Rage: 0
Social 1:
Your character is insulted, challenged or threatened.
Social 2:
A loved one/packmate is deeply insulted or threatened before you.
Social 3:
A Flaw is triggered in a harmful or embarrassing way.
Danger 1:
You confront a creature that reeks of the Wyrm.
Danger 2:
You confront a dangerous trespasser around your home or Bawn.
Danger 3:
You confront a truly hated enemy or rival.
Danger 4:
You become ICly aware of another character using a supernatural power on you and don’t like it.
Danger 5:
You, a packmate, or a loved one is threatened with a silver weapon.
Combat 1:
You take your Crinos or Hispo war form for the first time in a scene.
Combat 2:
You inflict at least one level of damage with intent to kill.
Combat 3:
You suffer one level of Lethal or Aggravated damage.
Combat 4:
You suffer at least one level of damage from silver.
Combat 5:
You botch a roll during life or death combat.
Combat 6:
You roll permanent Rage to remain active after being Incapacitated.
Combat 7:
A loved one or packmate suffers at least one level of damage in live or death combat.
Combat 8:
A loved one or packmate is killed or mortally wounded in front of you (there is no cap on this trigger).
Savagery 1:
You taste an enemy’s blood for the first time in a scene.
Savagery 2:
You spend a round mutilating and devouring a fallen enemy in combat (This often happens during Thrall of the Wyrm).
Spending Rage
- You must spend 1 Rage to assume a non-Breed form, unless as a result of frenzying.
- You can spend 1 Rage to ignore wound penalties for a round.
- You can spend 1 Rage to shake off being Stunned.
- You can spend half your permanent Rage rounded up, each combat turn, for extra actions while in a war form.
- Homid Form:
- Savage Instinct: Inflict Lethal instead of Bashing damage with unarmed or improvised attacks; double your leap distance; gain your Primal-Urge as a bonus to physical dice pools in combat (like Athletics, Brawl or Firearms, etc); and finally gain Armor equal to your Primal-Urge (does not stack with mundane armor beyond Reinforced Clothing). This lasts for one combat round and triggers the additional, following effects:
- If the unarmed or improvised damage would already be Lethal (such as from a bite attack or from hitting someone’s head with a rock), then add your Primal-Urge dice to the damage roll.
- The bonus to physical actions can alternatively be treated as a Strength bonus to lift, throw or break something for one round.
- This can be activated reflexively in response to an attack.
- Savage Instinct: Inflict Lethal instead of Bashing damage with unarmed or improvised attacks; double your leap distance; gain your Primal-Urge as a bonus to physical dice pools in combat (like Athletics, Brawl or Firearms, etc); and finally gain Armor equal to your Primal-Urge (does not stack with mundane armor beyond Reinforced Clothing). This lasts for one combat round and triggers the additional, following effects:
- Lupus Form:
- Swift Predator: Double your leap distance and running speed for the rest of the combat round; gain your Primal-Urge as a bonus to Athletics, Elusion and Stealth rolls (especially when ambushing)
- Blindside: Additionally, gain your Primal-Urge as an additional bonus to damage when making a rear or flank attack on your enemy.
- Swift Predator: Double your leap distance and running speed for the rest of the combat round; gain your Primal-Urge as a bonus to Athletics, Elusion and Stealth rolls (especially when ambushing)
- Crinos & Hispo Forms:
- You may spend Rage to take extra actions in combat (attack, defend, jump on a nexus crawler’s back, etc). It does not give extra movement (use Lupus form to chase or run away).
- Rage Regeneration: In lieu of making a normal Stamina roll for regenerating in combat (or benefiting from the Combat Healing Gift), a werewolf may spend Rage to heal a number of Lethal or Bashing levels of damage equal to their Primal-Urge.
Form Bonuses
Primal Senses: All werewolves in all forms add their Primal-Urge to all non-Gift sensory-related rolls such as spotting ambushes, hunting deer or tracking a quarry through a crowded city street (usually involving Perception or Alertness). Tasting a quarry’s blood may allow for supernatural feats of tracking that might not otherwise be possible, at the Storyteller’s discretion.
- Homid form: Urrah werewolves only enjoy a -1 difficulty modifier for tracking and pursuit rolls through inner city areas.
- Movement: Walk (7 yards per turn); Jog (12 + Dexterity yards); Run (20 + [Dexterity * 3] yards)
- Jumping: Vertical Jump (2 * successes feet); Horizontal Leap (4 * successes feet)
- Combat: Even in Homid form, a werewolf tends to have strong jaws and sharpish incisors. They can bite for Strength -1 in Lethal damage. They can even bite without establishing a grapple first at difficulty 8.
- Crinos form gives a -1 difficulty modifier to all Perception rolls, including Gifts.
- Movement: Walk (10 yards per turn); Jog (15 + Dexterity yards); Run (25 + [Dexterity * 3] yards)
- Jumping: Vertical Jump (4 * successes feet); Horizontal Leap (5 * successes feet)
- Combat: Claw (difficulty 6) and bite (difficulty 5) for +1 Aggravated damage.
- Hispo form gives a -1 difficulty modifier to all Perception rolls, including Gifts.
- Movement: Walk (10 yards per turn); Jog (18 + Dexterity yards); Run (30 + [Dexterity * 3] yards)
- Jumping: Vertical Jump (5 * successes); Horizontal Leap: (6 * successes)
- Combat: Claw (difficulty 6) for Aggravated damage and bite (difficulty 5) for +2 Aggravated damage.
- Lupus form gives a -2 difficulty modifier to all Perception rolls, including Gifts.
- Movement: Walk (10 yards per turn); Jog (22 + Dexterity yards); Run (35 + [Dexterity * 3] yards)
- Jumping: Vertical Jump (4 * successes); Horizontal Leap: (7 * successes)
- Long Running: A character in Lupus form can ‘jog’ (roughly 16 mph) for as many hours as their Stamina rating, without rest.
- Combat: ‘Claw’ (difficulty 6) for Bashing damage and bite (difficulty 5) for Lethal damage.
Frenzying
- Whenever a character gains a dot of Rage, they must make a ‘Frenzy check‘. (This check occurs even if a character would gain a dot of Rage while at their maximum temporary Rage.) You only need to make one Frenzy check per round, however.
- Roll your characters current Rage dots against a Difficulty determined by the current phase of the moon, modified by your Rank: (Full: 5, Gibbous: 6, Half: 7, Crescent: 8, New: 9) -> (Cub: -1, Cliath: +0, Fostern: +0, Adren: +1, Athro: +1, Elder: +2)
- If you score 3+ successes, your character flies into a Berserk Frenzy. They must assume their Crinos or Hispo war-form (and gain Rage for it, if it’s the first time doing so, that scene). The Frenzy lasts for as many rounds as rolled successes.
- There are two common circumstances that make it require at least 4+ successes to frenzy: Being in your breed form, or on the grounds of a well maintained inner Bawn.)
- You can spend Willpower to resist it at the cost of doing nothing else for that entire duration (i.e., however many successes were rolled), as you fight to control yourself.
- A werewolf instinctively prioritize enemies or whoever is attacking them. However, evident an obvious hostile, a frenzying werewolf will simply attack whoever is closest, unless you spend a Willpower point that round.
- A werewolf in Berserk Frenzy adds their Primal-Urge to all attack or soak rolls, but may not use weapons or attempt any defensive actions.
- A werewolf is immune to supernatural mind control in Berserk Frenzy, unless a power specifically states that it can affect Frenzying characters.
- If you botch, then your character flies into a Fox Frenzy. You must take your Lupus form. You flee the scene. Veteran werewolves (those of Fostern Rank or higher) can spend a Willpower (and an entire round doing nothing else) to fight this urge.
- A werewolf in Fox Frenzy adds their Primal-Urge to all rolls that would better enable them to escape, yet not to any offensive actions (even if forced to fight). This probably involves making a full dodge action each round.
- If you score 6+ successes, then your character enters into a Thrall of the Wyrm Frenzy. This is a bestial state. It is a Berserk Frenzy that lasts the entire scene or until the Storyteller judges that the initial stimulus is long gone. You cannot spend Willpower to direct or restrain it. You may instead roll Willpower vs 8 to avoid attacking a packmate or loved one, yet that only spares them for the round and takes your turn. You must roll Wits vs 7 after killing an enemy to not spend a round mutilating and devouring his corpse.
Shapeshifting & Regeneration
- Shapeshifting (unless as a result of flying into a frenzy or certain Gifts) requires a Rage point spent, and is always reflexive – in the order of Initiative. Returning to your Breed form does not cost Rage.
- Werewolves naturally heal one level of Bashing or Lethal per round, and one level of ‘normal’ Aggravated per day, unless supernaturally healed, regardless of which form they’re in. You must reflexively roll Stamina vs 8 to regenerate while undertaking a stressful activity. You cannot have more than one level of pure silver damage healed supernaturally per day unless a Gift or talen specifically notes otherwise.
- If a werewolf is sent to Incapacitated with Bashing damage, the rollover becomes Lethal. She then falls unconscious in her current form (for a minimum of one round), and regenerates as normal. She remains unconscious until she succeeds at a Stamina + Primal-Urge vs (4 + Bashing levels of damage) roll.
- If a werewolf is sent to Incapacitated via Lethal (even if the same hit technically takes them beyond Incapacitated), they are knocked unconscious, revert to their breed form and collapse. It then works like recovering from Bashing damage, except you heal in increments of eight hours per level.
- If a werewolf is sent to Incapacitated with Aggravated damage (even if sent over Incapacitated with a single blow), then she is close to death. She will die if she doesn’t channel her Rage to remain active.
- Remaining Active: Once a scene, when a werewolf is brought to the brink of death, they can roll the highest of their temporary or permanent Rage against difficulty 8. Every success heals them up one level from Incapacitated (whether Lethal or Agg) and gives a gnarly battle scar.
- If they achieve 1 or 2 successes, they rise in a Fox Frenzy that lasts the rest of the scene, then they collapse unconscious. If they achieve 3+ successes, they rise in a Berserk Frenzy that lasts the rest of the combat, then they collapse unconscious. If they botch, they rise in a Thrall of the Wyrm Frenzy, collapsing once everyone is dead or they are.