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

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

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 + Occult + 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 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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