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Health Level

Bruised
Hurt
Injured

Dice Pool Penalty


0
1
1

Wounded

Mauled
Crippled

2
5

Incapacitated
Dead

Willpower
1
2

% of Population
10%
20%

18%

15%

13%

10%

7%

5%

1.5%

10

.5%

Health Levels

Forget?
Yes
Yes

Difficulty
4
5
5
6
6
7
8
9

Armor Type
Tough Hide
Reinforced Clothing
Biker Jacket
Leather Duster
Bearskin Coat
Steel Breastplate
Kevlar Vest
Flak Vest
Riot Suit
Trashcan Lid

Delirium Effects

Reaction
Catatonic Fear: The human faints, or collapses in fear
Panic: The human bolts, trying to put as much distance
between himself and the Garou as possible.
Yes
Disbelief: The human retreats to a corner to avoid the
hallucination until it passes, but doesnt collapse in fear.
Yes
Berserk: The human attacks, be it firing a gun (he wont
have enough presence of mind to reload, however),
throwing crockery or even leaping at the monster.
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.
Yes
Conciliatory: The human will try to plead and bargain with
the Garou, doing anything possible so as not to get hurt.
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.
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.
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.
No
No reaction: The human is not the slightest bit afraid or
bothered by the Garou. Even Kinfolk arent this stoic, so
Garou tend to be very suspicious of such folks.

Repair
Job
Simple mechanical repair
Loose connection
Electrical malfunction
Fitting a new part
Repair stalled car
Major car repair
System overhaul
Technical glitch

Armor

Movement Penalty
Character is bruised or winded, but suffers no dice penalties due to damage.
Character is superficially hurt, but suffers no movement hindrances.
Character has suffered minor injuries, and movement is mildly inhibited (halve
maximum running speed).
Character has suffered significant damage. He can walk, but he cannot run. At
this level, a character may not move and attack.
Character is badly injured, and may only stagger (about three yards or meters per turn).
Character is catastrophically injured, and can only crawl (about one yard or meter
per turn).
Character is incapable of movement and likely unconscious. A character who takes
any more damage at this level dies.
Character is dead. His pack and sept will mourn him, but he is with the ancestors now.

Climbing
# of Successes
3
2
5
10
5
10+
20
2

Sample Climb
Easy (tree with lots of thick braches within reach)
Simple (advanced climbing wall)
Challenging (cliff with sturdy handholds)
Precarious (rough mortared stone wall)
Suicidal (brick wall)

Difficulty
2
4
6
8
10

Rating
13
1
1
2
3
3
3
4
5
2

Melee Weapons
Dexterity Penalty
0
0
1
2
3
2
1
2
3
(none, but requires
diff. 6 Dexterity +
Melee roll to
employ)

Stunt Driving
Vehicle
Six-wheeled truck
Bus
18 wheeler
Sedan
SUV
Compact
Motorcycle
Crotch-rocket
Sport coupe
Sports car
NASCAR racer

Safe Speed
60
70
70
70
70
70
100
120
110
130
140

Max Speed
90
100
120
120
120
130
140
180
150
200
260

Maneuverability
3
3
4
5
6
7
8
8
8
9
10

Fire
Soak Difficulty
3
5
7
8
9
10

Heat of Fire
Heat of a candle (first-degree burns)
Heat of a torch (second-degree burns)
Heat of a Bunsen burner
(third-degree burns)
Heat of an electrical fire
Heat of a chemical fire
Molten metal

Health Levels/Turn 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

Jumping
Type of Jump Feet per Success
Homid Glabro Crinos Hispo
Vertical Jump
2
3
4
5
Horizontal Leap 4
4
5
6

Lupus
4
7

Sensing

Weapon
Difficulty Damage/Type
Conceal
Sap
4
Strength/B
P
Whip
6*
Strength +1/L
J
Spiked Gauntlet
6
Strength +1/L
J
Broken Bottle
6
Strength +1/L**
P
Chair
7
Strength +2/B
N
Table***
8
Strength +3/B
N
Chain
5*
Strength/B
J
Staff
5
Strength +1/B
N
Mace
6
Strength +2/L
N
Baseball Bat
5
Strength+2/B
T
Spiked Club
6
Strength +2/L
T
Huge Spiked Club*** 7
Strength +4/L
N
Knife
4
Strength +1/L
P
Sword
6
Strength +2/L
T
Klaive****
6
Strength +2/A
J
Grand Klaive****
7
Strength +3/A
T
Great Sword***
7
Strength +6/L
N
Axe
7
Strength +3/L
T
Great Axe***
7
Strength +6/L
N
Polearm
7
Strength +3/L
N
Chainsaw
8
Strength +7/L*****
N
Difficulty: The normal difficulty at which the weapons is used.
Damage: The number of damage dice rolled when employing this weapon.
Type: B = Bashing L = Lethal A = Aggravated
Conceal: P = Pocket J = Jacket T= Trenchcoat N= N/A
*May be used to entangle an enemys limb at +1 difficulty.
**Breaks after three uses.
***Two-handed weapons; very heavy requires minimum of Strength 3
to employ.
****Silver weapons damage cannot be soaked by werewolves except
in breed form.
*****On a botch, user inflicts damage upon self.

Thrown Weapons
Weapon
Knife
Shuriken
Spear
Stone
Stone, head-sized
Tomahawk

Difficulty
6
7
6
5
6
6

Damage/Type
Strength/L
3/L
Strength +1/L
Strength/B
Strength +3/B
Strength +1/L

Experience Chart
Trait
Attribute
Ability
New Ability
Gift
Gift from other breed/auspice/tribe
Rage
Gnosis
Willpower

Cost
current rating x 4
current rating x 2
3
Level of Gift x 3
Level of Gift x 5
current rating
current rating x 2
current rating

Conceal
P
P
N
varies
N
J

Sensing
Poorly hidden prey, enemy, trail,
or item
Well-concealed prey, enemy, trail,
or item
Magically concealed prey, enemy,
trail, or item
Strong emotional currents
Subtle emotional currents
Garou social dominance
Animal social dominance
Human social dominance
Supernatural social dominance
Obvious cue or clue
Subtle cue or clue
Very subtle cue or clue

Ranged Weapons
Difficulty
4
6
8
7
9
3
5
7
9
5
7
9

Movement Rates
Move Distance per Turn
Walk 7 yards
Jog
12 + Dexterity yards
Run
20 + (3 x Dexterity) yards
When a werewolf assumes a different form, his
movement rate changes accordingly. Use the
new forms Dexterity, not the Homid forms
Dexterity, when figuring movement rates.
Homid: As above
Glabro: As above
Crinos: On two legs, same as Homid; on all fours,
+2 yards per turn
Hispo: One and one-half times Homid speed
Lupus: Twice Homid speed

Feats of Strength
Dice Pool
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15

Feats
Crush a soda can
Break a chair
Bust down a wooden door
Break a two-by-four
Smash open a metal fire door
Throw a motorcycle
Flip a small car
Snap a lead pipe
Punch through a cement wall
Tear open a steel drum
Punch through 1 of sheet metal
Snap a streetlight post
Throw a sedan
Toss an SUV
Hurl a pickup truck

Lift
40 lbs.
100 lbs.
250 lbs.
400 lbs.
650 lbs.
800 lbs.
900 lbs.
1000 lbs.
1200 lbs.
1500 lbs.
2000 lbs.
3000 lbs.
4000 lbs.
5000 lbs.
6000 lbs.

Type
Damage
Range
Revolver, Lt.
4
12
SW M640 (.38 Special)
Revolver, Hvy.
6
35
Colt Anaconda (.44 Magnum)
Semi-Automatic Pistol, Lt.
4
20
Glock 17 (9mm)
Semi-Automatic Pistol, Hvy.
5
25
IMI Desert Eagle (.50 AE)
Rifle
8
200
Remington M-700 (30.06)
SMG, Small*
4
25
Ingram Mac-10 (9mm)
SMG, Large
4
50
HK MP-5 (9mm)
Assault Rifle*
7
150
FN SCAR (5.56 mm)
Shotgun, Sawed-Off
8
10
Winchester Model 24 double-barrel (12 Gauge)
Shotgun
8
20
Ithaca M-37 (12 Gauge)
Shotgun, Semi-Automatic
8
25
Benelli M4 (12 Gauge)
Shotgun, Assault*
8
50
MPS AA-12 (12 Gauge)
Bows**
Short Bow
4
60
Hunting Bow
5
100
Long Bow
5
120
Crossbow, Commando
3
20
Crossbow
5
90
Crossbow, Hvy.
6
100
Taser****
5
5
Tear Gas****
3
3
Bear Mace****
4
3

Rate
3

Clip
6

Conceal
P

17+1

13+1

5+1

30+1

30+1

30+1

5+1

6+1

32+1

1
1
1
1
1
1
1
1
1

1
1
1
1
1
1
1
5
3

N
N
N
J***
T
N
P
P
P

Damage: All damage from firearms and bows is lethal.


Range: Within listed range (in yards), difficulty is 6; at twice listed Range, difficulty is 8;
within two yards, difficulty is 4.
Rate: Maximum number of bullets or three-round bursts the gun can fire in a single turn.
Clip: Maximum number of bullets the gun can hold. Some guns, listed as +1, can hold
a full clip with a round ready in the chamber.
Conceal: See the Melee Weapons chart.
*The gun may fire full-auto, three-round bursts, and sprays.
**Long and short bows take an automatic action to nock and draw; crossbows require two
automatic actions to reload.
***Collapsible; requires one turn to unfold from storage configuration, plus one action to
load once it has been unfolded.
**** Bashing damage, not lethal; adds no extra damage from successes scored. Tear gas
and bear mace also reduce targets dice pools by two dice for one turn per success.

2012 CCP hf. All rights reserved. Reproduction without the written permission of the publisher is expressly forbidden, except for the purposes of reviews, and one printed copy may be reproduced for personal use only. Werewolf the Apocalypse and
Storyteller system are registered trademarks of CCP hf. all rights reserved.
Check out White Wolf online at http://www.white-wolf.com
Check out Onyx Path online at http://www.theonyxpath.com

Health Level
Bruised
Hurt
Injured

Dice Pool Penalty


0
1
1

Wounded

Mauled
Crippled

2
5

Incapacitated
Dead

Willpower
1
2

% of Population
10%
20%

18%

15%

13%

10%

7%

5%

1.5%

10

.5%

Health Levels

Movement Penalty
Character is bruised or winded, but suffers no dice penalties due to damage.
Character is superficially hurt, but suffers no movement hindrances.
Character has suffered minor injuries, and movement is mildly inhibited (halve
maximum running speed).
Character has suffered significant damage. He can walk, but he cannot run. At
this level, a character may not move and attack.
Character is badly injured, and may only stagger (about three yards or meters per turn).
Character is catastrophically injured, and can only crawl (about one yard or meter
per turn).
Character is incapable of movement and likely unconscious. A character who takes
any more damage at this level dies.
Character is dead. His pack and sept will mourn him, but he is with the ancestors now.

Forget?
Yes
Yes

Delirium Effects

Reaction
Catatonic Fear: The human faints, or collapses in fear
Panic: The human bolts, trying to put as much distance
between himself and the Garou as possible.
Yes
Disbelief: The human retreats to a corner to avoid the
hallucination until it passes, but doesnt collapse in fear.
Yes
Berserk: The human attacks, be it firing a gun (he wont
have enough presence of mind to reload, however),
throwing crockery or even leaping at the monster.
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.
Yes
Conciliatory: The human will try to plead and bargain with
the Garou, doing anything possible so as not to get hurt.
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.
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.
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.
No
No reaction: The human is not the slightest bit afraid or
bothered by the Garou. Even Kinfolk arent this stoic, so
Garou tend to be very suspicious of such folks.

Repair
Job
Simple mechanical repair
Loose connection
Electrical malfunction
Fitting a new part
Repair stalled car
Major car repair
System overhaul
Technical glitch

Difficulty
4
5
5
6
6
7
8
9

Climbing
# of Successes
3
2
5
10
5
10+
20
2

Sample Climb
Easy (tree with lots of thick braches within reach)
Simple (advanced climbing wall)
Challenging (cliff with sturdy handholds)
Precarious (rough mortared stone wall)
Suicidal (brick wall)

Difficulty
2
4
6
8
10

Armor
Armor Type
Tough Hide
Reinforced Clothing
Biker Jacket
Leather Duster
Bearskin Coat
Steel Breastplate
Kevlar Vest
Flak Vest
Riot Suit
Trashcan Lid

Rating
13
1
1
2
3
3
3
4
5
2

Melee Weapons
Dexterity Penalty
0
0
1
2
3
2
1
2
3
(none, but requires
diff. 6 Dexterity +
Melee roll to
employ)

Stunt Driving
Vehicle
Six-wheeled truck
Bus
18 wheeler
Sedan
SUV
Compact
Motorcycle
Crotch-rocket
Sport coupe
Sports car
NASCAR racer

Safe Speed
60
70
70
70
70
70
100
120
110
130
140

Max Speed
90
100
120
120
120
130
140
180
150
200
260

Maneuverability
3
3
4
5
6
7
8
8
8
9
10

Fire
Soak Difficulty
3
5
7
8
9
10

Heat of Fire
Heat of a candle (first-degree burns)
Heat of a torch (second-degree burns)
Heat of a Bunsen burner
(third-degree burns)
Heat of an electrical fire
Heat of a chemical fire
Molten metal

Health Levels/Turn 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

Jumping
Type of Jump Feet per Success
Homid Glabro Crinos Hispo
Vertical Jump
2
3
4
5
Horizontal Leap 4
4
5
6

Lupus
4
7

Weapon
Difficulty Damage/Type
Conceal
Sap
4
Strength/B
P
Whip
6*
Strength +1/L
J
Spiked Gauntlet
6
Strength +1/L
J
Broken Bottle
6
Strength +1/L**
P
Chair
7
Strength +2/B
N
Table***
8
Strength +3/B
N
Chain
5*
Strength/B
J
Staff
5
Strength +1/B
N
Mace
6
Strength +2/L
N
Baseball Bat
5
Strength+2/B
T
Spiked Club
6
Strength +2/L
T
Huge Spiked Club*** 7
Strength +4/L
N
Knife
4
Strength +1/L
P
Sword
6
Strength +2/L
T
Klaive****
6
Strength +2/A
J
Grand Klaive****
7
Strength +3/A
T
Great Sword***
7
Strength +6/L
N
Axe
7
Strength +3/L
T
Great Axe***
7
Strength +6/L
N
Polearm
7
Strength +3/L
N
Chainsaw
8
Strength +7/L*****
N
Difficulty: The normal difficulty at which the weapons is used.
Damage: The number of damage dice rolled when employing this weapon.
Type: B = Bashing L = Lethal A = Aggravated
Conceal: P = Pocket J = Jacket T= Trenchcoat N= N/A
*May be used to entangle an enemys limb at +1 difficulty.
**Breaks after three uses.
***Two-handed weapons; very heavy requires minimum of Strength 3
to employ.
****Silver weapons damage cannot be soaked by werewolves except
in breed form.
*****On a botch, user inflicts damage upon self.

Thrown Weapons
Weapon
Knife
Shuriken
Spear
Stone
Stone, head-sized
Tomahawk

Difficulty
6
7
6
5
6
6

Damage/Type
Strength/L
3/L
Strength +1/L
Strength/B
Strength +3/B
Strength +1/L

Experience Chart
Trait
Attribute
Ability
New Ability
Gift
Gift from other breed/auspice/tribe
Rage
Gnosis
Willpower

Cost
current rating x 4
current rating x 2
3
Level of Gift x 3
Level of Gift x 5
current rating
current rating x 2
current rating

Conceal
P
P
N
varies
N
J

Sensing
Sensing
Poorly hidden prey, enemy, trail,
or item
Well-concealed prey, enemy, trail,
or item
Magically concealed prey, enemy,
trail, or item
Strong emotional currents
Subtle emotional currents
Garou social dominance
Animal social dominance
Human social dominance
Supernatural social dominance
Obvious cue or clue
Subtle cue or clue
Very subtle cue or clue

Ranged Weapons
Difficulty
4
6
8
7
9
3
5
7
9
5
7
9

Movement Rates
Move Distance per Turn
Walk 7 yards
Jog
12 + Dexterity yards
Run
20 + (3 x Dexterity) yards
When a werewolf assumes a different form, his
movement rate changes accordingly. Use the
new forms Dexterity, not the Homid forms
Dexterity, when figuring movement rates.
Homid: As above
Glabro: As above
Crinos: On two legs, same as Homid; on all fours,
+2 yards per turn
Hispo: One and one-half times Homid speed
Lupus: Twice Homid speed

Feats of Strength
Dice Pool
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15

Feats
Crush a soda can
Break a chair
Bust down a wooden door
Break a two-by-four
Smash open a metal fire door
Throw a motorcycle
Flip a small car
Snap a lead pipe
Punch through a cement wall
Tear open a steel drum
Punch through 1 of sheet metal
Snap a streetlight post
Throw a sedan
Toss an SUV
Hurl a pickup truck

Lift
40 lbs.
100 lbs.
250 lbs.
400 lbs.
650 lbs.
800 lbs.
900 lbs.
1000 lbs.
1200 lbs.
1500 lbs.
2000 lbs.
3000 lbs.
4000 lbs.
5000 lbs.
6000 lbs.

Type
Damage
Range
Revolver, Lt.
4
12
SW M640 (.38 Special)
Revolver, Hvy.
6
35
Colt Anaconda (.44 Magnum)
Semi-Automatic Pistol, Lt.
4
20
Glock 17 (9mm)
Semi-Automatic Pistol, Hvy.
5
25
IMI Desert Eagle (.50 AE)
Rifle
8
200
Remington M-700 (30.06)
SMG, Small*
4
25
Ingram Mac-10 (9mm)
SMG, Large
4
50
HK MP-5 (9mm)
Assault Rifle*
7
150
FN SCAR (5.56 mm)
Shotgun, Sawed-Off
8
10
Winchester Model 24 double-barrel (12 Gauge)
Shotgun
8
20
Ithaca M-37 (12 Gauge)
Shotgun, Semi-Automatic
8
25
Benelli M4 (12 Gauge)
Shotgun, Assault*
8
50
MPS AA-12 (12 Gauge)
Bows**
Short Bow
4
60
Hunting Bow
5
100
Long Bow
5
120
Crossbow, Commando
3
20
Crossbow
5
90
Crossbow, Hvy.
6
100
Taser****
5
5
Tear Gas****
3
3
Bear Mace****
4
3

Rate
3

Clip
6

Conceal
P

17+1

13+1

5+1

30+1

30+1

30+1

5+1

6+1

32+1

1
1
1
1
1
1
1
1
1

1
1
1
1
1
1
1
5
3

N
N
N
J***
T
N
P
P
P

Damage: All damage from firearms and bows is lethal.


Range: Within listed range (in yards), difficulty is 6; at twice listed Range, difficulty is 8;
within two yards, difficulty is 4.
Rate: Maximum number of bullets or three-round bursts the gun can fire in a single turn.
Clip: Maximum number of bullets the gun can hold. Some guns, listed as +1, can hold
a full clip with a round ready in the chamber.
Conceal: See the Melee Weapons chart.
*The gun may fire full-auto, three-round bursts, and sprays.
**Long and short bows take an automatic action to nock and draw; crossbows require two
automatic actions to reload.
***Collapsible; requires one turn to unfold from storage configuration, plus one action to
load once it has been unfolded.
**** Bashing damage, not lethal; adds no extra damage from successes scored. Tear gas
and bear mace also reduce targets dice pools by two dice for one turn per success.

2012 CCP hf. All rights reserved. Reproduction without the written permission of the publisher is expressly forbidden, except for the purposes of reviews, and one printed copy may be reproduced for personal use only. Werewolf the Apocalypse and
Storyteller system are registered trademarks of CCP hf. all rights reserved.
Check out White Wolf online at http://www.white-wolf.com
Check out Onyx Path online at http://www.theonyxpath.com

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