Werewolf FAQ

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Werewolf FAQ
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Contents

Put together by User:Shouldabeenadog & User:Roadnottaken

The Lycanthropic Condition

Auspices

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

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
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Exceptional Success on degeneration check: 1 Willpower gained If degeneration occurs, roll Harmony to check for derangement.

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

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
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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): No modifiers.

  • -2 penalty to detect as supernatural creature

Dalu (Near-Human): Str +1, Sta +1, Manip -1, Size +1, Health +2, Speed +1, Perception +2. +25-50 lbs mass, +4-6” height.

  • Lunacy at +4

Gauru (War Form): Str +3, Dex +1, Sta +2, Size +2, Health +4, Initiative +1, Speed +4, +3 Perception. +200-250 lbs mass, +2-3’ height.

  • Full Lunacy
  • Armor 1/1
  • Claws +1L
  • Bite +2L (No grapple required)
  • Ignore wound penalties
  • No unconsciousness rolls
  • -2 penalty to resist Kuruth
  • Manipulation = 0, most Social and Mental tasks fail
  • 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
  • Maximum time in Gauru: Stamina (Hishu) + PU (+Auspice renown if under Auspice moon). Afterward must revert to Hishu, or make Sta + Survival + PU / spend Essence for alternate form
  • May shift out of Gauru voluntarily if not subject to Kuruth
  • May not voluntarily assume Gauru again for remainder of scene

Urshul (Near-Wolf): Str +2, Dex +2, Stamina +2, Manip -3, Size +1, Health +3, Initiative +2, Speed +7, Perception +3. 3-5’ at shoulder, 6-8’ in length. +150-200 lbs in weight

  • Lunacy at +2
  • Claws +1L
  • Bite +2L (No grapple required)
  • Human speech impossible
  • Body language and scent can convey ideas to pack members
  • Limited use of First Tongue
  • Track by scent

Urhan (The Wolf): Dex +2, Sta +1, Size -1, Initiative +2, Speed +5, Perception +4

  • Claw +1L
  • Bite +2L
  • -2 penalty to detect as supernatural creature
  • Human speech impossible
  • Can communicate with wolves (-1 to -3 penalty until familiar)
  • Limited use of First Tongue (Complex ideas: Man + Expression)
  • 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.

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

Tracking by sight (As human): Int + Surv, 10-20+ succ, 10 min per roll. Tracking by scent (As wolf): Wits + Surv, 10-20+ succ, 10 min per roll. (Uratha can choose either the above if in appropriate form). Countertracking: Tracking roll vs. Wits + Survival 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)

Gauntlet modifier

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

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

Moon Phases

To find the current Moon Phase follow this link.

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