Werewolf Cheat Sheet

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Werewolf Cheat Sheet
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Contents

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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: Misjudgement, 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 + Empathy + 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
v · t · e

ES on degeneration check: 1 WP 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 defeteated foe, etc. They get progressively worse as the werewolf drops lower in harmony.

Lunacy

  • WP 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.
  • WP 3-4: Little control, likely to flee. -4 penalty to all actions. Vague and rationalized memories of event.
  • WP 5-7: Overcome with fear, likely to flee. -3 penalty to all actions. Has presence of mind to lock doors, etc. May attempt to fight if cornered. Attempts to remember require Int + Composure at -4.
  • WP 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 Int + Composure at -2 penalty. Succ allows memory that excludes the Uratha, ES allows full recall. Roll made for each attempt to remember.
  • WP 10: Complete control over Lunacy. 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
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 affiliated 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 + PU, Instant.

Detect Loci: Wits + Investigation + PU, Instant.

‘Peek’ across Gauntlet: Wits + Empathy + PU, 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

DF: 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, Rage, Strength

Bone Shadows (Hirfathra Hissu)

  • Totem: Kamduis-Ur, the Death Wolf
  • Ban: Pay each spirit in kind
  • Renown: Wisdom
  • Gift Lists: Death, Insight, Warding

Hunters in Darkness (Meninna)

  • Totem: Hikaon, the Black Wolf
  • Ban: Let no sacred place in your territory be violated
  • Renown: Purity
  • Gift Lists: Elemental, Nature, Stealth

Iron Masters (Farsil Luhal)

  • Totem: Sagrim, the Red Wolf
  • Ban: Honor your territory in all things
  • Renown: Cunning
  • Gift Lists: Knowledge, Shaping, technology

Storm Lords (Iminir)

  • Totem: Skolis, the Winter Wolf
  • Ban: Allow no one to witness or to tend your weakness
  • Renown: Honor
  • Gift Lists: Dominance, Evasion, Weather

Ghost Wolves (Thihirtha Numea)

  • Totem: None
  • Ban: None
  • Renown: None
  • Gift Lists: Father Wolf, Mother Luna

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 is in Urhan or Urshul Form: +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 modifer. 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


Custom Fetishes

Fetish creation rules are in Lore of the Foresaken, Page 138. All custom fetishes should be made using these rules.

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.
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