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[[File:Greendot-filled.png|10px]]<font color=green>Kitsune:</font> Does not incite The Delirium in any form. | [[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. | |||
[[File:Greendot-filled.png|10px]] Kinfolk are entirely immune to the Delirium.<br> | [[File:Greendot-filled.png|10px]] Kinfolk are entirely immune to the Delirium.<br> | ||
Revision as of 17:16, 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:
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:
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 (3 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.
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.
Dirty Fighting
W20 Core, pg 198
The following maneuvers require Brawl 3 or more.
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.
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
Bastet
Corax
Mokole
Rokea
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.
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.
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).
|
|
| 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)
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Ananasi have venom producing glands (and fangs) available in all forms. Their current form affects the potency.
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)
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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.