Health Level Bruised Hurt Injured
Dice Pool Penalty 0 –1 –1
Wounded
–2
Mauled Crippled
–2 –5
Incapacitated Dead
Willpower 1 2
% of Population 10% 20%
3
18%
4
15%
5
13%
6
10%
7
7%
8
5%
9
1.5%
10
.5%
Health Levels
Forget? Yes Yes
Difficulty 4 5 5 6 6 7 8 9
Armor Type Tough Hide Reinforced Clothing Biker Jacket Leather Duster Bearskin Coat Steel Breastplate Kevlar Vest Flak Vest Riot Suit Trashcan Lid
Delirium Effects
Reaction Catatonic Fear: The human faints, or collapses in fear Panic: The human bolts, trying to put as much distance between himself and the Garou as possible. Yes Disbelief: The human retreats to a corner to avoid the “hallucination” until it passes, but doesn’t collapse in fear. Yes Berserk: The human attacks, be it firing a gun (he won’t have enough presence of mind to reload, however), throwing crockery or even leaping at the “monster.” Yes Terror: Much like panic, except with rational thought. The human is able to think enough to lock doors behind him or to get in a car and flee. Yes Conciliatory: The human will try to plead and bargain with the Garou, doing anything possible so as not to get hurt. No, but will rationalize Controlled Fear: Although terrified, he does not panic. The human will flee or fight as appropriate, but remains in control of his actions. No, but will rationalize Curiosity: These people are dangerous, because they remember what they saw (more-or-less), and they might well investigate the matter further. No Bloodlust: This human refuses to take anymore. She is afraid but angry, and she will remember the Garou and probably even try to hunt it down. No No reaction: The human is not the slightest bit afraid or bothered by the Garou. Even Kinfolk aren’t this stoic, so Garou tend to be very suspicious of such folks.
Repair Job Simple mechanical repair Loose connection Electrical malfunction Fitting a new part Repair stalled car Major car repair System overhaul Technical glitch
Armor
Movement Penalty Character is bruised or winded, but suffers no dice penalties due to damage. Character is superficially hurt, but suffers no movement hindrances. Character has suffered minor injuries, and movement is mildly inhibited (halve maximum running speed). Character has suffered significant damage. He can walk, but he cannot run. At this level, a character may not move and attack. Character is badly injured, and may only stagger (about three yards or meters per turn). Character is catastrophically injured, and can only crawl (about one yard or meter per turn). Character is incapable of movement and likely unconscious. A character who takes any more damage at this level dies. Character is dead. His pack and sept will mourn him, but he is with the ancestors now.
Climbing # of Successes 3 2 5 10 5 10+ 20 2
Sample Climb Easy (tree with lots of thick braches within reach) Simple (advanced climbing wall) Challenging (cliff with sturdy handholds) Precarious (rough mortared stone wall) Suicidal (brick wall)
Difficulty 2 4 6 8 10
Rating 1–3 1 1 2 3 3 3 4 5 2
Melee Weapons Dexterity Penalty 0 0 1 2 3 2 1 2 3 (none, but requires diff. 6 Dexterity + Melee roll to employ)
Stunt Driving Vehicle Six-wheeled truck Bus 18 wheeler Sedan SUV Compact Motorcycle Crotch-rocket Sport coupe Sports car NASCAR racer
Safe Speed 60 70 70 70 70 70 100 120 110 130 140
Max Speed 90 100 120 120 120 130 140 180 150 200 260
Maneuverability 3 3 4 5 6 7 8 8 8 9 10
Fire Soak Difficulty 3 5 7 8 9 10
Heat of Fire Heat of a candle (first-degree burns) Heat of a torch (second-degree burns) Heat of a Bunsen burner (third-degree burns) Heat of an electrical fire Heat of a chemical fire Molten metal
Health Levels/Turn Size of Fire One Torch; part of the body is exposed to flame Two Bonfire; half of the body is exposed to flame Three Inferno; all of the body is exposed to flame
Jumping Type of Jump Feet per Success Homid Glabro Crinos Hispo Vertical Jump 2 3 4 5 Horizontal Leap 4 4 5 6
Lupus 4 7
Sensing
Weapon Difficulty Damage/Type Conceal Sap 4 Strength/B P Whip 6* Strength +1/L J Spiked Gauntlet 6 Strength +1/L J Broken Bottle 6 Strength +1/L** P Chair 7 Strength +2/B N Table*** 8 Strength +3/B N Chain 5* Strength/B J Staff 5 Strength +1/B N Mace 6 Strength +2/L N Baseball Bat 5 Strength+2/B T Spiked Club 6 Strength +2/L T Huge Spiked Club*** 7 Strength +4/L N Knife 4 Strength +1/L P Sword 6 Strength +2/L T Klaive**** 6 Strength +2/A J Grand Klaive**** 7 Strength +3/A T Great Sword*** 7 Strength +6/L N Axe 7 Strength +3/L T Great Axe*** 7 Strength +6/L N Polearm 7 Strength +3/L N Chainsaw 8 Strength +7/L***** N Difficulty: The normal difficulty at which the weapons is used. Damage: The number of damage dice rolled when employing this weapon. Type: B = Bashing L = Lethal A = Aggravated Conceal: P = Pocket J = Jacket T= Trenchcoat N= N/A *May be used to entangle an enemy’s limb at +1 difficulty. **Breaks after three uses. ***Two-handed weapons; very heavy – requires minimum of Strength 3 to employ. ****Silver weapons — damage cannot be soaked by werewolves except in breed form. *****On a botch, user inflicts damage upon self.
Thrown Weapons Weapon Knife Shuriken Spear Stone Stone, head-sized Tomahawk
Difficulty 6 7 6 5 6 6
Damage/Type Strength/L 3/L Strength +1/L Strength/B Strength +3/B Strength +1/L
Experience Chart Trait Attribute Ability New Ability Gift Gift from other breed/auspice/tribe Rage Gnosis Willpower
Cost current rating x 4 current rating x 2 3 Level of Gift x 3 Level of Gift x 5 current rating current rating x 2 current rating
Conceal P P N varies N J
Sensing… Poorly hidden prey, enemy, trail, or item Well-concealed prey, enemy, trail, or item Magically concealed prey, enemy, trail, or item Strong emotional currents Subtle emotional currents Garou social dominance Animal social dominance Human social dominance Supernatural social dominance Obvious cue or clue Subtle cue or clue Very subtle cue or clue
Ranged Weapons Difficulty 4 6 8 7 9 3 5 7 9 5 7 9
Movement Rates Move Distance per Turn Walk 7 yards Jog 12 + Dexterity yards Run 20 + (3 x Dexterity) yards When a werewolf assumes a different form, his movement rate changes accordingly. Use the new form’s Dexterity, not the Homid form’s Dexterity, when figuring movement rates. Homid: As above Glabro: As above Crinos: On two legs, same as Homid; on all fours, +2 yards per turn Hispo: One and one-half times Homid speed Lupus: Twice Homid speed
Feats of Strength Dice Pool 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15
Feats Crush a soda can Break a chair Bust down a wooden door Break a two-by-four Smash open a metal fire door Throw a motorcycle Flip a small car Snap a lead pipe Punch through a cement wall Tear open a steel drum Punch through 1” of sheet metal Snap a streetlight post Throw a sedan Toss an SUV Hurl a pickup truck
Lift 40 lbs. 100 lbs. 250 lbs. 400 lbs. 650 lbs. 800 lbs. 900 lbs. 1000 lbs. 1200 lbs. 1500 lbs. 2000 lbs. 3000 lbs. 4000 lbs. 5000 lbs. 6000 lbs.
Type Damage Range Revolver, Lt. 4 12 SW M640 (.38 Special) Revolver, Hvy. 6 35 Colt Anaconda (.44 Magnum) Semi-Automatic Pistol, Lt. 4 20 Glock 17 (9mm) Semi-Automatic Pistol, Hvy. 5 25 IMI Desert Eagle (.50 AE) Rifle 8 200 Remington M-700 (30.06) SMG, Small* 4 25 Ingram Mac-10 (9mm) SMG, Large 4 50 HK MP-5 (9mm) Assault Rifle* 7 150 FN SCAR (5.56 mm) Shotgun, Sawed-Off 8 10 Winchester Model 24 double-barrel (12 Gauge) Shotgun 8 20 Ithaca M-37 (12 Gauge) Shotgun, Semi-Automatic 8 25 Benelli M4 (12 Gauge) Shotgun, Assault* 8 50 MPS AA-12 (12 Gauge) Bows** Short Bow 4 60 Hunting Bow 5 100 Long Bow 5 120 Crossbow, Commando 3 20 Crossbow 5 90 Crossbow, Hvy. 6 100 Taser**** 5 5 Tear Gas**** 3 3 Bear Mace**** 4 3
Rate 3
Clip 6
Conceal P
2
6
J
4
17+1
P
3
13+1
J
1
5+1
N
3
30+1
J
3
30+1
T
3
30+1
N
2
2
J
1
5+1
T
3
6+1
T
*
32+1
N
1 1 1 1 1 1 1 1 1
1 1 1 1 1 1 1 5 3
N N N J*** T N P P P
Damage: All damage from firearms and bows is lethal. Range: Within listed range (in yards), difficulty is 6; at twice listed Range, difficulty is 8; within two yards, difficulty is 4. Rate: Maximum number of bullets or three-round bursts the gun can fire in a single turn. Clip: Maximum number of bullets the gun can hold. Some guns, listed as “+1,” can hold a full clip with a round ready in the chamber. Conceal: See the Melee Weapons chart. *The gun may fire full-auto, three-round bursts, and sprays. **Long and short bows take an automatic action to nock and draw; crossbows require two automatic actions to reload. ***Collapsible; requires one turn to unfold from storage configuration, plus one action to load once it has been unfolded. **** Bashing damage, not lethal; adds no extra damage from successes scored. Tear gas and bear mace also reduce target’s dice pools by two dice for one turn per success.
© 2012 CCP hf. All rights reserved. Reproduction without the written permission of the publisher is expressly forbidden, except for the purposes of reviews, and one printed copy may be reproduced for personal use only. Werewolf the Apocalypse and Storyteller system are registered trademarks of CCP hf. all rights reserved. Check out White Wolf online at http://www.white-wolf.com Check out Onyx Path online at http://www.theonyxpath.com
Health Level Bruised Hurt Injured
Dice Pool Penalty 0 –1 –1
Wounded
–2
Mauled Crippled
–2 –5
Incapacitated Dead
Willpower 1 2
% of Population 10% 20%
3
18%
4
15%
5
13%
6
10%
7
7%
8
5%
9
1.5%
10
.5%
Health Levels
Movement Penalty Character is bruised or winded, but suffers no dice penalties due to damage. Character is superficially hurt, but suffers no movement hindrances. Character has suffered minor injuries, and movement is mildly inhibited (halve maximum running speed). Character has suffered significant damage. He can walk, but he cannot run. At this level, a character may not move and attack. Character is badly injured, and may only stagger (about three yards or meters per turn). Character is catastrophically injured, and can only crawl (about one yard or meter per turn). Character is incapable of movement and likely unconscious. A character who takes any more damage at this level dies. Character is dead. His pack and sept will mourn him, but he is with the ancestors now.
Forget? Yes Yes
Delirium Effects
Reaction Catatonic Fear: The human faints, or collapses in fear Panic: The human bolts, trying to put as much distance between himself and the Garou as possible. Yes Disbelief: The human retreats to a corner to avoid the “hallucination” until it passes, but doesn’t collapse in fear. Yes Berserk: The human attacks, be it firing a gun (he won’t have enough presence of mind to reload, however), throwing crockery or even leaping at the “monster.” Yes Terror: Much like panic, except with rational thought. The human is able to think enough to lock doors behind him or to get in a car and flee. Yes Conciliatory: The human will try to plead and bargain with the Garou, doing anything possible so as not to get hurt. No, but will rationalize Controlled Fear: Although terrified, he does not panic. The human will flee or fight as appropriate, but remains in control of his actions. No, but will rationalize Curiosity: These people are dangerous, because they remember what they saw (more-or-less), and they might well investigate the matter further. No Bloodlust: This human refuses to take anymore. She is afraid but angry, and she will remember the Garou and probably even try to hunt it down. No No reaction: The human is not the slightest bit afraid or bothered by the Garou. Even Kinfolk aren’t this stoic, so Garou tend to be very suspicious of such folks.
Repair Job Simple mechanical repair Loose connection Electrical malfunction Fitting a new part Repair stalled car Major car repair System overhaul Technical glitch
Difficulty 4 5 5 6 6 7 8 9
Climbing # of Successes 3 2 5 10 5 10+ 20 2
Sample Climb Easy (tree with lots of thick braches within reach) Simple (advanced climbing wall) Challenging (cliff with sturdy handholds) Precarious (rough mortared stone wall) Suicidal (brick wall)
Difficulty 2 4 6 8 10
Armor Armor Type Tough Hide Reinforced Clothing Biker Jacket Leather Duster Bearskin Coat Steel Breastplate Kevlar Vest Flak Vest Riot Suit Trashcan Lid
Rating 1–3 1 1 2 3 3 3 4 5 2
Melee Weapons Dexterity Penalty 0 0 1 2 3 2 1 2 3 (none, but requires diff. 6 Dexterity + Melee roll to employ)
Stunt Driving Vehicle Six-wheeled truck Bus 18 wheeler Sedan SUV Compact Motorcycle Crotch-rocket Sport coupe Sports car NASCAR racer
Safe Speed 60 70 70 70 70 70 100 120 110 130 140
Max Speed 90 100 120 120 120 130 140 180 150 200 260
Maneuverability 3 3 4 5 6 7 8 8 8 9 10
Fire Soak Difficulty 3 5 7 8 9 10
Heat of Fire Heat of a candle (first-degree burns) Heat of a torch (second-degree burns) Heat of a Bunsen burner (third-degree burns) Heat of an electrical fire Heat of a chemical fire Molten metal
Health Levels/Turn Size of Fire One Torch; part of the body is exposed to flame Two Bonfire; half of the body is exposed to flame Three Inferno; all of the body is exposed to flame
Jumping Type of Jump Feet per Success Homid Glabro Crinos Hispo Vertical Jump 2 3 4 5 Horizontal Leap 4 4 5 6
Lupus 4 7
Weapon Difficulty Damage/Type Conceal Sap 4 Strength/B P Whip 6* Strength +1/L J Spiked Gauntlet 6 Strength +1/L J Broken Bottle 6 Strength +1/L** P Chair 7 Strength +2/B N Table*** 8 Strength +3/B N Chain 5* Strength/B J Staff 5 Strength +1/B N Mace 6 Strength +2/L N Baseball Bat 5 Strength+2/B T Spiked Club 6 Strength +2/L T Huge Spiked Club*** 7 Strength +4/L N Knife 4 Strength +1/L P Sword 6 Strength +2/L T Klaive**** 6 Strength +2/A J Grand Klaive**** 7 Strength +3/A T Great Sword*** 7 Strength +6/L N Axe 7 Strength +3/L T Great Axe*** 7 Strength +6/L N Polearm 7 Strength +3/L N Chainsaw 8 Strength +7/L***** N Difficulty: The normal difficulty at which the weapons is used. Damage: The number of damage dice rolled when employing this weapon. Type: B = Bashing L = Lethal A = Aggravated Conceal: P = Pocket J = Jacket T= Trenchcoat N= N/A *May be used to entangle an enemy’s limb at +1 difficulty. **Breaks after three uses. ***Two-handed weapons; very heavy – requires minimum of Strength 3 to employ. ****Silver weapons — damage cannot be soaked by werewolves except in breed form. *****On a botch, user inflicts damage upon self.
Thrown Weapons Weapon Knife Shuriken Spear Stone Stone, head-sized Tomahawk
Difficulty 6 7 6 5 6 6
Damage/Type Strength/L 3/L Strength +1/L Strength/B Strength +3/B Strength +1/L
Experience Chart Trait Attribute Ability New Ability Gift Gift from other breed/auspice/tribe Rage Gnosis Willpower
Cost current rating x 4 current rating x 2 3 Level of Gift x 3 Level of Gift x 5 current rating current rating x 2 current rating
Conceal P P N varies N J
Sensing Sensing… Poorly hidden prey, enemy, trail, or item Well-concealed prey, enemy, trail, or item Magically concealed prey, enemy, trail, or item Strong emotional currents Subtle emotional currents Garou social dominance Animal social dominance Human social dominance Supernatural social dominance Obvious cue or clue Subtle cue or clue Very subtle cue or clue
Ranged Weapons Difficulty 4 6 8 7 9 3 5 7 9 5 7 9
Movement Rates Move Distance per Turn Walk 7 yards Jog 12 + Dexterity yards Run 20 + (3 x Dexterity) yards When a werewolf assumes a different form, his movement rate changes accordingly. Use the new form’s Dexterity, not the Homid form’s Dexterity, when figuring movement rates. Homid: As above Glabro: As above Crinos: On two legs, same as Homid; on all fours, +2 yards per turn Hispo: One and one-half times Homid speed Lupus: Twice Homid speed
Feats of Strength Dice Pool 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15
Feats Crush a soda can Break a chair Bust down a wooden door Break a two-by-four Smash open a metal fire door Throw a motorcycle Flip a small car Snap a lead pipe Punch through a cement wall Tear open a steel drum Punch through 1” of sheet metal Snap a streetlight post Throw a sedan Toss an SUV Hurl a pickup truck
Lift 40 lbs. 100 lbs. 250 lbs. 400 lbs. 650 lbs. 800 lbs. 900 lbs. 1000 lbs. 1200 lbs. 1500 lbs. 2000 lbs. 3000 lbs. 4000 lbs. 5000 lbs. 6000 lbs.
Type Damage Range Revolver, Lt. 4 12 SW M640 (.38 Special) Revolver, Hvy. 6 35 Colt Anaconda (.44 Magnum) Semi-Automatic Pistol, Lt. 4 20 Glock 17 (9mm) Semi-Automatic Pistol, Hvy. 5 25 IMI Desert Eagle (.50 AE) Rifle 8 200 Remington M-700 (30.06) SMG, Small* 4 25 Ingram Mac-10 (9mm) SMG, Large 4 50 HK MP-5 (9mm) Assault Rifle* 7 150 FN SCAR (5.56 mm) Shotgun, Sawed-Off 8 10 Winchester Model 24 double-barrel (12 Gauge) Shotgun 8 20 Ithaca M-37 (12 Gauge) Shotgun, Semi-Automatic 8 25 Benelli M4 (12 Gauge) Shotgun, Assault* 8 50 MPS AA-12 (12 Gauge) Bows** Short Bow 4 60 Hunting Bow 5 100 Long Bow 5 120 Crossbow, Commando 3 20 Crossbow 5 90 Crossbow, Hvy. 6 100 Taser**** 5 5 Tear Gas**** 3 3 Bear Mace**** 4 3
Rate 3
Clip 6
Conceal P
2
6
J
4
17+1
P
3
13+1
J
1
5+1
N
3
30+1
J
3
30+1
T
3
30+1
N
2
2
J
1
5+1
T
3
6+1
T
*
32+1
N
1 1 1 1 1 1 1 1 1
1 1 1 1 1 1 1 5 3
N N N J*** T N P P P
Damage: All damage from firearms and bows is lethal. Range: Within listed range (in yards), difficulty is 6; at twice listed Range, difficulty is 8; within two yards, difficulty is 4. Rate: Maximum number of bullets or three-round bursts the gun can fire in a single turn. Clip: Maximum number of bullets the gun can hold. Some guns, listed as “+1,” can hold a full clip with a round ready in the chamber. Conceal: See the Melee Weapons chart. *The gun may fire full-auto, three-round bursts, and sprays. **Long and short bows take an automatic action to nock and draw; crossbows require two automatic actions to reload. ***Collapsible; requires one turn to unfold from storage configuration, plus one action to load once it has been unfolded. **** Bashing damage, not lethal; adds no extra damage from successes scored. Tear gas and bear mace also reduce target’s dice pools by two dice for one turn per success.
© 2012 CCP hf. All rights reserved. Reproduction without the written permission of the publisher is expressly forbidden, except for the purposes of reviews, and one printed copy may be reproduced for personal use only. Werewolf the Apocalypse and Storyteller system are registered trademarks of CCP hf. all rights reserved. Check out White Wolf online at http://www.white-wolf.com Check out Onyx Path online at http://www.theonyxpath.com