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Werewolf Cheat Sheet

Primal

Max Essence/

Urge

Per turn

Regen

Basu-Im

Feeding

Hunt

Lunacy

Tracking

Restriction

Interval

Penalty

Bonus

10/1

1B

10min

None

3months

11/2

1B

10min

Meat

3months

12/3

1B

15min

Meat

1month

13/4

2B

20min

Raw Meat

1month

-2

+1

15/5

2B

30min

Raw Meat

3weeks

-2

+1

Essence

Spend 1 to heal Lethal damage instead of Bashing for a turn;


Spend Essence to facilitate Reaching across the Gauntlet;
Changing Forms might require Essence;
Certain Gifts require Essence;
Fetishes often require Essence to use;
Loci create Essence that an Uratha can absorb;
The Siskur-Dah allows a pack to hunt and devour Spirits in the Hisil;
The first time an Uratha sees its Auspice Moon in the sky it gains 1 Essence;

Urumehir

Anshega:
Cahalith:
Elodoth:
Hisil:
Ilthum:
Irraka:
Ithaeur:
Rahu:
Siskur-Dah:
Umia:
Uratha:
Urdaga:

Pure Tribes
Gibbous Moon Uratha
Half Moon Uratha
the Shadow
a group of Spirits of the same characteristic
New Moon Uratha
Crescent Moon Uratha
Full Moon Uratha
the Sacred Hunt
a taxonomic group of Spirits of the same nature
Werewolves
Forsaken Tribes
Spirit Names per Rank

Rank

Name

Muthrum

Hursih

Hursah

Ensih

Ensah

Dihir

Senses

Human Senses are the default in Hishu and Dalu;


Using Wolf senses in Hishu and Dalu is a Reflexive action;
Wolf Senses are the default in Urhan and Urshul;
Spirit Senses take an Instant action to use;
o Can be activated Reflexively by spending one point of Essence;
o Can only send the forms default senses across the Gauntlet;
o Sending only some senses across the Gauntlet incurs a penalty of -2 to
Perception or concentration;
o Perception rolls suffer a penalty according to the Gauntlets Strength;
Even in Hishu and without sending the senses across, an Uratha can always
sense Spirits in Twilight unless theyre actively hiding;

Reaching

Can normally only be done at a Locus;


To shift from Flesh to Spirit roll 10 Harmony;
To shift from Spirit to Flesh roll Harmony;
Rolls are modified by the Gauntlet thickness;
Crossing takes two turns per level of strength of the Gauntlet;
o Spending one Essence makes the crossing instant;

The Oath of the Moon

Urum da Takus The Wolf Must Hunt


Imru nu Fir Imru The People do not Murder the People
Sih Sehe Mak; Mak ne Sih The Low Honor the High; the High Respect the
Low
Ni Daha Respect your Prey
Nu hu Uzu Eren Do not Eat the Flesh of Man nor Wolf
Nu Bath Githul The Herd must not Know
Uratha Safal Thil Luu The Uratha Shall Cleave to the Human

Tribal Oaths

Nu sum Ghumur nu su Ghid Offer no Surrender you would not Accept


Su a Sar-Hith sa Pay Each Spirit in Kind
Nu mus Halhala Let no Sacred Place be Violated
Kul Kisura Udmeda Honor your Territory in all Things
Nu si Gid Uamtar Allow no One to Witness or Tend your Weakness

The Hisil

Daylight feels heavier on the Shadow, and Spirit activity is subdued;


o Entering the Shadow during the day is harder;
During the Night, the Hisil is more alive and Essence flows easier;
The Urban Landscape:
o Iri Thim are Spirits of Urban decay;
o Anzah-Haz are the Spirits of surveillance cameras, and are easily bribed
by Essence to divulge information of what they have seen;
o Nihhilim are rat Spirits of scavenging;
o Thifulmatha, the Travelers Below, are Spirits of the Subway systems;
o Gibsur represent greed and are Spirits of great supermarkets;
o Uthsu are the Spirits of grief, normally found in hospitals;
The Rural Landscape:
o Uralath are wolf-Spirits and one of the most common Totem Spirits;
o Dagukurum represent the rivers from which these Spirits spring;
o Kur-Abha are the Spirits of mountains, and are as old and still as the
physical landscapes they represent;
o Hiri Hufesi are Spirits of the oak trees, and are held as being wise,
impartial and patient Spirits;
o Busugin Lagah are carrion Spirits of seagulls and are as opportunistic as
their living counterparts:
o Anfarsisu are the Spirits of trains, always roaming from city to city;
Places-that-arent are places that either are dimensionally distorted in relation to
their Physical counterpart or that have no direct connection to the World of
Flesh and/or reflect no part of it;
Shoals are areas of emptiness where color and even emotions drains away due to
trauma in the Flesh, trapping those within by sapping their emotions, Willpower
and Essence until they perish;
Glades, on the other hand, are places where the Resonance is bountiful, peaceful
and harmonious, promoting growth, healing and preventing violence and even
the Siskur-Dah from happening;
Wounds are what happens when the trauma that created a Shoal intensifies,
giving birth to a place where Spirits of Pain, Hatred and Violence thrive, but so
intense that the Hisil ruptures and something quite not right seeps out, tainting
the place with a malignant Resonation that twists even Spirits;
Barrens are places of unnaturally thick Gauntlet, that choke the flow of Essence,
or that have been consumed so that the place no longer produces enough
Essence to sustain itself, making even the use of Gifts difficult to say the least;

Death Rage: Kuruth

Wasu-Im:
o Shift immediately to Dalu or Urshul;
o Must attack any available target;
o Roll Composure + Resolve, each success is one turn of control;
o Exceptional success ends Wasu-Im and Kuruth;
o On a failure enter Basu-Im;
o If Wasu-Im has not ended before the time determined by Harmony is
over, the Uratha enters Basu-Im;
o The Uratha can choose to enter Basu-Im voluntarily;
Basu-Im:
o Shift automatically into Gauru;
o Lasts for as long as the Primal Urge chart dictates;
o Ignore restriction on uses of Gauru and time spent in Gauru form;
o Ignore wound penalties;
o Must attack any target except other Werewolves in Basu-Im;
o All attempts to influence, intimidate or alter the Urathas course of action
suffer twice the Primal Urge as penalties;
o All packmates within 10 meters who can see or smell the Uratha fall into
Basu-Im after one turn;
Packmates can try to resist by rolling Composure + Resolve
needing as many successes as there are Werewolves in Kuruth;
o Once Basu-Im is over, the Uratha collapses into Hishu with no memory
of the time spent in Kuruth;

Harmony

Bans

Kuruth Trigger

Wasu-Im Control

10

Passive

1 turn

Common

3 turns

Common

30 seconds

Specific

1 minute

Specific

5 minutes

None

15 minutes

Specific

5 minutes

Specific

1 minute

Common

30 seconds

Common

3 turns

Passive

1 turn

The Forms

Hishu: the Human form; camouflage form for urban environments;


o Does not cause Lunacy on onlookers;
o Has a +1 bonus to Perception using Wolf Senses;
o Any efforts to pinpoint the Werewolf in a crowd or pursue it through
populated areas suffer its Primal Urge as a penalty;
Dalu: the near-Human form; hunter form for urban environments;
o Onlookers suffer mild Lunacy with a +2 bonus to the roll;
o Has a +2 bonus to Perception using Wolf Senses;
o Applies Defense to Firearm attacks;
o Can roll Presence + Primal Urge vs. Composure + Primal Urge to force a
crowd to give up the Werewolfs prey;
Gauru: the Wolf-Human form; the killing form;
o Inflicts full Lunacy with a -2 penalty to the roll;
o Regenerates all Lethal and Bashing damage automatically each turn;
o Applies Defense to Firearm attacks;
o Has a +3 bonus to Perception using Wolf Senses;
o Must attack a target or otherwise move towards the target or roll Resolve
+ Composure to avoid Kuruth;
o Can only maintain this form for as many turns as Stamina + Primal Urge
before shifting into Dalu or Urshul, otherwise it falls into Kuruth;
o Mobs of attackers weaker than the Uratha must use Down and Dirty
combat;
Urshul: the near-Wolf form; hunter form for rural environments;
o Inflicts Lunacy without modifier;
o Apples Defense to Firearm attacks;
o Has a +3 bonus to Perception using Wolf Senses;
o
Urhan: the Wolf form; camouflage form for rural environments;
o Does not cause Lunacy on onlookers;

Lunacy

When a human sees an Uratha shapeshifting, regenerating damage or in Dalu,


Gauru or Urshul forms, they suffer a Breaking Point modified by the form they
observed and the Primal Urge of the Werewolf;
If the Werewolf has caused damage to the victim, the roll has a +1 bonus;
If the victim is suffering from wound penalties, add as many dice as the penalty
would take as a bonus;
If the victim succeeds on the roll it takes a Condition and a -2 penalty for the rest
of the scene;
If the victim fails, it loses Integrity and gains a Condition, while fleeing in panic;
After a while, victims of Lunacy rationalize what theyve seen and/or forget it;

Health and Regenerating

Bashing Damage is always the rightmost wound, marked with /


o An Uratha regenerates Bashing Damage per turn in accordance to its
Primal Urge;
Lethal Damage is always marked left to Bashing, marked with X
o Uratha regenerate their Regeneration Rate in Lethal Damage every 15
minutes;
o Spending Essence allows the Uratha to regenerate Lethal Damage for the
turn it was spent;
Aggravated Damage is always the leftmost wound, marked with
o Uratha heal one point of Aggravated Damage every four days;
o Only Silver and supernatural powers can cause Aggravated Damage to
Uratha;
o Any source of harm that would deal Aggravated damage to a Human
deals Lethal Damage instead;

Willpower

Spending Willpower adds +3 to dice pools or +2 to a Resistance trait;


One night of sleep recovers 1 Willpower point;
Fulfilling your Blood Archetype by making a bad choice regains one spent
Willpower point;
Fulfilling your Blood Archetype while falling into Kuruth, or calling a Hunt on a
whim according to your Blood Archetype regains all spent Willpower points;
Fulfilling your Bone Archetype by forcing down your rage and going with what
you know as true regains one spent Willpower point;
Fulfilling your Bone Archetype by letting your rational mind interfere with the
Hunt or cause conflict with the Pack regains all your spent Willpower points;

Predatory Aura

The Uratha can instantly recognize other Uratha;


The Uratha can lash out with its Aura according to its Auspice:
o Cahalith: The Monstrous Aspect, applies the Resigned Condition;
o Elodoth: The Isolating Aspect, applies the Isolated Condition;
o Irraka: The Blissful Aspect, applies the Unaware Condition;
o Ithaeur: The Mystic Aspect, applies the Mystified Condition;
o Rahu: The Dominant Aspect, applies the Swaggering Condition;
The Uratha rolls Power Attribute + Skill + Auspice Renown as an Instant action;
The Power Attribute and Skill are chosen to reflect the nature of the interaction;

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