Actions

Difference between revisions of "Werewolf/CheatSheets"

Line 46: Line 46:
 
</div>
 
</div>
 
</div>
 
</div>
 
 
<div class="large-4 mw-collapsible mw-collapsed">
 
<div class="large-4 mw-collapsible mw-collapsed">
 
  {{Content_a
 
  {{Content_a
  | title      = Siskur-Dah
+
  | title      = Harmony
 
  | bgcolor    = 90a5ad
 
  | bgcolor    = 90a5ad
 
  | txcolor    = 222
 
  | txcolor    = 222
Line 55: Line 54:
 
}}
 
}}
 
<div class='mw-collapsible-content'>
 
<div class='mw-collapsible-content'>
 
+
stuff
=== '''Blood Talon (Suthar Anzuth)''' ===
 
Gain the ability to read the renown of a wolf as a Reflexive Action. Forsaken show as a silver glow, Pure glow red.
 
 
 
=== '''Bone Shadow (Hirfathra Hissu)''' ===
 
Gain the ability to touch and strike ephemeral entities, named as prey, with natural weapons.
 
 
 
=== '''Hunter in Darkness (Mennina)''' ===
 
Sacred Hunts lead by Hunters in Darkness gain the ability to sense the strength of the Gauntlet around them, and to know if the prey has had a hand in altering that. As well, they can sense any other breaches in reality the prey has moved through in the last month.
 
 
 
=== '''Iron Master (Farsil Luhal)''' ===
 
Grants the ability to choose which of the Lunacy conditions that are inflicted on humans while hunting.
 
 
 
=== '''Storm Lords (Iminir)''' ===
 
Grants the ability to see the spirit within prey that is possessed, Urged, or Ridden.
 
 
</div>
 
</div>
 
</div>
 
</div>
 
<div class="large-4 mw-collapsible mw-collapsed">
 
<div class="large-4 mw-collapsible mw-collapsed">
 
  {{Content_a
 
  {{Content_a
  | title      = Lunacy
+
  | title      = Hunter's Aspect
 
  | bgcolor    = 90a5ad
 
  | bgcolor    = 90a5ad
 
  | txcolor    = 222
 
  | txcolor    = 222
Line 80: Line 65:
 
}}
 
}}
 
<div class='mw-collapsible-content'>
 
<div class='mw-collapsible-content'>
Lunacy does not effect Wolf-Blooded or templates that do not use Integrity.<br><br>
+
When a character calls on a Hunter's Aspect, roll Power Stat + Appropriate Skill + Auspice Renown. This is resisted with Composure + Power Stat. If the hunter succeeds, the Condition lasts until the end of the scene. If it is an exceptional success, the Condition lasts one day per dot of Primal Urge.  Only one Hunter's Aspect can be applied to a target at once. These Conditions do not award beats.<br>
When someone witnesses Dalu, Gauru, Urshul, wolven regeneration, or shapeshifting, this can prompt a Breaking Point. Dalu adds +2 dice, Gauru is a -2 modifier. If the wolf caused lethal damage to the witness, they gain +1 and if they have a wound penalty, they gain that number in extra dice as well.<br><br>
+
=== '''Cahalith''' ===
If the witness succeeds, they gain Guilty, Shaken, or Spooked condition and take a -2 penalty to all actions for the scene. They are liable to alter the memory of the events into something that makes sense and seems mundane.<br><br>
+
* Monstrous Aspect. Creates the Resigned Condition.
Failure is a lost dot of Integrity and gain one of the following Conditions: Atavism, Delusion, or Reception depending on the circumstances. They will flee or panic, and rationalize what happened. <br><br>
+
=== '''Elodoth''' ===
On a dramatic failure, they become a Wolf-Blooded. This does not happen immediately, but happens over the course of a month, typically culminating on the Auspice of the one that caused them to turn.<br><br>
+
* Isolating Aspect. Creates Isolated Condition.
Groups of characters suffer lessened Lunacy. Two characters focused on the same thing get a +1. A group of 5 or less gain +2. 10 or less get +3, and any larger group gets +4.<br>
+
=== '''Irraka''' ===
 +
* Blissful Aspect. Creates Unaware Condition.
 +
=== '''Ithaeur''' ===
 +
* Mystic Aspect. Creates Mystified Condition.
 +
=== '''Rahu''' ===
 +
* Dominant Aspect. Creates Swaggering Condition.
 
</div>
 
</div>
 
</div>
 
</div>
 
<div class="large-4 mw-collapsible mw-collapsed">
 
<div class="large-4 mw-collapsible mw-collapsed">
 
  {{Content_a
 
  {{Content_a
  | title      = Harmony
+
  | title      = Kuruth
 
  | bgcolor    = 90a5ad
 
  | bgcolor    = 90a5ad
 
  | txcolor    = 222
 
  | txcolor    = 222
Line 97: Line 87:
 
<div class='mw-collapsible-content'>
 
<div class='mw-collapsible-content'>
 
stuff
 
stuff
 +
</div>
 +
</div>
 +
<div class="large-4 mw-collapsible mw-collapsed">
 +
{{Content_a
 +
| title      = Lunacy
 +
| bgcolor    = 90a5ad
 +
| txcolor    = 222
 +
| content    = <div></div>
 +
}}
 +
<div class='mw-collapsible-content'>
 +
Lunacy does not effect Wolf-Blooded or templates that do not use Integrity.<br><br>
 +
When someone witnesses Dalu, Gauru, Urshul, wolven regeneration, or shapeshifting, this can prompt a Breaking Point. Dalu adds +2 dice, Gauru is a -2 modifier. If the wolf caused lethal damage to the witness, they gain +1 and if they have a wound penalty, they gain that number in extra dice as well.<br><br>
 +
If the witness succeeds, they gain Guilty, Shaken, or Spooked condition and take a -2 penalty to all actions for the scene. They are liable to alter the memory of the events into something that makes sense and seems mundane.<br><br>
 +
Failure is a lost dot of Integrity and gain one of the following Conditions: Atavism, Delusion, or Reception depending on the circumstances. They will flee or panic, and rationalize what happened. <br><br>
 +
On a dramatic failure, they become a Wolf-Blooded. This does not happen immediately, but happens over the course of a month, typically culminating on the Auspice of the one that caused them to turn.<br><br>
 +
Groups of characters suffer lessened Lunacy. Two characters focused on the same thing get a +1. A group of 5 or less gain +2. 10 or less get +3, and any larger group gets +4.<br>
 
</div>
 
</div>
 
</div>
 
</div>
Line 114: Line 120:
 
'''The Herd Must Not Know (Nu Bath Githul)'''<br><br>
 
'''The Herd Must Not Know (Nu Bath Githul)'''<br><br>
 
'''The Uratha Shall Cleave To The Human (Uratha Safal Thil Lu'u)'''<br><br>
 
'''The Uratha Shall Cleave To The Human (Uratha Safal Thil Lu'u)'''<br><br>
 +
</div>
 +
</div>
 +
<div class="large-4 mw-collapsible mw-collapsed">
 +
{{Content_a
 +
| title      = Siskur-Dah
 +
| bgcolor    = 90a5ad
 +
| txcolor    = 222
 +
| content    = <div></div>
 +
}}
 +
<div class='mw-collapsible-content'>
 +
 +
=== '''Blood Talon (Suthar Anzuth)''' ===
 +
Gain the ability to read the renown of a wolf as a Reflexive Action. Forsaken show as a silver glow, Pure glow red.
 +
 +
=== '''Bone Shadow (Hirfathra Hissu)''' ===
 +
Gain the ability to touch and strike ephemeral entities, named as prey, with natural weapons.
 +
 +
=== '''Hunter in Darkness (Mennina)''' ===
 +
Sacred Hunts lead by Hunters in Darkness gain the ability to sense the strength of the Gauntlet around them, and to know if the prey has had a hand in altering that. As well, they can sense any other breaches in reality the prey has moved through in the last month.
 +
 +
=== '''Iron Master (Farsil Luhal)''' ===
 +
Grants the ability to choose which of the Lunacy conditions that are inflicted on humans while hunting.
 +
 +
=== '''Storm Lords (Iminir)''' ===
 +
Grants the ability to see the spirit within prey that is possessed, Urged, or Ridden.
 
</div>
 
</div>
 
</div>
 
</div>
Line 134: Line 165:
 
'''Storm Lords'''
 
'''Storm Lords'''
 
* Allow No One To Witness Or Tend Your Weakness. Nu Si Gid Namtar.<br><br>
 
* Allow No One To Witness Or Tend Your Weakness. Nu Si Gid Namtar.<br><br>
</div>
 
</div>
 
<div class="large-4 mw-collapsible mw-collapsed">
 
{{Content_a
 
| title      = Hunter's Aspect
 
| bgcolor    = 90a5ad
 
| txcolor    = 222
 
| content    = <div></div>
 
}}
 
<div class='mw-collapsible-content'>
 
When a character calls on a Hunter's Aspect, roll Power Stat + Appropriate Skill + Auspice Renown. This is resisted with Composure + Power Stat. If the hunter succeeds, the Condition lasts until the end of the scene. If it is an exceptional success, the Condition lasts one day per dot of Primal Urge.  Only one Hunter's Aspect can be applied to a target at once. These Conditions do not award beats.<br>
 
=== '''Cahalith''' ===
 
* Monstrous Aspect.  Creates the Resigned Condition.
 
=== '''Elodoth''' ===
 
* Isolating Aspect. Creates Isolated Condition.
 
=== '''Irraka''' ===
 
* Blissful Aspect. Creates Unaware Condition.
 
=== '''Ithaeur''' ===
 
* Mystic Aspect. Creates Mystified Condition.
 
=== '''Rahu''' ===
 
* Dominant Aspect. Creates Swaggering Condition.
 
</div>
 
</div>
 
<div class="large-4 mw-collapsible mw-collapsed">
 
{{Content_a
 
| title      = Kuruth
 
| bgcolor    = 90a5ad
 
| txcolor    = 222
 
| content    = <div></div>
 
}}
 
<div class='mw-collapsible-content'>
 
stuff
 
 
</div>
 
</div>
 
</div>
 
</div>
 
</div>
 
</div>

Revision as of 23:24, 11 April 2022

Form Bonuses

Hishu (Human)

  • +1 die to Perception rolls using wolf senses.
  • Efforts to pinpoint a wolf in a group has their dice penalized by the wolf's Primal Urge.

Dalu (Near-Man)

  • Unarmed attacks with claws do lethal to humans. A grapple followed by a bite also does lethal.
  • Apply defense to attacks made with firearms.
  • +2 dice to perception using wolf senses.
  • Inflict Lunacy, +2 to roll.
  • Traits Boosts: Strength +1, Stamina +1, Manipulation -1, Size +1 (Health +2 overall, Speed +1)
  • Badass Motherfucker: Can force a crowd to give up their prey. Presence+Primal Urge vs prey's Composure+Primal Urge. If successful, the crowd parts to expose the prey.

Gauru (War Form)

  • Regen all bashing and lethal each turn.
  • +2 lethal claws, +2 lethal bite, no grapple needed. Biting and clawing can be used to establish a grapple. Gani +3 Initiative when using bite or claw.
  • Get defense vs firearms attack.
  • +3 perception dice.
  • Sight of Gauru form inflicts Lunacy with -2 dice.
  • Must attack an active opponent each turn. Will attack active opponents over crippled/down opponents. If the character does anything other than attack, make Resolve+Composure or fall into Kuruth.
  • Gauru forces lesser enemies - including most humans, lower rank spirits, and non-supernatural animals to use Downa nd Dirty Combat (pg 165 WtF core). In normal combat, opponents only use Dex or Wits for defense, and do not get their normal skill (athletics, usually).
  • Traits: Strength +3, Dexterity +1, Stamina +2, Size +2 (Health +4, Initiative +1, Speed +4) Autofail any social roll that is not Intimidation, or any Mental roll that is not Perception or Resistance based.

Urshul (Dire Wolf)

  • Claws deal +1 Lethal, bite deals +2 lethal and does not require a grapple. Biting can establish a grapple as well as damage.
  • Gain defense vs firearms.
  • +3 dice for perception.
  • Inflicts Lunacy.
  • Traits: Strength +2, Dexterity +2, Stamina +2, Manipulation -1, Size +1, Species Speed Factor +3 (Health +3, Initiative +2, Speed +7)
  • Weaken the Prey: Once per scene, apply one of the following tilts when damaging prey: Leg Wrack, Arm Wrack, or Knock Down. Does not require a targeted attack.

Urhan (Wolf)

  • +1 lethal bite, does not require a grapple. Cane stablish a grapple with biting.
  • +4 dice to perception.
  • Traits: Dexterity +2, Stamina +1, manipulation -1, Size -1, Species Speed Factor +3 (Initiative +2, Speed +5)
  • Spend 1 Essence to pre-empt another character's action with your own; usually an attack. This can lead to Clash of Wills (pg 115 WtF Core) if the other can also pre-empt. Cannot use if you have already acted int he turn. In a foot chase, use Speed, instead of Stamina+Athletics.
Harmony

stuff

Hunter's Aspect

When a character calls on a Hunter's Aspect, roll Power Stat + Appropriate Skill + Auspice Renown. This is resisted with Composure + Power Stat. If the hunter succeeds, the Condition lasts until the end of the scene. If it is an exceptional success, the Condition lasts one day per dot of Primal Urge. Only one Hunter's Aspect can be applied to a target at once. These Conditions do not award beats.

Cahalith

  • Monstrous Aspect. Creates the Resigned Condition.

Elodoth

  • Isolating Aspect. Creates Isolated Condition.

Irraka

  • Blissful Aspect. Creates Unaware Condition.

Ithaeur

  • Mystic Aspect. Creates Mystified Condition.

Rahu

  • Dominant Aspect. Creates Swaggering Condition.
Kuruth

stuff

Lunacy

Lunacy does not effect Wolf-Blooded or templates that do not use Integrity.

When someone witnesses Dalu, Gauru, Urshul, wolven regeneration, or shapeshifting, this can prompt a Breaking Point. Dalu adds +2 dice, Gauru is a -2 modifier. If the wolf caused lethal damage to the witness, they gain +1 and if they have a wound penalty, they gain that number in extra dice as well.

If the witness succeeds, they gain Guilty, Shaken, or Spooked condition and take a -2 penalty to all actions for the scene. They are liable to alter the memory of the events into something that makes sense and seems mundane.

Failure is a lost dot of Integrity and gain one of the following Conditions: Atavism, Delusion, or Reception depending on the circumstances. They will flee or panic, and rationalize what happened.

On a dramatic failure, they become a Wolf-Blooded. This does not happen immediately, but happens over the course of a month, typically culminating on the Auspice of the one that caused them to turn.

Groups of characters suffer lessened Lunacy. Two characters focused on the same thing get a +1. A group of 5 or less gain +2. 10 or less get +3, and any larger group gets +4.

Oath Of The Moon

The Wolf Must Hunt (Urum Da Takus)

The People Do Not Murder The People (Imru Nu Fir Imru)

The Low Honor The High; The High Respect The Low (Sih Sehe Mak; Mak Ne Sih)

Respect Your Prey (Ni Daha)

Do Not Eat The Flesh Of Man Or Wolf (Nu Hu Uzu Eren)

The Herd Must Not Know (Nu Bath Githul)

The Uratha Shall Cleave To The Human (Uratha Safal Thil Lu'u)

Siskur-Dah

Blood Talon (Suthar Anzuth)

Gain the ability to read the renown of a wolf as a Reflexive Action. Forsaken show as a silver glow, Pure glow red.

Bone Shadow (Hirfathra Hissu)

Gain the ability to touch and strike ephemeral entities, named as prey, with natural weapons.

Hunter in Darkness (Mennina)

Sacred Hunts lead by Hunters in Darkness gain the ability to sense the strength of the Gauntlet around them, and to know if the prey has had a hand in altering that. As well, they can sense any other breaches in reality the prey has moved through in the last month.

Iron Master (Farsil Luhal)

Grants the ability to choose which of the Lunacy conditions that are inflicted on humans while hunting.

Storm Lords (Iminir)

Grants the ability to see the spirit within prey that is possessed, Urged, or Ridden.

Tribal Vows

Blood Talons

  • Offer No Surrender You Would Not Accept. Nu Sum Ghumur Nu Su Ghid.

Bone Shadows

  • Pay Each Spirit In Kind. Su A Sar-hith Sa.

Hunters In Darkness

  • Let No Sacred Place In Your Territory Be Violated. Nu Mus Halhala.

Iron Masters

  • Honor Your Territory In All Things. Kul Kisura Udmeda.

Storm Lords

  • Allow No One To Witness Or Tend Your Weakness. Nu Si Gid Namtar.