User:Kayanous/sandbox

'+rules combat' says "Combat rules come from the character's sphere respective book", however this doesn't account for combat involving characters from multiple game lines. This is an attempt at a common set of rules suitable for such situations. Players can use different rules if they all agree (+policy hand waving).


 * For non-combat situations (even if they're being resolved at combat speed), see the Dramatic Systems page.
 * Typical base difficulty for all rolls is 6.
 * If a roll is stated in terms of a primary ability, then a relevant secondary ability can be substituted at -1 difficulty.
 * If a roll is stated in terms of a secondary ability, then a relevant primary ability can be substituted at +1 difficulty.
 * If you don't have the ability at all, then consult the Lack of Ability guidelines.
 * If a substitution is explicitly mentioned below, then it's reiterating these clauses, not stacking with them.
 * Actions without a roll are automatically successful.
 * "Reflex" rolls don't count as actions.
 * Spending from a pool is a reflex, unless otherwise noted.
 * General combat maneuvers described here are allowed.
 * Advanced Combat covers Martial Arts, Pack Tactics, Do, Kailindo, Klaive Dueling, Iskakku, and The Warrior's Halo.
 * If you don't have a relevant stat/level/maneuver, you can still ICly attempt something similar while OOCly reusing the game mechanics of general maneuvers.
 * Standard weapons and armor use WtA Revised stats (page 206 for armor, 207 for ranged weapons, 208 for thrown weapons, 210 for melee weapons).
 * Weapon stats from older game lines (e.g. CtD) should be toned down, as they pre-dated extra successes on all attack rolls (not just firearms) converting to extra damage dice.
 * Rules for taking multiple shots with a bow are taken from Werewolf: the Wild West 239.
 * For mounted combat, see CtD pages 241-242.
 * Specialties may apply to combat (+rules specialties).

=Basics=

Determining initiative
Each character's initiative is their initiative rating (Dexterity + Wits) + 1 die
 * Recalculated each turn
 * PCs: '+combat/init'
 * NPCs: '+combat/init ='
 * Wound penalty reduces your initiative
 * '+combat/init' doesn't apply this or any other modifier automatically, you must account for them manually
 * Gurahl are -2 init during winter

Declaring actions
Characters declare intended actions in order of initiative, low to high
 * Characters performing multiple actions, using supernatural powers, or spending Willpower must declare those things during this step
 * Characters will act in the opposite order (high to low), thus slower characters telegraph their intent and faster ones can take it into account

Simpler alternative (mostly for PRPs)
Characters declare and act in order of initiative, high to low
 * This should be agreed upon before combat starts
 * First character declares and rolls, then types their pose while the next character is declaring and rolling, and so on
 * OOCly faster and simpler, no one has to deal with a large stack of upcoming declared actions
 * PRP runner should consider declaring for NPCs at start of round, so that they still telegraph

Performing actions
Characters act in order of initiative, high to low
 * A character can delay their action and take it at any point later in the turn
 * If two characters have the same initiative (or delay until the same moment), then the one with the higher initiative rating acts first. If their initiative ratings are also equal, then they act simultaneously

Timing of multiple actions

 * Main phase: Each character acts once (unless they lose their action due to being stunned, etc.)
 * Extra phase: Any characters with multiple actions perform the rest of their actions in the usual order of initiative
 * Even if multiple actions are described by a book or +note as simultaneous, the player must choose an order for the purpose of determining their outcomes, and only the first one occurs in the main phase

Close combat
Roll:
 * Without a weapon: Dexterity + Brawl
 * With a weapon: Dexterity + Melee

Modifiers:
 * If you don't have Brawl, roll Dexterity at normal difficulty
 * If you don't have Melee, roll Dexterity at +1 difficulty
 * +(variable) difficulty for wearing armor / shield
 * +1 difficulty for melee with a weapon designed for throwing

Ranged combat
Attacker rolls:
 * With a gun: Dexterity + Firearms
 * With a thrown weapon: Dexterity + Athletics (or Dexterity + Throwing at -1 difficulty)
 * Maximum range = (5 * Strength) yards
 * This is for objects up to 3 pounds (e.g. grenades, knives); -5 yards for every 2 additional pounds, down to minimum of 1 yard
 * If you can't lift it, you can't throw it
 * With a bow: Dexterity + Archery (or Dexterity + Athletics at +1 difficulty)
 * Before shooting a bow, a character must spend an action nocking and drawing an arrow (house rule: Archery 4+ eliminates this requirement)
 * On a botch, the bowstring snaps. Repair requires a spare bowstring and an action (Wits + Archery, or Wits + Crafts at +1 difficulty)
 * With a crossbow: Dexterity + Archery (or Dexterity + Firearms at +1 difficulty)
 * Before shooting a crossbow, a character must spend two actions reloading it (house rule: Archery 4+ reduces this to one action)

Modifiers:
 * If you don't have the appropriate skill, roll Dexterity at +1 difficulty
 * +(variable) difficulty for wearing armor / shield
 * +1 difficulty for throwing a weapon designed for melee

Damage
Attacker rolls damage
 * A botch just counts as a failure
 * If you got multiple successes on the attack roll, add 1 damage die for each one beyond the first

Soak
Target rolls soak
 * Reflex
 * A botch just counts as a failure
 * Unsoaked damage decreases target's health (Corpus for Wraiths/Risen)
 * If an attack is described as "unsoakable" or "cannot be soaked":
 * If it's affecting your enemy due to a successful action, then ignore it; the enemy may be able to soak it depending on damage type
 * If it's affecting you or your ally due to a failed or mixed-blessing action, then it applies as written: it cannot be soaked at all, even if the victim can normally soak that type of damage
 * Exception: If someone is explicitly able to soak any type of damage (not just "can soak agg"), then that takes precedence

Armor

 * Generally adds to soak, regardless of severity (bashing / lethal / aggravated)
 * May not apply, depending on damage type (kinetic, fire, electricity, mental, etc.)
 * Doesn't apply if an unarmored body part is successfully targeted
 * If damage (before soak) is at least twice the armor rating, then the armor is damaged until the wearer has time to repair or replace it
 * Only if the armor applied to that attack

Running out of health

 * Health 0 -> incapacitated
 * Incapacitated and take more bashing -> convert it to lethal
 * Incapacitated and take more lethal -> vampires go into torpor (VtM Revised page 216), werewolves and other shifters revert to breed form but die if they take yet more damage of any type (WtA Revised page 187), others die
 * Incapacitated and take more aggravated -> die (werewolves and most other shifters may still be able to Rage-heal, see below for details)

Vampires

 * Firearms do bashing damage unless head is targeted (VtM Revised page 215)
 * Electricity does lethal damage unless soak botches (VtM Revised page 227)
 * Unsoaked bashing damage is halved (round down) (VtM Revised page 217)

Shifters
When does a werewolf's Stamina apply to soak?
 * Silver
 * For homid or lupus in breed form, silver does whatever damage it would do to a normal human or wolf with same stats, and Stamina applies
 * Otherwise, touching silver does aggravated damage, and Stamina doesn't apply
 * Other lethal/aggravated damage
 * In breed form, Stamina doesn't apply
 * Otherwise, Stamina applies


 * Shifters trying to heal during combat: Stamina, +2 difficulty, reflex

Changelings

 * House rule: Changelings can soak lethal with Stamina.
 * Kamuii (noble) hsien in wani form auto-soak their Stamina when damaged by their own element. (Eight Million Dreams 125) This includes any modifiers to their Stamina, but not other sources of soak (e.g. armor) which are rolled normally.

Projectors
Projectors who take damage while projecting into the Underworld: (Orpheus 237, End Game 35)
 * Sleepers may soak lethal (but not agg) with Stamina
 * Skimmers may convert lethal (but not agg) to bashing (decreasing their physical body's health levels)
 * Armor can soak lethal/agg as usual, including Juggernaut (Orpheus 112) and Emblem of Protection (End Game 88)
 * Any damage not soaked/converted decreases Vitality instead of health levels (x1 for bashing, x2 for lethal, x3 for aggravated)

Wound penalties and healing

 * Wounds may subtract dice from your action dice pools.
 * Not reflex dice pools
 * Not damage dice pools
 * Not Arete rolls unless mage is incapacitated (MtA 130)
 * Risen wraiths only subtract dice for aggravated damage (The Risen 50)
 * Wounds may also limit your movement.
 * Spend a Willpower to ignore all wound penalties for one turn, unless you're incapacitated or worse (VtM 137, MtA 126, DtF 163)

1 Requires medical care to avoid further effects (e.g. extreme pain, broken bones, concussion, impaired senses)

2 Requires medical care to avoid worsening (1 level per day), then healing continues on its own

3 Requires continuous medical care to heal at all

Supernatural healing
Vampires:
 * Do not heal due to passage of time like mortals.
 * If healing with blood and doing something else in same turn, roll Stamina + Survival vs 8 (reflex). Fail = blood spent but no healing, botch = lose another blood and another health level.
 * Blood spent per turn (healing or otherwise) is limited by generation. Ghouls are limited to 1 per turn.
 * Healing 2+ aggravated per day also costs 1 Willpower for each level beyond the first.

Shifters:
 * Homid and lupus (or equivalents for fera) only regenerate this fast in non-breed form. In breed form, they heal 1 per day in critical condition, otherwise they heal like mortals.
 * Metis (or equivalents for fera) regenerate this fast in all forms.
 * If engaged in combat or other stressful activity, roll Stamina vs 8 (reflex). Fail = no healing that turn, botch = no healing until they rest.
 * Once per scene, a werewolf (or other shifter with Rage) past incapacitated can roll Rage (difficulty 8) to heal one health level per success (can avoid death this way), but start next turn in berserk frenzy. This is not a soak roll and is not applied to the damage done, but is rather counted from Incapacitated backwards. Example: 3 Successes on the Rage vs 8 roll puts you at Wounded regardless of damage taken.
 * Ananasi do not regenerate like Garou, but do heal due to passage of time like mortals. In Crawlerling form, they cannot heal by spending blood.
 * Kitsune do not regenerate like Garou in any of the ways described in this section.
 * Squamus Rokea immersed in salt water regenerate even in breed form.

Changelings:
 * In a freehold, healing 1 chimerical takes 1 day. In the Dreaming, it takes 1 hour.
 * In a freehold, glade, or the Dreaming, healing 1 bashing or lethal takes 1 day.
 * In a freehold or the Dreaming, healing 1 aggravated takes half as long as usual, minimum 1 day.
 * Healing aggravated with cantrips costs an extra 1 Glamour per level.
 * Hsien in wani form can heal non-agg for 2 Yugen per level, agg for 4 per level. At a dragon nests, costs are halved. (Eight Million Dreams 125, takes precedence over page 52 per errata)

Demons:
 * Requires a full turn of concentration per Faith spent, and only heals one type at a time, not both.
 * If further damaged during the turn, healing fails but Faith is not spent.

Wraiths:
 * Can also Slumber (fade into one of their Fetters for 8 hours). If not interrupted, roll Stamina and heal 1 level per success. This does not cost Pathos.
 * For Risen wraiths, the Stamina roll is difficulty 9.
 * Healing aggravated by spending Pathos is limited to 1 level per 8 hours.

Mummies:
 * A mummy providing ongoing care to someone else causes them to heal lethal at the same faster rate.

References:
 * VtM 138-139, 200, 218; G:FA 29
 * WtA 188; PGttCB 44, 100, 151; Ananasi 73
 * CtD 43-45, 246-247
 * DtF 171, 248
 * WtO 232-233, The Risen 52
 * MtR 136

=General maneuvers=

Aborting actions / Changing actions

 * Requires succeeding at a Willpower roll or spending a Willpower, unless your declared action is now pointless (e.g. attacking a target that was already killed)
 * Reflex
 * Spending a Willpower this way need not be declared ahead of time
 * New action is +1 difficulty unless it's defensive

Ambush

 * Can't target someone already in combat
 * Resisted roll, attacker's Dexterity + Stealth versus target's Perception + Alertness
 * Attacker wins: one free attack, each additional success adds 1 die to attack roll
 * Tie: attacker acts first but target can perform a defensive action
 * Target wins: determine initiative normally

Blind fighting / Blind firing
see Complications -> Blinded

Flank attacks / Rear attacks

 * Attack from target's side: +1 die
 * Attack from target's rear: +2 dice

Movement

 * A character moves by walking, jogging or running. Per turn movement is:
 * Walk 7 yards
 * Jog 12 + Dexterity yards
 * Run 20 + (3 x Dexterity) yards
 * Crinos Form: Move an additional 2 yards per turn by dropping to all fours.
 * Hispo Form: Move at one and one-half times human speed.
 * Wolf Form: Move at twice human speed.
 * Movement while performing another action:
 * Limited to half your running distance
 * Doesn't count as multiple actions, but the action is -1 die per yard moved
 * Specific types of movement (e.g. leaping, tumbling) may require an action to perform

Multiple actions

 * If you declare N actions, then subtract N dice from the first, N+1 from the second, N+2 from the third, etc.
 * Doesn't apply to desperate defense
 * Extra actions from supernatural powers:
 * Not included in the above penalty
 * Can't be split further
 * Can occur in the same turn as multiple non-supernatural actions, in which case they occur last
 * Example: A vampire with Celerity 3 spends a blood point to activate it. Next turn, he declares 2 actions (N = 2) in addition to the Celerity effect; his first action is -2 dice, his second is -3 dice, and his last three (from Celerity) are all normal.
 * Specific supernatural powers
 * Celerity: spend a blood point, next turn get one extra action per dot of Celerity
 * Activating Celerity is a reflex (does not count as an action, thus cannot be activated multiple times per turn). (VtM 153 "spends a single blood point", 191)
 * Celerity extra actions must be physical, not mental like Dominate. (VtM 153)
 * Rage (Certain Shifters Only): this turn, get one extra action per point spent (maximum = half your Rage)
 * The 'half your Rage' cap applies only to Rage spent for extra actions, you can spend more Rage on other things in the same turn (WtA 205)
 * If you perform more actions in a turn than either Dexterity or Wits, all actions are +3 difficulty
 * Dexterity is the only limiter during Frenzy, Wits is ignored.
 * Distort Time (Time 3): next turn, get one extra action per 2 successes
 * Quicksilver (Wayfare 2): next turn, target gets one extra action per success (Scene realm with multiple targets: successes must be divided among them)
 * Dream Time (Chronos 3): next turn, get one extra action per turn, maximum 5 (actions? turns?), can't cast on same target more than once per scene
 * Faith (some apocalyptic forms): this turn, get one extra action per point spent; first extra action is -1 initiative, second is -2, etc.
 * Tempus Fugit (Pandemonium 5): Starting next turn, get one extra action per success each turn for the rest of the scene. Can only be attempted once per scene.

Targeting

 * May bypass armor or cover
 * Medium (arm, leg, briefcase): +1 difficulty, normal damage
 * Small (hand, head, laptop): +2 difficulty, +1 damage
 * Precise (eye, heart, lock): +3 difficulty, +2 damage
 * Stake through heart: target vampire's heart and do 3+ damage (after soak); vampire is conscious and can use Auspex, but can't move or spend blood

=Defensive maneuvers=


 * Each of the target's successes cancels one of the attacker's successes on the attack roll.
 * Even if you have lower initiative, you can declare a defense against an anticipated attack that hasn't been declared yet. If the attack does occur, then your defense resolves at the same time (though it may turn out to be ineffective, e.g. trying to block a gunshot).
 * To abort to a defense, see "Aborting actions / Changing actions".

Block

 * Dexterity + Brawl
 * Close combat only
 * Can't block lethal or aggravated unless you can soak it

Dodge

 * Dexterity + Dodge
 * Versus Melee or Brawl: requires enough room to bob and weave
 * Versus Firearms: requires moving at least one yard and ending up behind cover, or dropping to the ground
 * Difficulty may vary based on how much cover is available (see Cover) and how far away it is (see Movement)
 * Does not require declaring which attack you're trying to dodge
 * Kitsune can't botch Dodge rolls (counts as simple failure)

Parry

 * Dexterity + Melee
 * Close combat only
 * Requires weapon or shield
 * If you parry an unarmed attack with a lethal or aggravated weapon and get more successes, you damage the attacker, adding 1 damage die for each extra success

Desperate defense

 * Declare that you'll spend the entire turn performing defensive actions
 * Instead of the usual penalties for multiple actions, just subtract 1 die from the second action, 2 from the third, etc.

=Close combat maneuvers= Attacks that require you to either directly touch the target, or hold a weapon that does so.

Bite

 * Vampire in clinch or hold, or a turn after successfully tackling
 * Shifter in appropriate form
 * Redcap (must spend a Glamour, must call upon the Wyrd to make it non-chimerical)
 * Dexterity + Brawl + 1
 * Damage = Strength + 1 aggravated
 * Increased to Strength + 2 for Redcaps and shifters in appropriate form
 * Reduced to Strength - 1 for Gila monster Mokole in Suchid
 * Vampire can drain blood instead (up to 3 per turn)
 * Redcap can attempt to sever a limb
 * +3 difficulty
 * If redcap gets 5+ successes (3+ if target is grappled first), then limb is severed (head/neck may just be severely traumatized): +3 damage
 * No additional penalty/bonus for targeting

Claw

 * Vampire with Feral Claws (Protean 2, aggravated) or bone spurs (Vicissitude 3, lethal)
 * Shifter in appropriate form (aggravated)
 * Dexterity + Brawl
 * Damage = Strength + 1

Clinch / Grapple

 * Strength + Brawl
 * On success, attacker does damage = Strength
 * Either character already in a clinch can use their action to:
 * Do damage = Strength
 * Escape (succeed at resisted Strength + Brawl versus Strength + Brawl)
 * Something else that doesn't require moving limbs

Disarm

 * Target their weapon with your weapon: Dexterity + Melee, +1 difficulty
 * Target their weapon without a weapon: Dexterity + Brawl - 1, +2 difficulty
 * If damage (before soak) exceeds target's Strength, their weapon is knocked out of their hand
 * Target doesn't take damage
 * Garou can only do this in Homid/Glabro/Crinos

Hold

 * Strength + Brawl
 * On success, attacker holds target (no damage)
 * Either character already in a hold can use their action to:
 * Escape (succeed at resisted Strength + Brawl versus Strength + Brawl)
 * Something else that doesn't require moving limbs

Jab pistol

 * Dexterity + Melee with pistol
 * On success, shoot for +2 damage
 * Rubber bullets do normal damage, but lethal instead of bashing
 * Target can try disarm if they act before you

Kick

 * Dexterity + Brawl, +1 difficulty, damage = Strength + 1
 * Garou can only do this in Homid/Glabro/Crinos

Multiple opponents

 * Attack and defense are +1 difficulty per each additional attacker, maximum +4

Riposte

 * Successful parry with weapon, next action is attack with that weapon against that character: +1 die

Strike / punch

 * Normal brawl attack
 * Garou can only do this in Homid/Glabro/Crinos

Sweep

 * Dexterity + Brawl (leg) or Melee (weapon)
 * Garou in Crinos can sweep smaller target with arm
 * +1 difficulty
 * On success:
 * Damage = Strength (leg) or normal (weapon)
 * Target knocked down unless they succeed at Dexterity + Athletics (+2 difficulty, reflex)

Tackle / Body slam

 * Strength + Brawl
 * +1 difficulty
 * On success:
 * Damage = Strength + 1
 * Attacker knocked down unless they succeed at Dexterity + Athletics (+1 difficulty, reflex)
 * Target knocked down unless they succeed at Dexterity + Athletics (+1 difficulty, reflex)
 * Target is +1 difficulty to all actions next turn
 * On botch, attacker is knocked down or takes damage = target's Stamina

Weapon length / Close distance

 * Target's weapon longer than yours: -1 die

Weapon strike

 * Normal melee attack

=Ranged maneuvers=

Aiming

 * Requires Firearms 1+ for a gun or Archery 2+ for a bow
 * Can't be used with shotguns or SMGs
 * Spend one or more turns doing nothing but aiming
 * +1 die per turn (maximum of your Perception)
 * Additional +2 dice (regardless of number of turns) if using a scope or laser sight
 * Target must be moving no faster than walk

Automatic fire

 * Requires SMG or assault rifle with clip at least half full
 * +2 difficulty, +10 dice, empty clip
 * Damage isn't increased, except by extra successes as usual
 * Can't target specific body parts
 * Counts as a single action

Cover

 * Light (lying prone, behind telephone pole / streetlight): +1 difficulty to be hit, normal difficulty to hit
 * Good (behind wall): +2 difficulty to be hit, +1 difficulty to hit
 * Superior (only head exposed): +3 difficulty to be hit, +2 difficulty to hit
 * Relic bullets discorporate upon hitting a solid Skinlands object

Multiple shots

 * Multiple-action penalties apply as normal
 * Can't exceed weapon's rate of fire

Range

 * Within 2 yards (point-blank): -2 difficulty
 * Outside normal range: +2 difficulty
 * Outside maximum range (twice normal range): automatic miss

Reloading

 * Takes an action
 * While readying another arrow for a bow normally takes an action, if the archer has prepared additional arrows for easy acceess beforehand - such as by stabbing them tip-first into the ground in front of them - they may freely split pools and otherwise take extra shots as normal without having to spend actions on reloading (at least until they run out of prepared arrows).

Strafing / Spraying

 * Requires SMG or assault rifle with clip at least half full
 * +2 difficulty, +10 dice, empty clip
 * All targets must be within 3 yards of each other
 * Successes divided evenly among all targets, attacker chooses how to assign leftovers
 * If only one target, successes are halved
 * Damage isn't increased, except by extra successes as usual
 * Dodging such an attack is +1 difficulty
 * Can't target specific body parts
 * Counts as a single action

Three-round burst

 * Requires rate of fire 3+
 * +1 difficulty, +2 dice
 * Damage isn't increased, except by extra successes as usual
 * Counts as a single action

Two weapons

 * Off hand is +1 difficulty, unless you have the Ambidextrous merit at either 1 or 2 dots
 * Multiple-action penalties apply as normal, unless you have the Ambidextrous merit at 2 dots and take no other actions that turn
 * See '+explain Ambidextrous' for further details
 * Some weapons require both hands, though the +1 difficulty does not apply (all relevant +equip templates include 'Two-Handed: Y')

=Complications=

Blinded

 * Attacking a blinded target: +2 dice
 * Close combat or other vision-dependent action while blinded: +2 difficulty
 * Ranged combat or other vision-dependent action while blinded: +6 difficulty
 * Partly/fully reduced by:
 * Heightened Senses (Auspex 1, penalty halved)
 * Eyes of the Beast (Protean 1, no penalty)
 * Blind Fighting skill (close combat only, Perception + Blind Fighting without applying blindness penalty, reflex)
 * A success reduces your penalty by 1 or reduces bonus to attack you by 1
 * Each 2 additional successes reduce your penalty by 1 or reduce bonus to attack you by 1
 * Other relevant supernatural effects

Dazed / Stunned

 * Occurs when damage successes (after soak) exceed target's Stamina (mortal or mortal+) / Stamina+2 (supernatural)
 * Target loses all actions next turn
 * Attacking a dazed target: -2 difficulty

Immobilized

 * Attacking a partly immobilized target: +2 dice
 * Attacking a fully immobilized target: minimum 1 success

Knockdown

 * Dexterity + Athletics (reflex)
 * Success: get up immediately, but -2 initiative next turn
 * Failure: getting up requires an action
 * Botch: 1 bashing, unsoakable
 * Until you get up:
 * Close combat attacks by you are -2 dice
 * Attacks against you are +2 dice

Movement

 * Attacker moving faster than walk: +1 difficulty
 * Target moving faster than walk: +1 difficulty

=Magic during combat=

Limits by race

 * Vampires are limited only by how much blood they can spend per turn. (VtM 139)
 * House rule: If a power involves spending more blood than your Generation permits in a single turn, then you can spend the blood over multiple turns (reflex, does not count as an action) and then take an action during the last turn to use the power, unless the power explicitly prohibits this.
 * See "Multiple actions" for limits on Celerity.
 * Shifters can't spend Rage and Gnosis in the same turn, unless a single action requires both, or they have an exception (e.g. Chaos Mechanics gift). (WtA 126)
 * See "Multiple actions" for limits on Rage for extra actions.
 * Possessed with Berserker power: "The host is infused with Rage just like a werewolf's, with all the attendant advantages and disadvantages" (Possessed 109), including limits mentioned above.
 * Mages can only cast one Arete effect per turn. (MtA 155)
 * Triggering an Artifact/Invention uses your Arete (but gives you more oomph per success) and thus counts against your limit. Continuously active items don't need to be triggered. (FbDF 15-16)
 * Triggering a Talisman/Device uses the item's Arete and thus doesn't count against your limit; you and the item can each cast one Arete effect per turn. (FbDF 46)
 * Demons can only perform one Lore evocation per turn, but can have multiple evocations simultaneously in effect (number equal to their permanent Faith). (DtF 171)
 * Kuei-jin can normally not spend both Yin and Yang chi on the same turn, though they can ignore this restriction if they have Equilibrium 1+. (KoTE 102)
 * How much Demon Chi a Kuei-jin can spend during a single turn is capped by their Stamina, not their Dharma Rating. (KoTE 91)

Durations

 * One-turn duration ends at the end of the turn in which the power was used, unless the power specifies otherwise (e.g. Celerity gives extra actions during the turn after you use it).
 * In general, the power's stated effect is part of the same action, unless it explicitly sets up for a future action (e.g. Lore of Winds 3: the evocation's effect is limited to forming the dice pool, then you use it on a later action).

=Additional fera stuff=
 * Corax in Crinos or Corvid: -1 diff Athletics
 * Gurahl in anything but Homid: -2 diff Perception based on smell, +2 diff Perception based on sight
 * Rokea in Chasmus or Gladius have jagged skin (hit them barehanded -> 2 levels lethal, soakable if you can soak lethal)

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Glory

 * I shall be valorous
 * I shall be dependable
 * I shall be generous
 * I shall protect the weak
 * I shall slay the Wyrm

Defeating mighty enemies and succeeding at noble quests are both ways to gain Glory. Fighting on through overwhelming odds and triumphing will ensure the Garou his fair share of Glory. But just the fighting isn't enough. The cause must be clear, and, in the end, you must never surrender, regardless of the cost. Many young Garou have found their Glory stripped for entering into fights they could not hope to win. The best way to win great Glory is by attempting the impossible, and living to tell the tale. Even so, a grand death gives the deceased a large share of the Glory they strove for in life.


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Honor

 * I shall be respectful
 * I shall be loyal
 * I shall be just
 * I shall live by my word
 * I shall accept all fair challenges

Honor is the moral imperative to uphold the laws of the Garou. It refers to a fundamental belief in the wisdom of society's laws, up to and including the ultimate standard of Garou behavior: the Litany. To gain Honor Renown in Garou society shows an individual to be of honesty, integrity and respect. Honor can sometimes be a rare trait, but werewolves strive to maintain their honor with ferocity for fear of losing it.

Werewolves on the path of Honor hold themselves to the highest possible standards. They don't do so to feel superior to others, for the Garou who looks down his nose at his compatriots finds his Honor Renown slow to rise, while those who tolerate the braggart soon surpass him.

Honor requires a large share of self-control, not only to uphold strict principles when easier alternatives abound, but also to keep from falling into a frenzy. When berserk, a Garou is capable of all sorts of evil, and more than a few young Garou have awakened to find themselves covered in blood and bereft of honor.


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Wisdom

 * I shall be calm
 * I shall be prudent
 * I shall be merciful
 * I shall think before I act and listen before I think

Garou with a reputation for Wisdom are the ones most likely to be listened to and deferred to at moots. High Wisdom Renown marks a character who thinks through her words and actions before sharing them, and is adept at sensing when others have not done the same.

Werewolves rich in both wisdom and glory are a rare breed. The two ate often at odds, with the glory-seekers charging into battle at any opportunity and those who quest for Wisdom picking their battles carefully. Both have their advantages, but those who lose on the quest for Wisdom are most likely to be able to try again. A werewolf who is both wise and valorous knows when to fight and how, and he is, therefore, the most valuable of allies.
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Rank and Auspice
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Ragabash

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Theurge

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Philodox

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Galliard

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Ahroun

 * }

If a player is approved at Rank 0 and then goes through a Rite of Passage to Rank 1, then they gain gifts and renown as usual for Rank 1 and their breed/tribe/auspice.
 * These gifts don't cost XP.
 * Any previous renown unconnected to the Rite of Passage is retained on top of the auspice baseline.

Sample Renown Awards
Note: These are not uniformly objective. They may be rejected/reduced/increased based on circumstances.

Note: These are not exhaustive. If something doesn't seem to fit here, or isn't found in this list, but still serves one of these types and Gaia's purpose, then go ahead and submit a request.

The following types have been tinted for ease of reading and browsing:


 * These awards and penalties are directly from the established renown lists, with changes limited to specifying Garou use.

Items in Black are positive renown awards.

Items in Red are negative renown penalties


 * These awards and penalties have been either created from scratch, or taken from lists and more heavily modified for Garou use.

Items in Blue are positive home-brew renown awards

Items in Purple are negative home-brew renown penalties

Source: WtA 2nd ed pages 190-193

Human and Kinfolk
Category:Gaian Category:Garou Category:Stats