Echo Sequence/References

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Health is determined by your Stamina + Size. There are three kinds of Health: Bashing /, Lethal X, and Aggravated *. Normally, one point of bashing heals in 15 minutes, one point of lethal heals in 1 day, and aggravated damage takes 1 week to heal. Humans don't often take aggravated damage - it's frequently silver vs. werewolves, sunlight vs. vampires, etc.

  • If you take bashing damage in excess of your Stamina or any amount of lethal damage, you are ====Beaten Down====. When Beaten Down, you must spend a point of Willpower to perform any violent action.
  • When fill your last three Health boxes, you take a -1, -2, and -3 penalty to all checks, in that order.
  • When you fill your last Health box with Bashing damage, you must make a Stamina + Resolve check to stay conscious. Every time you take additional damage, you must make this check again.
  • When you fill your last Health box with Lethal damage, you are unconscious and bleeding out. While bleeding out, you take a point of bashing damage every turn until aided.
  • When you fill your last Health box with Aggravated damage, you are destroyed. Time to get a new body.


Willpower is determined by Resolve + Composure. You have both Willpower dots that are permanent and Boxes that are checked off as you spend Willpower points. You may only spend 1 Willpower per turn. Doing so either gives you a +3 to a check (not usable on Integrity/Degeneration rolls), or adds two to your Stamina, Resolve, Composure, or Defense for the purses of avoiding harm.

  • You can regain Willpower in four ways: One point for getting a good 8-12 hours of rest, one point for achieving a significant goal or aspiration, one point for indulging a Vice, full restore for fulfilling one's Virtue, and full restore upon completion of a story arc.

Derived Statistics

  • Defense is the lower of your Dexterity or Wits, and is normally subtracted from any attack pool being used. If actively dodging, Defense is instead rolled and any successes subtract from the attacker's successes.
  • Initiative determines order in combat and is calculated by Dexterity + Composure. Weapons may also modify Initiative. When entering combat, you determine turn order by rolling 1d10 + Initiative + Equipment (if weapon readied).
  • Size determines your Health, and varies on species. An adult human has a size of 5.
  • Speed is how far you can move in yards in a single turn. It is equal to Strength + Dexterity + (species modifier). An adult human has a species modifier of 5.



As a human, you are vulnerable to mental stress breaking you down. Integrity replaces Morality from the original nWoD rules. When you experience a Breaking Point, you need to roll to see if your Integrity degrades or not. You may become inured to breaking points, so seeing your 42nd vampire doesn't require an Integrity check. A breaking point is one of the following:

  • Performing an action which is considered unacceptable in society or violates your personal moral code.
  • Witnessing something traumatic, terrifying, or rattling that undermines your understanding of the world.
  • Being the victim of a supernatural attack, whether physical, emotional, or mental.

An Integrity check is Resolve + Composure + Bonus, where Bonus is as follows: +2 for Integrity 8-10, +1 for 6-7, 0 for 4-5, -1 for 2-3, and -2 for 1. You may also get modifiers to the bonus up to +/-5 depending on the severity of - or any mitigating justification for - the event that triggered the check. If you fail, you lose one point of Integrity and gain a debuff like Shaken, Guilty, or Spooked.



Gnosis is a measure of a mage's magical will. When casting an Improvised Spell, you roll Gnosis + Arcanum. If you have Gnosis 6 or higher, your attributes and skills may be increased past the human limit of 5. You may maintain a number of persistent spells equal to Gnosis + 3. See the following chart for more details on Gnosis effects:

Gnosis Effects
Gnosis Attribute/Skill/Arcana Maximum Max Mana Max Mana spent per turn Aura* Base Paradox Dice Pool Time per Extended Spell roll Pattern Restorations/Scourings per day
1 5 10 1 - 1 die 3 hours 1
2 5 11 2 - 1 die 3 hours 1
3 5 12 3 - 2 dice 1 hour 1
4 5 13 4 - 2 dice 1 hour 1
5 5 14 5 - 3 dice 30 minutes 2
6 6 15 6 +1 3 dice 30 minutes 2
7 7 20 7 +2 4 dice 10 minutes 3
8 8 30 8 +3 4 dice 10 minutes 3
9 9 50 10 +4 5 dice 1 minute 3
10 10 100 15 +5 5 dice 1 minute 4
* This is a bonus for others to sense the mage's presence or examine their aura.


Mana is what powers a mage's spells. Rote spells have their mana cost listed, if any. Improvised Spells always cost 1 mana, unless the primary Arcanum is one of your Path's Arcana. Casting a spell outside of your sensory range requires an additional point of mana be spent. If a spell can deal aggravated damage, a mage must spend an additional point of mana to upgrade the damage to aggravated. If a spell demands more mana than you can spend per turn, you must use additional, consecutive turns to cast the spell. You may spend three mana per bashing/lethal wound to heal the wound. Mana also has the following qualities:

  • Pattern Restoration: You may spend three mana points to heal one bashing or lethal wound. This takes a full turn where you can only also move your speed. You may only heal yourself this way in accordance with the Gnosis chart, but Restoration and Scouring limits are tracked separately.
  • Pattern Scouring: You may degrade one of your physical attributes by 1 for three mana points. This lost attribute dot returns 24 hours later. This takes a full turn where you can only also move your speed. You may only degrade your attributes in accordance with the Gnosis chart, but Scouring and Restoration limits are tracked separately.
  • You may inflict a point of lethal damage on yourself - which cannot be prevented and must heal naturally - for three mana points. There is no limit to how frequently you may do this.
  • Performing an oblation (ritual) at a Hallow grants you mana points up to the Hallow's rating per day. Make a Gnosis + Composure check, once per hour of uninterrupted ceremony. Each success nets you one mana point.


Wisdom is the mage's Integrity/Morality, and counters hubris. Higher wisdom helps you interact with spirits, fight abyssal forces, and prevent paradoxes; and makes other mages respect you more. See the following chart for the degeneration thresholds:

Wisdom Acts of Hubris Dice rolled
10 Using magic to accomplish a task that could be achieved without it; selfish thoughts 5 dice
9 Magically coercing someone to act against his own free will; minor selfish acts (e.g. withholding charity) 5 dice
8 Magically coercing another to violate his own moral code; injury to another (even accidental) 4 dice
7 Laying a curse on someone; petty theft 4 dice
6 Forcibly binding an unwilling sentient to a place or task; grand theft 3 dice
5 Magically transforming a sentient to a lesser being (e.g. human to pig) against his will; intentional, mass property damage (e.g. arson) 3 dice
4 Using magic to harm someone; draining another's mana against their will; creating a soulstone; impassioned crime (e.g. manslaughter) 3 dice
3 Forcibly abducting or exiling a sentient to the Shadow Realm, or causing them to become possessed against their will; planned crime (e.g. murder) accomplished without magic 2 dice
2 Intentionally preventing an Awakening; using magic to kill someone; casual/callous crime (e.g. serial murder) 2 dice
1 Stealing a soul; utterly perverse and heinous crimes (e.g. mass murder) 2 dice


Paradoxes are the potent, negative consequence of casting a vulgar (i.e. not covert) spell. A paradox may also result from covert spells if Sleeper onlookers believe that the result of the spell is sufficiently improbable. The base paradox dice roll pool is determined by Gnosis, see the above table for details. You may gain a +1 bonus for each paradox roll made after the first in a scene, or per day for extended rolls. The roll is at a -1 penalty if the spell is a rote (i.e. not Improvised), or if you're using a magical tool during the casting. There is a +2 bonus to the paradox roll if the vulgar spell is witnessed by onlooking Sleepers. Dramatic failure on the paradox roll means the mage doesn't invoke the stacking +1 bonus to subsequent paradox rolls in the scene or day for extended spells. Failure on the paradox roll means no paradox has occurred. The number of successes determines the type of paradox:

  • 1 success: Havoc. The spell randomly affects a randomly chosen target (with the caster included in the pool of candidates) instead of the intended target. You also roll wisdom: On a failure, the spell has the opposite of the intended effect (e.g. a perception spell blinds you). A success means the spell functions normally on the new target. An exceptional success means the casting mage gains a +2 bonus to dispel the spell cast by Havoc.
  • 2 successes: Bedlam. You gain a derangement automatically. It is a mild derangement if the primary Arcanum used by the spell that invoked a paradox is 3 or less, and it is a severe derangement if it is 4 or more. You also roll wisdom, and afflict one other actor in the scene chosen at random with the same derangement. A dramatic failure means one other actor per dot of the casting mage's Presence is affected, but may resist by succeeding in a Resolve + Composure check. On successes, only the mage is affected.
  • 3 successes: Anomaly. This causes a semi-natural effect on the location depending on the mage's tower. See pg. 271-272 for full details.
  • 4 successes: Branding. The spell has some negative physical effect on the caster. See pg. 272-273 for full details.
  • 5+ successes: Manifestation. Something wicked from the abyss is immediately summoned. See pg. 273 for full details.


Using Resonance, you may scrutinize a place, person, or object's aura using an extended Intelligence + Occult roll. Each turn, make the check, and add up successes; details will be revealed as appropriate. See pg. 278-279 for the full list of details that can be scrutinized from an aura.





Harmony is a reflection of how in tune you are with nature and werewolf tradition. Higher Harmony makes using Gifts easier and helps you avoid Death Rage. It starts at 7 for new characters. Harmony, like Integrity (or Morality) for normal humans, has degeneration rolls if you commit certain sins. Use the chart below and roll only the dice listed (no Willpower bonuses allowed):

Harmony Sins
Harmony Threshold Sin Dice Rolled
10 Not shapeshifting for more than three days 5
9 Not obtaining your own food, carrying a silver weapon 5
8 Disrespecting a spirit or elder 4
7 Spending too much time alone; violating a tribal vow 4
6 Mating with other Uratha; slaying a human or wolf needlessly 3
5 Slaying a werewolf in the heat of battle 3
4 Revealing the existence of werewolves to a human; using a silver weapon against another werewolf 3
3 Torturing enemies or prey; murdering a werewolf 2
2 Hunting humans or wolves for food 2
1 Betraying one's pack; hunting werewolves for food 2


Essence is spent to use a variety of werewolf powers. It starts at a number of points equal to your Harmony (7).

  • Activating a Gift that requires Essence be spent.
  • Activate a Fetish automatically as if you had succeeded on the necessary Harmony roll.
  • Enter the spirit world without needing to roll, while in the presence of a locus.
  • Regenerate a lethal wound instead of a bashing wound this turn.
  • Change form automatically without needing to roll.

You may regain essence in the following ways:

  • 1-3 points after each session.
  • 1 point for seeing your auspice moon for the first time each night.
  • Drawing variable points of essence from a locus.
  • Rites performed for the purpose of regaining essence, usually a veneration of werewolf tradition.

Primal Urge

Primal Urge is a merit that reflects how mature your bestial side is. Higher Urge makes you a more potent hunter, but also distances yourself socially from normal humans in that it imposes a penalty to social rolls except Intimidation. The exact effects are described using the table below:

Effects of Primal Urge
Primal Urge Attribute/Skill Maximum Max Essence Max Essence per turn Social Penalty Essence Bleed
1 5 10 1 -1 (none)
2 5 11 1 -1 (none)
3 5 12 1 -2 (none)
4 5 13 2 -2 (none)
5 5 14 2 -3 (none)
6 6 15 3 -3 1 per day
7 7 20 5 -3 1 per 12 hours
8 8 30 7 -4 1 per 10 hours
9 9 50 10 -4 1 per 8 hours
10 10 100 15 -5 1 per 4 hours


Regeneration happens regardless of what form you're in. Each turn, you heal a bashing wound. You heal a lethal wound every 15 minutes. Aggravated damage heals normally (1 week per wound). You may spend a point of essence to heal a lethal wound in a turn you would normally heal a bashing wound. Any regeneration in combat happens at the start of your turn. This supernatural ability also renders you immune to mundane diseases and illness.


Shapeshifting requires a Stamina + Survival + Primal Urge roll (using the character’s base Stamina in Hishu form) as an instant action. Success allows an Uratha to shift to any form she desires. An exceptional success on this roll allows the character to shift forms as a reflexive action and take another action in that turn. Alternatively, a player may spend a point of Essence for the character to change shape as a reflexive action with no need for a roll. Uratha may also change shape as a reflexive action, without a roll or point expenditure, while their moon is in their auspice phase. Returning to Hishu form is always a reflexive action with no roll or point expenditure necessary, as it’s the form with which werewolves are most familiar. Note that if you shapeshift while injured to a form that has less Health, you may immediately suffer consequences in accordance with your new max Health (e.g. bleeding out, unconsciousness, penalty to all rolls).

  • Hishu - Human. No mechanical changes.
  • Dalu - Near-human. Strength +1, Stamina +1, Manipulation -1, Size +1, Health +2, Speed +1, +2 to perception rolls
  • Gauru - War form. Strength +3, Dexterity +1, Stamina +2, Size +2, Health +4, Initiative +1, Speed +4, Armor 1/1, deal lethal damage unarmed (+1 to claw, +2 to bite attacks), +3 to perception rolls. Ignore wound penalties, don't roll for unconsciousness due to wounds. -2 to resist Death Rage. Fail Social and Mental checks and may not do anything that does not include aggression/combat without making a Resolve + Composure check first.
  • Urshul - Near-wolf. Strength +2, Dexterity +2, Stamina +2, Manipulation -3, Size +1, Health +3, Initiative +2, Speed +7, +3 to perception rolls. Inflict lethal damage with claws/bite attack.
  • Urhan - Wolf. Dexterity +2, Stamina +1, Size -1, Initiative +2, Speed +5, +4 to perception roll. Inflict lethal damage with bite attacks.


Normal humans, depending on their Willpower boxes, will suffer either penalties to all rolls or outright flee in terror from a werewolf's supernatural Lunacy effect. They will additionally forget or suppress that they ever saw a werewolf. Lunacy is invoked in any human that sees any of the hybrid forms - Dalu, Gauru, and Urshul.


As a werewolf, your senses are heightened far above a normal human's. You may do the following:

  • Tracking: Intelligence or Wits, + Survival + Equipment. You may move at half speed, or 3/4 speed with a -2 penalty, or full speed with a -4 penalty. Gain a +1 bonus for each additional subject travelling with the first. Take a -1 penalty for each 8 hours since the subject(s) passed through the area.
  • Prey's Blood: If you have tasted the blood of your prey, gain a +4 bonus to track them, for up to one year. You do not gain this bonus with Vampires.
  • Wolf's Blood: You may roll Wits + Primal Urge to attempt to sniff out or determine if others are werewolves.


Silver deals aggravated damage to werewolves when used against them. The silver must be mostly pure, and it must cause actual damage - mere contact with silver does not deal damage to werewolves. Since silver is a weaker metal, however, any weapon that is silvered (or silver bullets) have a -1 penalty to damage.

Death Rage

Death Rage is a reflexive response that occur when a werewolf loses control of his temper. You must make a Resolve + Composure check to see if you enter Death Rage when the following occurs:

  • You take any amount of aggravated damage
  • You are struck by an attack roll that is an exceptional success
  • You take a wound in one of the last three of your Health boxes (in any form - this also immediately triggers the flight response described below)
  • When your character is subject to extreme emotional distress (e.g. death of family, partner; adultery; betrayal; etc.)

If you fail this check, you automatically shift into Gauru form. For the remainder of the scene, you attack anything that moves at random, friend or foe, until targets are unconscious or dead. When you take a wound of any kind in the last three your health boxes, you instead flee as quickly as possible, attacking anything attempting to stop you from doing so. This continues until you reach a safe hiding place and/or the scene ends. While in death rage, you may choose to spend Essence to regenerate lethal wounds, but otherwise have no control over your character. Any gifts or fetishes in effect when you enter Death Rage remain active for their normal duration. While in Death Rage, you may not activate gifts or fetishes, nor may you spend Willpower. Your character will not attempt any Mental or Social checks, automatically failing them. You may, at the Storyteller's discretion, be allowed another Resolve + Composure roll to calm yourself out of Death Rage after a number of turns equal to 10 minus your Harmony have passed.

External References

Latest rules for nWoD (GMC Update):

Combat Rules imgur gallery:

Great reference wiki:

Reference for more detailed power descriptions: (use the World Of Darkness [New] section)