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Revision as of 00:26, 17 April 2022

Breaking Points

Atuff

Essence

GAINING ESSENCE

  • Regain at a Locus. In the Flesh, touch the Locus' heart to absorb its Essence. In the Shadow, eat the Essence in its raw form around the locus.
  • Use the Sacred Hunt Rite to target a spirit as prey, then fulfill Siskur-Dah by devouring the spirit. This grants the pack all of the Essence in the prey's pool, to be distributed as the pack desires.
  • Eat the flesh of a wolf or human. For every point of damage dealt by a bite attack, you may opt to ingest their flesh and gain a point of Essence, causing aggravated damage. Doing this is a violation of the Oath of the Moon, and always a breaking point towards Spirit.
  • Break open a Fetish to absorb the Essence stored within it.
  • When you see your Auspice moon for the first time each night, gain one Essence.

SPENDING ESSENCE

  • Spend one Essence to heal your regeneration rate in lethal instead of bashing for one round.
  • Spend one Essence to Reach across the Gauntlet reflexively instead of in Gauntlet Strength turns.
  • Spend one Essence to shift forms reflexively if you are not capable of doing so.
  • Some Gifts and Rites require the expenditure of Essence.

(p. 98, Werewolf: the Forsaken Second Edition)

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.

(p. 96-98, Werewolf: the Forsaken Second Edition)

Gauntlet

The Gauntlet is the medium which separates Flesh from Shadow. It is generally strengthened by human activity, but other factors can influence its relative strength.
Dice modifier in the following chart refers to the attempted use of supernatural abilities through the Gauntlet.

Location Strength Dice Modifier
Dense urban areas 5 -3
City suburbs, towns 4 -2
Small towns, villages 3 -1
Wilderness, countryside 2 0
Loci 1 +1
Verges 0 n/a

(p. 100-101, Werewolf: the Forsaken Second Edition)

Harmony

Harmony replaces Integrity in Uratha once they undergo the First Change. Unlike Integrity, Harmony cannot be bought with Experiences. All Uratha start with Harmony 9 at First Change in their backstory, and new Uratha characters begin play at Harmony 7. The ideal Harmony rating is 5, balanced perfectly between spirit and flesh.

BREAKING POINTS

Uratha suffer two different kinds of breaking points, either towards the Spirit or the Flesh. At the end of each scene in which a character hits a breaking point, roll Resolve + Composure. Willpower expenditure cannot modify a Harmony roll. Harmony rolls are modified per the following chart:

Harmony Rating Break to Flesh Break to Spirit
10 - 0
9 -4 0
8 -3 0
7 -2 0
6 -1 0
5 0 0
4 0 -1
3 0 -2
2 0 -3
1 0 -4
0 0 -

The following breaking points are universal to all Uratha:

Break Direction Breaking Points
Spirit at Harmony 8+ * Inflicting Lunacy on a loved one
  • Leading the Sacred Hunt
  • Spending more than two days away from your pack
  • Staying in the Shadow for a full day
Spirit * Killing a human or wolf
  • Staying in the Shadow for a week
  • Hunting humans or wolves for food (-2)
  • Killing a packmate (-2)
  • Eating human or wolf flesh for Essence (-3)
  • Staying in the Hisil for a month (-3)
Flesh * "Defiling" a Locus
  • Refusing to partake in Siskur-dah
  • Staying out of the Shadow for a week
  • Using a silver weapon against another werewolf
  • Violating the Oath of the Moon/Wolf (Forsaken and Pure respectively, -2)
  • Staying out of the Shadow for a month (-3)
Flesh at Harmony 3- * Allowing a spirit to enter the Flesh
  • Eating processed food
  • Mating with a human
  • Staying out of the Shadow for a day

Players should develop two personalized Breaking Points towards Spirit and Flesh each, and work with STs to approve them.
Finally, at Harmony 4 Uratha are struck with one Ban Persistent Condition, two Bans at Harmony 2, three at Harmony 1, and four at Harmony 0. (p. 104-105, Werewolf: the Forsaken Second Edition)

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.

(p. 98, Werewolf: the Forsaken Second Edition)

Kuruth

TRIGGERS

Uratha have general and personal Kuruth triggers. All Uratha share the general Kuruth triggers:

  • Spending longer in Gauru form than (Stamina + Primal Urge) rounds
  • Taking the Gauru form outside of a combat situation
  • Taking damage from silver
  • Forced by an Elodoth into Kuruth

In addition, each Uratha possesses a personal Kuruth trigger that worsens as an Uratha's Harmony grows imbalanced in either direction. At Harmony 5, an Uratha is not affected by their personal Kuruth trigger at all. Harmony also determines how long an Uratha remains in control during Wasu-im before they enter Basu-im.

Harmony Kuruth Trigger Wasu-im Time
10 Passive 3 seconds (one round)
9 Common 10 seconds (three rounds)
8 Common 30 seconds (ten rounds)
7 Specific 1 minute (twenty rounds)
6 Specific 5 minutes (100 rounds)
5 n/a 15 minutes (300 rounds)
4 Specific 5 minutes (100 rounds)
3 Specific 1 minute (twenty rounds)
2 Common 30 seconds (ten rounds)
1 Common 10 seconds (three rounds)
0 Passive 3 seconds (one round)

WASU-IM: THE SOFT RAGE

When a Kuruth trigger is tripped, immediately enter Wasu-im and shift to Dalu or Urshul form, remaining in that form for the duration. Each round, roll Resolve + Composure.

  • Exceptional Success: Immediately end Wasu-im if desired
  • Success: Take an action besides attacking or moving to attack for the round
  • Failure: Attack, or move to attack non-packmates for the round, anything else immediately initiates Basu-im
  • Dramatic failure: Immediately enter Basu-im

Uratha may voluntarily enter Basu-im from Wasu-im at any time.

BASU-IM: THE HARD RAGE

Once fully in Basu-im, enter the Gauru form and remain in it for the duration indicated by Primal Urge on this chart:

Primal Urge Basu-im Duration
1 Ten minutes
2 Ten minutes
3 Fifteen minutes
4 Twenty minutes
5 Thirty minutes
6 One hour
7 Two hours
8 Three hours
9 Six hours
10 Twelve hours

During Basu-im:

  • Ignore all wound penalties
  • All attempts to influence the werewolf's course of action suffer 2x Primal Urge penalty to the dice pool over and above already-existing Power Stat ratings
  • Uratha who can see or smell a packmate in Basu-im within ten yards roll Resolve + Composure, requiring one success for each other packmate currently in Basu-im. During this time everyone who is not an Uratha in Basu-im is a potential target.

(p. 102-104, Werewolf: the Forsaken Second Edition)

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.
(p. 101-102, Werewolf: the Forsaken Second Edition)

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)

(p.68-70, Werewolf: the Forsaken Second Edition)

Reaching

A Locus is usually required for Uratha to Reach across the Gauntlet. At Harmony 3, Uratha may Reach into the Shadow without the aid of a Locus. At Harmony 8, Uratha may reach into the Flesh without the aid of a Locus.
To reach into the Shadow from the Flesh, roll (Harmony - 10). To reach into the Flesh from the Shadow, roll Harmony.

Circumstance Modifier
Staring into a reflective surface (mirror, still pond) +1
Reaching into the Shadow from the Flesh during the day -2
Reaching into the Flesh from the Shadow during the day +2

Reaching in either direction takes two turns per level of Gauntlet strength. Exceptional success or spending a point of Essence allows instant Reaching.
(p. 98-99, Werewolf: the Forsaken Second Edition)

Regeneration

Passive regeneration is obviously painful and unnatural, causing Lunacy in onlookers at a +2 modifier.
Heal minimum one bashing damage per turn, one lethal damage every fifteen minutes, and one aggravated damage every four days.
Tilts caused by aggravated damage such as missing eyes or limbs heal and resolve when the aggravated damage heals.
When in Gauru form, heal all bashing and lethal damage every turn.
Subtract Primal Urge from the toxicity rating of all poisons and diseases. (p. 93-94, Werewolf: the Forsaken Second Edition)

Renown

Uratha have honorary spirit Rank based on their Renown. Their claws and teeth do aggravated damage to lower-ranking spirits.

Total Renown Effective Rank
0-3 Rank 1
4-7 Rank 2
8-12 Rank 3
13-18 Rank 4
19+ Rank 5

EARNING RENOWN

Each dot of Renown costs three Experiences, and also requires a deed worthy of the rise in Renown. Luna keeps tabs on the Uratha and observes their deeds. After completing the deed and spending three Experiences, a Lune of the appropriate choir descends to bestow the dot of Renown and a corresponding Renown brand. Lunes never award Renown for deeds that violated the Oath of the Moon in their commission.
Each Renown-worthy deed raises the bar on previous deeds.

RENOWN BRANDS

Every dot of Renown is represented by glowing silver brands, visible on the character's flesh in the Shadow. These brands are First Tongue glyphs that show the associated Renown type as well as a summation of the deed itself. Once per story, spend an Essence to flare Renown brands of one category. You gain a condition associated with that Renown category which must be resolved to gain its benefits.

CUNNING

Renown of Irraka and the Iron Masters. Renown Condition: Cunning
Work smarter, not harder. Clandestine approaches and clever plans win Cunning.

GLORY

Renown of Cahalith and the Blood Talons. Renown Condition: Glorious
Face danger head on, don't back down. The greater the foe, the greater the Glory.

HONOR

Renown of Elodoth and the Storm Lords. Renown Condition: Honorable
Honor separates bullies from heroes. Honesty, impartiality and fairness earn Honor.

PURITY

Renown of Rahu and the Hunters in Darkness. Renown Condition: Pure
The Oath of the Moon comes first. Following the Oath to the spirit as well as the letter bestows Purity.

WISDOM

Renown of Ithaeur and the Bone Shadows. Renown Condition: Wise
Knowledge moves the world without moving. Seeking spiritual or nonviolent solutions to problems earns Wisdom.
(p. 98-100, Werewolf: the Forsaken Second Edition)

Senses

Human Senses are the default in Hishu and Dalu forms. Characters born missing any senses generate them after the First Change up to optimal human functionality. Uratha may switch to Wolf or Spirit Senses reflexively in these forms.

Wolf Senses are the default in Urhan and Urshul forms. Uratha may switch to Human or Spirit Senses reflexively in these forms. Additionally, Uratha receive modifiers to their Perception rolls based on the form they're in. Wolf Senses also negate penalties due to sensory deprivation (darkness, deafness, etc.). Wolf Senses unlock the following:

SMELL

  • Roll Primal Urge to identify a character the Uratha remembers by smell, even if hidden or disguised.
  • Smell a scene, locking its scent in their memory. They may smell a particular scene on other Uratha who they subsequently meet with a Wits + Primal Urge roll.
  • Identify other Uratha and Wolf-Blooded by smell with Wits + Primal Urge, requiring an instant action and invasion of the target's personal space.

HEARING

  • Uratha hear up to one mile away per dot of Primal Urge, and ignore all penalties based on quietness or range. City noises drown this out.

SIGHT

  • Halve all penalties for seeing in darkness, rounded down. Ignore penalties to vision due to rapid movement, allowing clear visual discernment of fast-moving objects.

TASTE

  • Tasting a living target's blood allows the Uratha to sense their location in terms of exact direction. Distance is not a factor. Can only 'store' one living creature's blood taste at a time, dissipating after one lunar month or tasting the blood of a different living creature.

Spirit Senses allow the Uratha to focus as an instant action and send either human or wolf senses across the Gauntlet. Spend one Essence to send senses across reflexively. By default, these senses are all committed to the other side. Attempts to send some but not all senses across suffer a -2 modifier to all actions involving perception or concentration, and wolf senses no longer negate sensory penalties. All Perception rolls across the Gauntlet are penalized by its strength.
All Uratha can sense spirits in Twilight without needing to focus first, unless said spirit is trying to hide. (p. 94-95, Werewolf: the Forsaken Second Edition)

Silver

Touching silver does not do damage, but causes intense pain and leaves lasting scars as if from aggravated damage. Silver weapons always do aggravated damage to Uratha. The weapon must be made of 80% silver and solid. Weapons with a silver coating only do one damaging hit before losing effectiveness. Any silver item that is not a weapon is treated as an improvised weapon. (p. 101, Werewolf: the Forsaken Second Edition)

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. (p. 310, Werewolf: the Forsaken Second Edition)

Touchstones

Uratha have a Physical and a Spiritual Touchstone. So long as they have a corresponding Touchstone, they resist breaking points towards Flesh or Spirit with a +2 modifier.
Lose the Physical Touchstone at Harmony 2 and the Spiritual Touchstone at Harmony 8.
If a Physical Touchstone is destroyed, lose one Harmony dot. If a Spiritual Touchstone is destroyed, gain one Harmony dot.
When gaining a new Physical Touchstone, lose one Harmony dot. When gaining a new Spiritual Touchstone, gain one Harmony dot.
Uratha regain one temporary Willpower after a meaningful interaction with one of their Touchstones. They may regain all spent temporary Willpower whenever putting themselves at risk in defense of their Touchstones.

Tracking

Tracking is contested or uncontested depending on if the target knows it is being hunted. The ST can decide if the trail is too cold to pursue by conventional, physical means.

Circumstance Modifier
Strong/weak trail Up to +/- 3
Age of trail -1 per day elapsed
Prey size 1-3 -1
Prey size 4-6 0
Prey size 7-9 +1
Prey size 10+ +2
Prey is bleeding +1
Hunter is Uratha Primal Urge bonus (p. 93 WTF 2E)

Uncontested Tracking

For when the target doesn't know you're coming. If the target learns, the roll becomes contested.

  • Roll: Wits + Streetwise (urban) or Survival (rural) - target's Streetwise or Survival
  • Dramatic Failure: Lose the trail and gain Lost Tracker Condition
  • Failure: Lose the trail, but may find it again
  • Success: Find the target, ST determines how long this takes
  • Exceptional Success: Find the target in half the time, or take the Invisible Predator condition

Contested Tracking

For when the target knows you're coming. Find an amount of spoor equal to the target's Resolve + Streetwise or Survival. Start with an amount of spoor equal to the Uratha's dots in Wits.
Contested tracking rolls take one hour of in-game time per mile of distance crossed.
Each day of contested tracking removes one spoor from the total. 2x rate of loss in hot + dry climates, 4x rate of loss in snow, 8x rate of loss in light rain, 24x rate of loss in heavy rain. STs may introduce additonal complications as desired.

  • Roll: Wits + Streetwise (urban) or Survival (rural) versus Resolve + Streetwise or Survival
  • Dramatic Failure: Hunter--gains the Lost Tracker Condition | Prey--gains the Easy Prey Condition
  • Failure: Draw
  • Success: Hunter-- +1 Spoor | Prey-- -1 Spoor, if Spoor drops to 0 the target escapes
  • Exceptional Success: Hunter-- +2 Spoor, gains Invisible Predator when all spoor is gathered | Prey-- -2 Spoor, gains Untraceable Condition when Spoor drops to 0

(p. 95, Werewolf: the Forsaken Second Edition)

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.

(p. 70-71, Werewolf: the Forsaken Second Edition)