Cheat Werewolf Party Game

The key to this game will be combat as a werewolf and i think if a developer could nail that they'll have a big hit for them. The key to this game will be combat as a werewolf and i think if a developer could nail that they'll have a big hit for them.

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  • 11Damage and Health
  • 12Gauntlet
    • 12.2Stepping Sideways

Put together by DrDog & Roadnottaken

If you don't understand, ask, and it will be answered.


Essence

Every character begins with a base pool of 5 Essence. Additional Essence is calculated using the following formula.

  • +2 if you have hunted a human or wolf for essence in the past 2 months (requires harmony roll)
  • +1 if a Rite of the Sacred Hunt was performed by the pack in the last 3 months
  • +1 for every point of essence your totem gives you, divided by the number of packmates, rounded down.
  • +1 for every dot in the merit Pack Den which is applied to 'Locus' No longer applicable.
  • +1 when the Auspice moon of the character is in the sky (See the Moon tag at the beginning of each thread if you're not sure)
  • -1 for being a Ghost Wolf
  • -1 for being packless


Moon Phases

New Moon Crescent Moon Half Moon Gibbous Moon Full Moon
0-20% 20-40% 40-60% 60-80% 80-100%

Current moon phase for Sacramento can be found here (external link).


Auspices

RahuCahalithElodothIthaeurIrraka
Auspice Full Moon, Warrior Gibous Moon, Visionary Half Moon, Walker Between Crescent Moon, Spirit Master New Moon, Stalker
ReknownPurityGloryHonorWisdomCunning
Specialties
Gift Lists
AbilityWarrior’s Eye

“Read” a foe once per session, Wits + PU to determine if foe is more/less powerful. DF: Misjudgment, ES: Sense of gap between power levels.

Prophetic Dreams

Gives clue about challenges faced once per story., must sleep at least 4 hours. +1 bonus to Occult rolls to interpret omens or occult riddles.

Spirit Envoy

+2 bonus to Empathy, Expression, Persuasion, or Politics rolls made to negotiate with spirits. Does not apply to threats.

Ritual Master

Rituals dots cost new x4. New Rites bought with experience cost dots x1.

Pathfinder’s Sense

+2 bonus to ‘peek’ into Shadow (Wits + Occult + PU, Instant) or perceive ephemeral spirits (Wits + Occult + PU, Instant). Also applies to rolls to sense loci (Wits + Investigation + PU).

Tribes

Blood TalonsBone ShadowsHunters in DarknessIron MastersStorm LordsGhost Wolves
Suthar Anzuth Hirfathra Hissu Meninna Farsil Luhal Iminir Thihirtha Numea
Totem Fenris, the Destroyer Wolf Kamduis-Ur, the Death Wolf Hikaon, the Black Wolf Sagrim, the Red Wolf Skolis, the Winter Wolf None
BanOffer no surrender that you would not acceptPay each spirit in kindLet no sacred place in your territory be violatedHonor your territory in all thingsAllow no one to witness or to tend your weakness None
RenownGloryWisdomPurityCunningHonor None
Gift Lists


Shapeshifting

Shifting:Stamina (Hishu) + Survival Skill + Primal Urge, Instant (ES: Reflexiveaction), 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
  • When not in combat, a dice pool of 5+ allows your character to shift in one turn.
HishuDaluGauruUrshulUrhan
Human Near-Human War Form Near-Wolf The Wolf

-2 penalty to detect as supernatural creature

  • Strength +1
  • Stamina +1
  • Manipulation -1
  • Size +1
  • Health +2
  • Speed +1
  • Perception +2
  • Mass +25-50 lbs (+11-22 kg)
  • Height +4-6” (+10-15 cm)
  • Lunacy at +4
  • Strength +3
  • Dexterity +1
  • Stamina +2
  • Size +2
  • Health +4
  • Initiative +1
  • Speed +4
  • Perception +3
  • Mass +200-250 lbs
  • Height +2-3’
  • 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
  • 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
  • Dexterity +2
  • Stamina +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


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

Death Rage (Kuruth)

Cheat Werewolf Party Game

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

HarmonyThreshold SinDice Rolled
105
95
84
74
63
53
43
32
22
12
0N/A
v · t · e


Cheat Werewolf Party Game

  • Exceptional Success on degeneration check: 1 Willpower gained
  • If degeneration occurs, roll Harmony to check for derangement.
  • Optional Degeneration rules: Werewolves can gain bans like spirits instead of mental disorders. These can be things like spilling three drops of blood before entering a door, or collecting a token from every defeated foe, etc. They get progressively worse as the werewolf drops lower in harmony.

Primal Urge

Primal UrgeAttribute /
Skill Max
Max Essence /
Essence Per Turn
Social
Penalties/Bonus
Essence
Bleed
1510/1 -1/+1n/a
2511/1 -1/+1n/a
3512/1 -2/+2n/a
4513/2 -2/+2n/a
5514/2 -3/+3n/a
6615/3 -3/+31/day
7720/5 -3/+31/12 hours
8830/7 -4/+41/10 hours
9950/10 -4/+41/8 hours
1010100/15 -5/+51/4 hours

Renown

Dots in tribally affiliated renown earn you brownie points among others of your tribe.

Total Renown DotsHonorary Rank Among Spirits
0-72
8-153
16-234
24 or more5


Damage and Health

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.

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.

Drugs, Toxins, Poisons and Diseases

The Werewolf line is not entirely clear on this. However:

  • Werewolves are immune to all mundane diseases. Supernatural ones may still affect them, but will probably be affected by a Werewolf's regeneration rate.
  • Werewolves are not immune to, but are resistant to most mundane and supernatural poisons, gaining a +2 to any roll to resist, which stacks with the Merit Toxin Resistance. They may also experience a reduced duration when it comes to the effects of drugs, both positive and negative.
  • Werewolves may spend a point of essence to purge themselves of one dose of any drug, toxin or poison. In the case of toxins or poisons, this reduces the toxicity rating by 1. Reducing it 0 completely purges the Uratha's system.
  • Yes, this means Werewolves have a hard time getting drunk, so go ahead and kill your liver with massive amounts of alcohol.

Gauntlet

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

Spiritual Perception

Detect ephemeral spirits: Wits + Occult + Primal Urge, Instant.

Werewolf The Game

Detect Loci: Wits + Investigation + Primal Urge, Instant.

‘Peek’ across the Gauntlet: Wits + Empathy + Primal Urge, 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:

Game
  • 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
Dramatic Failure 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).

Pathfinding

Werewolf Games Online

Packs may travel across the Gauntlet as one. The werewolf leading the attempt is the pathfinder. Pathfinder must roll to step sideways and CANNOT use Essence when pathfinding.

Modifiers:

  • Each werewolf not a member of the pathfinder's pack or unconscious: -1
  • Each creature who isn’t a werewolf but is otherwise capable of crossing between worlds: -2
  • Each person or creature who’s incapable of spiritual travel: -3

Tracking

Werewolf
  • Tracking by sight (As human): Intelligence + Survival Skill, 10-20+ succ, 10 min per roll.
  • Tracking by scent (As wolf): Wits + Survival Skill, 10-20+ succ, 10 min per roll.

(Uratha can choose either the above if in appropriate form).

  • Countertracking: Tracking roll vs. Wits + Survival Skill 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)

Rites

The dice pool for all Rites is equal to the werewolf's Harmony, subject to the following modifiers:

Find The Werewolf Game

  • +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

Custom Fetishes

Fetish creation rules are in Lore of the Forsaken, Page 138. All custom fetishes should be made using these rules.

v·d·e
Werewolf: The Forsaken
Packs
Auspices
Tribes
Blood Talons • Bone Shadows • Ghost Wolves • Hunters in Darkness • Iron Masters • Storm Lords
Storyteller(s)
References
Werewolf Portal • Who's Who • Territories • Glossary • First Tongue • Lodges • House Rules • Stories • Cheat Sheet • Errata

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ActionReflexive , and Instant
PoolWits , Occult Skill , Investigation Skill , Stamina , Survival Skill , Primal Urge , Resolve , Composure , Empathy Skill , Intelligence , and Presence