Actions

Werewolf/CheatSheets

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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.
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.

Lunacy

stuff

Lunacy

stuff

Harmony

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)

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.

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.