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{{:VampireHeader}}
{{:ShifterHeader}}


=Attributes=
<tabs>
''V20 Core, pg 96-100''
<tab name="The Basics">


Every Vampire character has Attributes. They represent the basic potential of every person in the world, as well as most other living (and unliving) things. Most people have Attribute ratings between 1 (poor) and 3 (good), though exceptionally gifted individuals may have ratings of 4 (excellent) or even 5 (peak human capacity). Some vampire elders have higher ratings still, while other Kindred, like the hideously ugly Nosferatu, may have ratings supernaturally lower than the human minimum.
<font color=green>'''Note:'''</font> White Wolf game organization isn't the best, and there are occasions where their rules directly contradict each other, sometimes in the same sentence. We've done our best to fix White Wolf's mistakes.


<div class="mw-customtoggle-physat" style="cursor:pointer; color:red">[+/-] Physical Attributes</div>
=The Basics=
<div class="mw-collapsible mw-collapsed" id="mw-customcollapsible-physat">
There's a lot of stuff here, huh? Don't be intimidated, combat isn't that rough. The order of operations goes like this:


==Physical==
<font color=green>'''Initiative:'''</font> The ST will usually kick this off with ''+combat/init/start'', and you can look at the list with ''+combat/init''.<br>
''V20 Core, pg 96''
<font color=green>'''Declare your action:'''</font> What you plan to do on your turn, what gift(s) you want to use, and if you'll spend Rage<br>
<font color=green>'''Take your action:'''</font> Spend your Rage or Gnosis (remember, you cant spend both in the same turn!), make your attack roll, allow the ST to try to Dodge, roll your damage if applicable, allow the ST to soak damage<br>
<font color=green>'''Regenerate!'''</font> Once per turn you can roll Stamina vs 8 to regain 1 health!


Physical Attributes define the condition of a character’s body. They indicate how strong, agile, and resilient a character is. Physical Attributes should be taken as the primary category for an action-oriented character.
And that's it, things move on to the next person.


Vampires may use ingested blood to supernaturally augment their Physical (and only their Physical) Attributes. For more on this, see p. 268.
<div class="mw-customtoggle-codetip" style="cursor:pointer; color:lightgreen">[+/-] Helpful Code Tips</div>
<div class="mw-collapsible mw-collapsed" id="mw-customcollapsible-codetip">
==Helpful code tips:==
[[File:Greendot-filled.png|10px]] <font color=green>'''Have a quick peek at yourself:'''</font> ''+mysheet combat'' will show you your current combat stats and your current health. Good for checking how hurt you are or what a form's stat bonus is.<br>
[[File:Greendot-filled.png|10px]] <font color=green>'''Did you spend something?'''</font> ''+lose willpower, +lose rage, +lose gnosis.'' Remember that you have to declare the spend BEFORE you make your roll, especially in the case if Willpower.<br>
[[File:Greendot-filled.png|10px]] <font color=green>'''Did you gain something?'''</font> ''+gain willpower, +gain rage, +gain gnosis''<br>
[[File:Greendot-filled.png|10px]] <font color=green>'''Did you take damage?'''</font> Use ''+hurt/type'' to set damage on yourself. ''+hurt/bashing 1'', ''+hurt/lethal 1'' or ''+hurt/agg 1''. The code is weird, enter your damage 1 point at a time to save yourself some headache.<br>
[[File:Greendot-filled.png|10px]] <font color=green>'''Did you heal damage?'''</font> ''+heal'' will wash away that damage! Regeneration/healing magic always goes for the worst damage first, so ''+heal/lethal or /bashing 1'' for regeneration, or if someone used Mother's Touch you can ''+heal/agg 1'' to clear up the real nasty wounds.<br>
[[File:Greendot-filled.png|10px]] <font color=green>'''Soak rolls never have a wound penalty:'''</font> ''+roll/nowound stamina vs <difficulty>'' any time you have to soak damage! Use ''/nowound'' for any roll that shouldn't be affected by your wound penalty.<br>
[[File:Greendot-filled.png|10px]] <font color=green>'''Don't spam yourself:'''</font> ''+sheet/section me/abilities'' to check if you have Enigmas, or ''+sheet/section me/powers'' to see if you have a gift you want to use next turn. Look at a single section of your sheet to check if you have something, rather than bring up the whole damned thing!<br>
</div>
 
<div class="mw-customtoggle-scenetip" style="cursor:pointer; color:lightgreen">[+/-] Helpful Scene Tips</div>
<div class="mw-collapsible mw-collapsed" id="mw-customcollapsible-scenetip">
'''Helpful scene tips:'''<br>
[[File:Greendot-filled.png|10px]] <font color=green>'''Discord:'''</font> Coordinating in voice chat is really helpful, but don't feel pressured to do so. Not everyone likes talking out loud or even sharing their contact deets.<br>
[[File:Greendot-filled.png|10px]] <font color=green>'''Copy down the Init list:'''</font> Once all the NPCs have been added and it's time to get cracking, type ''+combat/init'' to see the list, and copy it somewhere you can keep track of it in a notepad or in your pack's Discord server. You can edit it to take out the dead guys and keep up with whose turn it is much more easily this way.<br>
[[File:Greendot-filled.png|10px]] <font color=green>'''Keep side chatter to a minimum:'''</font> It's hard not to joke and banter during a scene, but try to keep most of it to pages or +pack chat in another window, Discord, or something else in order to keep the scene from getting confused, side tracked, or hard for the ST to keep organized.<br>
[[File:Greendot-filled.png|10px]] <font color=green>'''Be cool, man:'''</font> Try to remember that it's a game, you're here to have fun and make an imaginary person look cool. That imaginary person might fail some times, but use that as an opportunity to change your plan or have a funny story for later. Be open to situational rules changes with the ST in order to get some challenge and story out of the scene you're in, or even suggest something of your own if what you want to do is a little bit crazy.<br>
[[File:Greendot-filled.png|10px]] <font color=green>'''Communicate:'''</font> If you have questions about something in the scene, ask! Same if you aren't sure how some mechanic works, if you need more clarification before your hair brained scheme takes off, or if said scheme is even possible. It's okay to pause the scene and hash something out, especially if you're new to the game or unfamiliar with combat, and if you're unhappy with how something is going, talk about it.<br>
[[File:Greendot-filled.png|10px]] <font color=green>'''Stay focused!'''</font> If you're part of a +event or plot scene, try and stay focused so that the scene can move quickly. You signed up for this scene, you volunteered, people are waiting on you to pose or to take your turn in combat. Real Life, health, interruptions, those things happen and it's okay, but please be considerate and save your videogame or web comics or whatever until ''after'' the scene!
</div>
 
<font color=green>'''Mistakes?'''</font> Did you notice mistakes in this page? Is there information for your breed's combat abilities that aren't on here? '''''Put in a +request for Mr. Gutsy to get off his lazy butt and fix it!''''' Just make sure you note what's missing and where to find it, if you have that information. Thank you!
 
</tab>
<tab name="Combat Steps">
 
=Combat=
''Sources:'' W20 Core, pg 288-303
 
==Initiative==
 
Use '''+help +combat''' for commands to start/view/add/remove from the Initiative list
 
[[File:Greendot-filled.png|10px]] Certain gifts such as Spirit of the Frey give bonuses to Initiative, these should be automatically added by the code, or added by the ST of the scene.<br>
[[File:Greendot-filled.png|10px]] Pack initiative (''W20 Core, pg 267'') If shifters are in a pack and bound together by a single totem, and if all players agree, the pack may share a single initiative roll as well, using the Pack Leader's initiative roll.
 
===Declare Actions===
Lowest Initiative declares their action first, moving up to highest Initiative.<br>
Highest Initiative acts first, moving down to lowest.
 
[[File:Greendot-filled.png|10px]] Rage spends and actions must be declared at the beginning of your turn (Ex: "I'm going to spend 2 Rage to X, then Y, then Z.")<br>
[[File:Greendot-filled.png|10px]] Rage actions will be handled in order after the first "normal" round of actions. Ex: Normal round, Rage round 1, Rage round 2, etc.
 
===Changing Actions===
''W20 Core, pg 293''<br>
[[File:Greendot-filled.png|10px]] In drastic circumstances Declared Actions can be changed, adding a +1 difficulty to the new Action.  (If a grenade is tossed at a character's feet, a packmate is in mortal danger, etc.)
 
===Holding Actions===
An action may be held until a place lower in the Initiative, to better coordinate a special maneuver with a packmate, to let someone else get ahead of your character, to foil an opponent's action strategically, etc.
 
==Spending Points==
Whether it's Willpower, Rage, or Gnosis for gift activation, extra turns, etc., wait until your ST tells you to spend the resource ''on your turn'', for the sake of the scene log having your spends close to your OOC questions and rolls.
 
[[File:Greendot-filled.png|10px]] You can not spend Rage and Gnosis in the same round, except with the Gift: Chaos Mechanics. Spending one means you can not spend the other.<br>
[[File:Greendot-filled.png|10px]] Willpower for an automatic success on a roll must be declared before the roll is made.<br>
[[File:Greendot-filled.png|10px]] Willpower can not be used for an automatic success on Damage or Soak rolls.
 
==Using Rage==
''W20 Core, pg 288''<br>
Players can spend up to 1/2 of their Rage pool in a single turn (rounded up) to perform the following feats:
 
[[File:Greendot-filled.png|10px]] <font color=green>'''Take extra Actions:'''</font> Each point of Rage spent gives the character one extra action that turn. Must declare spending Rage for extra actions at the beginning of the turn.<br>
[[File:Greendot-filled.png|10px]] <font color=green>'''Change forms:'''</font> At any point in a turn, a player can spend one point of Rage to immediate shift to any form without the usual Stamina+Primal Urge roll.<br>
[[File:Greendot-filled.png|10px]] <font color=green>'''Ignore stunning:'''</font> Spending a point of Rage negates being stunned and the shifter can keep moving and take an Action normally.<br>
[[File:Greendot-filled.png|10px]] <font color=green>'''Ignore pain:'''</font> The player can ignore the dice penalties of one health level's worth of wounds per one point of Rage spent for one turn.  This does not heal the damage, dice penalties will apply as normal next turn unless more Rage is spent.
 
<font color=green>'''Limitations:'''</font> A player can only take as many extra actions as he has dots in either Dexterity or Wits, whichever is ''lower''. If a player chooses to exceed that limit, she suffers +3 difficulty to all difficulties that turn. If the character is in a Frenzy, his Rage actions are limited only by his Dexterity.
 
==Splitting Dice Pools==
''W20 Core, pg 266''
 
Any character can split their die pool to perform multiple actions in a single turn. For each action taken that turn, the player loses one die. Each action taken ''after'' the first one loses another die as well - minus two dice for the second of two actions, minus four dice for the third action out of three, and so on. Example; a frat boy wants to grab a bottle and hit someone with it, and splits his pool in two.<br>
[[File:Greendot-filled.png|10px]] Grab the bottle: Dex + Athletics<br>
[[File:Greendot-filled.png|10px]] Swing the bottle: Dex + Melee<br>
[[File:Greendot-filled.png|10px]] The Dex + Athletics pool is at -1 for having the extra action of swinging<br>
[[File:Greendot-filled.png|10px]] The Dex + Melee pool is at -1 for having the extra action of swinging, and another -1 for being the second action.
 
</tab>
<tab name="Health and Healing">
 
=Healing Damage=
''W20 Core. pg 255-256''<br>
=Regeneration=
===Bashing and Lethal===
[[File:Greendot-filled.png|10px]] Garou regenerate their worst Bashing or Lethal health level every turn while in a non-breed form.<br>
[[File:Greendot-filled.png|10px]] Homid and Lupus breed Garou can regenerate a health level each day while in their natural breed forms if they are in critical condition.<br>
[[File:Greendot-filled.png|10px]] Metis have full regeneration in all forms.


[[File:Greendot-filled.png|10px]] <font color=green>'''Kitsune'''</font> do not regenerate, and heal as Humans<br>
[[File:Greendot-filled.png|10px]] <font color=green>'''Ananasi'''</font> do not regenerate without spending Blood Points. 1 blood point to heal 1 Bashing/Lethal, a full day of rest and 5 blood points to heal 1 Aggravated, otherwise heal as humans.
===Aggravated===
[[File:Greendot-filled.png|10px]] Shifters can soak Aggravated damage, unlike humans.<br>
[[File:Greendot-filled.png|10px]] Shifters can not rapidly regenerate Aggravated damage at the end of a combat turn.<br>
[[File:Greendot-filled.png|10px]] Aggravated damage: Heal 1 point per day as long as the character is in a form that regenerates. <br>
[[File:Greendot-filled.png|10px]] If a shifter reaches Incapacitated from Aggravated damage, they have one chance to channel their Rage to remain active. If the character fails, they die.
----
----
[[File:Greendot-filled.png|10px]] <font color=green>'''Combat regeneration:'''</font> During each turn a shifter may roll Stamina vs 8 as a reflexive action that does not require Rage or splitting pools. Success allows the shifter to heal Bashing or Lethal normally as listed above. A botch means the shifter cannot regenerate until they've had a chance to rest
[[File:Greendot-filled.png|10px]] <font color=green>'''Rage healing:'''</font> Once per scene, a critically injured shifter (reaching Incapacitated through Aggravated damage) may remain active by rolling Rage vs 8. Each success heals 1 level of any kind of damage. No matter how much damage is healed, the character enters a Berserk Frenzy.<br>
[[File:Greendot-filled.png|10px]] A shifter that successfully remains active through Rage healing gains a Battle Scar (''W20 Core, pg 259'')
</tab>
<tab name="Rage">
=Rage=
''W20 Core, pg 144 & 262''
=The Curse=
Animals, and especially Humans, can sense the predator that lurks under a werewolf's skin.
[[File:Greendot-filled.png|10px]] <font color=green>'''Willpower:'''</font> When a human’s Willpower is less than a werewolf’s Rage, that human will avoid contact with the Garou if at all possible. He might cross the street to avoid “that weirdo,” decide to hail a cab rather than sticking around, or even run in fear. Most humans have a Willpower score of between 2 and 4, so the Curse is no laughing matter. Humans aren’t the only creatures affected by the Curse: wolves and other animals avoid the Garou whenever possible.
[[File:Greendot-filled.png|10px]] <font color=green>'''Kinfolk:'''</font> The Rage within a werewolf makes even their own Kinfolk uncomfortable, albeit to a lesser degree.
==Using Rage==
Rage points are spent at the beginning of a turn, in the declaration stage. You can spend Rage only in times of stress. A Garou can use Rage in the following ways:
[[File:Greendot-filled.png|10px]] <font color=green>'''Extra Actions:'''</font> A player can spend Rage to give her character extra actions in a single turn. However, a Garou cannot spend more Rage points for actions in a turn than half of her permanent Rage rating. See p. 266.<br>
[[File:Greendot-filled.png|10px]] <font color=green>'''Changing Forms:'''</font> A Player may spend a Rage point for his character to change instantly to any form he desires, without having to roll Stamina + Primal-Urge. See p. 285.<br>
[[File:Greendot-filled.png|10px]] <font color=green>'''Recovering from Stun:'''</font> If a character loses more health levels in one turn than his Stamina rating, he is stunned and unable to act in the next turn. By spending a Rage point, the werewolf can ignore the effect and function normally.<br>
[[File:Greendot-filled.png|10px]] <font color=green>'''Remaining Active:'''</font> If a character falls below the Incapacitated health level, a player can use Rage to keep her character going. Doing so requires a Rage roll (difficulty 8). Each success heals a health level, regardless of the type of wound. A player may attempt this roll only once per scene. If this roll fails, the character doesn’t recover. However, this last-ditch survival effort has its price. Like all Rage rolls, the character is still subject to frenzy. The wound will also remain on the Garou’s body as an appropriate Battle Scar.<br>
==Gaining and Regaining Rage==
At certain times, a werewolf’s Rage can even go higher than his permanent rating, but only if the situation is sufficiently infuriating.
The Rage pool fluctuates from session to session and from turn to turn. Rage replenishes itself in several ways.
[[File:Greendot-filled.png|10px]] <font color=green>'''The Moon:'''</font> The first time a werewolf sees the moon at night, the Beast inside stirs, and Rage floods back into her. Under a new moon, the character gets one point; under a waning moon, two points; under a half or waxing moon, three points; and under a full moon, four points. If the moon phase corresponds with the character’s auspice, she regains all of her Rage. This phenomenon only occurs when the character first sees the moon each night.<br>
[[File:Greendot-filled.png|10px]] <font color=green>'''Botch:'''</font> If the Storyteller approves, a werewolf might receive a Rage point after a botched a roll. Rage comes from stressful situations, and seeing the action you were attempting blow up in your face, sometimes literally, can be a very stressful situation.<br>
[[File:Greendot-filled.png|10px]] <font color=green>'''Humiliation:'''</font> Rage will also come rushing back if anything a Garou does proves particularly humiliating. The Storyteller decides whether a situation is embarrassing enough to warrant a Rage point. Garou tend to be very proud, and they don’t take being laughed at well.<br>
[[File:Greendot-filled.png|10px]] <font color=green>'''Confrontation:'''</font> Again at the Storyteller’s approval, a character could receive a Rage point at the beginning of a tense situation, in the moments right before combat starts. This gain accounts for the anticipation and hackle-raising that happens just as tempers start to flare.<br>
[[File:Greendot-filled.png|10px]] <font color=green>'''New Stories:'''</font> If the ST of your scene is alright with it, you may be able to +gain your Rage (also Gnosis and Willpower) before the scene officially starts. Make sure you ask first, to be polite.


===Strength===
[[File:Greendot-filled.png|10px]] <font color=green>'''Twitcher Ratkin:'''</font> ''(W20 Changing Breeds, pg 185)'' Whenever a Twitcher regains Rage, they also make a roll to gain even more. Roll one die against a difficulty of (10 – the Twitcher’s Rank). Success gains them another point of a Rage — and another roll. They keep rolling until they are at their maximum Rage, or until they fail or botch the roll. There are no negative consequences for failing or botching this roll.
Strength is the raw, brute power of a character. It governs how much weight a character can lift, how much he can physically push, and how hard he can hit another character or object. The Strength Trait is added to a character’s damage dice pool when he hits his opponent in hand-to-hand combat. It is also used when a character wishes to break, lift, or carry something, as well as when a character tries to jump a distance.
 
{| class="wikitable" style="border:2px ridge red;"
==Too Much or Too Little Rage==
! Points !! Description
[[File:Greendot-filled.png|10px]] <font color=green>'''Beast Within:'''</font> Occasionally, a Garou is more a snarling monster than man or beast, and she must pay the price for it. For every point of Rage a character has above her Willpower rating, she loses one die on all social-interaction rolls. People, even other werewolves, can sense the killer hiding just under her skin, and they don’t want to be anywhere near it.<br>
|-
[[File:Greendot-filled.png|10px]] <font color=green>'''Losing the Wolf:'''</font> If a character has lost or spent all his Rage and Willpower points, he has “lost the wolf,” and he cannot regain Rage. The Garou cannot shift to anything except his breed form until his Rage returns. The character must regain at least one Willpower point before he can recover any Rage.
|{{reddots|1|4}} ||Poor: You can lift 40 lbs. (about 20 kg.)
|-
|{{reddots|2|3}} ||Average: You can lift 100 lbs. (around 50 kg.)
|-
|{{reddots|3|2}} ||Good: You can lift 250 lbs. (a little over 100 kg.)
|-
|{{reddots|4|1}} ||Exceptional: You can lift 400 lbs. (close to 200 kg.)
|-
|{{reddots|5}} ||You can lift 650 lbs (nearly 300 kgs) and crush skulls like grapes.
|-
|}
'''Specialties:''' Never Lets Go, Powerful Arms, Reserves of Strength, Vicious


===Dexterity===
</tab>
The Dexterity Attribute measures a character’s general physical prowess. It encompasses the character’s speed, agility, and overall quickness, as well as indicating the character’s ability to manipulate objects with control and precision. Also included under Dexterity’s heading are hand-eye coordination, reflexes, and bodily grace.
<tab name="Frenzy">
{| class="wikitable" style="border:2px ridge red;"
=Frenzy=
! Points !! Description
''W20 Core, pg 144 and 261''
|-
|{{reddots|1|4}} ||Poor: You are clumsy and awkward. Put that gun down before you hurt yourself.
|-
|{{reddots|2|3}} ||Average: You’re no clod, but you’re no ballerina, either.
|-
|{{reddots|3|2}} ||Good: You possess some degree of athletic potential.
|-
|{{reddots|4|1}} ||Exceptional: You could be an acrobat if you wished.
|-
|{{reddots|5}} ||Outstanding: Your movements are liquid and hypnotic — almost superhuman.
|-
|}
'''Specialties:''' Precise, Swift, Feline Grace, Lightning Reflexes


===Stamina===
{| class="wikitable" style="float: right; padding-left: 10px; border:2px ridge green;"
The Stamina Trait reflects a character’s health, toughness, and resilience. It indicates how long a character can exert herself and how much punishment she can withstand before suffering physical trauma. Stamina also includes a bit of psychic fortitude, indicating a character’s grit and tenacity.
! Rank
{| class="wikitable" style="border:2px ridge red;"
! style="width: 175px" | Frenzy Bonus
! Points !! Description
|-
|-
|{{reddots|1|4}} ||Poor: You bruise in a stiff wind.
|0
|None
|-
|-
|{{reddots|2|3}} ||Average: You are moderately healthy and can take a punch or two.
|1
|None
|-
|-
|{{reddots|3|2}} ||Good: You are in good shape and rarely fall ill.
|2
|None
|-
|-
|{{reddots|4|1}} ||Exeptional: You can run — and perhaps win — any marathon you choose.
|3
| +1 diff to Frenzy rolls
|-
|-
|{{reddots|5}} ||Outstanding: Your constitution is truly herculean.
|4
| +2 diff to Frenzy rolls
|-
|-
|5
| +2 diff to Frenzy rolls, 5+ successes needed to Frenzy
|}
|}
'''Specialties:''' Tireless, Determined, Tough as Nails, Vigorous
[[File:Greendot-filled.png|10px]] <font color=green>'''Frenzy:'''</font> Frenzy is the violent outburst, the untamed savagery, the animal instinct for blood and brutality that lurks in the heart of every werewolf. Whenever a player gets four or more successes on a Rage roll, the character enters a frenzy. See Frenzy on p. 261 for more information on the causes and resolutions of frenzies.


</div>
[[File:Greendot-filled.png|10px]] <font color=green>'''Any Rage roll:'''</font> Any Rage roll can lead to a frenzy, even if it’s used to activate Gifts. All Rage rolls represent an attempt to awaken the primal beast that drives the Garou. If a Rage roll scores four or more successes, the character frenzies. The player can spend a Willpower point immediately to halt the frenzy, but her character can’t take any further actions that turn.


<div class="mw-customtoggle-socat" style="cursor:pointer; color:red">[+/-] Social Attributes</div>
[[File:Greendot-filled.png|10px]] <font color=green>'''Less than 4 Rage:'''</font> Garou who have permanent Rage ratings lower than four can still frenzy, but only under circumstances that touch on a particular psychological trigger: locking a claustrophobic werewolf in a confined space, or an arachnophobe coming face-to-mandible with one of the Ananasi werespiders. When a werewolf encounters that level of stress, his temporary Rage can exceed his permanent rating. Use the higher of the two ratings for all Rage rolls.
<div class="mw-collapsible mw-collapsed" id="mw-customcollapsible-socat">


==Social==
[[File:Greendot-filled.png|10px]] <font color=green>'''Calm Heart:'''</font> The Merit: Calm Heart adds +2 difficulty to Frenzy rolls. The book text says it adds 2 dice, this is incorrect, 2 extra dice would actually make it easier to frenzy. White Wolf doesn't edit well.
''V20 Core, pg 97''


Despite their often lonely fates, Kindred use human society like building blocks to advance their schemes. Social Attributes delineate a character’s appearance, charm, and ability to interact with society. These Traits are paramount in determining a character’s first impressions, personal dynamics, and relations with other individuals.
==Berserk Frenzy==
 
The werewolf can only see moving targets — targets she wants to reduce to bloody lumps of mangled meat. A berserk Garou shifts immediately to either Crinos or Hispo form (the player decides which), and attacks something.<br>
----
Whom she attacks depends on the circumstances. If the Garou’s permanent Rage does not exceed her permanent Gnosis, she will not tear into her packmates — unless she’s in the Thrall of the Wyrm. Anything else is fair game, including other were-creatures who are not members of her pack.<br>
A Garou whose permanent Rage exceeds his permanent Gnosis attacks anything that moves. He can’t distinguish between targets unless his player spends a Willpower point, in which case he can select his victim. If he doesn’t have the Willpower to spare, the Storyteller chooses who he attacks. Werewolves in this state don’t remember what happens to them during frenzy. Many collapse once the frenzy is over.


===Charisma===
==Fox Frenzy==
Charisma is a character’s ability to entice and please others through her personality. Charisma comes into question when a character tries to win another character’s sympathies or encourage others to trust her. Charisma reflects the power of a character’s charm and influence. It governs a character’s ability to convince others to see her point of view. This Attribute doesn’t necessarily indicate how the character is charismatic, whether she’s a silver-tongued charmer or a grinning bully. (These should come across through roleplaying and specialties.)
The werewolf does everything in his
{| class="wikitable" style="border:2px ridge red;"
power to escape. He takes his Lupus form and runs. The only time he attacks is when something gets in his way, and only for long enough to get past his opponent. The character runs until he can find a safe hiding place, where he will remain until the frenzy passes.<br>
! Points !! Description
Whether in berserk or fox frenzy, combat maneuvers and pack tactics require a level of thought and control that a frenzying werewolf does not have. He has three options: bite, claw, or run. He can spend Rage for extra actions, but can’t split dice pools, use Gifts, or step sideways. A frenzied werewolf does not feel pain, and ignores all wound penalties.<br>
A werewolf can only come out of frenzy once the triggering situation is over. Once he’s escaped, the player rolls Willpower (difficulty equaling the Garou’s own Rage) to escape the frenzy. If the roll fails, the player can try again next turn with no increase in difficulty.
{| class="wikitable" style="border:2px ridge green;"
! Breed
! Can they Frenzy?
|-
|-
|{{reddots|1|4}} ||Poor: There’s something a little sketchy about you.
|Ajaba
|As Garou. Rage rolls are always diff 6.
|-
|-
|{{reddots|2|3}} ||Average: You are generally likable and have several friends.
|Ananasi
|Not naturally capable of Frenzy. Diff to supernaturally induce Frenzy is +2.
|-
|-
|{{reddots|3|2}} ||Good: People trust you implicitly.
|Bastet
|As Garou. Rage rolls are always diff 6.
|-
|-
|{{reddots|4|1}} ||Exeptional: You have significant personal magnetism.
|Corax
|As Garou. Rage rolls are always diff 6.
|-
|-
|{{reddots|5}} ||Outstanding: Entire cultures could follow your lead.
|Gurahl
|Normally cant Fox Frenzy. Rage rolls are always diff 8. 5+ successes required for Frenzy.
|-
|-
|}
|Kitsune
'''Specialties:''' Graceful, Smooth Talker, Forceful, Urbane, Witty, Eloquent, Hustler
|Normally cant Berserk Frenzy. Rage rolls are always diff 6.
 
===Manipulation===
Manipulation measures a character’s ability for self-expression in the interests of getting others to share her outlook or follow her whims. In short, it’s getting others to do what she wants. Manipulation comes into play when a character tries to influence or subtly guide another’s behavior. Manipulation is used to trick, bluff, fast-talk, and railroad other characters. Whether or not the characters in question actually like the manipulator is irrelevant (this is why Manipulation differs from Charisma). After all, a skilled motivator can even employ the talents of people who hate her.
 
Manipulation is a dangerous affair, though it is way many Kindred primarily affect the world around them. Failed attempts at manipulation often earn the ire of the would-be patsy. Botching a Manipulation roll may add a name to the character’s list of enemies.
 
People are manipulated every day, and typically ignore it. (“Would you run to the store for me?”) If the fact is brought to their attention, however, many people become quite defensive. Manipulation can be the most powerful tool in a Kindred’s repertoire, but failure can be disastrous. Characters with high Manipulation ratings are often distrusted by those around them.
{| class="wikitable" style="border:2px ridge red;"
! Points !! Description
|-
|-
|{{reddots|1|4}} ||Poor: A person of few (often ineffectual) words.
|Mokole
|As Garou. Rage rolls are always diff 6, save for Shining Mokole, who's diffs are the same as Garou.
|-
|-
|{{reddots|2|3}} ||Average: You can fool some of the people some of the time, just like anybody else.
|Nuwisha
|Not naturally capable of Frenzy.
|-
|-
|{{reddots|3|2}} ||Good: You never pay full price.
|Ratkin
|-
|As Garou. Rage rolls are always diff 6. Warriors: Rage rolls are always diff 5.
|{{reddots|4|1}} ||Exeptional: You could be a politician or cult leader.
|-
|{{reddots|5}} ||Outstanding: “Of course I’ll tell the Prince I was the one who tried to stake him!”
|-
|-
|Rokea
|Normally cant Fox Frenzy. Rage roll diffs are the same as Garou. Only 2 successes needed to enter a Frenzy.
|}
|}
'''Specialties:''' Persuasive, Seductive, Well-Reasoned, Misdirection, Conjurer of “Facts”


===Appearance===
==Reasons to roll Rage==
The Appearance Attribute is a measure of how well a character makes a first impression. This may be conventional “attractiveness,” but it can also be the effect of distinctive features, an exotic mien, an air of confidence, distinctive posture, a flair for dressing well — anything remarkable upon initial observation can contribute to a character’s Appearance. Indeed, Appearance is the amalgamation of many descriptive personal characteristics. Appearance is subconscious and instinctual — it appeals to the lower levels of the psyche, so it shapes first impressions and the nature of memories thereafter.
''W20 Core, pg 261''


This Trait is useful for getting potential vessels to heed your beckoning across a crowded dance floor. In situations in which first impressions are paramount, or that involve people who view Appearance as very important, a character may have no more dice in a Social dice pool than her Appearance rating. Thus, it is critically important to either look your best or get to know people before you start trying to convince them to fire-bomb the Justicar’s haven.
{| class="wikitable" style="float: right; padding-left: 10px; border:2px ridge green;"
{| class="wikitable" style="border:2px ridge red;"
! Moon Phase
! Points !! Description
! Difficulty
|-
|-
|{{reddots|1|4}} ||Poor: Your clothes stink, you turn people off right away, or you’re just damned ugly.
|New
|8
|-
|-
|{{reddots|2|3}} ||Average: You don’t stand out in a crowd, for better or for worse.
|Crescent
|7
|-
|-
|{{reddots|3|2}} ||Good: “Let me buy you a drink.”
|Half
|6
|-
|-
|{{reddots|4|1}} ||Exeptional: People go out of their way to make your acquaintance.
|Gibbous
|-
|5
|{{reddots|5}} ||Outstanding: People never forget you.
|-
|-
|Full
|4
|}
|}
'''Specialties:''' Unconventional Looks, Photogenic, Fashion Sense, Unforgettable Face, Memorable Pose
[[File:Greendot-filled.png|10px]] A shifter in Crinos reduces their Rage roll difficulties by 1 when checking for Frenzy.


</div>
Outside the standard instances listed on the Rage tab, your ST may call for Rage rolls in tense situations that stir the beast and threaten the possibility of Frenzy.
 
[[File:Greendot-filled.png|10px]] Embarrassment or humiliation (e.g. botching an important roll)<br>
[[File:Greendot-filled.png|10px]] Any strong emotion (lust, rage, envy)<br>
[[File:Greendot-filled.png|10px]] Extreme hunger<br>
[[File:Greendot-filled.png|10px]] Confinement<br>
[[File:Greendot-filled.png|10px]] Helplessness<br>
[[File:Greendot-filled.png|10px]] Being taunted by a superior enemy<br>
[[File:Greendot-filled.png|10px]] Large quantities of silver in the area<br>
[[File:Greendot-filled.png|10px]] Being wounded<br>
[[File:Greendot-filled.png|10px]] Seeing a packmate wounded<br>


<div class="mw-customtoggle-menat" style="cursor:pointer; color:red">[+/-] Mental Attributes</div>
==Thrall of the Wyrm==
<div class="mw-collapsible mw-collapsed" id="mw-customcollapsible-menat">
''W20 Core, pg 262''


==Mental==
When a player rolls six or more successes on a Rage roll, the character enters a berserk frenzy. All the Willpower in the world won’t give her a second’s control. The character is in the Thrall of the Wyrm. In addition to attacking anything that she can see, with the Storyteller picking her targets, the Thrall brings an even more horrific twist.<br>
''V20 Core, pg 98''
Each breed of Garou has an affinity to one of the heads of the Triatic Wyrm, and it is that facet that works through them in their worst frenzy.


Mental Attributes define a character’s epistemic capacities, including such aspects as memory, intelligence, awareness of one’s surroundings, and the ability to think, learn, and react.
[[File:Greendot-filled.png|10px]] <font color=green>'''Homid:'''</font> Eater-of-Souls holds humans as its special children. This twisted favor extends to homid-breed Garou. This Wyrm drives its minions to eat humans, wolves, and even other Garou. A werewolf in this Thrall must roll Wits (difficulty 7) whenever she kills or incapacitates an opponent. If the roll is a botch, she must stop for a turn and eat her kill.<br>
[[File:Greendot-filled.png|10px]] <font color=green>'''Metis:'''</font> The Defiler Wyrm reserves special attention for those Garou who cannot breed themselves. It drives metis Garou to perform unspeakable sexual acts on their fallen opponents, regardless of their respective genders. If a werewolf kills or incapacitates an opponent, his player must roll Wits (difficulty 7). If the roll botches, the werewolf stops for a turn and slakes his unholy lusts on his opponent’s corpse.<br>
[[File:Greendot-filled.png|10px]] <font color=green>'''Lupus:'''</font> Beast-of-War lays claim to the savage lupus Garou. It forces them to tear into their victims until nothing is left but bloody chunks of meat and bone. The Garou loses all sense of mercy, and exists only to destroy. When a lupus werewolf kills or incapacitates a foe when in the Thrall, her player must roll Wits (difficulty 7). If the roll botches, the werewolf savages his opponent’s corpse until it is torn limb from limb.


----
[[File:Greendot-filled.png|10px]] <font color=green>'''Fera:'''</font> If the Fera breed is capable of rolling Rage and Frenzying, the above applies to their particular breed as well


===Perception===
</tab>
Perception measures a character’s ability to observe his environment. This may involve a conscious effort, such as searching an area, but it is more often intuitive, as the character’s keen senses notice something out of the ordinary. Perception is a sensitivity to one’s surroundings, and is seldom present in the cynical or jaded (who have seen it all before).
<tab name="Delirium">


Perception is used to determine whether or not a character understands a given situation or detects an environmental stimulus. It can warn a character of ambushes, distinguish a clue from a pile of refuse, or uncover any other hidden or overlookable detail, whether physical or otherwise.
=The Delirium=
{| class="wikitable" style="border:2px ridge red;"
''W20 Core, pg 262''
! Points !! Description
{| class="wikitable" style="float: right; padding-left: 10px; border:2px ridge green;"
! Breed
! Full Delirium
! Reduced Delirium
|-
|-
|{{reddots|1|4}} ||Poor: Perhaps you are absurdly self-absorbed, perhaps merely an airhead. In any event, watch out for that car!
|Ajaba
|Crinos
|
|-
|-
|{{reddots|2|3}} ||Average: The very subtle evades you, but you’re aware of the bigger picture.
|Ananasi
|Lilian, Pithus
|
|-
|-
|{{reddots|3|2}} ||Good: You perceive moods, textures, and small changes in your environment.
|Bastet
|Chatro
|Crinos
|-
|-
|{{reddots|4|1}} ||Exeptional: Almost nothing escapes your notice.
|Corax
|
|Crinos
|-
|-
|{{reddots|5}} ||Outstanding: You instantly observe things almost imperceptible to human senses.
|Gurahl
|
|Crinos
|-
|-
|Mokole
|Archid
|
|-
|Nuwisha
|
|Manabozho
|-
|Ratkin
|
|Crinos
|-
|Rokea
|Gladius, Chasmus
|Glabrus
|}
|}
'''Specialties:''' Attentive, Insightful, Careful, Discerning, Tactical
[[File:Greendot-filled.png|10px]]<font color=green>'''Kitsune:'''</font> Does not incite The Delirium in any form.<br>
 
[[File:Greendot-filled.png|10px]]<font color=green>'''Ananasi:'''</font> Crawlerling form does not normally incite Delirium at all, however if the breakdown into Crawlerling form is witnessed, it inflicts full Delirium.
===Intelligence===
The Intelligence Attribute refers to a character’s grasp of facts and knowledge. It also governs a character’s ability to reason, solve problems, and evaluate situations. Intelligence also includes critical thinking and flexibility of thought.


Intelligence does not include savvy, wisdom, or common sense, as those are properties of the character’s personality, not Traits. Even the smartest character may be too foolish to realize the thugs who want to “borrow” her car keys are up to no good.
[[File:Greendot-filled.png|10px]] Kinfolk are entirely immune to the Delirium.<br>
[[File:Greendot-filled.png|10px]] The Delirium only affects people that can see the Shifter in person. Photographs, video (live or recorded), or other such evidence won't trigger any fear reaction.<br>
[[File:Greendot-filled.png|10px]] Humans will rationalize evidence away as a Photoshopped image or publicity stunt, unless their Willpower is 8 or higher.<br>
[[File:Greendot-filled.png|10px]] Humans that have delved deep into the Occult (4 dots or higher) might roll Wits + Occult vs 9, with each success increasing the human's effective Willpower by 1 in regards to the chart below.<br>
[[File:Greendot-filled.png|10px]] Humans from cultures that didn't suffer the Impergium to a great degree (such as Native Americans and Aboriginal Australians) might also be granted a bonus at the ST's discretion, only if they've been raised without contact with other cultures.


Characters with low Intelligence aren’t necessarily stupid (though they might be); they are just uneducated or simple thinkers. Likewise, characters with high Intelligence aren’t all Einsteins; they may be better at rote memorization or have particularly keen judgment.
{| class="wikitable" style="border:2px ridge green;"
{| class="wikitable" style="border:2px ridge red;"
! Willpower
! Points !! Description
! % of Population
|-
! Will They Forget?
|{{reddots|1|4}} ||Poor: Not the sharpest knife in the drawer.
! Effect
|-
|{{reddots|2|3}} ||Average: Smart enough to realize you’re normal.
|-
|-
|{{reddots|3|2}} ||Good: More enlightened than the masses.
|1
|10%
|Yes
|Catatonic Fear: The human faints, or collapses in fear
|-
|-
|{{reddots|4|1}} ||Exeptional: You’re not just bright, you’re downright brilliant.
|2
|20%
|Yes
|Panic: The human bolts, trying to put as much distance between himself and the Garou as possible.
|-
|-
|{{reddots|5}} ||Outstanding: Certified genius.
|3
|18%
|Yes
|Disbelief: The human retreats to a corner to avoid the “hallucination” until it passes, but doesn’t collapse in fear.
|-
|-
|}
|4
'''Specialties:''' Book Knowledge, Creative, Analytical, Problem Solver, Subject Authority
|15%
 
|Yes
===Wits===
|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.
The Wits Trait measures the character’s ability to think on her feet and react quickly to a certain situation. It also reflects a character’s general cleverness. Characters with low Wits ratings are thick and mentally lethargic, or maybe gullible and unsophisticated. By contrast, characters with high Wits Traits almost always have a plan immediately and adapt to their surroundings with striking expedience. Characters with high Wits also manage to keep their cool in stressful situations.
{| class="wikitable" style="border:2px ridge red;"
! Points !! Description
|-
|-
|{{reddots|1|4}} ||Poor: Pull my finger.
|5
|13%
|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.
|-
|-
|{{reddots|2|3}} ||Average: You know when to bet or fold in poker.
|6
|10%
|Yes
|Conciliatory: The human will try to plead and bargain with the Garou, doing anything possible so as not to get hurt.
|-
|-
|{{reddots|3|2}} ||Good: You are seldom surprised or left speechless.
|7
|7%
|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.
|-
|-
|{{reddots|4|1}} ||Exeptional: You’re one of the people who make others think, “Ooh, I should have said...” the next day.
|8
|5%
|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.
|-
|-
|{{reddots|5}} ||Outstanding: You think and respond almost more quickly than you can act.
|9
|1.5%
|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.
|-
|-
|10
|0.5%
|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.
|}
|}
'''Specialties:''' Getting the Jump on Others, Witty Bon Mots, Changes in Strategy, Ambushes
</div>
=Abilities=
''V20 Core, pg 100-110''
As mentioned before, Abilities are the Traits used to describe what you know and what you’ve learned to do. Whereas Attributes represent your raw potential, Abilities represent the ways you’ve learned to use that potential. You may not need anything but brute strength to smash through a door — but if you’re trying to use sheer muscle power to force an engine part into place without breaking anything, you’d better know something about mechanics. When rolling dice, you’ll probably pair an Ability with an appropriate Attribute, in order to properly depict the combination of potential and know-how that’s necessary for getting things done.


There are 30 Abilities: 10 Talents, 10 Skills, and 10 Knowledges. Each Ability typically covers a broad range of aptitudes. For certain Abilities (Expression, Crafts, Performance, Academics, Law, Science, and Technology), it is best to pick a specialty (p. 96), even if the character’s rating in the Ability is not yet 4 or higher. Thus, a character with the Crafts Skill is generally versed in handiwork of all sorts, but might be particularly adept at auto mechanics.
</tab>
</tabs>


<div class="mw-customtoggle-talab" style="cursor:pointer; color:red">[+/-] Talents</div>
<tabs>
<div class="mw-collapsible mw-collapsed" id="mw-customcollapsible-talab">
<tab name="Close Combat">


==Talents==
=Close Combat Attacks=
''V20 Core, pg 100-103''


Talents describe what you intuitively know, what you can do without coaching or instruction. The only way to improve your Talents is through direct experience — with the exception of a very few cases (such as studying a text on Jeet Kune Do to learn a single dot of Brawl), these things can’t be learned from a book or an Internet video. If you try an action involving a Talent your character doesn’t possess, there’s no penalty to your basic Attribute dice pool. Talents are so intuitive that virtually everyone can execute them with some degree of capacity.
[[File:Greendot-filled.png|10px]] On a successful attack, 1 point of damage is always dealt and might be soaked, even if the damage roll gave zero successes.<br>
[[File:Greendot-filled.png|10px]] <font color=green>'''Corax'''</font> have -1 diff to all Athletics rolls, and +2 difficulty to soak all Bashing.


----
===Basic Attacks===
''W20 Core, pg 296''<br>
[[File:Greendot-filled.png|10px]] While these are largely listed with Garou form names, these are usable by just about anyone, as long as you have the appropriate appendage available.


===Alertness===
{| class="wikitable" style="border:2px ridge green;"
This is your basic knack for noticing things that go on around you, even when you’re not actively looking for them. Alertness describes the attention you pay to the outside world, whether otherwise occupied or not. This Talent is typically paired with Perception, and is best used when sensing physical stimuli (as opposed to moods or clues).
{| class="wikitable" style="border:2px ridge red;"
! Points !! Description
|-
|-
|{{reddots|1|4}} ||Novice: You’re no mindless drone.
! style="width: 100px" | Action !! Pool !! style="width: 20px" | Base Diff !! Base Damage !! Damage Type !! Special
|-
|-
|{{reddots|2|3}} || Practiced: Habitual eavesdropper
|| Kick || Dex + Brawl || 7 || Str + 1 || Bashing || Extreme size difference can make damage Lethal<br>[[File:Greendot-filled.png|10px]] <font color=green>'''Usable by:'''</font> Homid, Glabro, Crinos
|-
|-
|{{reddots|3|2}} ||Competent: You keep a sharp eye on your surroundings.
|| Punch || Dex + Brawl || 6 || Str || Bashing || Special punches (uppercut, haymaker, etc) may cause extra dmg with a higher diff. Usually Bashing, but nerve strikes, kidney blows, or extreme size difference can make damage Lethal<br>[[File:Greendot-filled.png|10px]] <font color=green>'''Usable by:'''</font> Homid, Glabro, Crinos
|-
|-
|{{reddots|4|1}} ||Expert: Whether from paranoia or good sense, you are rarely caught off-guard.
|| Bite || Dex + Brawl || 5 || Str +1 || Agg || Hispo bite +1 dmg, Glabro bite diff 8 and -1 Lethal dmg <br>[[File:Greendot-filled.png|10px]] <font color=green>'''Usable by:'''</font> Crinos, Hispo, Lupus
|-
|-
|{{reddots|5}} ||Master: Your senses are on par with those of a wild animal.
|| Claw || Dex + Brawl || 6 || Str + 1 || Crinos/Hispo: Agg, Glabro/Lupus: Bashing || [[File:Greendot-filled.png|10px]] <font color=green>'''Usable by:'''</font> Glabro, Crinos, Hispo, Lupus
|-
|-
|}
|| Disarm || Dex + Melee || +1 diff || See: Failure || - || Successes exceed opponent's Strength score: Opponent drops their weapon. Failure: Inflicts weapon damage; Botch: Loses own weapon <br>[[File:Greendot-filled.png|10px]] <font color=green>'''Usable by:'''</font> Homid, Glabro, Crinos
'''Possessed by:''' Hunters, Bodyguards, Security Personnel, Journalists, Burglars</br>
'''Specialties:''' Noises, Eavesdropping, Fine Details, Hidden Weapons, Crowds, Forests, Animals
 
===Athletics===
This Talent represents your basic athletic ability, as well as any training you might have had in sports or other rigorous activities. Athletics concerns all forms of running, jumping, throwing, swimming, sports, and the like. However, Athletics doesn’t cover basic motor actions such as lifting weights, nor does it govern athletic feats covered by another Ability (such as Melee).
{| class="wikitable" style="border:2px ridge red;"
! Points !! Description
|-
|-
|{{reddots|1|4}} ||Novice: You had an active childhood.
|| Bare-Handed Disarm || Dex + Brawl (-1 dice) || 8 || - || - || Failure: Inflicts weapon damage to hands <br>[[File:Greendot-filled.png|10px]] <font color=green>'''Usable by:'''</font> Homid, Glabro, Crinos
|-
|-
|{{reddots|2|3}} || Practiced: High-school athlete
|| Flank Attacks || - || -1 || - || - || May require Rage, move time or another roll at ST's discretion<br>[[File:Greendot-filled.png|10px]] <font color=green>'''Usable by:'''</font> All forms
|-
|-
|{{reddots|3|2}} ||Competent: Talented lifelong amateur
|| Rear Attack || - || -2 || - || - || May require Rage, move time or another roll at ST's discretion<br>[[File:Greendot-filled.png|10px]] <font color=green>'''Usable by:'''</font> All forms
|-
|-
|{{reddots|4|1}} ||Expert: Professional athlete
|| Sweep || Dex + Brawl or Melee || 8 || - || - || Knocks Opponent to the ground, can use self or weapon to sweep an opponent's leg. Causes no damage, but target is prone.<br>[[File:Greendot-filled.png|10px]] <font color=green>'''Usable by:'''</font> All forms
|-
|-
|{{reddots|5}} ||Master: Olympic medalist
|| Grapple || Contested Str + Brawl || 6 || Str || Bashing || [[File:Greendot-filled.png|10px]] <font color=green>'''Clinch:'''</font> crushing damage applied per turn.<br>[[File:Greendot-filled.png|10px]] <font color=green>'''Hold:'''</font> No damage, Target held until freed<br>[[File:Greendot-filled.png|10px]] <font color=green>'''Escape:'''</font> The contested Str + Brawl roll, especially agile chars may use Dex<br>[[File:Greendot-filled.png|10px]] <font color=green>'''Reverse:'''</font> The grapple is turned on the attacker if the contested roll scores 2 more successes than the attacker.<br>[[File:Greendot-filled.png|10px]] <font color=green>'''Damage:'''</font> Typically Bashing, can be Lethal or Aggravated if grappled opponent has barbs, spikes, extreme size difference, etc. as appropriate.<br>[[File:Greendot-filled.png|10px]] <font color=green>'''Usable by:'''</font> Homid, Glabro, Crinos
|-
|-
|| Tackle || Dex + Brawl || 7 || Str || Bashing || [[File:Greendot-filled.png|10px]] Req: Min 2 Yard Distance<br>[[File:Greendot-filled.png|10px]] Attacker and Target both make Dexterity+Athletics rolls to keep their feet (diff 6 for the attacker, diff 6 + the attackers successes for the target).<br>
:<font color=green>'''Failure:'''</font> you end up on the ground.<br>
:<font color=green>'''Botch:'''</font> trips and falls (one die of dmg for every yard ran); slams into something else (that damage plus his Str in dmg on himself); or crashes into his target and bounces off (opponent’s Stamina in dmg, but leaving the target unharmed)<br>
[[File:Greendot-filled.png|10px]] Dexterity+Brawl vs 7 to determine damage dice if target fails his Athletics roll.<br>[[File:Greendot-filled.png|10px]] Damage may situationally become lethal at ST discretion.<br>[[File:Greendot-filled.png|10px]] <font color=green>'''Usable by:'''</font> All forms
|}
|}
'''Possessed by:''' Athletes, Hobbyists, Park Rangers, Jocks, Kids</br>
'''Specialties:''' Swimming, Rock Climbing, Acrobatics, Dancing, Parkour, specific sports


===Awareness===
</tab>
Awareness is an instinctual reaction to the presence of the supernatural. It differs from Alertness (which measures sensitivity to mundane events) and Occult (which covers actual knowledge about the supernatural). Usually, only supernatural creatures have access to this particular Talent, but some unique mortals have a sense that something is strange in the world (such as those with True Faith – see p. 372).
<tab name="Dirty Fighting">


Characters with Awareness sometimes get hunches, chills, or sudden flashes of inspiration when they are near supernatural creatures, objects, or events. This insight is purely subconscious, and knowing that something’s wrong doesn’t mean that the character knows what it is. To get more specific information, the Kindred will need to use Occult or a particular power – Awareness only makes the vampire more receptive to the presence of the unusual.
=Dirty Fighting=
''W20 Core, pg 198''<br>
[[File:Greendot-filled.png|10px]] The following maneuvers require Brawl 3 or more.


A vampire can use Awareness deliberately if he suspects that something is supernatural, but more often the Storyteller can ask for an Awareness roll to determine whether a vampire notices a strange event that’s not immediately visible.
{| class="wikitable" style="border:2px ridge green;"
{| class="wikitable" style="border:2px ridge red;"
! Points !! Description
|-
|-
|{{reddots|1|4}} ||Novice: Once in a while, you get the feeling that something isn’t right.
! style="width: 100px" | Action !! Pool !! style="width: 20px" | Diff !! Damage !! Damage type !! Special
|-
|-
|{{reddots|2|3}} || Practiced: You sometimes get strange vibes from a particular direction or vague area (like a building).
|| Blinding || Dex + Subterfuge || 9 || Special || Special || Blinded 1 turn per success, -2 Dice to all pools. 5+ successes destroys eyes, may regen normally if possible. ST discretion if a particularly vicious attack might cause 1 or 2 Lethal damage in addition to blinding.<br>[[File:Greendot-filled.png|10px]] <font color=green>'''Usable by:'''</font> Homid, Glabro, Crinos
|-
|-
|{{reddots|3|2}} ||Competent: You can walk into a room and know that something unusual is going on within.
|| Body Slam || Dex + Brawl || 6 || Str + 2 || Bashing || Requires a successful Grapple, next turn apply Dex + Brawl vs 6 for damage. Damage may be Lethal or even Aggravated at ST discretion depending on what the target is slammed onto. <br>[[File:Greendot-filled.png|10px]] <font color=green>'''Usable by:'''</font> Homid, Glabro, Crinos
|-
|-
|{{reddots|4|1}} ||Expert: If you concentrate, you can sense whether a someone in a group of people or a collection of objects is supernatural.
|| Curb Stomp || Str + Brawl || 6 || Str + 2 || Lethal || Requires Stunned/Immobilized target - Takes 1 turn to place in position first, next turn apply Str + Brawl vs 6 for damage. May remove opponent's ability to bite until healed.<br>[[File:Greendot-filled.png|10px]] <font color=green>'''Usable by:'''</font> Homid, Glabro, Crinos
|-
|-
|{{reddots|5}} ||Master: You instinctually know if something or someone is mundane or supernatural.
|| Low Blow || Dex + Brawl || 7 || Str || Bashing || Stunned for one turn per health level lost after soak. Bashing becomes Lethal if done with claws/teeth/blades/etc.; Stamina diff 8 to shrug off the stun at one turn per success. <br>[[File:Greendot-filled.png|10px]] <font color=green>'''Usable by:'''</font> All forms
|-
|-
|| Pistol Whip || Dex + Melee || 7 || Str + 2 || Lethal || Requires a gun, crowbar, truncheon, candlestick, etc. Target stunned for 1 turn if they fail Stamina vs 8, or 2 turns if they botch. <br>[[File:Greendot-filled.png|10px]] <font color=green>'''Usable by:'''</font> Homid, Glabro
|}
|}
'''Possessed by:''' Psychics, New Agers, Mystics, Paranormal Researchers</br>
'''Specialties:''' Ghostly Activity, Mystical Objects, Someone’s In My Head, Debunking


===Brawl===
</tab>
The Brawl Talent represents how well you fight in tooth-and-nail situations. This Talent represents skill in unarmed combat, whether from formal martial arts training or simply from plenty of experience. Effective brawlers are coordinated, resistant to pain, quick, strong, and mean. The willingness to do whatever it takes to hurt your opponent wins plenty of fights.
<tab name="Special Maneuvers">
{| class="wikitable" style="border:2px ridge red;"
 
! Points !! Description
=Special Maneuvers=
|-
''W20 Core, pg 299''<br>
|{{reddots|1|4}} ||Novice: You were picked on as a kid.
[[File:Greendot-filled.png|10px]] While these are largely listed with Garou form names, these are usable by just about anyone, as long as you have the appropriate appendage available.
|-
 
|{{reddots|2|3}} || Practiced: You’ve participated in the occasional barroom tussle.
{| class="wikitable" style="border:2px ridge green;"
|-
|-
|{{reddots|3|2}} ||Competent: You’ve fought regularly and routinely, and generally walked away in better shape than your opponents.
! style="width: 100px" | Maneuver !! Pool !! style="width: 20px" | Diff !! Damage !! Damage Type !! Special
|-
|-
|{{reddots|4|1}} ||Expert: You could be a serious contender on the MMA circuit.
|| Evasive Action || Wits + Athletics || 6 || - || - || Works like a dodge, but you cannot abort your previous action to use this tactic. Each success subtracts one success from the attacker's roll. If you score more successes than the attacker, your next attack is at -1 difficulty on that target, assuming you act before them.<br>[[File:Greendot-filled.png|10px]] <font color=green>'''Usable by:'''</font> All forms
|-
|-
|{{reddots|5}} ||Master: Somewhere on the Internet, there’s a video of you taking down three men in four seconds.
|| Hamstring (Bite/Claw) || Dex + Brawl || 8 || Str + 1 || Aggravated || 2 legged opponent: Dex + Athletics vs 8 to stand again, 1/4 movement speed<br>4 legged opponent: Dex + Athletics vs 7 to remain standing, 1/2 movement speed. <br>[[File:Greendot-filled.png|10px]] <font color=green>'''Usable by:'''</font> Crinos, Hispo, Lupus
|-
|-
|}
|| Hamstring (Weapon) || Dex + Melee || 9 || As Weapon || Lethal || Requires a bladed weapon<br>2 legged opponent: Dex + Athletics vs 8 to stand again, 1/4 movement speed<br>4 legged opponent: Dex + Athletics vs 7 to remain standing, 1/2 movement speed. <br>[[File:Greendot-filled.png|10px]] <font color=green>'''Usable by:'''</font> Homid, Glabro
'''Possessed by:''' Military, Police, Roughnecks, Thugs</br>
'''Specialties:''' Dirty Fighting, Strikes, Throws, Submission Holds, specific martial arts or combat styles
 
===Empathy===
You understand the emotions of others, and can sympathize with, feign sympathy for, or play on such emotions as you see fit. You are adept at discerning motive, and might be able to discern when someone’s lying to you. However, you may be so in tune with other people’s feelings that your own emotions are affected.
{| class="wikitable" style="border:2px ridge red;"
! Points !! Description
|-
|-
|{{reddots|1|4}} ||Novice: You lend the occasional shoulder to cry on.
|| Jaw Lock || Dex + Brawl || 6 || Str + 1/Special || Aggravated || Attacker Wins: Rival forced to ground and immobilized. Attacker Loses: Fails to immobilize target, inflicts the usual Bite damage.<br>If opponent doesn't surrender: Contested Strength + Brawl; opponent's diff is attacker's Brawl+4, attacker's diff is opponent's Brawl+2. Opponent fails: Remains pinned and immobilized. Opponent matches successes: Break free but take attacker's successes in damage (may attempt to soak). Opponent scores more successes than attacker: Breaks free, takes no damage.<br>[[File:Greendot-filled.png|10px]] <font color=green>'''Usable by:'''</font> Crinos, Hispo, Lupus
|-
|-
|{{reddots|2|3}} || Practiced: You can sometimes literally feel someone else’s suffering.
|| Leaping Rake (Claw) || Dex + Athletics || 3 || Str + 1 || Aggravated || See Jumping under Physical Feats (W20 Core, pg 271) - If roll succeeds for chosen distance, attack target with Dexterity + Brawl vs 8 for damage, and land outside of enemy's attack reach. Fail: Land within enemy's reach.<br>[[File:Greendot-filled.png|10px]] <font color=green>'''Usable by:'''</font> Crinos
|-
|-
|{{reddots|3|2}} ||Competent: You have a keen insight into other people’s motivations.
|| Leaping Rake (Weapon) || Dex+Athletics || 3 || As Weapon || Bashing/Lethal || As above, requires a weapon, Dexterity + Melee vs 8 for damage, and land outside of enemy's attack reach. Fail: Land within enemy's reach.<br>[[File:Greendot-filled.png|10px]] <font color=green>'''Usable by:'''</font> Homid, Glabro
|-
|-
|{{reddots|4|1}} ||Expert: It’s almost impossible to lie to you.
|| Taunt (vs Non-Garou) || Man + Intimidation || Enemy Wits + 4 || - || - || Enemy suffers -1 die to their next action for every 2 successes by the taunter<br>[[File:Greendot-filled.png|10px]] <font color=green>'''Usable by:'''</font> Homid, Glabro (All forms if the non-garou target can understand them)
|-
|-
|{{reddots|5}} ||Master: The human soul conceals no mysteries from you.
|| Taunt (vs Garou) || Man + Expression || Enemy Wits + 4 || - || - || As Above, if taunter scores at least one success, target makes a Rage roll. If an entire pack is taunting (see Pack Tactics), target frenzy diff is at -1. A target whose dice pool is reduced to nothing cant do anything except dodge.<br>[[File:Greendot-filled.png|10px]] <font color=green>'''Usable by:'''</font> All forms
|-
|-
|| Wishbone || Dex + Brawl || 6; -1 for each attacker || Str || Special || First turn, to grip the target with the listed roll. Next turn, apply damage by pulling. Damage is Bashing for a slow pull, Lethal if using brute strength, Aggravated if using teeth.<br> If any one garou inflicts more than 3 health levels after soaking, the extremity in question is broken or removed.<br>Soaking: Target must soak each attacker's Strength roll separately.<br>[[File:Greendot-filled.png|10px]] <font color=green>'''Usable by:'''</font> Glabro, Crinos, Hispo, Lupus<br>[[File:Greendot-filled.png|10px]] <font color=green>'''Can use this tactic solo:'''</font> Ajaba, Bastet, Garou, Gurahl, Mokole, Nuwisha, Rokea
|}
|}
'''Possessed by:''' Social Workers, Parents, Actors, Psychologists, Detectives, Seducers, Mediums, Best Friends</br>
'''Specialties:''' Emotions, Insight, Motives, Gaining Trust


===Expression===
</tab>
This is your ability to get your point across clearly, whether through conversation, poetry, or even in 140 characters or fewer. Characters with high Expression can phrase their opinions or beliefs in a manner that cannot be ignored (even if their opinions are misinformed or worthless). They might also be talented actors, skilled at conveying moods or communicating emotion with every gesture. Additionally, this Talent represents your ability for poetry, creative writing, or other literary art forms. For many elders, Expression is the subtle art of crafting a satirical epigram capable of socially crippling one’s longtime rival. For younger Kindred, Expression may well be the key to convincing thirty stake-wielding Anarchs to converge on the Sheriff’s private hunting ground with the right text message. You can choose a specialty in Expression, even at less than 4 dots.
<tab name="Fera Maneuvers">
{| class="wikitable" style="border:2px ridge red;"
 
! Points !! Description
=Fera Special Maneuvers=
''W20 Changing Breeds, pg 213-216''<br>
[[File:Greendot-filled.png|10px]] These maneuvers require the unique anatomy of a particular breed and can not be performed by everyone, often limiting them to the breed listed.
 
===Ananasi===
{| class="wikitable" style="border:2px ridge green;"
! style="width: 100px" | Maneuver !! Pool !! Diff !! Damage !! Effect
|-
|-
|{{reddots|1|4}} ||Novice: Your talent has matured past crude poetry on notebook paper.
|| Engulf || Dex + Brawl ||6 (5) || Strength; suffocation || The Ananasi breaks over her foe like a wave, dissolving into a million biting spiders. Each turn that the werespider maintains the Engulf, the target cannot breathe and runs the risk of suffocation (see W20, p. 259). If the Ananasi is in a non-Crawlerling form when initiating an Engulf maneuver, the action requires a blood point, but the difficulty is reduced to 5 for the initial attack, thanks to the element of surprise.<br>[[File:Greendot-filled.png|10px]] <font color=green>'''Usable in:'''</font> Any form<br>[[File:Greendot-filled.png|10px]] <font color=green>'''Actions:'''</font> 1
|-
|-
|{{reddots|2|3}} || Practiced: You could lead a college debate team.
|| Injection || Dex + Brawl || 7 || Venom only || The Ananasi can bite gently into a target, injecting venom without causing aggravated damage from his fangs. This can be used to poison opponents and to drink blood.
|}
===Bastet===
{| class="wikitable" style="border:2px ridge green;"
! style="width: 100px" | Maneuver !! Pool !! Diff !! Damage !! Effect
|-
|-
|{{reddots|3|2}} ||Competent: You could be a successful writer.
|| Barrel Roll || Str + Athletics || 3 + Target's Str, max 9 || Special || The werecat attacks at running speed on all fours, grabs the opponent by the shoulders, and uses her body mass to topple him. Using the momentum of the tumble, she rolls with the opponent, immobilizing him, usually by biting over the muzzle of the prey to suffocate it.<br> The player makes a standard grapple attack to seize the opponent, and then reflexively rolls Strength + Athletics (difficulty 3 + target’s Strength, maximum 9) to wrestle her prey to the ground. The target then suffers suffocation (see W20, p. 259) and immobility until she can break the grapple.<br>[[File:Greendot-filled.png|10px]] <font color=green>'''Usable in:'''</font> Crinos, Chatro, Feline<br>[[File:Greendot-filled.png|10px]] <font color=green>'''Garou and Nuwisha'''</font> can also perform this maneuver, though at +1 difficulty.<br>[[File:Greendot-filled.png|10px]] <font color=green>'''Actions:'''</font> 1
|}
===Corax===
{| class="wikitable" style="border:2px ridge green;"
! style="width: 100px" | Maneuver !! Pool !! Diff !! Damage !! Effect
|-
|-
|{{reddots|4|1}} ||Expert: Your work is Pulitzer material.
|| Eye Pluck || Dex + Brawl || 9 || Str +1 || Corax can attempt to pull the eye from a living opponent. If the Corax scores four successes on the attack roll, and at least two health levels of damage go unsoaked, she tears her enemy’s eye out. This raises the damage to aggravated even if the Corax is in raven form. Shapeshifters that don't suffer a Battle Scar from the maneuver can regrow the eye over time.<br>[[File:Greendot-filled.png|10px]] <font color=green>'''Usable in:'''</font> Crinos or Corvid<br>[[File:Greendot-filled.png|10px]] <font color=green>'''Actions:'''</font> 1 ''(House Rules: Changed from 2 Actions to 1)''
|-
|{{reddots|5}} ||Master: Steve Jobs asks you for input on his next mobile device.
|-
|-
|| Wing Swipe || Dex + Brawl || 7 || Str +2 || This maneuver requires the Gift: Razor Feathers. The Corax lashes out with a wing, slashing the target with the cutting edge of his steel-hard feathers. This maneuver is also useful out of combat (for cutting ropes, slashing tires, and so on). Even if a wing swipe misses, the target must make a reflexive Dexterity roll (difficulty 5) or be off-balance (+1 difficulty to all Physical actions) for the next turn.<br>[[File:Greendot-filled.png|10px]] <font color=green>'''Usable in:'''</font> Crinos<br>[[File:Greendot-filled.png|10px]] <font color=green>'''Actions:'''</font> 1
|}
|}
'''Possessed by:''' Actors, Writers, Poets, Politicians, Journalists, Web Personalities, Rabble-Rousers</br>
===Mokole===
'''Specialties:''' Acting, Poetry, Fiction, Impromptu, Conversation, Social Media
{| class="wikitable" style="border:2px ridge green;"
 
! style="width: 100px" | Maneuver !! Pool !! Diff !! Damage !! Effect
===Intimidation===
Intimidation takes many forms, from outright threats and physical violence to mere force of personality. It needn’t be course or callous, and a well-placed intimidating word under the right circumstances might well be called “diplomacy” in certain circles. You know the right method for each occasion, and can be very… persuasive.
{| class="wikitable" style="border:2px ridge red;"
! Points !! Description
|-
|-
|{{reddots|1|4}} ||Novice: Shady teenager
|| Tail Lash || Dex + Brawl || 7 || Str +1 || The Mokolé slashes at an opponent
with her tail. Characters in Suchid form may only use this maneuver if the opponent stands directly behind them. Damage is bashing, unless the Mokolé has a spiked tail.<br>[[File:Greendot-filled.png|10px]] <font color=green>'''Rokea'''</font> in Chasmus or Squamus can also perform this maneuver, but only underwater.<br>[[File:Greendot-filled.png|10px]] <font color=green>'''Usable in:'''</font> Archid or Suchid<br>[[File:Greendot-filled.png|10px]] <font color=green>'''Actions:'''</font> 1
|-
|-
|{{reddots|2|3}} || Practiced: Skinhead thug
|| Head Butt || Dex + Brawl || 7 || Str || This maneuver is a charge forward, head lowered. It works exactly like Body Slam (see W20, p. 298) save that the Mokolé doesn’t suffer damage if in Archid form, and the target isn’t unbalanced unless knocked down.<br>[[File:Greendot-filled.png|10px]] <font color=green>'''Rokea'''</font> in Chasmus or Squamus can use a similar underwater ‘ramming’ maneuver., but only underwater.<br>[[File:Greendot-filled.png|10px]] <font color=green>'''Usable in:'''</font> Archid or Suchid<br>[[File:Greendot-filled.png|10px]] <font color=green>'''Actions:'''</font> 1
|-
|-
|{{reddots|3|2}} ||Competent: Drill sergeant
|| Jaw Shear || Dex + Brawl || 6 || Str +2 || This maneuver requires that the Mokolé successfully used a bite attack in the previous turn. Through this attack the Mokolé can snap his head back and forth, tearing the victim to shreds with his powerful jaws. Unless the victim can break the Mokolé’s grip (using an opposed Strength roll), the weresaurian can continue attempting this maneuver each turn.<br>A similar maneuver, Rolling Bite, sees the Mokolé rolling repeatedly with the victim in her mouth.<br>[[File:Greendot-filled.png|10px]] <font color=green>'''Rokea'''</font> in Gladius, Chasmus or Squamus can perform this maneuver.<br>[[File:Greendot-filled.png|10px]] <font color=green>'''Ajaba'''</font> in Crinos can perform this maneuver.<br>[[File:Greendot-filled.png|10px]] <font color=green>'''Usable in:'''</font> Archid or Suchid<br>[[File:Greendot-filled.png|10px]] <font color=green>'''Actions:'''</font> 1
|-
|-
|{{reddots|4|1}} ||Expert: Your air of authority cows casual passersby.
|| Swallow Whole || Dex + Brawl || 6 || Str +2 || Only a truly enormous character can perform this action, such as a massive Archid or particularly large Great White Rokea. The prey must be half the character’s size or less, and the attacker must land a bite attack, and then make an opposed Strength roll. If she succeeds, her opponent is swallowed whole. The opponent can continue to take limited actions for (Stamina) rounds before being smothered. If the attacker changes to a smaller form while her victim is alive inside of her, she suffers five levels of lethal damage as her victim erupts through her innards.<br>[[File:Greendot-filled.png|10px]] <font color=green>'''Rokea'''</font> in Chasmus can perform this maneuver.<br>[[File:Greendot-filled.png|10px]] <font color=green>'''Usable in:'''</font> Archid<br>[[File:Greendot-filled.png|10px]] <font color=green>'''Actions:'''</font> 2
|-
|-
|{{reddots|5}} ||Master: You can frighten off vicious animals.
|| Constrict || Dex + Brawl || 6 || Str +2 || The Mokole must be in Archid and cannot move while constricting an opponent in her coils. On each action after having caught the victim, the player reflexively rolls Strength + Brawl against a difficulty of the trapped victim’s (Strength + Brawl –2, maximum 9). Success inflicts the Mokole’s Strength as bashing damage, while failure frees the victim. The Mokole can attack his trapped victim with teeth or claws at –1 difficulty; for others, attacking a constricted victim without harming the Mokole inflicts a +1 difficulty penalty.<br>[[File:Greendot-filled.png|10px]] <font color=green>'''Requires'''</font> the "Constricting Coils" characteristic<br>[[File:Greendot-filled.png|10px]] <font color=green>'''Usable in:'''</font> Archid<br>[[File:Greendot-filled.png|10px]] <font color=green>'''Actions:'''</font> 1<br>[[File:Greendot-filled.png|10px]] <font color=green>'''House Rule:'''</font> Originally from the Nagah maneuvers (W20 Changing Breeds, pg 214), but it makes sense for Mokole with the correct characteristics.
|}
===Rokea===
{| class="wikitable" style="border:2px ridge green;"
! style="width: 100px" | Maneuver !! Pool !! Diff !! Damage !! Effect
|-
|-
|| Great Bite || Dex + Brawl || 6 || Str +3 ||  The Rokea takes hold of her opponent by the shoulders, and attempts to bite her victim’s head off. To grab hold of the opponent, the player must perform a standard grapple roll. The bite attack is administered in the same turn.<br>[[File:Greendot-filled.png|10px]] <font color=green>'''Mokolé'''</font> may also perform this maneuver in Archid form, if their characteristics make this possible.<br>[[File:Greendot-filled.png|10px]] <font color=green>'''Usable in:'''</font> Gladius<br>[[File:Greendot-filled.png|10px]] <font color=green>'''Actions:'''</font> 2
|}
|}
'''Possessed by:''' Bullies, Anonymous, Military Officers, Bouncers, Gangsters, Sabbat</br>
'''Specialties:''' Veiled Threats, Pulling Rank, Physical Coercion, Blackmail, Internet


===Leadership===
</tab>
You are an example to others and can inspire them to do what you want. Leadership has less to do with manipulating people’s desires than it does with presenting yourself as the sort of person they want to follow. Anyone can lead a group into some sort of conflict; a good leader can get them back out intact. This Talent is usually paired with Charisma rather than Manipulation.
<tab name="Pack Tactics">
{| class="wikitable" style="border:2px ridge red;"
=Pack Tactics=
! Points !! Description
''W20 Core, pg 300''<br>
[[File:Greendot-filled.png|10px]] Packs bonded by a Pack Totem perform these maneuvers together at no penalty.<br>
[[File:Greendot-filled.png|10px]] Unbonded packs that have only trained together perform these maneuvers at +1 difficulty together.
 
[[File:Greendot-filled.png|10px]] Other Pack Tactics may include: Wishbone, Flank or Rear attacks, Sweep, as well as less martial tactics such as Long Running, Sensing, and Shadowing in Physical Feats (W20 Core, pg 270), or Hunting, Searching, and Tracking in Mental Feats (W20 Core, pg 282)<br>
[[File:Greendot-filled.png|10px]] Creating and successfully demonstrating a new pack tactic might be worth Glory or Wisdom renown.
 
{| class="wikitable" style="border:2px ridge green;"
|-
|-
|{{reddots|1|4}} ||Novice: Captain of your Little League team
! style="width: 100px" | Tactic !! Pool !! Diff !! Packmates Required !! Effect
|-
|-
|{{reddots|2|3}} || Practiced: Student body president
|| Taunt (vs Garou) || Man + Expression || Enemy Wits + 4 || 2+ || Enemy suffers -1 die to their next action for every 2 successes by the taunter(s), if taunter scores at least one success, target makes a Rage roll. target frenzy diff is at -1. A target whose dice pool is reduced to nothing cant do anything except dodge.<br>[[File:Greendot-filled.png|10px]] <font color=green>'''Usable by:'''</font> All forms
|-
|-
|{{reddots|3|2}} ||Competent: An effective CEO
|| Fur Gnarl || Dex + Brawl || 7 || 2+ || Every 2 successes removes 1 soak from the enemy. Packmates in may attack that spot at +2 difficulty to take advantage of lowered soak. Soak reduced until damage is regenerated or armor reapplied.<br>[[File:Greendot-filled.png|10px]] <font color=green>'''Usable by:'''</font> Glabro, Crinos, Hispo, Lupus
|-
|-
|{{reddots|4|1}} ||Expert: Presidential material
|| Harrying || Dex + Athletics || 5 || 4+ || Contested Dex + Athletics vs 5 rolls "hand off" the target to each pack member.<br>Target wins: Attacker can try again at +1 diff for each success target scored over her own. Target maintains diff 5.<br>Attacker wins: +1 diff to target's diff with each successful "hand off" roll, and -1 to all die pools after the first successful exchange. Attacker maintains diff 5. Humans also lose one WP when "handed off" to the next packmate, human-like entities (vamps, changeling, mages, etc.) lose 1 WP per every 2 exchanges.<br>[[File:Greendot-filled.png|10px]] <font color=green>'''Usable by:'''</font> Hispo, Lupus
|-
|-
|{{reddots|5}} ||Master: You could be beloved dictator of a nation.
|| Savage/Dogpile || Special || - || 3+ || First attacker makes a successful Sweep or Tackle maneuver (see above). Next attackers make their rolls with modifiers from Knocked Down, Immobilized, or Stunned (see below) at ST discretion.<br>If target survives, they may try to stand with a successful Strength + Athletics roll, diff is 4 + 1 for each Garou involved in the attack (maximum 10).<br>[[File:Greendot-filled.png|10px]] <font color=green>'''Usable by:'''</font> Any form
|-
|-
|| Circle || Dex + Athletics || 8 || 3+ || This maneuver serves to contain and intimidate opponents. The pack surrounds the target, trapping him within a tight circle. To attempt to break free of the circle, the victim must either enter frenzy or spend a Willpower point. Each character making up the circle performs a Dexterity + Athletics attack, difficulty 8, in response to any such bids for freedom; only a single circle member needs to succeed to keep the target contained within the circle.<br>[[File:Greendot-filled.png|10px]] <font color=green>'''Usable by:'''</font> Any form<br>''Source: W20 Changing Breeds, pg 216''
|-
|| Slice n' Dice || Dex + Brawl || 6 || 3+ || A favorite of the Ratkin, though employed by other Fera as well. The attackers blitz their target from all directions, overwhelming him with a flurry of slashes to different body parts. This increases the target's difficulty of dodge attempts by 1 per packmate involved (maximum 9). This maneuver requires the target to be surrounded by the pack.<br>[[File:Greendot-filled.png|10px]] <font color=green>'''Usable by:'''</font> Any form with claws<br>''Source: W20 Changing Breeds, pg 216''
|}
|}
'''Possessed by:''' Politicians, Princes, Managers, Executives, Military Officers, Police</br>
'''Specialties:''' Oratory, Compelling, Friendly, Open, Noble, Military, Multimedia


===Streetwise===
</tab>
The streets can provide a lot of information or money to those who know the language. Streetwise allows you to blend in unobtrusively with the local scene, pick up gossip, understand slang, or even dabble in criminal doings.
<tab name="Special Styles">
{| class="wikitable" style="border:2px ridge red;"
=Special Styles=
! Points !! Description
 
===Klaviskar===
[[File:Greendot-filled.png|10px]]  Requires Melee 4 (Klaive Specialty)<br>
[[File:Greendot-filled.png|10px]]  Rules and Chart TBD
 
===Kalindo===
[[File:Greendot-filled.png|10px]] Rules and Chart TBD
 
</tab>
<tab name="Ranged Combat">
=Ranged Combat=
''W20 Core, pg 293''
 
{| class="wikitable" style="border:2px ridge green;"
|-
|-
|{{reddots|1|4}} ||Novice: You know who’s holding.
|| Guns || Dex + Firearms
|-
|-
|{{reddots|2|3}} || Practiced: You’re accorded respect on the street.
|| Bows || Dex + Archery
|-
|{{reddots|3|2}} ||Competent: You could head your own gang.
|-
|{{reddots|4|1}} ||Expert: You have little to fear in even the worst neighborhoods.
|-
|{{reddots|5}} ||Master: If you haven’t heard it, it hasn’t been said.
|-
|-
|| Thrown || Dex + Athletics
|}
|}
'''Possessed by:''' Criminals, Homeless People, Reporters, Clubgoers, Savvy Detectives, Neonates</br>
'''Specialties:''' Fencing, Illegal Drugs, Illegal Weapons, Free Wifi, Gangs, Being On the Guest List, Local Slang


===Subterfuge===
===Range===
You know how to conceal your own motives and project what you wish. Furthermore, if you can root out other people’s motives, you can then use those motives against them. This Talent defines your talent for intrigue, secrets, and double-dealing. Mastery of Subterfuge can make you the ultimate seducer or a brilliant spy.
''W20 Core, pg 294''<br>
{| class="wikitable" style="border:2px ridge red;"
[[File:Greendot-filled.png|10px]] Point blank range: Diff 4, 2 yards or less<br>
! Points !! Description
[[File:Greendot-filled.png|10px]] Medium range: Diff 6, the range listed on your +equip weapon item<br>
[[File:Greendot-filled.png|10px]] Long range: Diff 8, up to twice the listed range. Diff might be higher at ST discretion.
 
===Aiming===
''W20 Core, pg 293''<br>
[[File:Greendot-filled.png|10px]] Requires at least 1 dot in Firearms for guns or Archery for bows<br>
[[File:Greendot-filled.png|10px]] Every Turn spent aiming adds +1 dice to the next attack, a max of character's Perception<br>
[[File:Greendot-filled.png|10px]] Scopes add a further +2 dice<br>
[[File:Greendot-filled.png|10px]] These do stack<br>
[[File:Greendot-filled.png|10px]] Bonuses apply to a single shot, and the character must aim again to get the full bonus and effect
 
===Called Shots===
''W20 Core, pg 295''<br>
[[File:Greendot-filled.png|10px]] Called Shots are made at +2 difficulty.
 
===Automatic Gunfire===
''W20 Core, pg 294''<br>
[[File:Greendot-filled.png|10px]] Uses a minimum of 1/2 a clip of ammo<br>
[[File:Greendot-filled.png|10px]] Automatic gunfire adds +10 Dice to the attack roll at +2 Diff<br>
[[File:Greendot-filled.png|10px]] Can spray an area, evenly distributing successes between targets; If less successes are scored than there are targets, ST decides who has been hit or missed
 
===3 Round Burst===
''W20 Core, pg 295''<br>
[[File:Greendot-filled.png|10px]] Gain three dice to the attack roll, at +1 difficulty
 
===Reloading Firearms===
''W20 Core, pg 295''<br>
[[File:Greendot-filled.png|10px]] Requires a Dexterity + Firearms vs 6 roll under normal circumstances, and takes one full turn. May have to roll anyway if badly hurt, in a moving car, etc. at ST discretion.<br>
[[File:Greendot-filled.png|10px]] Having at least Firearms 1 may negate that roll.<br>
[[File:Greendot-filled.png|10px]] Automatic weapons: Reloading an automatic weapon takes a single action. That gun can still be fired the same round it's reloaded, at -2 dice from the attack pool.<br>
[[File:Greendot-filled.png|10px]] Revolvers: Can be reloaded as above with a speedloader. Without a speedloader, a revolver takes a full turn to reload, and no other actions are possible that turn, not even Rage actions.
 
===Bows===
''W20 Core, pg 294''<br>
[[File:Greendot-filled.png|10px]] A character without Archery can try to use a bow, but each roll for her adds a +1 difficulty penalty<br>
[[File:Greendot-filled.png|10px]] Loading an arrow is an Automatic Action<br>
[[File:Greendot-filled.png|10px]] Cross Bows take 2 turns to ready and fire.<br>
[[File:Greendot-filled.png|10px]] On a botched roll, the bowstring snaps and must be replaced before the weapon can be used again: Wits + Archery or Crafts vs 7<br>
[[File:Greendot-filled.png|10px]] Considered nearly silent ranged weapons<br>
[[File:Greendot-filled.png|10px]] Fancy Shots such as a wooden arrow bull's eye in a vampire's heart requires at least 5 successes on the attack and 3 health levels of damage (after soaking) to pierce the heart.
 
===Thrown Weapons===
''W20 Core, pg 296''<br>
[[File:Greendot-filled.png|10px]] Thrown weapons use Athletics<br>
[[File:Greendot-filled.png|10px]] Difficulty is usually 6, -1 for especially close targets, +1 or +2 difficulty for distant targets or awkward objects not designed to be thrown.<br>
[[File:Greendot-filled.png|10px]] The range of a thrown object usually depends on the strength of the thrower and on the bulk and aerodynamics qualities of the object. STs should feel free to adjust difficulties and ranges according to circumstances.
 
===Cover and Movement===
''W20 Core, pg 294''<br>
[[File:Greendot-filled.png|10px]] This is Cover verse Firearms<br>
[[File:Greendot-filled.png|10px]] Shooting through a wall: the wall will soak 3 Dice of Damage
 
{| class="wikitable" style="border:2px ridge green;"
|-
|-
|{{reddots|1|4}} ||Novice: You tell the occasional white lie.
! Cover !! Diff to hit target in cover !! Diff to shoot from cover
|-
|-
|{{reddots|2|3}} || Practiced: Vampire
|| Lying Flat (on Ground) ||+1 || 0
|-
|-
|{{reddots|3|2}} ||Competent: Criminal lawyer
|| Moving Target || +1 || +1
|-
|-
|{{reddots|4|1}} ||Expert: Deep-cover agent
|| Behind Wall || +2 || +1
|-
|{{reddots|5}} ||Master: You’re the very last person anyone would suspect.
|-
|-
|| Only Head Exposed || +3 || +2
|}
|}
'''Possessed by:''' Politicians, Lawyers, Vampires, Teenagers, Con Men, Pick-up Artists</br>
'''Specialties:''' Seduction, Impeccable Lies, Feigning Mortality, the Long Con


</div>
</tab>
<tab name="Immobilization">
=Types of Immobilization=
''W20 Core, pg 292''
 
[[File:Greendot-filled.png|10px]] <font color=green>'''Blinding:'''</font> Characters blinded by injury or darkness cannot dodge, block, or parry incoming attacks. All other actions add +2 to their difficulties. At ST discretion, a Shifter can take an action to sense her surroundings to try and reduce the penalty, or use a Gift to compensate for blindness.<br>
[[File:Greendot-filled.png|10px]] <font color=green>'''Knockdown:'''</font> A character knocked off their feet must take an Action to scramble back up. If they can not do so, they may be considered to be partially immobilized.<br>
[[File:Greendot-filled.png|10px]] <font color=green>'''Immobilization:'''</font> If held down, paralyzed, or otherwise rendered unable to move more than a little bit, any attacks made against them are made at -2 diff. If the target can not move at all, attacks may hit automatically.<br>
[[File:Greendot-filled.png|10px]] <font color=green>'''Stunning:'''</font> If, after soak, a character takes health level damage that equals or exceeds their Stamina rating, they are stunned until the end of the following turn. Stunned characters cant do anything except stumble around in a daze. Attacks against a stunned character are made at -2 difficulty.
 
</tab>
<tab name="Damage and Soak">


<div class="mw-customtoggle-skiab" style="cursor:pointer; color:red">[+/-] Skills</div>
=Damage and Health=
<div class="mw-collapsible mw-collapsed" id="mw-customcollapsible-skiab">
==Skills==
''V20 Core, pg 103-107''


Skills are Abilities learned through training, apprenticeships, or other instruction. If you try to perform an action involving a Skill in which you have no rating, your difficulty is increased by one. An unskilled worker just isn’t as effective as someone who might have lower Attributes but a better understanding of what the procedure entails.
==Defense/Dodge==
''W20 Core, pg 289<br>
[[File:Greendot-filled.png|10px]] Full Defense was removed from W20.<br>
[[File:Greendot-filled.png|10px]] The Dodge Ability was removed from W20, dodging uses Athletics in this system.


===Animal Ken===
{| class="wikitable" style="border:2px ridge green;"
You can understand animals’ behavior patterns. This Skill allows you to predict how an animal might react in a given situation, train a domesticated creature, or even try to calm or enrage animals.
{| class="wikitable" style="border:2px ridge red;"
! Points !! Description
|-
|{{reddots|1|4}} ||Novice: You can get a domesticated horse to let you pet it.
|-
|{{reddots|2|3}} || Practiced: You can housebreak a puppy.
|-
|-
|{{reddots|3|2}} ||Competent: You could train a seeing-eye dog.
! Maneuver !! Stats !! Difficulty !! Special
|-
|-
|{{reddots|4|1}} ||Expert: Circus trainer.
|| Dodge || Dex + Athletics || 5 || Firearms are dodged at diff 9/10
|-
|-
|{{reddots|5}} ||Master: You can tame wild beasts without benefit of supernatural powers.
|| Block || Dex + Brawl || 5 || Hand to Hand Combat Only
|-
|-
|| Parry || Dex + Melee || 5 || Blocking but with weapons
|}
|}
'''Possessed by:''' Farmers, Animal Trainers, Zookeepers, Veterinarians, Pet Owners, Domitors</br>
'''Specialties:''' Dogs, Attack Training, Big Cats, Horses, Farm Animals, Falconry


===Crafts===
[[File:Greendot-filled.png|10px]] <font color=green>'''Difficulty:'''</font> Diff is a sliding scale depending on the distance the character needs to move and the nature of the attack. Ex: Dodging a punch is diff 5, while dodging close-range firearms is diff 9 or 10. Blocking a punch is diff 5, while blocking a katana is diff 8.<br>
This Skill covers your ability to make or fix things with your hands. Crafts allows you to work in fields such as carpentry, leatherworking, weaving, or even mechanical expertise such as car repair. You can even create lasting works of art with this Skill, depending on the number of successes you achieve. You must always choose a specialization in Crafts, even though you retain some skill in multiple fields.
[[File:Greendot-filled.png|10px]] <font color=green>'''Dodging/Blocking/Parrying:'''</font> Each success from the above rolls reduces the attackers successes by 1. Left over successes move to the Damage step of turn resolution. To completely dodge/block/parry an attack, the defender must score at least as many successes as the attacker.
{| class="wikitable" style="border:2px ridge red;"
 
! Points !! Description
==Soaking Damage==
''W20 Core, pg 290''
 
[[File:Greendot-filled.png|10px]] <font color=green>'''Kinfolk'''</font> can only naturally soak Bashing damage. Only armor can soak Lethal damage.<br>
[[File:Greendot-filled.png|10px]] <font color=green>'''Corax'''</font> have +2 difficulty to soak Bashing damage in all forms.<br>
[[File:Greendot-filled.png|10px]] <font color=green>'''Kitsune'''</font> can soak Silver, unsoaked damage is Lethal.
 
[[File:Greendot-filled.png|10px]] <font color=green>'''Bashing:'''</font> Blunt force trauma - Fists, clubs, table legs, etc.<br>
[[File:Greendot-filled.png|10px]] <font color=green>'''Lethal:'''</font> Sharp edged weapons and firearms - spiked clubs, barbed wire, garrotes, chainsaws, etc.<br>
[[File:Greendot-filled.png|10px]] <font color=green>'''Aggravated:'''</font> Severe injury - Shifter claws/teeth, vampire fangs, toxic waste, some fire and precious metals.<br>
[[File:Greendot-filled.png|10px]] <font color=green>'''Soak:'''</font> All soak rolls are made as Stamina vs 6, with the following form restrictions:
 
{| class="wikitable" style="border:2px ridge green;"
|-
|-
|{{reddots|1|4}} ||Novice: High school wood shop
! Type of Damage !! Can Soak In
|-
|-
|{{reddots|2|3}} || Practiced: You’re starting to develop your own style.
|| Bashing || All Forms, Shifter or Kin
|-
|-
|{{reddots|3|2}} ||Competent: You could start your own shop.
|| Lethal || Shifters: All Forms<br>Kin/Humans: Stamina vs 8
|-
|-
|{{reddots|4|1}} ||Expert: You wrote instruction manuals on your field of specialization.
|| Aggravated || Soak in any form ''except'' breed form<br>Can not be soaked by non-Shifters
|-
|{{reddots|5}} ||Master: Your craftsmanship and insight is virtually without peer.
|-
|-
|| Silver/Gold || Soak ''only'' in breed form,  as per regular weapon damage. Can not be soaked in any other form, stings bare skin but does not cause damage in breed form.
|}
|}
'''Possessed by:''' Mechanics, Artisans, Artists, Designers, Inventors, Back-to-the-Land Types</br>
'''Specialties:''' Pottery, Sewing, Home Repair, Carpentry, Appraisal, Carburetors


===Drive===
===Silver/Gold Weapons===
You can drive a car, and maybe other vehicles as well. This Skill does not automatically entail familiarity with complicated vehicles such as tanks or 18-wheelers, and difficulties may vary depending on your experience with individual automobiles. After all, helming a station wagon doesn’t prepare you for double-clutching a Maserati at 100 miles per hour.
''W20 Core, pg 256''<br>
{| class="wikitable" style="border:2px ridge red;"
'''For more in depth information on Silver and Gold, see the Sources of Damage tab'''
! Points !! Description
 
|-
[[File:Greendot-filled.png|10px]] Homids and Beast-born take no special damage from silver/gold while in their breed forms, and the weapon is treated as mundane for the purposes of damage.<br>
|{{reddots|1|4}} ||Novice: You know how to work an automatic transmission.
[[File:Greendot-filled.png|10px]] Shifters in any form other than their breed form cannot soak damage from Silver without a Gift or a Fetish, and the damage taken is Aggravated.<br>
[[File:Greendot-filled.png|10px]] A successful attack always deals one point of damage, even if the attacker rolled no successes for damage.<br>
[[File:Greendot-filled.png|10px]] Metis may not soak silver in any form.
 
{| class="wikitable" style="border:2px ridge green;"
! Fera Breed
! Weak to Silver?
|-
|-
|{{reddots|2|3}} || Practiced: You can drive a stick shift.
|Ajaba
|Yes, due to their similarity to Bastet
|-
|-
|{{reddots|3|2}} ||Competent: Professional trucker.
|Ananasi
|No metal allergies (W20 CB, pg 60)
|-
|-
|{{reddots|4|1}} ||Expert: NASCAR daredevil or tank pilot.
|Bastet
|Yes - Celican ALSO suffer from "Pure Iron" with the same rules as Silver (W20 CB, pg 78)
|-
|-
|{{reddots|5}} ||Master: Whether it’s a Fiat or a Ferrari, you can make it sing.
|Corax
|Weak vs Gold instead, same rules set as Silver
|-
|-
|}
|Gurahl
'''Possessed by:''' Cabbies, Truckers, Race Car Drivers, Automotive Show Hosts, Rebels</br>
|Yes
'''Specialties:''' Off-Road, Motorcycles, High Speed, Heavy Traffic, Avoiding Traffic Cops
 
===Etiquette===
You understand the nuances of proper behavior, in both mortal society and Kindred culture. In many cases, knowing how to broach a topic is as important as the discussion itself, and a person with poor etiquette will never have an opportunity to make herself heard because she doesn’t know when or how to interject. This Skill is used during meetings, haggling, seduction, dancing, dinner etiquette, and all forms of diplomacy.
{| class="wikitable" style="border:2px ridge red;"
! Points !! Description
|-
|-
|{{reddots|1|4}} ||Novice: You know when to keep your mouth shut.
|Kitsune
|Yes, can soak vs 8, unsoaked damage is Lethal, other affects as per Garou (W20 CB, pg 126)
|-
|-
|{{reddots|2|3}} || Practiced: You’ve been to a black-tie event or two.
|Mokole
|Weak vs both Gold and Silver (W20 CB, pg 142)
|-
|-
|{{reddots|3|2}} ||Competent: You know your way around even obscure silverware.
|Nuwisha
|No metal allergies, no Gnosis loss from Silver (W20 CB, pg 169)
|-
|-
|{{reddots|4|1}} ||Expert: Her Majesty would consider you charming.
|Ratkin
|-
|Yes
|{{reddots|5}} ||Master: If the right people came to dinner, you could end wars — or start them.
|-
|-
|Rokea
|Yes
|}
|}
'''Possessed by:''' Diplomats, Travelers, High Society, Executives, Kindred of Status</br>
'''Specialties:''' At Elysium, Business, High Society, Sabbat Protocol


===Firearms===
==Armor==
Executing a mortal with a sword starts investigations. Clawing someone to ribbons tears the edges of the Masquerade. So Cainites adapt, and many have devoted their energies to learning how to kill with guns. This Skill represents familiarity with a range of firearms, from holdout pistols to heavy machine guns. Further, someone skilled in Firearms can clean, repair, recognize, and accurately fire most forms of small arms. This Skill is also used to unjam guns (Wits + Firearms).
''W20 Core, pg 291''
{| class="wikitable" style="border:2px ridge red;"
 
! Points !! Description
[[File:Greendot-filled.png|10px]] Kinfolk: Only armor can soak lethal damage.<br>
|-
[[File:Greendot-filled.png|10px]] At ST's discretion armor may soak some kinds of Aggravated damage; a flak jacket might blunt the damage of claws or a silver bullet, but could not defend against fire or radiation.
|{{reddots|1|4}} ||Novice: You had a BB gun as a kid.
{| class="wikitable" style="border:2px ridge green;"
|-
|-
|{{reddots|2|3}} || Practiced: You while away the occasional hour at the gun club.
! Armor Type !! Rating !! Dexterity Penalty
|-
|-
|{{reddots|3|2}} ||Competent: You’ve survived a firefight or two.
|| Tough Hide || 1-3 || 0
|-
|-
|{{reddots|4|1}} ||Expert: You could pick off people for a living.
|| Reinforced Clothing || 1 || 0
|-
|-
|{{reddots|5}} ||Master: You’ve been practicing since the debut of the Winchester.
|| Biker Jacket || 1 || 1
|-
|-
|}
|| Leather Duster || 2 || 2
'''Possessed by:''' Anarchs, Neonates, Policemen, Military Personnel, Survivalists, Hunters</br>
'''Specialties:''' Fast-Draw, Gunsmithing, Pistols, Marksmanship, Revolvers, Shotguns
 
===Larceny===
This Skill entails familiarity with the tools and techniques for the sorts of physical manipulation typically associated with criminal activity. Picking locks, manual forgery, safecracking, simple hotwiring, various forms of breaking and entering, and even sleight-of-hand all fall under the auspices of Larceny. Larceny is useful not only for theft, but also for setting up “the unbeatable system” or deducing where a thief broke in. This skill does not confer any aptitude with advanced security or anti-crime technologies such as video surveillance or alarm systems — those are covered by the Technology Knowledge.
{| class="wikitable" style="border:2px ridge red;"
! Points !! Description
|-
|-
|{{reddots|1|4}} ||Novice: You can pick a simple lock.
|| Bearskin Coat || 3 || 3
|-
|-
|{{reddots|2|3}} || Practiced: You could run a shell game hustle on the corner.
|| Steel Breastplate || 3 || 2
|-
|-
|{{reddots|3|2}} ||Competent: You can open a standard locked window from the outside.
|| Kevlar Vest || 3 || 1
|-
|-
|{{reddots|4|1}} ||Expert: You can “retool” a passport or ID card.
|| Flak Vest || 4 || 2
|-
|-
|{{reddots|5}} ||Master: You could get into (or out of…) a multinational bank’s central vault.
|| Riot Suit || 5 || 3
|-
|-
|| Trashcan Lid || 2 || (none, but requires Dex+Melee vs 6 to employ)
|}
|}
'''Possessed by:''' Burglars, Security Consultants, Policemen, Car Thieves, Street Magicians</br>
'''Specialties:''' Safecracking, Misdirection, Lockpicking, Hotwiring, Pickpocketing


===Melee===
</tab>
As the Kindred maxim runs, “Guns mean nothing to a lifeless heart”. A blade is often worth far more, as is the skill to use it properly. Melee covers your ability to use hand-to-hand weapons of all forms, from swords and clubs to esoteric martial-arts paraphernalia such as sai or nunchaku. And, of course, there is always the utility of the wooden stake.…
<tab name="Kinfolk Damage">
{| class="wikitable" style="border:2px ridge red;"
 
! Points !! Description
=Kinfolk/Human Injury=
''W20 Core, pg 256''<br>
[[File:Greendot-filled.png|10px]] <font color=green>'''Kinfolk'''</font> can only naturally soak Bashing damage. Only armor can soak Lethal damage.<br>
[[File:Greendot-filled.png|10px]] <font color=green>'''Kitsune'''</font> heal as Humans<br>
[[File:Greendot-filled.png|10px]] <font color=green>'''Ananasi'''</font> do not regenerate without spending Blood Points. 1 blood point to heal 1 Bashing/Lethal, a full day of rest and 5 blood points to heal 1 Aggravated, otherwise heal as humans.
 
===Bashing Damage===
{| class="wikitable" style="float: right; padding-left: 10px; border:2px ridge green;"
|-
|-
|{{reddots|1|4}} ||Novice: You know the right way to hold a knife.
! Health Level !! Recovery Time
|-
|-
|{{reddots|2|3}} || Practiced: You may have been in the occasional street fight.
|| Bruised to Wounded || One hour
|-
|-
|{{reddots|3|2}} ||Competent: You could make a college fencing team.
|| Mauled || Three hours
|-
|-
|{{reddots|4|1}} ||Expert: You could keep order in the Prince’s court.
|| Crippled || Six hours
|-
|{{reddots|5}} ||Master: Your enemies would rather face a SWAT team than your blade.
|-
|-
|| Incapacitated || 12 hours
|}
|}
'''Possessed by:''' Assassins, Gang Members, Martial Artists, Police, Duelists</br>
[[File:Greendot-filled.png|10px]] Humans only require medical treatment when Mauled or worse.<br>
'''Specialties:''' Knives, Swords, Improvised Weaponry, Riposte, Disarms
[[File:Greendot-filled.png|10px]] Bashing damage past Wounded can have consequences such as degraded vision/hearing from a concussion, excruciating pain from broken ribs or internal bruising, etc. Medical care can negate these effects and is necessary for a human to make a full recovery.


===Performance===
[[File:Greendot-filled.png|10px]] If a mortal reaches Incapacitated from Bashing damage, they fall unconscious but do not die.<br>
The Performance Skill governs your ability to perform artistic endeavors such as singing, dancing, acting, or playing a musical instrument. You are almost certainly specialized in one field, although true virtuosos may be talented in many forms of performance. This Skill represents not only technical know-how, but the ability to work an audience and enrapture them with your show. As with Crafts, you must choose a specialty, even though this Skill also imparts a general sense for watching and responding to your audience’s mood regardless of medium.
[[File:Greendot-filled.png|10px]] Any further damage upgrades their least severe Bashing health level to Lethal (see below). In this way, a human can be beaten to death.
{| class="wikitable" style="border:2px ridge red;"
 
! Points !! Description
===Lethal Damage===
|-
{| class="wikitable" style="float: right; padding-left: 10px; border:2px ridge green;"
|{{reddots|1|4}} ||Novice: You could sing in the church choir.
|-
|{{reddots|2|3}} || Practiced: Your Internet videos have over a hundred thousand views.
|-
|{{reddots|3|2}} ||Competent: You almost always have a gig booked.
|-
|-
|{{reddots|4|1}} ||Expert: You have the talent to be a national sensation.
! Health Level !! Recovery Time
|-
|-
|{{reddots|5}} ||Master: You are a virtuoso without peer.
|| Bruised || One day
|-
|-
|}
|| Hurt || Three days
'''Possessed by:''' Musicians, College Students, Actors, Ballerinas, Mimes</br>
'''Specialties:''' Dancing, Singing, Rock and Roll, Acting, Guitar Solos, Drunken Karaoke
 
===Stealth===
This Skill is the ability to avoid being detected, whether you’re hiding or moving at the time. Stealth is often tested against someone else’s Perception + Alertness. This Ability is, for obvious reasons, highly useful in stalking prey. In many cases, Stealth is also used to conceal items, whether on one’s person or somewhere in the environment.
{| class="wikitable" style="border:2px ridge red;"
! Points !! Description
|-
|-
|{{reddots|1|4}} ||Novice: You can hide in a darkened room.
|| Injured || One week
|-
|-
|{{reddots|2|3}} || Practiced: You can shadow someone from streetlight to streetlight.
|| Wounded || One month
|-
|-
|{{reddots|3|2}} ||Competent: You have little difficulty finding prey from evening to evening.
|| Mauled || Two months
|-
|-
|{{reddots|4|1}} ||Expert: You can move quietly over dry leaves.
|| Crippled || Three months
|-
|{{reddots|5}} ||Master: Nosferatu elder.
|-
|-
|| Incapacitated || Five months
|}
|}
'''Possessed by:''' Burglars, Assassins, Kindred, Spies, Reporters, Commandos</br>
[[File:Greendot-filled.png|10px]] Any Lethal wound worse than Injured requires medical attention before it will heal.<br>
'''Specialties:''' Hiding, Silent Movement, Shadowing, Crowds
[[File:Greendot-filled.png|10px]] If left untreated, the human suffers another level of Lethal damage each day as the wound re-opens or becomes infected.<br>
[[File:Greendot-filled.png|10px]] Mauled from Lethal damage requires rest and recovery after medical attention.<br>
[[File:Greendot-filled.png|10px]] Crippled or Incapacitated from Lethal damage requires constant medical attention for the time listed below for any healing to take place.<br>
[[File:Greendot-filled.png|10px]] A human who reaches Incapacitated through Lethal damage is at death's door, one more lethal level of any sort and they will die.
 
[[File:Greendot-filled.png|10px]] Healing is handled one level at a time, starting with the most severe.<br>
:[[File:Greendot-filled.png|10px]] <font color=green>'''Example:'''</font> A human that has reached Injured from Lethal damage must rest for 1 week to heal the Injured level, then 3 days to heal the Hurt level, and 1 additional day to heal the Bruised level.<br>
[[File:Greendot-filled.png|10px]] Aggravated damage heals the same as Lethal for humans. The only difference is that Aggravated damage is harder to heal through supernatural means.
 
</tab>
<tab name="Sources of Injury">
 
=Sources of Injury=
''W20 Core, pg 257''


===Survival===
{| class="wikitable" style="float: right; padding-left: 10px; border:2px ridge green;"
Although vampires have little to fear from starvation and exposure, the wilderness can still be dangerous to a Cainite. This Skill allows you to find shelter, navigate your way to civilization, track prey, establish a makeshift haven, and possibly even avoid supernatural threats like werewolves that also prowl the World of Darkness. Note that Survival need not be used only in areas considered “wilderness.” There’s plenty of Survival that goes into getting by in various parts of modern cities.
{| class="wikitable" style="border:2px ridge red;"
! Points !! Description
|-
|{{reddots|1|4}} ||Novice: You can survive a night spent outside.
|-
|-
|{{reddots|2|3}} || Practiced: You’ve “roughed it” on a regular basis.
! Object !! Gnosis lost
|-
|-
|{{reddots|3|2}} ||Competent: You can separate poison or spoilage from edible forage.
|| Silver Bullets || 1 point per 5 bullets
|-
|-
|{{reddots|4|1}} ||Expert: You could live for months in the challenging environment of your choice.
|| Klaive || 1 point
|-
|-
|{{reddots|5}} ||Master: You could get dropped naked into the Andes and do all right for yourself.
|| Grand Klaive || 2 points
|-
|-
|}
|}
'''Possessed by:''' Scouts, Soldiers, Outdoors Enthusiasts, Survivalists, Hunters</br>
[[File:Greendot-filled.png|10px]] <font color=green>'''Silver/Gold:'''</font> Not everything called "silver" or "gold" contains enough of the element to actually harm a Shifter weak to those metals. "Sterling silver" (over 90% silver) is certainly pure enough to be spiritually active, "Jewelry Silver" (80% pure) might be enough at ST discretion. Argentite and Horn Silver are compounds and not spiritually pure enough to cause harm, nor are compounds with "silver" in the name, including silver nitrate, silver chloride, or silver iodide. Some items can be plated with silver to cause damage, but the plating is ruined after a couple of blows and the Aggravated damage bonus is lost.<br>
'''Specialties:''' Tracking, Woodlands, Jungle, Street Life, Hunting, Urban Exploration
:[[File:Greendot-filled.png|10px]] For every five silver objects a '''PACK''' carries, '''ALL''' its members suffer the following Gnosis penalties, which persist in all forms, including breed forms. In addition, carrying too many silver objects, especially bullets, may cause a loss of Honor or Wisdom for the entire pack.


</div>
----
 
<div class="mw-customtoggle-knoab" style="cursor:pointer; color:red">[+/-] Knowledges</div>
<div class="mw-collapsible mw-collapsed" id="mw-customcollapsible-knoab">
==Knowledges==
''V20 Core, pg 107-110''
 
Knowledges involve the application of the mind, not the body. Consequently, Knowledge Abilities are most often paired with Mental Traits. (It’s possible to roll Charisma + Academics, or even Stamina + Medicine, but such things are pretty rare.) The following descriptions speak of Knowledge levels in collegiate terms, although formal schooling is just one way to improve a Knowledge. Indeed, Knowledges can be self-taught, and the World of Darkness is home to any number of autodidacts.
 
If you don’t have any dots in a Knowledge, you cannot even attempt a roll involving it unless the Storyteller gives explicit permission (such as where common trivia is concerned). If you don’t know Spanish, you can’t try holding a conversation en español on your wits alone.


[[File:Greendot-filled.png|10px]] <font color=green>'''Disease:'''</font> Diseases inflict a number of health levels of damage to a patient, either Bashing or Lethal depending on the severity of the disease. With rest and care, the disease runs its course and the health levels return.<br>
:[[File:Greendot-filled.png|10px]] Shifters aren't immune to most diseases, but they recover faster. Their healing abilities protect them from relatively minor ailments like the common cold and flu (diseases that normally inflict Bashing damage). Even truly debilitating autoimmune diseases cant inflict lasting harm, though the shifter can still serve as a carrier. For a shifter to notice a disease, it would have to be supernatural in origin, and thus deal Aggravated damage.
----
[[File:Greendot-filled.png|10px]] <font color=green>'''Falling:'''</font> 1 die of Bashing for every 10 feet/3 meters of falling, changed to Lethal if the surface landed on has sharp objects.<br>
:[[File:Greendot-filled.png|10px]] Terminal Velocity: Falls more than 100 feet/30 meters deal 10 dice of Lethal damage. Armor only provides one half its normal protection.
----
----
[[File:Greendot-filled.png|10px]] <font color=green>'''Fire:'''</font> Damage from fire is always Aggravated and ignores Armor. Shifters can soak fire damage as normal, with a varying difficulty based on the heat of the blaze. Fire deals specific health levels of damage, not damage dice. Fire damage is automatically successful unless soaked - a character takes two health levels of Aggravated damage per turn if trapped in a bonfire, not two dice of damage per turn.<br>
:[[File:Greendot-filled.png|10px]] Appearance: If a character falls to Maimed, they suffer temporary scarring from the flames, and their Appearance is reduced by 1 until they recover to at least Bruised. If the character is reduced to Crippled or Incapacitated by fire, the burns cover the majority of their body, reducing Appearance by 2. Scarring may be permanent if the character is Incapacitated and gains a Battle Scar by remaining active (via Rage Healing).


===Academics===
{|
This catchall Knowledge covers the character’s erudition in the humanities: literature, history, art, philosophy, and other “liberal” arts and sciences. A character with dots in Academics is generally well rounded in these fields, and at high levels may be considered an expert in one or more areas of study. Not only can this Knowledge impress at salons and other Elysium functions, but it can also offer valuable clues to certain past — and future — movements in the Jyhad. If you like, you can choose a specialty for Academics even at less than 4 dots.
| style="vertical-align: top; width: 10%; padding-right: 25px" |
{| class="wikitable" style="border:2px ridge red;"
{| class="wikitable" style="border:2px ridge green;"
! Points !! Description
|-
|{{reddots|1|4}} ||Student: You’re aware that 1066 isn’t a Beverly Hills area code.
|-
|{{reddots|2|3}} || College: You can quote from the classics, identify major cultural movements, and expound on the difference between Ming and Moghul.
|-
|-
|{{reddots|3|2}} ||Masters: You could get a paper published in a scholarly journal.
! Soak difficulty !! Heat of Fire
|-
|-
|{{reddots|4|1}} ||Doctorate: Professor emeritus
|| 3 || Heat of a candle (1st degree burns)
|-
|{{reddots|5}} ||Scholar: Scholars worldwide acknowledge you as one of the foremost experts of your time.
|-
|}
'''Possessed by:''' Professors, Literati, Topical Bloggers, Elders</br>
'''Specialties:''' Poststructuralism, Impressionist Painting, Imperial Rome, Color Theory, Linguistics
 
===Computer===
This Knowledge represents the ability to operate and program computers, including mobile devices. Most Computer use also imparts a degree of Internet awareness (if not savvy).
{| class="wikitable" style="border:2px ridge red;"
! Points !! Description
|-
|-
|{{reddots|1|4}} ||Student: You can navigate touchscreen and traditional point-and-click GUIs.
|| 5 || Heat of a torch (2nd degree burns)
|-
|-
|{{reddots|2|3}} || College: You know your way around various applications and the Internet.
|| 7 || Heat of a Bunsen burner (3rd degree burns)
|-
|-
|{{reddots|3|2}} ||Masters: You know what to do with a text command prompt.
|| 8 || Heat of an electrical fire
|-
|-
|{{reddots|4|1}} ||Doctorate: You can make a very comfortable living as a consultant.
|| 9 || Heat of a chemical fire
|-
|-
|{{reddots|5}} ||Scholar: You have all the SDKs and comprehend data structures for a stunning variety of programming languages.
|| 10 || Molten metal
|-
|-
|}
|}
'''Possessed by:''' Hackers, Office Workers, Programmers, Data Processors, Students</br>
| style="vertical-align: top; width: 10%; padding-right: 25px" |
'''Specialties:''' “The YouTubes,” Computer Languages, Internet, Database Administration, HCI, Viruses, specific devices and programs
{| class="wikitable" style="border:2px ridge green;"
 
===Finance===
You know the ins and outs of commerce, from evaluating an item’s relative worth to keeping up with currency exchange rates. This Knowledge can be invaluable when brokering items, running numbers, or playing the stock market. Sufficiently high levels in Finance allow you to raise your standards of living to a very comfortable level.
{| class="wikitable" style="border:2px ridge red;"
! Points !! Description
|-
|-
|{{reddots|1|4}} ||Student: You’ve taken a few business classes.
! Health Levels !! Size of Fire
|-
|-
|{{reddots|2|3}} || College: You have some practical experience and can keep your books fairly neat.
|| One || Torch; part of the body is exposed to flame
|-
|-
|{{reddots|3|2}} ||Masters: You’d make a fine stockbroker.
|| Two || Bonfire; half of the body is exposed to flame
|-
|-
|{{reddots|4|1}} ||Doctorate: Corporations follow your financial lead.
|| Three || Inferno; all of the body is exposed to flame
|-
|{{reddots|5}} ||Scholar: You could turn a $20 bill into a fortune.
|-
|-
|}
|}
'''Possessed by:''' Executives, Upper Class, Stockbrokers, Accountants, Fences, Drug Dealers, Smugglers</br>
|}
'''Specialties:''' Stock Market, Laundering, Appraisal, Foreign Currencies, Accounting, Fencing, Corporations, Federal Bailouts
----
 
{| class="wikitable" style="float: right; padding-left: 10px; border:2px ridge green;"
===Investigation===
You’ve learned to notice details others might overlook, and might make an admirable detective. This Knowledge represents not only a good eye for detail, but also an ability to do research and follow leads. Such research may include Internet searches or more specific research techniques like hitting the law books and periodicals archives at the library.
{| class="wikitable" style="border:2px ridge red;"
! Points !! Description
|-
|{{reddots|1|4}} ||Student: You can parse a broad Web search for clues.
|-
|{{reddots|2|3}} || College: Police officer
|-
|-
|{{reddots|3|2}} ||Masters: Private detective
! Stamina !! Time
|-
|-
|{{reddots|4|1}} ||Doctorate: Federal agent
|| 1 || 30 seconds
|-
|-
|{{reddots|5}} ||Scholar: Sherlock Holmes
|| 2 || 1 minute
|-
|-
|}
|| 3 || 2 minutes
'''Possessed by:''' Detectives, Mystery Buffs, Policemen, Stalkers</br>
'''Specialties:''' Forensics, Shadowing, Search, Discolorations, Database Research
 
===Law===
The Law Knowledge represents a knowledge of both legal statutes and proper procedures for enforcing them. Law can be useful for filing suits, avoiding lawsuits, or getting out of jail. What’s more, the Kindred keep their own laws, and more than one vampire has saved his own unlife by deftly exploiting a loophole in one of the Traditions. The Law Knowledge has any number of specialties, and a player may choose one for her character when she takes this Ability, representing both her field of experience and a general sense for how the legal system (especially in her locality) functions, though this is not mandatory.
{| class="wikitable" style="border:2px ridge red;"
! Points !! Description
|-
|-
|{{reddots|1|4}} ||Student: You’ve paid a traffic ticket and know whether to plead guilty, not guilty, or nolo contendere next time.
|| 4 || 4 minutes
|-
|-
|{{reddots|2|3}} || College: You’re either studying for or just passed the bar exam.
|| 5 || 8 minutes
|-
|-
|{{reddots|3|2}} ||Masters: You can make a living of the practice, and probably do.
|| 6 || 12 minutes
|-
|-
|{{reddots|4|1}} ||Doctorate: If you’re not partner yet, you will be soon.
|| 7 || 20 minutes
|-
|-
|{{reddots|5}} ||Scholar: You could find the loopholes in the Devil’s contracts.
|| 8 || 30 minutes
|-
|-
|}
|}
'''Possessed by:''' Lawyers, Police, Judges, Detectives, Legislators</br>
[[File:Greendot-filled.png|10px]] <font color=green>'''Poison and Drugs:'''</font> Few poisons or drugs have a noticeable effect on Shifters. Shifters that wish to become intoxicated must do so in their breed form, where their regenerative system is less effective, or awaken the spirit of the drug using the Rite of Spirit Awakening, which increases the substance's potency. The following list examples of effects on Shifters either in their breed form or once the substance has been Awakened. it's very difficult for a Shifter to become physically addicted to any substance due to their healing gifts, but it's still possible in extreme circumstances.
'''Specialties:''' Criminal, Suits, Courtroom Protocol, Contracts, Police Procedure, the Traditions, the Code of Milan
 
:[[File:Greendot-filled.png|10px]] <font color=green>'''Alcohol:'''</font> -1 to Dexterity and Intelligence die pools for every two drinks worth of alcohol. Reduce the penalty by 1 for every hour that passes after they stop drinking.


===Medicine===
:[[File:Greendot-filled.png|10px]] <font color=green>'''Cocaine/Meth:'''</font> Immediately gain 1 point of temporary Rage. For the rest of the scene, the character only needs 3 successes on a Rage roll to Frenzy.
You have an understanding of how the human body — and to a lesser extent the vampiric body — works. This Ability covers knowledge of medicines, ailments, first-aid procedures, and diagnosis or treatment of disease. Medicine is of great use to those Kindred with an interest in repairing, damaging, or reworking the human body.
 
{| class="wikitable" style="border:2px ridge red;"
:[[File:Greendot-filled.png|10px]] <font color=green>'''Hallucinogens:'''</font> All die pools are reduced by 1 to 3 dice as the character is unable to concentrate. World perception is altered and their reactions will depend on what they believe to be happening. A character that takes hallucinogens before meditating regains Gnosis at 2 points per hour instead of 1. Lasts for (8 minus Stamina) hours.
! Points !! Description
 
|-
:[[File:Greendot-filled.png|10px]] <font color=green>'''Heroin/Morphine/Barbiturates:'''</font> -2 to Dexterity and all Ability pools for (10 minus Stamina) minutes. The character experiences a dreamlike state for (12 minus Stamina) hours, during which time difficulties of Rage rolls are increased by 1.
|{{reddots|1|4}} ||Student: You’ve taken a CPR course.
 
|-
:[[File:Greendot-filled.png|10px]] <font color=green>'''Marijuana:'''</font> -1 from Perception based pools and increase the difficulties of all Rage rolls. Effects last for about a half an hour.
|{{reddots|2|3}} || College: Premed or paramedic
 
|-
:[[File:Greendot-filled.png|10px]] <font color=green>'''Weak Poison:'''</font> Character takes between 1 and 3 health levels of Lethal damage per scene. Poisons have a maximum amount of damage that they can apply, usually between 5 and 10 levels of damage. If the character doesn't regenerate this damage (due to being in breed form, or being human) subtract 1 from all die pools until the damage is healed. Shifters in a regenerating form burns through the poison's effects in seconds and suffers no ill effects.
|{{reddots|3|2}} ||Masters: General practitioner
 
|-
:[[File:Greendot-filled.png|10px]] <font color=green>'''Strong Poison:'''</font> Character takes between 1 and 3 health levels of Lethal damage per scene. Poisons have a maximum amount of damage that they can apply, usually between 5 and 10 levels of damage. A Shifter can regenerate this damage normally, but until the poison has run its course and all the damage has been healed, subtract 1 from all die pools. The only toxins to have a significant effect on Shifters are supernaturally enhanced and thus deal Aggravated damage that may be regenerated.
|{{reddots|4|1}} ||Doctorate: You can perform transplants.
 
|-
''(W20 Changing Breeds, pg 61)''<br>
|{{reddots|5}} ||Scholar: You are respected by the world’s medical community as a pioneer.
[[File:Greendot-filled.png|10px]][[File:Greendot-filled.png|10px]] <font color=green>'''Ananasi'''</font> have venom producing glands (and fangs) available in all forms. Their current form affects the potency. <br>
|-
:[[File:Greendot-filled.png|10px]] Pithus delivers full strength venom, while Lilian is somewhat diluted.<br>
|}
Storytellers should determine the amount of damage and any extra effects based on the particular "spider" species, but venom always deals Aggravated damage that can only be healed through medical attention or magical healing. Left unattended, the damage will never heal.
'''Possessed by:''' Med Students, Doctors, Lifeguards, Parents, Paramedics, Tzimisce</br>
 
'''Specialties:''' Organ Transplants, Emergency Care, Poison Treatments, Pathology, Pharmaceuticals, the Kindred Condition
''(W20 Changing Breeds, pg 182)''<br>
[[File:Greendot-filled.png|10px]][[File:Greendot-filled.png|10px]] <font color=green>'''Ratkin'''</font> blood is poisonous to anyone who drinks it, including Vampires and Ananasi. Anyone drinking Ratkin blood suffers one point of unsoakable Lethal damage for every point of Rage the Ratkin possesses.
----
[[File:Greendot-filled.png|10px]] <font color=green>'''Radiation and Toxic Waste:'''</font> Many Wyrm locations on Earth are located on or near irradiated landscapes and toxic waste dumps. Also, some minions of the Wyrm use radiation based attacks. Damage from these sources is resolved the same as damage from Fire, but takes twice as long to heal.
----
[[File:Greendot-filled.png|10px]] <font color=green>'''Suffocation and Drowning:'''</font> A character can hold their breath for a maximum amount of time based on their Stamina. Changing forms WHILE immersed in a non-breathable medium does not change this time period; lung capacity may increase, but the amount of air currently in those lungs does not. During strenuous activity like combat, the character can hold their breath for a number of ''turns'' equal to twice their Stamina rating. Willpower spent on holding one's breath adds another 30 seconds of life. Willpower spent during combat or strenuous activity gives another ''turn'' of activity.
 
Once a character has run out of breath, they begin to drown/suffocate and take 1 health level of Lethal damage each turn. This damage cannot be regenerated until the shifter can breathe again. If the character reaches Incapacitated, they revert to their breed form and will die in a number of turns equal to their Stamina.
----
[[File:Greendot-filled.png|10px]] <font color=green>'''Temperature Extremes:'''</font> Extreme heat (above 200°F or 100°C) causes damage in much the same way as Fire. At -40 and below, subtract 1 from all Dexterity die pools due to frostbite. For every 10°F (6°C) lower, subtract another die.
 
</tab>
<tab name="Battle Scars">
 
=Battle Scars=
''W20 Core, pg 259''
 
A human whose fingers are bitten off will need surgery and will lose some function in those fingers (if they didn't lose the fingers entirely). A Shifter can grow the missing tissue and nerve connections back, even regrowing the fingers if they cant be reattached. Some injuries, especially those caused by other Shifters, can cause lasting damage. These wounds occur when a character channels her Rage to remain active in the face of death. A Shifter can also acquire a battle scar as a result of a particularly brutal attack, or from torture. The following is a list of examples and their possible Glory awards.
 
<font color=green>'''Glory:'''</font> Gaining any Battle Scar awards Glory, the more visible scars tend to carry larger rewards. Healing a Battle Scar comes with a loss of 1 Glory. Some tribes such as Children of Gaia or Glass Walkers may recognize the Wisdom in healing a Battle Scar.
 
[[File:Greendot-filled.png|10px]] <font color=green>'''Superficial Scars:'''</font>  Large, ugly masses of scar tissue mar your character’s body and remain hairless in all forms. These scars may reduce a character’s Appearance dice pools by one, depending on the situation. 1 temporary Glory.
 
[[File:Greendot-filled.png|10px]] <font color=green>'''Deep Scar:'''</font> Much the same as a superficial scar, except that muscles are affected as well, and the scar aches when the humidity changes. 1 temporary Glory.
 
[[File:Greendot-filled.png|10px]] <font color=green>'''Improper Bone Setting:'''</font> One of your character’s bones snapped and did not heal properly. If that area of your body receives two or more health levels of damage at once in the future (at the Storyteller’s discretion, depending on the description of the attack), the bone snaps again, causing an additional level of lethal damage. 1 temporary Glory.
 
[[File:Greendot-filled.png|10px]] <font color=green>'''Cosmetic Damage:'''</font> A readily visible injury that doesn’t have a significant debilitating effect, such as a missing ear, a hare lip, or an exposed part of the skull. It looks grotesque to humans and impressive to Garou. Reduce Appearance by one dot when dealing with humans, unless you cover or conceal the damage. 2 temporary Glory.
 
[[File:Greendot-filled.png|10px]] <font color=green>'''Broken Jaw:'''</font> Similar to Improper Bone Setting, your jaw was shattered, and it is now out of alignment with your tongue. All difficulties for actions involving talking increase by 2, and the difficulty of bite attacks increases by one. Your character’s speech is slurred and should be roleplayed appropriately. 1 temporary Glory.
 
[[File:Greendot-filled.png|10px]] <font color=green>'''Missing Eye:'''</font> One of your eyes was gouged out and hasn’t grown back. The difficulties on all rolls involving depth perception or weapon firing (including using thrown weapons) increase by three. Any Perception rolls based on sight take a +2 difficulty penalty. 2 temporary Glory.
 
[[File:Greendot-filled.png|10px]] <font color=green>'''Gelded:'''</font> Your reproductive system has been damaged. You are incapable of siring or bearing children. Males with this wound are not necessarily impotent, but gelded characters of any gender increase the difficulties of seduction and using Animal Attraction by two. 1 temporary Glory.
 
[[File:Greendot-filled.png|10px]] <font color=green>'''Collapsed Lung:'''</font> One of your lungs was punctured during battle. You find it difficult to breathe and to exert yourself. You lose one die on any Stamina roll involving exertion and an additional die after five turns of physical activity. In addition, you may hold your breath for only half the listed time (see p. 259). 1 temporary Glory.


===Occult===
[[File:Greendot-filled.png|10px]] <font color=green>'''Missing Fingers:'''</font> You have lost at least three fingers on one hand. Dexterity rolls involving that hand suffer a +3 difficulty penalty. Your damage dice pool for claw attacks with that hand is halved (rounding down). 2 temporary Glory.
You are knowledgeable in occult areas such as mysticism, curses, magic, folklore, and particularly vampire lore. Unlike most other Knowledges, Occult does not imply a command of hard facts. Much of what you know may well be rumor, myth, speculation, or hear-say. However, the secrets to be learned in this field are worth centuries of sifting legend from fact. High levels of Occult imply a deep understanding of vampire lore, as well as a good grounding in other aspects of the occult. At the very least, you can discern what is patently false.
{| class="wikitable" style="border:2px ridge red;"
! Points !! Description
|-
|{{reddots|1|4}} ||Student: You’ve got a blog about the eerie and the disturbing.
|-
|{{reddots|2|3}} || College: There seems to be some unsettling truth to some of the rumors you’ve heard.
|-
|{{reddots|3|2}} ||Masters: You’ve heard a lot and actually seen a little for yourself.
|-
|{{reddots|4|1}} ||Doctorate: You can recognize blatantly false sources and make educated guesses about the rest.
|-
|{{reddots|5}} ||Scholar: You know most of the basic truths about the hidden world.
|-
|}
'''Possessed by:''' Occultists, The Superstitious, New Agers, Tremere</br>
'''Specialties:''' Kindred Lore, Rituals, Infernalism, Witches, Noddist Lore


===Politics===
[[File:Greendot-filled.png|10px]] <font color=green>'''Maimed Limb:'''</font> One of your limbs has been mauled to the point of uselessness. If you lost a leg, you move at half speed in all forms. If you lost an arm, your Hispo and Lupus speed is reduced to three-quarters. You are not able to use the damaged limb for any purpose. 3 temporary Glory.
You are familiar with the politics of the moment, including the people in charge and how they got there. This Knowledge can aid you in dealing with or influencing mortal politicians, or even offer some insight into the local Cainite power structure. The Politics Knowledge includes the ability to practically navigate various bureaucracies, as it assumes that certain organizational structures and relationship currencies are universal.
{| class="wikitable" style="border:2px ridge red;"
! Points !! Description
|-
|{{reddots|1|4}} ||Student: Activist; you can pay a speeding ticket online.  
|-
|{{reddots|2|3}} || College: Political science major; you know how to file a request for information.
|-
|{{reddots|3|2}} ||Masters: Campaign manager or talkradio host; the clerk will help you navigate the forms you need to complete and tell you who needs the duplicates.
|-
|{{reddots|4|1}} ||Doctorate: Senator; “We’re not supposed to show this to anyone without press credentials, so don’t quote me.
|-
|{{reddots|5}} ||Scholar: You could choose the next President of the United States. “Sure, here are the keys to the file morgue. Turn off the light when you leave.
|-
|}
'''Possessed by:''' Activists, Politicians, Lawyers, vampires of all sorts</br>
'''Specialties:''' City, State, Federal, Bureaucracy, Dogma, Radical, Camarilla


===Science===
[[File:Greendot-filled.png|10px]] <font color=green>'''Spinal Damage:'''</font> Your spine was fractured, and you have trouble keeping your balance. Your Dexterity is reduced by one, you subtract two from your initiative rating, and you must spend Willpower on any roll involving balance, precision, or remaining still. 2 temporary Glory.
You have at least a basic understanding of most of the physical sciences, such as chemistry, biology, physics, and geology. This Knowledge can be put to all forms of practical use. In most cases, a player should select a specialty to reflect a focus for her character’s scientific studies, but this isn’t strictly necessary.
{| class="wikitable" style="border:2px ridge red;"
! Points !! Description
|-
|{{reddots|1|4}} ||Student: You know most of the highschool basics.
|-
|{{reddots|2|3}} || College: You’re familiar with the major theories.
|-
|{{reddots|3|2}} ||Masters: You could teach high-school science.
|-
|{{reddots|4|1}} ||Doctorate: You’re fully capable of advancing the knowledge in your field.
|-
|{{reddots|5}} ||Scholar: Your Nobel Prize is waiting for you.
|-
|}
'''Possessed by:''' Scientists, Students, Researchers, Teachers, Engineers, Technicians, Pilots</br>
'''Specialties:''' Chemistry, Biology, Geology, Physics, Astronomy


===Technology===
[[File:Greendot-filled.png|10px]] <font color=green>'''Brain Damage:'''</font> Severe damage to the head, or perhaps lack of oxygen for a long period of time, has reduced your mental faculties. You lose one dot from one Mental Attribute (Storyteller’s choice). Additionally, you must roll one die and subtract that number of dots from your Gnosis, Willpower or Knowledges (player’s choice of where these points are lost). You are most likely partially amnesiac as well. 2 temporary Glory.
The Technology Knowledge represents a broad acumen with electronics, computer hardware, and devices more elaborate than “machines,” which fall under the Crafts Skill. If it has a processor, a transistor, or an integrated circuit — if it’s electronic rather than electrical — manipulating it uses the Technology Knowledge. This is the wide-ranging Ability used to build one’s own computer, install (or subvert) a security system, repair a mobile phone, or kitbash a shortwave radio. You must always choose a specialization in Technology, even though you possess some skill in multiple fields.
{| class="wikitable" style="border:2px ridge red;"
! Points !! Description
|-
|{{reddots|1|4}} ||Student: You can perform simple modifications or repairs.
|-
|{{reddots|2|3}} || College: You could make your living in assembly or repair.
|-
|{{reddots|3|2}} ||Masters: You can design new technologies from a set of objective requirements.
|-
|{{reddots|4|1}} ||Doctorate: For you, it’s not, “Can this be done?” but “How can this be done?”
|-
|{{reddots|5}} ||Scholar: A visionary in the field; you shape how people interact with their world through devices.
|-
|}
'''Possessed by:''' Engineers, Scientists, Defense Contractors, the Cable Guy</br>
'''Specialties:''' Telecom, Computers, Security, Communications, Improvised Solutions, Industrial Espionage


</div>
</tab>
</tabs>

Latest revision as of 18:36, 4 December 2025

Note: White Wolf game organization isn't the best, and there are occasions where their rules directly contradict each other, sometimes in the same sentence. We've done our best to fix White Wolf's mistakes.

The Basics

There's a lot of stuff here, huh? Don't be intimidated, combat isn't that rough. The order of operations goes like this:

Initiative: The ST will usually kick this off with +combat/init/start, and you can look at the list with +combat/init.
Declare your action: What you plan to do on your turn, what gift(s) you want to use, and if you'll spend Rage
Take your action: Spend your Rage or Gnosis (remember, you cant spend both in the same turn!), make your attack roll, allow the ST to try to Dodge, roll your damage if applicable, allow the ST to soak damage
Regenerate! Once per turn you can roll Stamina vs 8 to regain 1 health!

And that's it, things move on to the next person.

[+/-] Helpful Code Tips

Helpful code tips:

Have a quick peek at yourself: +mysheet combat will show you your current combat stats and your current health. Good for checking how hurt you are or what a form's stat bonus is.
Did you spend something? +lose willpower, +lose rage, +lose gnosis. Remember that you have to declare the spend BEFORE you make your roll, especially in the case if Willpower.
Did you gain something? +gain willpower, +gain rage, +gain gnosis
Did you take damage? Use +hurt/type to set damage on yourself. +hurt/bashing 1, +hurt/lethal 1 or +hurt/agg 1. The code is weird, enter your damage 1 point at a time to save yourself some headache.
Did you heal damage? +heal will wash away that damage! Regeneration/healing magic always goes for the worst damage first, so +heal/lethal or /bashing 1 for regeneration, or if someone used Mother's Touch you can +heal/agg 1 to clear up the real nasty wounds.
Soak rolls never have a wound penalty: +roll/nowound stamina vs <difficulty> any time you have to soak damage! Use /nowound for any roll that shouldn't be affected by your wound penalty.
Don't spam yourself: +sheet/section me/abilities to check if you have Enigmas, or +sheet/section me/powers to see if you have a gift you want to use next turn. Look at a single section of your sheet to check if you have something, rather than bring up the whole damned thing!

[+/-] Helpful Scene Tips

Helpful scene tips:
Discord: Coordinating in voice chat is really helpful, but don't feel pressured to do so. Not everyone likes talking out loud or even sharing their contact deets.
Copy down the Init list: Once all the NPCs have been added and it's time to get cracking, type +combat/init to see the list, and copy it somewhere you can keep track of it in a notepad or in your pack's Discord server. You can edit it to take out the dead guys and keep up with whose turn it is much more easily this way.
Keep side chatter to a minimum: It's hard not to joke and banter during a scene, but try to keep most of it to pages or +pack chat in another window, Discord, or something else in order to keep the scene from getting confused, side tracked, or hard for the ST to keep organized.
Be cool, man: Try to remember that it's a game, you're here to have fun and make an imaginary person look cool. That imaginary person might fail some times, but use that as an opportunity to change your plan or have a funny story for later. Be open to situational rules changes with the ST in order to get some challenge and story out of the scene you're in, or even suggest something of your own if what you want to do is a little bit crazy.
Communicate: If you have questions about something in the scene, ask! Same if you aren't sure how some mechanic works, if you need more clarification before your hair brained scheme takes off, or if said scheme is even possible. It's okay to pause the scene and hash something out, especially if you're new to the game or unfamiliar with combat, and if you're unhappy with how something is going, talk about it.
Stay focused! If you're part of a +event or plot scene, try and stay focused so that the scene can move quickly. You signed up for this scene, you volunteered, people are waiting on you to pose or to take your turn in combat. Real Life, health, interruptions, those things happen and it's okay, but please be considerate and save your videogame or web comics or whatever until after the scene!

Mistakes? Did you notice mistakes in this page? Is there information for your breed's combat abilities that aren't on here? Put in a +request for Mr. Gutsy to get off his lazy butt and fix it! Just make sure you note what's missing and where to find it, if you have that information. Thank you!

Combat

Sources: W20 Core, pg 288-303

Initiative

Use +help +combat for commands to start/view/add/remove from the Initiative list

Certain gifts such as Spirit of the Frey give bonuses to Initiative, these should be automatically added by the code, or added by the ST of the scene.
Pack initiative (W20 Core, pg 267) If shifters are in a pack and bound together by a single totem, and if all players agree, the pack may share a single initiative roll as well, using the Pack Leader's initiative roll.

Declare Actions

Lowest Initiative declares their action first, moving up to highest Initiative.
Highest Initiative acts first, moving down to lowest.

Rage spends and actions must be declared at the beginning of your turn (Ex: "I'm going to spend 2 Rage to X, then Y, then Z.")
Rage actions will be handled in order after the first "normal" round of actions. Ex: Normal round, Rage round 1, Rage round 2, etc.

Changing Actions

W20 Core, pg 293
In drastic circumstances Declared Actions can be changed, adding a +1 difficulty to the new Action. (If a grenade is tossed at a character's feet, a packmate is in mortal danger, etc.)

Holding Actions

An action may be held until a place lower in the Initiative, to better coordinate a special maneuver with a packmate, to let someone else get ahead of your character, to foil an opponent's action strategically, etc.

Spending Points

Whether it's Willpower, Rage, or Gnosis for gift activation, extra turns, etc., wait until your ST tells you to spend the resource on your turn, for the sake of the scene log having your spends close to your OOC questions and rolls.

You can not spend Rage and Gnosis in the same round, except with the Gift: Chaos Mechanics. Spending one means you can not spend the other.
Willpower for an automatic success on a roll must be declared before the roll is made.
Willpower can not be used for an automatic success on Damage or Soak rolls.

Using Rage

W20 Core, pg 288
Players can spend up to 1/2 of their Rage pool in a single turn (rounded up) to perform the following feats:

Take extra Actions: Each point of Rage spent gives the character one extra action that turn. Must declare spending Rage for extra actions at the beginning of the turn.
Change forms: At any point in a turn, a player can spend one point of Rage to immediate shift to any form without the usual Stamina+Primal Urge roll.
Ignore stunning: Spending a point of Rage negates being stunned and the shifter can keep moving and take an Action normally.
Ignore pain: The player can ignore the dice penalties of one health level's worth of wounds per one point of Rage spent for one turn. This does not heal the damage, dice penalties will apply as normal next turn unless more Rage is spent.

Limitations: A player can only take as many extra actions as he has dots in either Dexterity or Wits, whichever is lower. If a player chooses to exceed that limit, she suffers +3 difficulty to all difficulties that turn. If the character is in a Frenzy, his Rage actions are limited only by his Dexterity.

Splitting Dice Pools

W20 Core, pg 266

Any character can split their die pool to perform multiple actions in a single turn. For each action taken that turn, the player loses one die. Each action taken after the first one loses another die as well - minus two dice for the second of two actions, minus four dice for the third action out of three, and so on. Example; a frat boy wants to grab a bottle and hit someone with it, and splits his pool in two.
Grab the bottle: Dex + Athletics
Swing the bottle: Dex + Melee
The Dex + Athletics pool is at -1 for having the extra action of swinging
The Dex + Melee pool is at -1 for having the extra action of swinging, and another -1 for being the second action.

Healing Damage

W20 Core. pg 255-256

Regeneration

Bashing and Lethal

Garou regenerate their worst Bashing or Lethal health level every turn while in a non-breed form.
Homid and Lupus breed Garou can regenerate a health level each day while in their natural breed forms if they are in critical condition.
Metis have full regeneration in all forms.

Kitsune do not regenerate, and heal as Humans
Ananasi do not regenerate without spending Blood Points. 1 blood point to heal 1 Bashing/Lethal, a full day of rest and 5 blood points to heal 1 Aggravated, otherwise heal as humans.

Aggravated

Shifters can soak Aggravated damage, unlike humans.
Shifters can not rapidly regenerate Aggravated damage at the end of a combat turn.
Aggravated damage: Heal 1 point per day as long as the character is in a form that regenerates.
If a shifter reaches Incapacitated from Aggravated damage, they have one chance to channel their Rage to remain active. If the character fails, they die.


Combat regeneration: During each turn a shifter may roll Stamina vs 8 as a reflexive action that does not require Rage or splitting pools. Success allows the shifter to heal Bashing or Lethal normally as listed above. A botch means the shifter cannot regenerate until they've had a chance to rest

Rage healing: Once per scene, a critically injured shifter (reaching Incapacitated through Aggravated damage) may remain active by rolling Rage vs 8. Each success heals 1 level of any kind of damage. No matter how much damage is healed, the character enters a Berserk Frenzy.
A shifter that successfully remains active through Rage healing gains a Battle Scar (W20 Core, pg 259)

Rage

W20 Core, pg 144 & 262

The Curse

Animals, and especially Humans, can sense the predator that lurks under a werewolf's skin.

Willpower: When a human’s Willpower is less than a werewolf’s Rage, that human will avoid contact with the Garou if at all possible. He might cross the street to avoid “that weirdo,” decide to hail a cab rather than sticking around, or even run in fear. Most humans have a Willpower score of between 2 and 4, so the Curse is no laughing matter. Humans aren’t the only creatures affected by the Curse: wolves and other animals avoid the Garou whenever possible.

Kinfolk: The Rage within a werewolf makes even their own Kinfolk uncomfortable, albeit to a lesser degree.

Using Rage

Rage points are spent at the beginning of a turn, in the declaration stage. You can spend Rage only in times of stress. A Garou can use Rage in the following ways:

Extra Actions: A player can spend Rage to give her character extra actions in a single turn. However, a Garou cannot spend more Rage points for actions in a turn than half of her permanent Rage rating. See p. 266.
Changing Forms: A Player may spend a Rage point for his character to change instantly to any form he desires, without having to roll Stamina + Primal-Urge. See p. 285.
Recovering from Stun: If a character loses more health levels in one turn than his Stamina rating, he is stunned and unable to act in the next turn. By spending a Rage point, the werewolf can ignore the effect and function normally.
Remaining Active: If a character falls below the Incapacitated health level, a player can use Rage to keep her character going. Doing so requires a Rage roll (difficulty 8). Each success heals a health level, regardless of the type of wound. A player may attempt this roll only once per scene. If this roll fails, the character doesn’t recover. However, this last-ditch survival effort has its price. Like all Rage rolls, the character is still subject to frenzy. The wound will also remain on the Garou’s body as an appropriate Battle Scar.

Gaining and Regaining Rage

At certain times, a werewolf’s Rage can even go higher than his permanent rating, but only if the situation is sufficiently infuriating.

The Rage pool fluctuates from session to session and from turn to turn. Rage replenishes itself in several ways.

The Moon: The first time a werewolf sees the moon at night, the Beast inside stirs, and Rage floods back into her. Under a new moon, the character gets one point; under a waning moon, two points; under a half or waxing moon, three points; and under a full moon, four points. If the moon phase corresponds with the character’s auspice, she regains all of her Rage. This phenomenon only occurs when the character first sees the moon each night.
Botch: If the Storyteller approves, a werewolf might receive a Rage point after a botched a roll. Rage comes from stressful situations, and seeing the action you were attempting blow up in your face, sometimes literally, can be a very stressful situation.
Humiliation: Rage will also come rushing back if anything a Garou does proves particularly humiliating. The Storyteller decides whether a situation is embarrassing enough to warrant a Rage point. Garou tend to be very proud, and they don’t take being laughed at well.
Confrontation: Again at the Storyteller’s approval, a character could receive a Rage point at the beginning of a tense situation, in the moments right before combat starts. This gain accounts for the anticipation and hackle-raising that happens just as tempers start to flare.
New Stories: If the ST of your scene is alright with it, you may be able to +gain your Rage (also Gnosis and Willpower) before the scene officially starts. Make sure you ask first, to be polite.

Twitcher Ratkin: (W20 Changing Breeds, pg 185) Whenever a Twitcher regains Rage, they also make a roll to gain even more. Roll one die against a difficulty of (10 – the Twitcher’s Rank). Success gains them another point of a Rage — and another roll. They keep rolling until they are at their maximum Rage, or until they fail or botch the roll. There are no negative consequences for failing or botching this roll.

Too Much or Too Little Rage

Beast Within: Occasionally, a Garou is more a snarling monster than man or beast, and she must pay the price for it. For every point of Rage a character has above her Willpower rating, she loses one die on all social-interaction rolls. People, even other werewolves, can sense the killer hiding just under her skin, and they don’t want to be anywhere near it.
Losing the Wolf: If a character has lost or spent all his Rage and Willpower points, he has “lost the wolf,” and he cannot regain Rage. The Garou cannot shift to anything except his breed form until his Rage returns. The character must regain at least one Willpower point before he can recover any Rage.

Frenzy

W20 Core, pg 144 and 261

Rank Frenzy Bonus
0 None
1 None
2 None
3 +1 diff to Frenzy rolls
4 +2 diff to Frenzy rolls
5 +2 diff to Frenzy rolls, 5+ successes needed to Frenzy

Frenzy: Frenzy is the violent outburst, the untamed savagery, the animal instinct for blood and brutality that lurks in the heart of every werewolf. Whenever a player gets four or more successes on a Rage roll, the character enters a frenzy. See Frenzy on p. 261 for more information on the causes and resolutions of frenzies.

Any Rage roll: Any Rage roll can lead to a frenzy, even if it’s used to activate Gifts. All Rage rolls represent an attempt to awaken the primal beast that drives the Garou. If a Rage roll scores four or more successes, the character frenzies. The player can spend a Willpower point immediately to halt the frenzy, but her character can’t take any further actions that turn.

Less than 4 Rage: Garou who have permanent Rage ratings lower than four can still frenzy, but only under circumstances that touch on a particular psychological trigger: locking a claustrophobic werewolf in a confined space, or an arachnophobe coming face-to-mandible with one of the Ananasi werespiders. When a werewolf encounters that level of stress, his temporary Rage can exceed his permanent rating. Use the higher of the two ratings for all Rage rolls.

Calm Heart: The Merit: Calm Heart adds +2 difficulty to Frenzy rolls. The book text says it adds 2 dice, this is incorrect, 2 extra dice would actually make it easier to frenzy. White Wolf doesn't edit well.

Berserk Frenzy

The werewolf can only see moving targets — targets she wants to reduce to bloody lumps of mangled meat. A berserk Garou shifts immediately to either Crinos or Hispo form (the player decides which), and attacks something.
Whom she attacks depends on the circumstances. If the Garou’s permanent Rage does not exceed her permanent Gnosis, she will not tear into her packmates — unless she’s in the Thrall of the Wyrm. Anything else is fair game, including other were-creatures who are not members of her pack.
A Garou whose permanent Rage exceeds his permanent Gnosis attacks anything that moves. He can’t distinguish between targets unless his player spends a Willpower point, in which case he can select his victim. If he doesn’t have the Willpower to spare, the Storyteller chooses who he attacks. Werewolves in this state don’t remember what happens to them during frenzy. Many collapse once the frenzy is over.

Fox Frenzy

The werewolf does everything in his power to escape. He takes his Lupus form and runs. The only time he attacks is when something gets in his way, and only for long enough to get past his opponent. The character runs until he can find a safe hiding place, where he will remain until the frenzy passes.
Whether in berserk or fox frenzy, combat maneuvers and pack tactics require a level of thought and control that a frenzying werewolf does not have. He has three options: bite, claw, or run. He can spend Rage for extra actions, but can’t split dice pools, use Gifts, or step sideways. A frenzied werewolf does not feel pain, and ignores all wound penalties.
A werewolf can only come out of frenzy once the triggering situation is over. Once he’s escaped, the player rolls Willpower (difficulty equaling the Garou’s own Rage) to escape the frenzy. If the roll fails, the player can try again next turn with no increase in difficulty.

Breed Can they Frenzy?
Ajaba As Garou. Rage rolls are always diff 6.
Ananasi Not naturally capable of Frenzy. Diff to supernaturally induce Frenzy is +2.
Bastet As Garou. Rage rolls are always diff 6.
Corax As Garou. Rage rolls are always diff 6.
Gurahl Normally cant Fox Frenzy. Rage rolls are always diff 8. 5+ successes required for Frenzy.
Kitsune Normally cant Berserk Frenzy. Rage rolls are always diff 6.
Mokole As Garou. Rage rolls are always diff 6, save for Shining Mokole, who's diffs are the same as Garou.
Nuwisha Not naturally capable of Frenzy.
Ratkin As Garou. Rage rolls are always diff 6. Warriors: Rage rolls are always diff 5.
Rokea Normally cant Fox Frenzy. Rage roll diffs are the same as Garou. Only 2 successes needed to enter a Frenzy.

Reasons to roll Rage

W20 Core, pg 261

Moon Phase Difficulty
New 8
Crescent 7
Half 6
Gibbous 5
Full 4

A shifter in Crinos reduces their Rage roll difficulties by 1 when checking for Frenzy.

Outside the standard instances listed on the Rage tab, your ST may call for Rage rolls in tense situations that stir the beast and threaten the possibility of Frenzy.

Embarrassment or humiliation (e.g. botching an important roll)
Any strong emotion (lust, rage, envy)
Extreme hunger
Confinement
Helplessness
Being taunted by a superior enemy
Large quantities of silver in the area
Being wounded
Seeing a packmate wounded

Thrall of the Wyrm

W20 Core, pg 262

When a player rolls six or more successes on a Rage roll, the character enters a berserk frenzy. All the Willpower in the world won’t give her a second’s control. The character is in the Thrall of the Wyrm. In addition to attacking anything that she can see, with the Storyteller picking her targets, the Thrall brings an even more horrific twist.
Each breed of Garou has an affinity to one of the heads of the Triatic Wyrm, and it is that facet that works through them in their worst frenzy.

Homid: Eater-of-Souls holds humans as its special children. This twisted favor extends to homid-breed Garou. This Wyrm drives its minions to eat humans, wolves, and even other Garou. A werewolf in this Thrall must roll Wits (difficulty 7) whenever she kills or incapacitates an opponent. If the roll is a botch, she must stop for a turn and eat her kill.
Metis: The Defiler Wyrm reserves special attention for those Garou who cannot breed themselves. It drives metis Garou to perform unspeakable sexual acts on their fallen opponents, regardless of their respective genders. If a werewolf kills or incapacitates an opponent, his player must roll Wits (difficulty 7). If the roll botches, the werewolf stops for a turn and slakes his unholy lusts on his opponent’s corpse.
Lupus: Beast-of-War lays claim to the savage lupus Garou. It forces them to tear into their victims until nothing is left but bloody chunks of meat and bone. The Garou loses all sense of mercy, and exists only to destroy. When a lupus werewolf kills or incapacitates a foe when in the Thrall, her player must roll Wits (difficulty 7). If the roll botches, the werewolf savages his opponent’s corpse until it is torn limb from limb.

Fera: If the Fera breed is capable of rolling Rage and Frenzying, the above applies to their particular breed as well

The Delirium

W20 Core, pg 262

Breed Full Delirium Reduced Delirium
Ajaba Crinos
Ananasi Lilian, Pithus
Bastet Chatro Crinos
Corax Crinos
Gurahl Crinos
Mokole Archid
Nuwisha Manabozho
Ratkin Crinos
Rokea Gladius, Chasmus Glabrus

Kitsune: Does not incite The Delirium in any form.
Ananasi: Crawlerling form does not normally incite Delirium at all, however if the breakdown into Crawlerling form is witnessed, it inflicts full Delirium.

Kinfolk are entirely immune to the Delirium.
The Delirium only affects people that can see the Shifter in person. Photographs, video (live or recorded), or other such evidence won't trigger any fear reaction.
Humans will rationalize evidence away as a Photoshopped image or publicity stunt, unless their Willpower is 8 or higher.
Humans that have delved deep into the Occult (4 dots or higher) might roll Wits + Occult vs 9, with each success increasing the human's effective Willpower by 1 in regards to the chart below.
Humans from cultures that didn't suffer the Impergium to a great degree (such as Native Americans and Aboriginal Australians) might also be granted a bonus at the ST's discretion, only if they've been raised without contact with other cultures.

Willpower % of Population Will They Forget? Effect
1 10% Yes Catatonic Fear: The human faints, or collapses in fear
2 20% Yes Panic: The human bolts, trying to put as much distance between himself and the Garou as possible.
3 18% Yes Disbelief: The human retreats to a corner to avoid the “hallucination” until it passes, but doesn’t collapse in fear.
4 15% 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.”
5 13% 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.
6 10% Yes Conciliatory: The human will try to plead and bargain with the Garou, doing anything possible so as not to get hurt.
7 7% 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.
8 5% 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.
9 1.5% 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.
10 0.5% 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.

Close Combat Attacks

On a successful attack, 1 point of damage is always dealt and might be soaked, even if the damage roll gave zero successes.
Corax have -1 diff to all Athletics rolls, and +2 difficulty to soak all Bashing.

Basic Attacks

W20 Core, pg 296
While these are largely listed with Garou form names, these are usable by just about anyone, as long as you have the appropriate appendage available.

Action Pool Base Diff Base Damage Damage Type Special
Kick Dex + Brawl 7 Str + 1 Bashing Extreme size difference can make damage Lethal
Usable by: Homid, Glabro, Crinos
Punch Dex + Brawl 6 Str Bashing Special punches (uppercut, haymaker, etc) may cause extra dmg with a higher diff. Usually Bashing, but nerve strikes, kidney blows, or extreme size difference can make damage Lethal
Usable by: Homid, Glabro, Crinos
Bite Dex + Brawl 5 Str +1 Agg Hispo bite +1 dmg, Glabro bite diff 8 and -1 Lethal dmg
Usable by: Crinos, Hispo, Lupus
Claw Dex + Brawl 6 Str + 1 Crinos/Hispo: Agg, Glabro/Lupus: Bashing Usable by: Glabro, Crinos, Hispo, Lupus
Disarm Dex + Melee +1 diff See: Failure - Successes exceed opponent's Strength score: Opponent drops their weapon. Failure: Inflicts weapon damage; Botch: Loses own weapon
Usable by: Homid, Glabro, Crinos
Bare-Handed Disarm Dex + Brawl (-1 dice) 8 - - Failure: Inflicts weapon damage to hands
Usable by: Homid, Glabro, Crinos
Flank Attacks - -1 - - May require Rage, move time or another roll at ST's discretion
Usable by: All forms
Rear Attack - -2 - - May require Rage, move time or another roll at ST's discretion
Usable by: All forms
Sweep Dex + Brawl or Melee 8 - - Knocks Opponent to the ground, can use self or weapon to sweep an opponent's leg. Causes no damage, but target is prone.
Usable by: All forms
Grapple Contested Str + Brawl 6 Str Bashing Clinch: crushing damage applied per turn.
Hold: No damage, Target held until freed
Escape: The contested Str + Brawl roll, especially agile chars may use Dex
Reverse: The grapple is turned on the attacker if the contested roll scores 2 more successes than the attacker.
Damage: Typically Bashing, can be Lethal or Aggravated if grappled opponent has barbs, spikes, extreme size difference, etc. as appropriate.
Usable by: Homid, Glabro, Crinos
Tackle Dex + Brawl 7 Str Bashing Req: Min 2 Yard Distance
Attacker and Target both make Dexterity+Athletics rolls to keep their feet (diff 6 for the attacker, diff 6 + the attackers successes for the target).
Failure: you end up on the ground.
Botch: trips and falls (one die of dmg for every yard ran); slams into something else (that damage plus his Str in dmg on himself); or crashes into his target and bounces off (opponent’s Stamina in dmg, but leaving the target unharmed)

Dexterity+Brawl vs 7 to determine damage dice if target fails his Athletics roll.
Damage may situationally become lethal at ST discretion.
Usable by: All forms

Dirty Fighting

W20 Core, pg 198
The following maneuvers require Brawl 3 or more.

Action Pool Diff Damage Damage type Special
Blinding Dex + Subterfuge 9 Special Special Blinded 1 turn per success, -2 Dice to all pools. 5+ successes destroys eyes, may regen normally if possible. ST discretion if a particularly vicious attack might cause 1 or 2 Lethal damage in addition to blinding.
Usable by: Homid, Glabro, Crinos
Body Slam Dex + Brawl 6 Str + 2 Bashing Requires a successful Grapple, next turn apply Dex + Brawl vs 6 for damage. Damage may be Lethal or even Aggravated at ST discretion depending on what the target is slammed onto.
Usable by: Homid, Glabro, Crinos
Curb Stomp Str + Brawl 6 Str + 2 Lethal Requires Stunned/Immobilized target - Takes 1 turn to place in position first, next turn apply Str + Brawl vs 6 for damage. May remove opponent's ability to bite until healed.
Usable by: Homid, Glabro, Crinos
Low Blow Dex + Brawl 7 Str Bashing Stunned for one turn per health level lost after soak. Bashing becomes Lethal if done with claws/teeth/blades/etc.; Stamina diff 8 to shrug off the stun at one turn per success.
Usable by: All forms
Pistol Whip Dex + Melee 7 Str + 2 Lethal Requires a gun, crowbar, truncheon, candlestick, etc. Target stunned for 1 turn if they fail Stamina vs 8, or 2 turns if they botch.
Usable by: Homid, Glabro

Special Maneuvers

W20 Core, pg 299
While these are largely listed with Garou form names, these are usable by just about anyone, as long as you have the appropriate appendage available.

Maneuver Pool Diff Damage Damage Type Special
Evasive Action Wits + Athletics 6 - - Works like a dodge, but you cannot abort your previous action to use this tactic. Each success subtracts one success from the attacker's roll. If you score more successes than the attacker, your next attack is at -1 difficulty on that target, assuming you act before them.
Usable by: All forms
Hamstring (Bite/Claw) Dex + Brawl 8 Str + 1 Aggravated 2 legged opponent: Dex + Athletics vs 8 to stand again, 1/4 movement speed
4 legged opponent: Dex + Athletics vs 7 to remain standing, 1/2 movement speed.
Usable by: Crinos, Hispo, Lupus
Hamstring (Weapon) Dex + Melee 9 As Weapon Lethal Requires a bladed weapon
2 legged opponent: Dex + Athletics vs 8 to stand again, 1/4 movement speed
4 legged opponent: Dex + Athletics vs 7 to remain standing, 1/2 movement speed.
Usable by: Homid, Glabro
Jaw Lock Dex + Brawl 6 Str + 1/Special Aggravated Attacker Wins: Rival forced to ground and immobilized. Attacker Loses: Fails to immobilize target, inflicts the usual Bite damage.
If opponent doesn't surrender: Contested Strength + Brawl; opponent's diff is attacker's Brawl+4, attacker's diff is opponent's Brawl+2. Opponent fails: Remains pinned and immobilized. Opponent matches successes: Break free but take attacker's successes in damage (may attempt to soak). Opponent scores more successes than attacker: Breaks free, takes no damage.
Usable by: Crinos, Hispo, Lupus
Leaping Rake (Claw) Dex + Athletics 3 Str + 1 Aggravated See Jumping under Physical Feats (W20 Core, pg 271) - If roll succeeds for chosen distance, attack target with Dexterity + Brawl vs 8 for damage, and land outside of enemy's attack reach. Fail: Land within enemy's reach.
Usable by: Crinos
Leaping Rake (Weapon) Dex+Athletics 3 As Weapon Bashing/Lethal As above, requires a weapon, Dexterity + Melee vs 8 for damage, and land outside of enemy's attack reach. Fail: Land within enemy's reach.
Usable by: Homid, Glabro
Taunt (vs Non-Garou) Man + Intimidation Enemy Wits + 4 - - Enemy suffers -1 die to their next action for every 2 successes by the taunter
Usable by: Homid, Glabro (All forms if the non-garou target can understand them)
Taunt (vs Garou) Man + Expression Enemy Wits + 4 - - As Above, if taunter scores at least one success, target makes a Rage roll. If an entire pack is taunting (see Pack Tactics), target frenzy diff is at -1. A target whose dice pool is reduced to nothing cant do anything except dodge.
Usable by: All forms
Wishbone Dex + Brawl 6; -1 for each attacker Str Special First turn, to grip the target with the listed roll. Next turn, apply damage by pulling. Damage is Bashing for a slow pull, Lethal if using brute strength, Aggravated if using teeth.
If any one garou inflicts more than 3 health levels after soaking, the extremity in question is broken or removed.
Soaking: Target must soak each attacker's Strength roll separately.
Usable by: Glabro, Crinos, Hispo, Lupus
Can use this tactic solo: Ajaba, Bastet, Garou, Gurahl, Mokole, Nuwisha, Rokea

Fera Special Maneuvers

W20 Changing Breeds, pg 213-216
These maneuvers require the unique anatomy of a particular breed and can not be performed by everyone, often limiting them to the breed listed.

Ananasi

Maneuver Pool Diff Damage Effect
Engulf Dex + Brawl 6 (5) Strength; suffocation The Ananasi breaks over her foe like a wave, dissolving into a million biting spiders. Each turn that the werespider maintains the Engulf, the target cannot breathe and runs the risk of suffocation (see W20, p. 259). If the Ananasi is in a non-Crawlerling form when initiating an Engulf maneuver, the action requires a blood point, but the difficulty is reduced to 5 for the initial attack, thanks to the element of surprise.
Usable in: Any form
Actions: 1
Injection Dex + Brawl 7 Venom only The Ananasi can bite gently into a target, injecting venom without causing aggravated damage from his fangs. This can be used to poison opponents and to drink blood.

Bastet

Maneuver Pool Diff Damage Effect
Barrel Roll Str + Athletics 3 + Target's Str, max 9 Special The werecat attacks at running speed on all fours, grabs the opponent by the shoulders, and uses her body mass to topple him. Using the momentum of the tumble, she rolls with the opponent, immobilizing him, usually by biting over the muzzle of the prey to suffocate it.
The player makes a standard grapple attack to seize the opponent, and then reflexively rolls Strength + Athletics (difficulty 3 + target’s Strength, maximum 9) to wrestle her prey to the ground. The target then suffers suffocation (see W20, p. 259) and immobility until she can break the grapple.
Usable in: Crinos, Chatro, Feline
Garou and Nuwisha can also perform this maneuver, though at +1 difficulty.
Actions: 1

Corax

Maneuver Pool Diff Damage Effect
Eye Pluck Dex + Brawl 9 Str +1 Corax can attempt to pull the eye from a living opponent. If the Corax scores four successes on the attack roll, and at least two health levels of damage go unsoaked, she tears her enemy’s eye out. This raises the damage to aggravated even if the Corax is in raven form. Shapeshifters that don't suffer a Battle Scar from the maneuver can regrow the eye over time.
Usable in: Crinos or Corvid
Actions: 1 (House Rules: Changed from 2 Actions to 1)
Wing Swipe Dex + Brawl 7 Str +2 This maneuver requires the Gift: Razor Feathers. The Corax lashes out with a wing, slashing the target with the cutting edge of his steel-hard feathers. This maneuver is also useful out of combat (for cutting ropes, slashing tires, and so on). Even if a wing swipe misses, the target must make a reflexive Dexterity roll (difficulty 5) or be off-balance (+1 difficulty to all Physical actions) for the next turn.
Usable in: Crinos
Actions: 1

Mokole

Maneuver Pool Diff Damage Effect
Tail Lash Dex + Brawl 7 Str +1 The Mokolé slashes at an opponent

with her tail. Characters in Suchid form may only use this maneuver if the opponent stands directly behind them. Damage is bashing, unless the Mokolé has a spiked tail.
Rokea in Chasmus or Squamus can also perform this maneuver, but only underwater.
Usable in: Archid or Suchid
Actions: 1

Head Butt Dex + Brawl 7 Str This maneuver is a charge forward, head lowered. It works exactly like Body Slam (see W20, p. 298) save that the Mokolé doesn’t suffer damage if in Archid form, and the target isn’t unbalanced unless knocked down.
Rokea in Chasmus or Squamus can use a similar underwater ‘ramming’ maneuver., but only underwater.
Usable in: Archid or Suchid
Actions: 1
Jaw Shear Dex + Brawl 6 Str +2 This maneuver requires that the Mokolé successfully used a bite attack in the previous turn. Through this attack the Mokolé can snap his head back and forth, tearing the victim to shreds with his powerful jaws. Unless the victim can break the Mokolé’s grip (using an opposed Strength roll), the weresaurian can continue attempting this maneuver each turn.
A similar maneuver, Rolling Bite, sees the Mokolé rolling repeatedly with the victim in her mouth.
Rokea in Gladius, Chasmus or Squamus can perform this maneuver.
Ajaba in Crinos can perform this maneuver.
Usable in: Archid or Suchid
Actions: 1
Swallow Whole Dex + Brawl 6 Str +2 Only a truly enormous character can perform this action, such as a massive Archid or particularly large Great White Rokea. The prey must be half the character’s size or less, and the attacker must land a bite attack, and then make an opposed Strength roll. If she succeeds, her opponent is swallowed whole. The opponent can continue to take limited actions for (Stamina) rounds before being smothered. If the attacker changes to a smaller form while her victim is alive inside of her, she suffers five levels of lethal damage as her victim erupts through her innards.
Rokea in Chasmus can perform this maneuver.
Usable in: Archid
Actions: 2
Constrict Dex + Brawl 6 Str +2 The Mokole must be in Archid and cannot move while constricting an opponent in her coils. On each action after having caught the victim, the player reflexively rolls Strength + Brawl against a difficulty of the trapped victim’s (Strength + Brawl –2, maximum 9). Success inflicts the Mokole’s Strength as bashing damage, while failure frees the victim. The Mokole can attack his trapped victim with teeth or claws at –1 difficulty; for others, attacking a constricted victim without harming the Mokole inflicts a +1 difficulty penalty.
Requires the "Constricting Coils" characteristic
Usable in: Archid
Actions: 1
House Rule: Originally from the Nagah maneuvers (W20 Changing Breeds, pg 214), but it makes sense for Mokole with the correct characteristics.

Rokea

Maneuver Pool Diff Damage Effect
Great Bite Dex + Brawl 6 Str +3 The Rokea takes hold of her opponent by the shoulders, and attempts to bite her victim’s head off. To grab hold of the opponent, the player must perform a standard grapple roll. The bite attack is administered in the same turn.
Mokolé may also perform this maneuver in Archid form, if their characteristics make this possible.
Usable in: Gladius
Actions: 2

Pack Tactics

W20 Core, pg 300
Packs bonded by a Pack Totem perform these maneuvers together at no penalty.
Unbonded packs that have only trained together perform these maneuvers at +1 difficulty together.

Other Pack Tactics may include: Wishbone, Flank or Rear attacks, Sweep, as well as less martial tactics such as Long Running, Sensing, and Shadowing in Physical Feats (W20 Core, pg 270), or Hunting, Searching, and Tracking in Mental Feats (W20 Core, pg 282)
Creating and successfully demonstrating a new pack tactic might be worth Glory or Wisdom renown.

Tactic Pool Diff Packmates Required Effect
Taunt (vs Garou) Man + Expression Enemy Wits + 4 2+ Enemy suffers -1 die to their next action for every 2 successes by the taunter(s), if taunter scores at least one success, target makes a Rage roll. target frenzy diff is at -1. A target whose dice pool is reduced to nothing cant do anything except dodge.
Usable by: All forms
Fur Gnarl Dex + Brawl 7 2+ Every 2 successes removes 1 soak from the enemy. Packmates in may attack that spot at +2 difficulty to take advantage of lowered soak. Soak reduced until damage is regenerated or armor reapplied.
Usable by: Glabro, Crinos, Hispo, Lupus
Harrying Dex + Athletics 5 4+ Contested Dex + Athletics vs 5 rolls "hand off" the target to each pack member.
Target wins: Attacker can try again at +1 diff for each success target scored over her own. Target maintains diff 5.
Attacker wins: +1 diff to target's diff with each successful "hand off" roll, and -1 to all die pools after the first successful exchange. Attacker maintains diff 5. Humans also lose one WP when "handed off" to the next packmate, human-like entities (vamps, changeling, mages, etc.) lose 1 WP per every 2 exchanges.
Usable by: Hispo, Lupus
Savage/Dogpile Special - 3+ First attacker makes a successful Sweep or Tackle maneuver (see above). Next attackers make their rolls with modifiers from Knocked Down, Immobilized, or Stunned (see below) at ST discretion.
If target survives, they may try to stand with a successful Strength + Athletics roll, diff is 4 + 1 for each Garou involved in the attack (maximum 10).
Usable by: Any form
Circle Dex + Athletics 8 3+ This maneuver serves to contain and intimidate opponents. The pack surrounds the target, trapping him within a tight circle. To attempt to break free of the circle, the victim must either enter frenzy or spend a Willpower point. Each character making up the circle performs a Dexterity + Athletics attack, difficulty 8, in response to any such bids for freedom; only a single circle member needs to succeed to keep the target contained within the circle.
Usable by: Any form
Source: W20 Changing Breeds, pg 216
Slice n' Dice Dex + Brawl 6 3+ A favorite of the Ratkin, though employed by other Fera as well. The attackers blitz their target from all directions, overwhelming him with a flurry of slashes to different body parts. This increases the target's difficulty of dodge attempts by 1 per packmate involved (maximum 9). This maneuver requires the target to be surrounded by the pack.
Usable by: Any form with claws
Source: W20 Changing Breeds, pg 216

Special Styles

Klaviskar

Requires Melee 4 (Klaive Specialty)
Rules and Chart TBD

Kalindo

Rules and Chart TBD

Ranged Combat

W20 Core, pg 293

Guns Dex + Firearms
Bows Dex + Archery
Thrown Dex + Athletics

Range

W20 Core, pg 294
Point blank range: Diff 4, 2 yards or less
Medium range: Diff 6, the range listed on your +equip weapon item
Long range: Diff 8, up to twice the listed range. Diff might be higher at ST discretion.

Aiming

W20 Core, pg 293
Requires at least 1 dot in Firearms for guns or Archery for bows
Every Turn spent aiming adds +1 dice to the next attack, a max of character's Perception
Scopes add a further +2 dice
These do stack
Bonuses apply to a single shot, and the character must aim again to get the full bonus and effect

Called Shots

W20 Core, pg 295
Called Shots are made at +2 difficulty.

Automatic Gunfire

W20 Core, pg 294
Uses a minimum of 1/2 a clip of ammo
Automatic gunfire adds +10 Dice to the attack roll at +2 Diff
Can spray an area, evenly distributing successes between targets; If less successes are scored than there are targets, ST decides who has been hit or missed

3 Round Burst

W20 Core, pg 295
Gain three dice to the attack roll, at +1 difficulty

Reloading Firearms

W20 Core, pg 295
Requires a Dexterity + Firearms vs 6 roll under normal circumstances, and takes one full turn. May have to roll anyway if badly hurt, in a moving car, etc. at ST discretion.
Having at least Firearms 1 may negate that roll.
Automatic weapons: Reloading an automatic weapon takes a single action. That gun can still be fired the same round it's reloaded, at -2 dice from the attack pool.
Revolvers: Can be reloaded as above with a speedloader. Without a speedloader, a revolver takes a full turn to reload, and no other actions are possible that turn, not even Rage actions.

Bows

W20 Core, pg 294
A character without Archery can try to use a bow, but each roll for her adds a +1 difficulty penalty
Loading an arrow is an Automatic Action
Cross Bows take 2 turns to ready and fire.
On a botched roll, the bowstring snaps and must be replaced before the weapon can be used again: Wits + Archery or Crafts vs 7
Considered nearly silent ranged weapons
Fancy Shots such as a wooden arrow bull's eye in a vampire's heart requires at least 5 successes on the attack and 3 health levels of damage (after soaking) to pierce the heart.

Thrown Weapons

W20 Core, pg 296
Thrown weapons use Athletics
Difficulty is usually 6, -1 for especially close targets, +1 or +2 difficulty for distant targets or awkward objects not designed to be thrown.
The range of a thrown object usually depends on the strength of the thrower and on the bulk and aerodynamics qualities of the object. STs should feel free to adjust difficulties and ranges according to circumstances.

Cover and Movement

W20 Core, pg 294
This is Cover verse Firearms
Shooting through a wall: the wall will soak 3 Dice of Damage

Cover Diff to hit target in cover Diff to shoot from cover
Lying Flat (on Ground) +1 0
Moving Target +1 +1
Behind Wall +2 +1
Only Head Exposed +3 +2

Types of Immobilization

W20 Core, pg 292

Blinding: Characters blinded by injury or darkness cannot dodge, block, or parry incoming attacks. All other actions add +2 to their difficulties. At ST discretion, a Shifter can take an action to sense her surroundings to try and reduce the penalty, or use a Gift to compensate for blindness.
Knockdown: A character knocked off their feet must take an Action to scramble back up. If they can not do so, they may be considered to be partially immobilized.
Immobilization: If held down, paralyzed, or otherwise rendered unable to move more than a little bit, any attacks made against them are made at -2 diff. If the target can not move at all, attacks may hit automatically.
Stunning: If, after soak, a character takes health level damage that equals or exceeds their Stamina rating, they are stunned until the end of the following turn. Stunned characters cant do anything except stumble around in a daze. Attacks against a stunned character are made at -2 difficulty.

Damage and Health

Defense/Dodge

W20 Core, pg 289
Full Defense was removed from W20.
The Dodge Ability was removed from W20, dodging uses Athletics in this system.

Maneuver Stats Difficulty Special
Dodge Dex + Athletics 5 Firearms are dodged at diff 9/10
Block Dex + Brawl 5 Hand to Hand Combat Only
Parry Dex + Melee 5 Blocking but with weapons

Difficulty: Diff is a sliding scale depending on the distance the character needs to move and the nature of the attack. Ex: Dodging a punch is diff 5, while dodging close-range firearms is diff 9 or 10. Blocking a punch is diff 5, while blocking a katana is diff 8.
Dodging/Blocking/Parrying: Each success from the above rolls reduces the attackers successes by 1. Left over successes move to the Damage step of turn resolution. To completely dodge/block/parry an attack, the defender must score at least as many successes as the attacker.

Soaking Damage

W20 Core, pg 290

Kinfolk can only naturally soak Bashing damage. Only armor can soak Lethal damage.
Corax have +2 difficulty to soak Bashing damage in all forms.
Kitsune can soak Silver, unsoaked damage is Lethal.

Bashing: Blunt force trauma - Fists, clubs, table legs, etc.
Lethal: Sharp edged weapons and firearms - spiked clubs, barbed wire, garrotes, chainsaws, etc.
Aggravated: Severe injury - Shifter claws/teeth, vampire fangs, toxic waste, some fire and precious metals.
Soak: All soak rolls are made as Stamina vs 6, with the following form restrictions:

Type of Damage Can Soak In
Bashing All Forms, Shifter or Kin
Lethal Shifters: All Forms
Kin/Humans: Stamina vs 8
Aggravated Soak in any form except breed form
Can not be soaked by non-Shifters
Silver/Gold Soak only in breed form, as per regular weapon damage. Can not be soaked in any other form, stings bare skin but does not cause damage in breed form.

Silver/Gold Weapons

W20 Core, pg 256
For more in depth information on Silver and Gold, see the Sources of Damage tab

Homids and Beast-born take no special damage from silver/gold while in their breed forms, and the weapon is treated as mundane for the purposes of damage.
Shifters in any form other than their breed form cannot soak damage from Silver without a Gift or a Fetish, and the damage taken is Aggravated.
A successful attack always deals one point of damage, even if the attacker rolled no successes for damage.
Metis may not soak silver in any form.

Fera Breed Weak to Silver?
Ajaba Yes, due to their similarity to Bastet
Ananasi No metal allergies (W20 CB, pg 60)
Bastet Yes - Celican ALSO suffer from "Pure Iron" with the same rules as Silver (W20 CB, pg 78)
Corax Weak vs Gold instead, same rules set as Silver
Gurahl Yes
Kitsune Yes, can soak vs 8, unsoaked damage is Lethal, other affects as per Garou (W20 CB, pg 126)
Mokole Weak vs both Gold and Silver (W20 CB, pg 142)
Nuwisha No metal allergies, no Gnosis loss from Silver (W20 CB, pg 169)
Ratkin Yes
Rokea Yes

Armor

W20 Core, pg 291

Kinfolk: Only armor can soak lethal damage.
At ST's discretion armor may soak some kinds of Aggravated damage; a flak jacket might blunt the damage of claws or a silver bullet, but could not defend against fire or radiation.

Armor Type Rating Dexterity Penalty
Tough Hide 1-3 0
Reinforced Clothing 1 0
Biker Jacket 1 1
Leather Duster 2 2
Bearskin Coat 3 3
Steel Breastplate 3 2
Kevlar Vest 3 1
Flak Vest 4 2
Riot Suit 5 3
Trashcan Lid 2 (none, but requires Dex+Melee vs 6 to employ)

Kinfolk/Human Injury

W20 Core, pg 256
Kinfolk can only naturally soak Bashing damage. Only armor can soak Lethal damage.
Kitsune heal as Humans
Ananasi do not regenerate without spending Blood Points. 1 blood point to heal 1 Bashing/Lethal, a full day of rest and 5 blood points to heal 1 Aggravated, otherwise heal as humans.

Bashing Damage

Health Level Recovery Time
Bruised to Wounded One hour
Mauled Three hours
Crippled Six hours
Incapacitated 12 hours

Humans only require medical treatment when Mauled or worse.
Bashing damage past Wounded can have consequences such as degraded vision/hearing from a concussion, excruciating pain from broken ribs or internal bruising, etc. Medical care can negate these effects and is necessary for a human to make a full recovery.

If a mortal reaches Incapacitated from Bashing damage, they fall unconscious but do not die.
Any further damage upgrades their least severe Bashing health level to Lethal (see below). In this way, a human can be beaten to death.

Lethal Damage

Health Level Recovery Time
Bruised One day
Hurt Three days
Injured One week
Wounded One month
Mauled Two months
Crippled Three months
Incapacitated Five months

Any Lethal wound worse than Injured requires medical attention before it will heal.
If left untreated, the human suffers another level of Lethal damage each day as the wound re-opens or becomes infected.
Mauled from Lethal damage requires rest and recovery after medical attention.
Crippled or Incapacitated from Lethal damage requires constant medical attention for the time listed below for any healing to take place.
A human who reaches Incapacitated through Lethal damage is at death's door, one more lethal level of any sort and they will die.

Healing is handled one level at a time, starting with the most severe.

Example: A human that has reached Injured from Lethal damage must rest for 1 week to heal the Injured level, then 3 days to heal the Hurt level, and 1 additional day to heal the Bruised level.

Aggravated damage heals the same as Lethal for humans. The only difference is that Aggravated damage is harder to heal through supernatural means.

Sources of Injury

W20 Core, pg 257

Object Gnosis lost
Silver Bullets 1 point per 5 bullets
Klaive 1 point
Grand Klaive 2 points

Silver/Gold: Not everything called "silver" or "gold" contains enough of the element to actually harm a Shifter weak to those metals. "Sterling silver" (over 90% silver) is certainly pure enough to be spiritually active, "Jewelry Silver" (80% pure) might be enough at ST discretion. Argentite and Horn Silver are compounds and not spiritually pure enough to cause harm, nor are compounds with "silver" in the name, including silver nitrate, silver chloride, or silver iodide. Some items can be plated with silver to cause damage, but the plating is ruined after a couple of blows and the Aggravated damage bonus is lost.

For every five silver objects a PACK carries, ALL its members suffer the following Gnosis penalties, which persist in all forms, including breed forms. In addition, carrying too many silver objects, especially bullets, may cause a loss of Honor or Wisdom for the entire pack.

Disease: Diseases inflict a number of health levels of damage to a patient, either Bashing or Lethal depending on the severity of the disease. With rest and care, the disease runs its course and the health levels return.

Shifters aren't immune to most diseases, but they recover faster. Their healing abilities protect them from relatively minor ailments like the common cold and flu (diseases that normally inflict Bashing damage). Even truly debilitating autoimmune diseases cant inflict lasting harm, though the shifter can still serve as a carrier. For a shifter to notice a disease, it would have to be supernatural in origin, and thus deal Aggravated damage.

Falling: 1 die of Bashing for every 10 feet/3 meters of falling, changed to Lethal if the surface landed on has sharp objects.

Terminal Velocity: Falls more than 100 feet/30 meters deal 10 dice of Lethal damage. Armor only provides one half its normal protection.

Fire: Damage from fire is always Aggravated and ignores Armor. Shifters can soak fire damage as normal, with a varying difficulty based on the heat of the blaze. Fire deals specific health levels of damage, not damage dice. Fire damage is automatically successful unless soaked - a character takes two health levels of Aggravated damage per turn if trapped in a bonfire, not two dice of damage per turn.

Appearance: If a character falls to Maimed, they suffer temporary scarring from the flames, and their Appearance is reduced by 1 until they recover to at least Bruised. If the character is reduced to Crippled or Incapacitated by fire, the burns cover the majority of their body, reducing Appearance by 2. Scarring may be permanent if the character is Incapacitated and gains a Battle Scar by remaining active (via Rage Healing).
Soak difficulty Heat of Fire
3 Heat of a candle (1st degree burns)
5 Heat of a torch (2nd degree burns)
7 Heat of a Bunsen burner (3rd degree burns)
8 Heat of an electrical fire
9 Heat of a chemical fire
10 Molten metal
Health Levels 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

Stamina Time
1 30 seconds
2 1 minute
3 2 minutes
4 4 minutes
5 8 minutes
6 12 minutes
7 20 minutes
8 30 minutes

Poison and Drugs: Few poisons or drugs have a noticeable effect on Shifters. Shifters that wish to become intoxicated must do so in their breed form, where their regenerative system is less effective, or awaken the spirit of the drug using the Rite of Spirit Awakening, which increases the substance's potency. The following list examples of effects on Shifters either in their breed form or once the substance has been Awakened. it's very difficult for a Shifter to become physically addicted to any substance due to their healing gifts, but it's still possible in extreme circumstances.

Alcohol: -1 to Dexterity and Intelligence die pools for every two drinks worth of alcohol. Reduce the penalty by 1 for every hour that passes after they stop drinking.
Cocaine/Meth: Immediately gain 1 point of temporary Rage. For the rest of the scene, the character only needs 3 successes on a Rage roll to Frenzy.
Hallucinogens: All die pools are reduced by 1 to 3 dice as the character is unable to concentrate. World perception is altered and their reactions will depend on what they believe to be happening. A character that takes hallucinogens before meditating regains Gnosis at 2 points per hour instead of 1. Lasts for (8 minus Stamina) hours.
Heroin/Morphine/Barbiturates: -2 to Dexterity and all Ability pools for (10 minus Stamina) minutes. The character experiences a dreamlike state for (12 minus Stamina) hours, during which time difficulties of Rage rolls are increased by 1.
Marijuana: -1 from Perception based pools and increase the difficulties of all Rage rolls. Effects last for about a half an hour.
Weak Poison: Character takes between 1 and 3 health levels of Lethal damage per scene. Poisons have a maximum amount of damage that they can apply, usually between 5 and 10 levels of damage. If the character doesn't regenerate this damage (due to being in breed form, or being human) subtract 1 from all die pools until the damage is healed. Shifters in a regenerating form burns through the poison's effects in seconds and suffers no ill effects.
Strong Poison: Character takes between 1 and 3 health levels of Lethal damage per scene. Poisons have a maximum amount of damage that they can apply, usually between 5 and 10 levels of damage. A Shifter can regenerate this damage normally, but until the poison has run its course and all the damage has been healed, subtract 1 from all die pools. The only toxins to have a significant effect on Shifters are supernaturally enhanced and thus deal Aggravated damage that may be regenerated.

(W20 Changing Breeds, pg 61)
Ananasi have venom producing glands (and fangs) available in all forms. Their current form affects the potency.

Pithus delivers full strength venom, while Lilian is somewhat diluted.

Storytellers should determine the amount of damage and any extra effects based on the particular "spider" species, but venom always deals Aggravated damage that can only be healed through medical attention or magical healing. Left unattended, the damage will never heal.

(W20 Changing Breeds, pg 182)
Ratkin blood is poisonous to anyone who drinks it, including Vampires and Ananasi. Anyone drinking Ratkin blood suffers one point of unsoakable Lethal damage for every point of Rage the Ratkin possesses.


Radiation and Toxic Waste: Many Wyrm locations on Earth are located on or near irradiated landscapes and toxic waste dumps. Also, some minions of the Wyrm use radiation based attacks. Damage from these sources is resolved the same as damage from Fire, but takes twice as long to heal.


Suffocation and Drowning: A character can hold their breath for a maximum amount of time based on their Stamina. Changing forms WHILE immersed in a non-breathable medium does not change this time period; lung capacity may increase, but the amount of air currently in those lungs does not. During strenuous activity like combat, the character can hold their breath for a number of turns equal to twice their Stamina rating. Willpower spent on holding one's breath adds another 30 seconds of life. Willpower spent during combat or strenuous activity gives another turn of activity.

Once a character has run out of breath, they begin to drown/suffocate and take 1 health level of Lethal damage each turn. This damage cannot be regenerated until the shifter can breathe again. If the character reaches Incapacitated, they revert to their breed form and will die in a number of turns equal to their Stamina.


Temperature Extremes: Extreme heat (above 200°F or 100°C) causes damage in much the same way as Fire. At -40 and below, subtract 1 from all Dexterity die pools due to frostbite. For every 10°F (6°C) lower, subtract another die.

Battle Scars

W20 Core, pg 259

A human whose fingers are bitten off will need surgery and will lose some function in those fingers (if they didn't lose the fingers entirely). A Shifter can grow the missing tissue and nerve connections back, even regrowing the fingers if they cant be reattached. Some injuries, especially those caused by other Shifters, can cause lasting damage. These wounds occur when a character channels her Rage to remain active in the face of death. A Shifter can also acquire a battle scar as a result of a particularly brutal attack, or from torture. The following is a list of examples and their possible Glory awards.

Glory: Gaining any Battle Scar awards Glory, the more visible scars tend to carry larger rewards. Healing a Battle Scar comes with a loss of 1 Glory. Some tribes such as Children of Gaia or Glass Walkers may recognize the Wisdom in healing a Battle Scar.

Superficial Scars: Large, ugly masses of scar tissue mar your character’s body and remain hairless in all forms. These scars may reduce a character’s Appearance dice pools by one, depending on the situation. 1 temporary Glory.

Deep Scar: Much the same as a superficial scar, except that muscles are affected as well, and the scar aches when the humidity changes. 1 temporary Glory.

Improper Bone Setting: One of your character’s bones snapped and did not heal properly. If that area of your body receives two or more health levels of damage at once in the future (at the Storyteller’s discretion, depending on the description of the attack), the bone snaps again, causing an additional level of lethal damage. 1 temporary Glory.

Cosmetic Damage: A readily visible injury that doesn’t have a significant debilitating effect, such as a missing ear, a hare lip, or an exposed part of the skull. It looks grotesque to humans and impressive to Garou. Reduce Appearance by one dot when dealing with humans, unless you cover or conceal the damage. 2 temporary Glory.

Broken Jaw: Similar to Improper Bone Setting, your jaw was shattered, and it is now out of alignment with your tongue. All difficulties for actions involving talking increase by 2, and the difficulty of bite attacks increases by one. Your character’s speech is slurred and should be roleplayed appropriately. 1 temporary Glory.

Missing Eye: One of your eyes was gouged out and hasn’t grown back. The difficulties on all rolls involving depth perception or weapon firing (including using thrown weapons) increase by three. Any Perception rolls based on sight take a +2 difficulty penalty. 2 temporary Glory.

Gelded: Your reproductive system has been damaged. You are incapable of siring or bearing children. Males with this wound are not necessarily impotent, but gelded characters of any gender increase the difficulties of seduction and using Animal Attraction by two. 1 temporary Glory.

Collapsed Lung: One of your lungs was punctured during battle. You find it difficult to breathe and to exert yourself. You lose one die on any Stamina roll involving exertion and an additional die after five turns of physical activity. In addition, you may hold your breath for only half the listed time (see p. 259). 1 temporary Glory.

Missing Fingers: You have lost at least three fingers on one hand. Dexterity rolls involving that hand suffer a +3 difficulty penalty. Your damage dice pool for claw attacks with that hand is halved (rounding down). 2 temporary Glory.

Maimed Limb: One of your limbs has been mauled to the point of uselessness. If you lost a leg, you move at half speed in all forms. If you lost an arm, your Hispo and Lupus speed is reduced to three-quarters. You are not able to use the damaged limb for any purpose. 3 temporary Glory.

Spinal Damage: Your spine was fractured, and you have trouble keeping your balance. Your Dexterity is reduced by one, you subtract two from your initiative rating, and you must spend Willpower on any roll involving balance, precision, or remaining still. 2 temporary Glory.

Brain Damage: Severe damage to the head, or perhaps lack of oxygen for a long period of time, has reduced your mental faculties. You lose one dot from one Mental Attribute (Storyteller’s choice). Additionally, you must roll one die and subtract that number of dots from your Gnosis, Willpower or Knowledges (player’s choice of where these points are lost). You are most likely partially amnesiac as well. 2 temporary Glory.