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.
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.

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.

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.

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
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.