Echo Sequence/References

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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).

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

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.

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/