Werewolf:At a Glance

Auspices
Rahu (Full Moon, Warrior)
 * Renown: Purity
 * Specialties: Brawl, Intimidation, Survival
 * Gift Lists: Dominance, Full Moon, Strength
 * Ability: Warrior’s Eye. “Read” a foe once per session, Wits + Primal Urge to determine if foe is more/less powerful. DF: Misjudgement, ES: Sense of gap between power levels.

Cahalith (Gibous Moon, Visionary)
 * Renown: Glory
 * Specialties: Crafts, Expression, Persuasion
 * Gift Lists: Gibbous Moon, Inspiration, Knowledge
 * Ability: Prophetic Dreams. Gives clue about challenges faced once per story., must sleep at least 4 hours. +1 bonus to Occult rolls to interpret omens or occult riddles.

Elodoth (Half Moon, Walker Between)
 * Renown: Honor
 * Specialties: Empathy, Investigation, Politics
 * Gift Lists: Half Moon, Insight, Warding
 * Ability: Spirit Envoy. +2 bonus to Empathy, Expression, Persuasion, or Politics rolls made to negotiate with spirits. Does not apply to threats.

Ithaeur (Crescent Moon, Spirit Master)
 * Renown: Wisdom
 * Specialties: Animal Ken, Medicine, Occult
 * Gift Lists: Crescent Moon, Elemental, Shaping
 * Ability: Ritual Master. Rituals dots cost new x4. New rites bought with experience cost dots x1.

Irraka (New Moon, Stalker)
 * Renown: Cunning
 * Specialties: Larceny, Stealth, Subterfuge
 * Gift Lists: Evasion, New Moon, Stealth
 * Ability: Pathfinder’s Sense. +2 bonus to ‘peek’ into Shadow (Wits + Occult + PU, Instant) or perceive ephemeral spirits (Wits + Occult + PU, Instant). Also applies to rolls to sense loci (Wits + Investigation + PU).

Death Rage (Kuruth)
Resolve + Composure to resist (Reflexive) Failure: Shift reflexively into Gauru

Automatic Provocation
 * Wounded by aggravated damage
 * Struck by an exceptional success attack roll
 * Striking an exceptional attack success
 * Wound is marked on one of character’s last 3 health boxes

Harmony Minimum Stimulus (outide of combat) 9-10 Loved one/packmate slain or badly injured; betrayed by loved one/packmate 7-8 Betrayed by ally 5-6 Injured outside combat by aggravated damage; loved one/packmate in danger 3-4 Humiliated or injured 1-2 Insulted; authority challenged

Effects
 * Time in Gauru form lasts for entire scene
 * Attempts to destroy nearest target, friend or foe
 * Self-preservation takes over when wounded within last 3 health boxes – Flees, attacking anyone intervening
 * Attempts to mentally/socially coerce at -3
 * Cannot use fetishes/Gifts
 * Cannot spend Willpower
 * Resolve + Composure may be rolled if talked down, etc.
 * Induces fear in spirits
 * Reflexive Kuruth roll may save from being disabled by giving extra health

Harmony
ES on degeneration check: 1 WP gained If degeneration occurs, roll Harmony to check for derangement.

Lunacy

 * WP 1-2: No control over actions. Catatonic, cardiac arrest, suicidal or regressive behavior. -5 penalty to all actions. No memory of event, refuse to believe evidence.
 * WP 3-4: Little control, likely to flee. -4 penalty to all actions. Vague and rationalized memories of event.
 * WP 5-7: Overcome with fear, likely to flee. -3 penalty to all actions. Has presence of mind to lock doors, etc. May attempt to fight if cornered. Attempts to remember require Int + Composure at -4.
 * WP 8-9: Exceptional self-control. May spend 1 WP to avoid fleeing for one turn. All actions at -1 penalty. Conscious effort to remember events require Int + Composure at -2 penalty. Succ allows memory that excludes the Uratha, ES allows full recall. Roll made for each attempt to remember.
 * WP 10: Complete control over Lunacy. Acts rationally and remembers clearly.

Modifiers:
 * Dalu: +4 WP
 * Urshul: +2 WP
 * Wolf-Blooded: +2 WP, max 10
 * Supernatural creature (Including mortal servants): Immune
 * Storyteller fiat: Res + Composure roll adds successes to WP

Regeneration

 * Regenerate 1 bashing at the beginning of action for the turn (reflexive).
 * May spend 1 essence to regenerate 1 lethal INSTEAD of 1 bashing (reflexive). This may be done even when unconscious.
 * Without spending Essence, 1 lethal is regenerated every 15 minutes.
 * Aggravated is healed at 1 point per week.
 * Dead/unconscious Uratha immediately revert to Hishu.
 * Immune to mundane infection and disease.

Renown
Dots in tribally affiliated renown earn you brownie points among others of your tribe.

Shapeshifting
Shifting: Stamina (Hishu) + Survival + PU, Instant (ES: Reflexive action), OR Spend 1 Essence for automatic, Reflexive, OR automatic Reflexive under Auspice moon.
 * Returning to Hishu is always a Reflexive action without a roll
 * Automatic reversion to Hishu when knocked out or killed
 * Fighting Style Merits usable only in Hishu and Dalu
 * Manipulation never reduced less than 1, except in Gauru

Hishu (Human): No modifiers.
 * -2 penalty to detect as supernatural creature

Dalu (Near-Human): Str +1, Sta +1, Manip -1, Size +1, Health +2, Speed +1, Perception +2. +25-50 lbs mass, +4-6” height.
 * Lunacy at +4

Gauru (War Form): Str +3, Dex +1, Sta +2, Size +2, Health +4, Initiative +1, Speed +4, +3 Perception.+200-250 lbs mass, +2-3’ height.
 * Full Lunacy
 * Armor 1/1
 * Claws +1L
 * Bite +2L (No grapple required)
 * Ignore wound penalties
 * No unconsciousness rolls
 * -2 penalty to resist Kuruth
 * Manipulation = 0, most Social and Mental tasks fail
 * Must attack an enemy, travel toward one, or take out frustration.Resolve + Composure (Reflexive) required to do anything else, failure means Kuruth. Gifts and fetishes (Reflexive) excepted
 * Maximum time in Gauru: Stamina (Hishu) + PU (+Auspice renown if under Auspice moon). Afterward must revert to Hishu, or make Sta + Survival + PU / spend Essence for alternate form
 * May shift out of Gauru voluntarily if not subject to Kuruth
 * May not voluntarily assume Gauru again for remainder of scene

Urshul (Near-Wolf): Str +2, Dex +2, Stamina +2, Manip -3, Size +1, Health +3, Initiative +2, Speed +7, Perception +3. 3-5’ at shoulder, 6-8’ in length. +150-200 lbs in weight
 * Lunacy at +2
 * Claws +1L
 * Bite +2L (No grapple required)
 * Human speech impossible
 * Body language and scent can convey ideas to pack members
 * Limited use of First Tongue
 * Track by scent

Urhan (The Wolf): Dex +2, Sta +1, Size -1, Initiative +2, Speed +5, Perception +4
 * Claw +1L
 * Bite +2L
 * -2 penalty to detect as supernatural creature
 * Human speech impossible
 * Can communicate with wolves (-1 to -3 penalty until familiar)
 * Limited use of First Tongue (Complex ideas: Man + Expression)
 * Track by scent

Silver
Silver weapons inflict aggravated damage. Werewolves must be wounded by these weapons, contact is not sufficient. The silver must be sufficiently pure. Silver is a poor choice of materials and imposes a -1 penalty for use of the weapon.

Spiritual Perception
Detect ephemeral spirits: Wits + Occult + PU, Instant.

Detect Loci: Wits + Investigation + PU, Instant.

‘Peek’ across Gauntlet: Wits + Empathy + PU, Instant.

Stepping Sideways
Intelligence + Presence + Primal Urge OR Spend 1 Essence to cross as a Standard action.

Must be done within the influence of a Locus unless the Rending the Gauntlet rite is used. Modifiers:
 * Werewolf stares into a reflective surface: +1
 * Near a locus rated 2 or 3: +1
 * Near a locus rated 4 or higher: +2
 * Crossing during the day: -2

DF: Cannot attempt to cross Gauntlet again until following night. Failure: Cannot make another attempt for an hour. 1 Success: 30 seconds (10 turns) 2 Successes: 21 seconds (7 turns) 3 Successes: 12 seconds (4 turns) 4 Successes: 3 seconds (1 turn) 5 Successes: Instantaneous (Reflexive).

Tribes
Blood Talons (Suthar Anzuth)
 * Totem: Fenris, the Destroyer Wolf


 * Ban: Offer no surrender that you would not accept


 * Renown: Glory


 * Gift Lists: Inspiration, Rage, Strength

Bone Shadows (Hirfathra Hissu)


 * Totem: Kamduis-Ur, the Death Wolf


 * Ban: Pay each spirit in kind


 * Renown: Wisdom


 * Gift Lists: Death, Insight, Warding

Hunters in Darkness (Meninna)


 * Totem: Hikaon, the Black Wolf


 * Ban: Let no sacred place in your territory be violated


 * Renown: Purity


 * Gift Lists: Elemental, Nature, Stealth

Iron Masters (Farsil Luhal)


 * Totem: Sagrim, the Red Wolf


 * Ban: Honor your territory in all things


 * Renown: Cunning


 * Gift Lists: Knowledge, Shaping, technology

Storm Lords (Iminir)


 * Totem: Skolis, the Winter Wolf


 * Ban: Allow no one to witness or to tend your weakness


 * Renown: Honor


 * Gift Lists: Dominance, Evasion, Weather

Ghost Wolves (Thihirtha Numea)


 * Totem: None


 * Ban: None


 * Renown: None


 * Gift Lists: Father Wolf, Mother Luna

Tracking
Tracking by sight (As human): Int + Surv, 10-20+ succ, 10 min per roll. Tracking by scent (As wolf): Wits + Surv, 10-20+ succ, 10 min per roll. (Uratha can choose either the above if in appropriate form). Countertracking: Tracking roll vs. Wits + Survival each stage.
 * Tracker has more succ: Progress made
 * Countertracker has more succ: Trail lost
 * Tie: Tracker needs # of succ equal to # of succ in countertracker’s tying roll in order to resume the trail.

Modifiers:
 * Moving at ½ speed: None
 * Moving at ¾ speed: -1
 * Moving at full speed: -2
 * Every hour trail ages: -1
 * Each subject in group tracked after the first: +1
 * Uratha has tasted subject’s blood: +4 (For 1 year)

Gauntlet modifier
The rolls for dual senses and to cross the Gauntlet at a locus are subject to the Gauntlet modifer. Within the city, this modifier is -3 everywhere except in parks, where it is -2, and loci, where it is +1

Rites
The dice pool for all Rites is equal to the werewolf's Harmony, subject to the following modifiers:


 * +2 Ritemaster meditates successfully prior to ritual (that is, four or more successes are accumulated in a meditation Attribute task — see World of Darkness Rulebook, p. 51)
 * +2 In the vicinity of a powerful locus (rated ••••+)
 * +1 In the vicinity of a locus (rated • to •••)
 * +1 Ritualist has gained goodwill of local spirits
 * +1 Ritemaster is in Dalu form
 * +1 Ritemaster’s auspice moon is in the sky
 * –1 to –3 Performer suffers wound penalties
 * –1 Local spirits are hostile to ritualist
 * –1 City suburb or town (only if rite is performed in physical world) (this includes any park within Sacramento)
 * –1 Distracting environment (powerful odors, noisy)
 * –2 Packmates are involved in battle
 * –2 Dense urban area (only if rite is performed in physical world) (this includes all of Sacramento except parks)
 * –2 Ritemaster is struck during rite but takes no damage
 * –3 Rite is performed in a Barren