Werewolf FAQ

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Werewolf FAQ
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(Harmony)
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* Exceptional Success on degeneration check: 1 [[Willpower]] gained
* Exceptional Success on degeneration check: 1 [[Willpower]] gained
* If degeneration occurs, roll Harmony to check for [[Derangements|derangement]].
* If degeneration occurs, roll Harmony to check for [[Derangements|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]]==

Revision as of 14:54, 6 February 2016

Contents

Werewolf
The Cast
Who's Who
Auspices
Cahalith
Elodoth
Irraka
Ithaeur
Rahu
Tribes
Blood Talons
Bone Shadows
Ghost Wolves
Hunters in Darkness
Iron Masters
Storm Lords
Joining (Open)
Werewolf Creation
Submit Character
Add/Edit Character
Werewolf House Rules
This box: view · talk


Put together by DrDog & Roadnottaken

Auspices

Rahu (Full Moon, Warrior)

Cahalith (Gibous Moon, Visionary)

Elodoth (Half Moon, Walker Between)

Ithaeur (Crescent Moon, Spirit Master)

Irraka (New Moon, Stalker)

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)
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

Lunacy

Willpower Description Penalty Memory
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

Harmony

Harmony Threshold Sin Dice Rolled
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
v · t · e


  • 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
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
v · t · e

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.

Renown

Dots in tribally afilliated renown earn you brownie points among others of your tribe.

Total Renown Dots Honorary Rank Among Spirits
0-7 2
8-15 3
16-23 4
24 or more 5

Shapeshifting

Shifting: Stamina (Hishu) + Survival + PU, 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 (Human)

  • This is information about the mechanic. -2 penalty to detect as supernatural creature

Dalu (Near-Human)

Gauru (War Form)

  • This is a benefit of the mechanic. Strength +3
  • This is a benefit of the mechanic. Dexterity +1
  • This is a benefit of the mechanic. Stamina +2
  • This is information about the mechanic. Size +2
  • This is a benefit of the mechanic. Health +4
  • This is a benefit of the mechanic. Initiative +1
  • This is a benefit of the mechanic. Speed +4
  • This is a benefit of the mechanic. Perception +3
  • This is information about the mechanic. Mass +200-250 lbs
  • This is information about the mechanic. Height +2-3’
  • This is information about the mechanic. Full Lunacy
  • This is a benefit of the mechanic. Armor 1/1
  • This is a benefit of the mechanic. Claws +1L
  • This is a benefit of the mechanic. Bite +2L (No grapple required)
  • This is a benefit of the mechanic. Ignore wound penalties
  • This is a benefit of the mechanic. No unconsciousness rolls
  • This is a drawback of the mechanic. -2 penalty to resist Kuruth
  • This is a drawback of the mechanic. Manipulation = 0, most Social and Mental tasks fail
  • This is information about the mechanic. Must attack an enemy, travel toward one, or take out frustration. Resolve + Composure (Reflexive) required to do anything else, failure means Kuruth. Gifts and fetishes (Reflexive) excepted.
  • This is information about the mechanic. Maximum time in Gauru: Stamina (Hishu) + PU (+Auspice renown if under Auspice moon).
  • This is information about the mechanic. Afterward must revert to Hishu, or make Sta + Survival + PU / spend Essence for alternate form
  • This is information about the mechanic. May shift out of Gauru voluntarily if not subject to Kuruth
  • This is information about the mechanic. May not voluntarily assume Gauru again for remainder of scene

Urshul (Near-Wolf)

  • This is a benefit of the mechanic. Str +2
  • This is a benefit of the mechanic. Dex +2
  • This is a benefit of the mechanic. Stamina +2
  • This is a drawback of the mechanic. Manip -3
  • This is information about the mechanic. Size +1
  • This is a benefit of the mechanic. Health +3
  • This is a benefit of the mechanic. Initiative +2
  • This is a benefit of the mechanic. Speed +7
  • This is a benefit of the mechanic. Perception +3
  • This is information about the mechanic. 3-5’ at shoulder
  • This is information about the mechanic. 6-8’ in length
  • This is information about the mechanic. +150-200 lbs in weight
  • This is information about the mechanic. Lunacy at +2
  • This is a benefit of the mechanic. Claws +1L
  • This is a benefit of the mechanic. Bite +2L (No grapple required)
  • This is a drawback of the mechanic. Human speech impossible
  • This is information about the mechanic. Body language and scent can convey ideas to pack members
  • This is information about the mechanic. Limited use of First Tongue
  • This is information about the mechanic. Track by scent

Urhan (The Wolf)

  • This is a benefit of the mechanic. Dexterity +2
  • This is a benefit of the mechanic. Stamina +1
  • This is information about the mechanic. Size -1
  • This is a benefit of the mechanic. Initiative +2
  • This is a benefit of the mechanic. Speed +5
  • This is a benefit of the mechanic. Perception +4
  • This is a benefit of the mechanic. Claw +1L
  • This is a benefit of the mechanic. Bite +2L
  • This is information about the mechanic. -2 penalty to detect as supernatural creature
  • This is a drawback of the mechanic. Human speech impossible
  • This is information about the mechanic. Can communicate with wolves (-1 to -3 penalty until familiar)
  • This is information about the mechanic. Limited use of First Tongue (Complex ideas: Man + Expression)
  • This is information about the mechanic. Track by scent

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.

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:

  • This is a benefit of the mechanic. Werewolf stares into a reflective surface: +1
  • This is a benefit of the mechanic. Near a locus rated 2 or 3: +1
  • This is a benefit of the mechanic. Near a locus rated 4 or higher: +2
  • This is a drawback of the mechanic. 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).

Tribes

Blood Talons (Suthar Anzuth)

Bone Shadows (Hirfathra Hissu)

Hunters in Darkness (Meninna)

Iron Masters (Farsil Luhal)

Storm Lords (Iminir)

Ghost Wolves (Thihirtha Numea)

Tracking

(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:

  • This is information about the mechanic. Moving at ½ speed: None
  • This is a drawback of the mechanic. Moving at ¾ speed: -1
  • This is a drawback of the mechanic. Moving at full speed: -2
  • This is a drawback of the mechanic. Every hour trail ages: -1
  • This is a benefit of the mechanic. Each subject in group tracked after the first: +1
  • This is a benefit of the mechanic. 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:

  • This is a benefit of the mechanic. +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)
  • This is a benefit of the mechanic. +2 In the vicinity of a powerful locus (rated ••••+)
  • This is a benefit of the mechanic. +1 In the vicinity of a locus (rated • to •••)
  • This is a benefit of the mechanic. +1 Ritualist has gained goodwill of local spirits
  • This is a benefit of the mechanic. +1 Ritemaster is in Dalu form
  • This is a benefit of the mechanic. +1 Ritemaster’s auspice moon is in the sky
  • This is a drawback of the mechanic. –1 to –3 Performer suffers wound penalties
  • This is a drawback of the mechanic. –1 Local spirits are hostile to ritualist
  • This is a drawback of the mechanic. –1 City suburb or town (only if rite is performed in physical world) (this includes any park within Sacramento)
  • This is a drawback of the mechanic. –1 Distracting environment (powerful odors, noisy)
  • This is a drawback of the mechanic. –2 Packmates are involved in battle
  • This is a drawback of the mechanic. –2 Dense urban area (only if rite is performed in physical world) (this includes all of Sacramento except parks)
  • This is a drawback of the mechanic. –2 Ritemaster is struck during rite but takes no damage
  • This is a drawback of the mechanic. –3 Rite is performed in a Barren

Moon Phases

To find the current Moon Phase follow this link.

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