Werewolf Dramatic Systems
Don't forget you can spend Willpower points to get
automatic successes. You get Willpower back from acting appropriate
to your auspice, and also, over down time.
The Many Forms
A reminder of the forms and their ability affects. Social
penalties may not apply to other Garou.
- Homid (The Human): Stats as on your character sheet
- Glabro (The Near-Man): STR +2, STA +2, MAN -2, APP -1
- Crinos (The Wolf-Man): STR +4, DEX +1, STA +3, MAN 0, APP
0
- Hispo (The Near-Wolf): STR +3, DEX +2, STA +3, MAN 0
- Lupus (The Wolf): STR +1, DEX +2, STA +2, MAN 0
I've been convinced to allow partial transformations, like the
transformation of just a hand into a claw, etc. You have to spend a
Willpower point and roll DEX + Primal-Urge (with a difficulty of 9,
this isn't easy).
Feats
Because the players don't have the rulebooks, I thought it might
be nice to let them know what abilities and attributes are used for
various actions.
Physical Feats
- Climbing: DEX + Athletics
- Feats of Strength: STR
- Jumping:
- Horizontal: STR
- Vertical: STR + Athletics (with running start)
- Long Running: STA + Athletics
- Pursuit: STA + Athletics
- Repair:
- Identify Problem: INT + Crafts
- Fix Problem: DEX + Crafts
- Shadowing:
- Keeping Track of Subject (Urban): PER + Investigation or
PER + Streetwise
- Keeping Track of Subject (Rural): PER + Survival or PER +
Primal-Urge
- Following Unnoticed (on foot): DEX + Stealth
- Following Unnoticed (in a vehicle): DEX + Drive
- Noticing Being Followed: Same roll as Keeping Track of
Subject
- Sneaking: DEX + Stealth
- Stunt Driving: DEX (or WIT) + Drive (max dice may be limited by
high speed and vehicle manueverability)
Social Feats
Remember that Garou add their Pure Breed score to all Social
interactions with other Garou.
- Animal Attraction: CHA + Primal-Urge
- Credibility: MAN + Subterfuge
- Facedown Challenge: CHA + Intimidation or Rage (if Rage is
higher, Rage must be used, otherwise player may choose).
- Fast-Talk: MAN + Subterfuge
- Interrogation: MAN + Intimidation
- Intimidation: MAN + Intimidation (Loss of MAN score due to
changed shape does not apply to this).
- Oration: CHA + Leadership or CHA + Performance
- Performance: Social Attribute + Performance or Social Attribute
+ Expression, depending on type of performance.
- Seduction:
- Opening Line: APP + Subterfuge
- Witty Exchange: WIT + Subterfuge
- Conversation: CHA + Empathy
- Note that this doesn't always work too well for Garou,
because of the Curse. That's why they tend to go more for the
Animal Attraction. Also, this isn't normally how you find long
lasting companion, and tends not to work on packmates who know
you too well, you naughty person you!
Mental Feats
- Dream Interpretation: INT + Enigmas
- Forgery:
- First, INT + Streetwise
- Second, DEX + Streetwise (max dice as successes on first
roll)
- Gamecraft Challenge:
- Ask a Riddle: WIT + Enigmas
- Answer a Riddle: INT + Enigmas
- Hunting:
- In Lupus: PER + Primal-Urge
- In Homid: PER + Survival
- Research: INT + Appropriate Ability (For example, Investigation
or Computer)
- Search: PER + Investigation
- Track: PER + Primal-Urge
Combat
Intiative: WIT + DEX + 1d10
Health Levels
- Bruised
- Hurt (-1 die to all actions)
- Injured (-1 die to all actions)
- Wounded (-2 dice to all actions)
- Mauled (-2 dice to all actions)
- Crippled (-5 dice to all actions)
- Incapacitated (Unable to move)
- Dead
If a Garou receives enough damage to put him past Incapacitated,
he can roll Rage to remain active, and heals one level of damage per
success on the roll, though the character receives a Battle Scar.
Types of Damage
- Bashing: Any damage inflicted by sources of blunt, non-lethal
trauma such as fists and non-edged weapons (as well as falling).
Bashing damage can be soaked by anyone. Garou heal one level of
bashing damage per turn while they are resting.
- Lethal: Damage that will kill most living things quickly, such
as knives and bullets. Lethal damage is difficult for mortals to
heal, and they cannot soak it. Garou can soak lethal damage, and
heal it just as they heal bashing damage.
- Aggravated: Damage that generally comes from a supernatural
source, such as fetish weapons, teeth and fangs of supernatural
creatures, fire, radiation or toxic waste. Garou can soak
aggravated damage in any form but homid, and heal one level of
aggravated damage per day. Mortals treat aggravated damage as
lethal damage.
- Silver: Damage from silver weapons is treated like aggravated
damage, except that Garou cannot soak it in any form except their
birth form. Metis cannot soak it in any form at all.
Note: Garou are generally immune to most common diseases and
poisons, or heal them up very quickly. Garou can suffocate
and drown, however; they are alive and need air.
Defensive Actions
Defensive actions can be declared at any time during combat, and
may abort a different action to do so, though they can't be done if
the character has already attacked and used all his dice.
- Dodge: Any attack can be dodged, but it's harder to dodge
firearms. Successes on a dodge roll subtract from successes on the
attacker's to hit roll. DEX + Dodge.
- Block: Using one's own body to block an incoming attack. Only
melee or brawl attacks can be blocked this way. Successes are like
dodge successes. DEX + Brawl.
- Parry: Using a weapon to block an incoming attack. Just like a
block, only, obviously, with a weapon. DEX + Melee.
Weapons
I'm lazy, and don't want to bother making a table right now, so,
the weapons are in this format:
Ranged Weapons: Type (Example for Guns):
Damage|Type|Range|Rate|Clip|Conceal
Thrown or Melee Weapons: Type: Difficulty|Damage|Type|Conceal
What does all that shorthand mean? I'm glad you asked.
- Range: Within this range (in yards), the difficulty is 6 (7 for
bows). At twice this range, the difficulty is 8 (9 for bows).
Within two yards, the difficulty is 4 (5 for bows).
- Rate: The maximum number of bullets or three-round bursts the
gun can fire in a single turn.
- Clip: The maximum number of bullets the gun can hold. Some guns
can hold a full clip with a round already chambered; this capacity
is denoted by a "+1."
- Type: B = Bashing, L = Lethal, A = Aggravated, S = Silver
- Conceal: P = Pocket, J = Jacket, T = Trenchcoat, N = N/A
Firing a gun is a DEX + Firearms roll. Using a bow or thrown
weapon is DEX + Athletics. Using a melee weapon is DEX + Melee. There
are lots of more complications involving the Archery skill, or using
specialized fighting techniques like Kailindo, Iksakku or Klaivaskar,
but simple is good for me!
Ranged Weapons
- Revolver, Lt. (SW M640 [.38 Special]): 4 | L | 12 | 3 | 6 |
P
- Revolver, Hvy. (Colt Anaconda [.44 Magnum]): 6 | L | 35 | 2 | 6
| J
- Semi-Automatic Pistol, Lt. (Glock 17 [9mm]): 4 | L | 20 | 4 |
17+1 | P
- Semi-Automatic Pistol, Hvy. (Sig P220 [.45 ACP]): 5 | L | 30 |
3 | 7+1 | J
- Rifle (Remington M-700 [30.06]): 8 | L | 200 | 1 | 5+1 | N
- SMG, Small* (Ingram MAC-10 [9mm]): 4 | L | 25 | 3 | 30+1 |
J
- SMG, Large* (HK MP-5 [9mm]): 4 | L | 50 | 3 | 30+1 | T
- Assault Rifle* (Steyr AUG [5.56mm]): 7 | L | 150 | 3 | 42+1 |
N
- Shotgun (Ithaca M-37 [12ga]): 8 | L | 20 | 1 | 5+1 | T
- Shotgun, Semi-Automatic (Fiachi-Law 12 [12ga]): 8 | L | 20 | 3
| 8+1 | T
- Bow, Compound**: 4 | L | 60 | 1 | 1 | N
- Bow, Garou**: 6 | L | 120 | 1 | 1 | N
- Crossbow**: 5 | L | 90 | 1 | 1 | T
* The gun is capable of full auto, three-round bursts and
sprays.
** Bows take an action to nock and draw another arrow; crossbows take
two actions to reload.
Thrown Weapons
- Knife, Thrown: 6 | STR | L | P
- Shuriken: 7 | 3 | L | P
- Stone: 5 | STR | B | Var.
- Spear: 6 | STR +1 | L | N
Melee Weapons
- Sap: 4 | STR | B | P
- Chain*: 5 | STR | B | P
- Staff: 6 | STR +1 | B | N
- Mace: 6 | STR +2 | L | N
- Knife: 4 | STR | L | P
- Club: 5 | STR +1 | B | T
- Sword: 6 | STR +2 | L | T
- Axe: 7 | STR +3 | L | N
- Polearm: 7 | STR +3 | L | N
- Klaive: 6 | STR +2 | S | J
- Grand Klaive: 7 | STR +3 | S | T
* A chain may be used to entangle an opponent's limb at +1
difficulty
Close Combat
Actions are listed as: Forms | Roll | Difficulty | Damage | No. of
Actions | (And, for Pack Tactics: No. of Packmates | Performable
Alone?)
Basic Manuevers
- Brawl: Crinos-Lupus | DEX + Brawl | 5 | STR +1 | 1
- Body Tackle: Any | DEX + Brawl | 7 | STR | 1 [DEX + Athletics
rolls to see if knocked to ground]
- Claw: Crinos-Hispo | DEX + Brawl | 6 | STR +1 | 1
- Disarm: Homid-Crinos | DEX + Melee | +1 | Special | 1
- Grapple: Homid-Crinos | STR + Brawl | 6 | STR or None | 1
- Kick: Homid-Crinos | DEX + Brawl | 7 | STR +1 | 1
- Punch: Homid-Crinos | DEX + Brawl | 6 | STR | 1
- Sweep: All | DEX + Brawl | 8 | None | 1
Special Manuevers
Characters start knowing one of these, must learn additional
ones.
- Evasive Action: All | WIT + Dodge | 6 | None | 1
- Hamstring: Crinos-Lupus | DEX + Brawl | 8 | STR + Cripple |
1
- Jaw Lock: Crinos-Lupus | DEX + Brawl | 6 | None | 1
- Leaping Rake: Glabro-Crinos | DEX + Athletics & DEX + Brawl
| 8 | STR +1 | 2
- Taunt: All | MAN + Expression or Intimidation | Opp. WIT +4 |
None | 1
Pack Tactics
- Fur Gnarl: Crinos-Hispo | DEX + Brawl | 7 | Remove Soak or
Armor | 2 | 2 | Yes
- Harrying: Hispo-Lupus | DEX + Athletics | 5 | Special | 4 | 4 |
No
- Savage (Dogpile): Hispo-Lupus | Special | Special | Special | 2
| 3 | No
- Wishbone: Any (Opponent must be knocked down to do in
Hispo-Lupus) | DEX + Brawl | 6 -1 per Garou | STR | 2 | 2+ |
No
- Forward Pass: Crinos | STR + Athletics | 3 + Thrown Stamina |
STA + Successes | 2 | 2 | No
- One by One: Any | Normal | Others at -2 | Normal | No. of other
attackers | 3+ | No
- Blindsiding: Any | Normal | Others at -2 | Normal | 2 | 2+ |
No
Experience and Renown
Experience Point Costs
- Attribute: Current rating ×4
- Ability: Current rating ×2
- New Ability: 3
- Gift: Level of Gift ×3
- Gift from other breed/tribe/auspice: Level of Gift
×5
- Rage: Current rating
- Gnosis: Current rating ×2
- Willpower: Current rating
Renown
To reach fostern, each auspice needs the following amount of
Permanent Renown:
- Ragabash: Any combination of 7
- Theurge: 1 Glory, 5 Wisdom
- Philodox: 1 Glory, 4 Honor, 1 Wisdom
- Galliard: 4 Glory, 2 Wisdom
- Ahroun: 4 Glory, 1 Honor, 1 Wisdom