Werewolf FAQ
From Edge of Darkness Wiki
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Put together by User:Shouldabeenadog & User:Roadnottaken
The Lycanthropic Condition
Auspices
Rahu (Full Moon, Warrior)
- Renown: Purity
- Specialties: Brawl, Intimidation, Survival
- Gift Lists: Dominance, Full Moon, Strength
- Ability: Warrior’s Eye. “Read” a foe once per session, Wits + Primal Urge to determine if foe is more/less powerful. DF: Misjudgment, ES: Sense of gap between power levels.
Cahalith (Gibous Moon, Visionary)
- Renown: Glory
- Specialties: Crafts, Expression, Persuasion
- Gift Lists: Gibbous Moon, Inspiration, Knowledge
- Ability: 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.
Elodoth (Half Moon, Walker Between)
- Renown: Honor
- Specialties: Empathy, Investigation, Politics
- Gift Lists: Half Moon, Insight, Warding
- Ability: Spirit Envoy. +2 bonus to Empathy, Expression, Persuasion, or Politics rolls made to negotiate with spirits. Does not apply to threats.
Ithaeur (Crescent Moon, Spirit Master)
- Renown: Wisdom
- Specialties: Animal Ken, Medicine, Occult
- Gift Lists: Crescent Moon, Elemental, Shaping
- Ability: Ritual Master. Rituals dots cost new x4. New Rites bought with experience cost dots x1.
Irraka (New Moon, Stalker)
- Renown: Cunning
- Specialties: Larceny, Stealth, Subterfuge
- Gift Lists: Evasion, New Moon, Stealth
- Ability: 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).
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 |
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 |
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:
- 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). |
Tribes
Blood Talons (Suthar Anzuth)
- Totem: Fenris, the Destroyer Wolf
- Ban: Offer no surrender that you would not accept
- Renown: Glory
- Gift Lists: Inspiration Gifts, Rage Gifts, Strength Gifts
Bone Shadows (Hirfathra Hissu)
- Totem: Kamduis-Ur, the Death Wolf
- Ban: Pay each spirit in kind
- Renown: Wisdom
- Gift Lists: Death Gifts, Insight Gifts, Warding Gifts
Hunters in Darkness (Meninna)
- Totem: Hikaon, the Black Wolf
- Ban: Let no sacred place in your territory be violated
- Renown: Purity
- Gift Lists: Elemental Gifts, Nature Gifts, Stealth Gifts
Iron Masters (Farsil Luhal)
- Totem: Sagrim, the Red Wolf
- Ban: Honor your territory in all things
- Renown: Cunning
- Gift Lists: Knowledge Gifts, Shaping Gifts, Technology Gifts
Storm Lords (Iminir)
- Totem: Skolis, the Winter Wolf
- Ban: Allow no one to witness or to tend your weakness
- Renown: Honor
- Gift Lists: Dominance Gifts, Evasion Gifts, Weather Gifts
Ghost Wolves (Thihirtha Numea)
- Totem: None
- Ban: None
- Renown: None
- Gift Lists: Father Wolfs Gifts, Mother Lunas Gifts
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)
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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Action | Reflexive +, and Instant + |
Pool | Wits +, Occult Skill +, Investigation Skill +, Resolve +, Composure +, Stamina +, Expression Skill +, Primal Urge +, Empathy Skill +, Intelligence +, Presence +, and Survival Skill + |