3
- Talkdowns are an automatic -5
- Cannot use fetishes/Gifts
- Cannot spend Willpower
- Resolve + Composure may be rolled if talked down, etc.
- Induces fear in spirits
- Reflexive Kuruth roll may save from being disabled by giving extra health
Harmony
Harmony | Threshold Sin | Dice Rolled |
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10 | Not shapeshifting for more than 3 days | 5 |
9 | Not obtaining own food; carrying a silver weapon | 5 |
8 | Disrespect to spirit/elder Uratha | 4 |
7 | Spending too much time alone; violating tribal vow (minor) | 4 |
6 | Mating with Uratha; slaying human/wolf needlessly | 3 |
5 | Slaying werewolf in heat of battle | 3 |
4 | Violating tribal vow (major); using silver weapon against werewolf | 3 |
3 | Torturing enemies/prey; murdering a werewolf | 2 |
2 | Hunting humans/wolves for food | 2 |
1 | Betrayal of pack; hunting werewolves for food | 2 |
0 | Zi’ir | N/A |
- Exceptional Success on degeneration check: 1 Willpower gained
- If degeneration occurs, roll Harmony to check for derangement.
- Optional Degeneration rules: Werewolves can gain bans like spirits instead of mental disorders. These can be things like spilling three drops of blood before entering a door, or collecting a token from every defeated foe, etc. They get progressively worse as the werewolf drops lower in harmony.
Primal Urge
Primal Urge | Attribute / Skill Max | Max Essence / Essence Per Turn | Social Penalties/Bonus | Essence Bleed |
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1 | 5 | 10/1 | -1/+1 | n/a |
2 | 5 | 11/1 | -1/+1 | n/a |
3 | 5 | 12/1 | -2/+2 | n/a |
4 | 5 | 13/2 | -2/+2 | n/a |
5 | 5 | 14/2 | -3/+3 | n/a |
6 | 6 | 15/3 | -3/+3 | 1/day |
7 | 7 | 20/5 | -3/+3 | 1/12 hours |
8 | 8 | 30/7 | -4/+4 | 1/10 hours |
9 | 9 | 50/10 | -4/+4 | 1/8 hours |
10 | 10 | 100/15 | -5/+5 | 1/4 hours |
Renown
Dots in tribally affiliated renown earn you brownie points among others of your tribe.
Total Renown Dots | Honorary Rank Among Spirits |
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0-7 | 2 |
8-15 | 3 |
16-23 | 4 |
24 or more | 5 |
Damage and Health
Silver
Silver weapons inflict aggravated damage. Werewolves must be wounded by these weapons, contact is not sufficient. The silver must be sufficiently pure. Silver is a poor choice of materials and imposes a -1 penalty for use of the weapon.
Regeneration
- Regenerate 1 Bashing at the beginning of action for the turn (reflexive).
- May spend 1 Essence to regenerate 1 Lethal INSTEAD of 1 bashing (reflexive). This may be done even when unconscious.
- Without spending Essence, 1 lethal is regenerated every 15 minutes.
- Aggravated is healed at 1 point per week.
- Dead/unconscious Uratha immediately revert to Hishu.
- Immune to mundane infection and disease.
Drugs, Toxins, Poisons and Diseases
The Werewolf line is not entirely clear on this. However:
- Werewolves are immune to all mundane diseases. Supernatural ones may still affect them, but will probably be affected by a Werewolf's regeneration rate.
- Werewolves are not immune to, but are resistant to most mundane and supernatural poisons, gaining a +2 to any roll to resist, which stacks with the Merit Toxin Resistance. They may also experience a reduced duration when it comes to the effects of drugs, both positive and negative.
- Werewolves may spend a point of essence to purge themselves of one dose of any drug, toxin or poison. In the case of toxins or poisons, this reduces the toxicity rating by 1. Reducing it 0 completely purges the Uratha's system.
- Yes, this means Werewolves have a hard time getting drunk, so go ahead and kill your liver with massive amounts of alcohol.
Gauntlet
The rolls for dual senses and to cross the Gauntlet at a locus are subject to the Gauntlet modifier.
Within the city, this modifier is -3 everywhere except in parks, where it is -2, and loci, where it is +1
Spiritual Perception
Detect ephemeral spirits: Wits + Occult + Primal Urge, Instant.
Detect Loci: Wits + Investigation + Primal Urge, Instant.
‘Peek’ across the Gauntlet: Wits + Empathy + Primal Urge, Instant.
Stepping Sideways
Intelligence + Presence + Primal Urge OR Spend 1 Essence to cross as a Standard Action.
Must be done within the influence of a Locus unless the Rending the Gauntlet rite is used. Modifiers:
- Werewolf stares into a reflective surface: +1
- Near a locus rated 2 or 3: +1
- Near a locus rated 4 or higher: +2
- Crossing during the day: -2
Dramatic Failure | Cannot attempt to cross Gauntlet again until following night. |
Failure | Cannot make another attempt for an hour. |
1 Success | 30 seconds (10 turns) |
2 Successes | 21 seconds (7 turns) |
3 Successes | 12 seconds (4 turns) |
4 Successes | 3 seconds (1 turn) |
5 Successes | Instantaneous (Reflexive). |
Pathfinding
Packs may travel across the Gauntlet as one. The werewolf leading the attempt is the pathfinder. Pathfinder must roll to step sideways and CANNOT use Essence when pathfinding.
Modifiers:
- Each werewolf not a member of the pathfinder's pack or unconscious: -1
- Each creature who isn’t a werewolf but is otherwise capable of crossing between worlds: -2
- Each person or creature who’s incapable of spiritual travel: -3
Tracking
- Tracking by sight (As human): Intelligence + Survival Skill, 10-20+ succ, 10 min per roll.
- Tracking by scent (As wolf): Wits + Survival Skill, 10-20+ succ, 10 min per roll.
(Uratha can choose either the above if in appropriate form).
- Countertracking: Tracking roll vs. Wits + Survival Skill each stage.
- Tracker has more succ: Progress made
- Countertracker has more succ: Trail lost
- Tie: Tracker needs # of succ equal to # of succ in countertracker’s tying roll in order to resume the trail.
Modifiers:
- Moving at ½ speed: None
- Moving at ¾ speed: -1
- Moving at full speed: -2
- Every hour trail ages: -1
- Each subject in group tracked after the first: +1
- Uratha has tasted subject’s blood: +4 (For 1 year)
Rites
The dice pool for all Rites is equal to the werewolf's Harmony, subject to the following modifiers:
- +2 Ritemaster meditates successfully prior to ritual (that is, four or more successes are accumulated in a meditation Attribute task — see World of Darkness Rulebook, p. 51)
- +2 In the vicinity of a powerful locus (rated ••••+)
- +1 In the vicinity of a locus (rated • to •••)
- +1 Ritualist has gained goodwill of local spirits
- +1 Ritemaster is in Dalu form
- +1 Ritemaster’s auspice moon is in the sky
- –1 to –3 Performer suffers wound penalties
- –1 Local spirits are hostile to ritualist
- –1 City suburb or town (only if rite is performed in physical world) (this includes any park within Sacramento)
- –1 Distracting environment (powerful odors, noisy)
- –2 Packmates are involved in battle
- –2 Dense urban area (only if rite is performed in physical world) (this includes all of Sacramento except parks)
- –2 Ritemaster is struck during rite but takes no damage
- –3 Rite is performed in a Barren
Custom Fetishes
Fetish creation rules are in Lore of the Forsaken, Page 138. All custom fetishes should be made using these rules.
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Action | Reflexive +, and Instant + |
Pool | Wits +, Occult Skill +, Investigation Skill +, Stamina +, Survival Skill +, Primal Urge +, Resolve +, Composure +, Empathy Skill +, Intelligence +, and Presence + |