Difference between revisions of "Echo Sequence/References"

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(Werewolf)
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'''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).
 
'''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.
 +
 +
'''Senses''' - 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''' 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=
 
=External References=

Revision as of 01:18, 29 March 2015

General

Health: 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: You have both Willpower Dots that are permanent and Boxes that are checked off as you spend Willpower. 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.

Hunter

Integrity: As a human, you are vulnerable to mental stress breaking you down. This 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.

Mage

Sin-eater

Werewolf

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 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.

Senses - 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 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): http://www.drivethrurpg.com/product/114078/World-of-Darkness-GodMachine-Rules-Update

Combat Rules imgur gallery: http://imgur.com/a/Tj0fR

Great reference wiki: http://wodindex.wikispaces.com

Reference for more detailed power descriptions: (use the World Of Darkness [New] section) http://rp.thesubnet.com/