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Wta W5

This document outlines the key mechanics of Werewolf: The Apocalypse 5E, including the three breeds (Homid, Metis, Lupus), five auspices that determine gifts and specializations, 13 tribes that provide additional gifts, and four shifting forms. It also covers rules for Rage, Gnosis, Renown, Primal Urge, and various werewolf abilities like healing rates. Rage represents a werewolf's connection to their primal fury and can be increased or decreased through actions, while exceeding one's Rage Threshold risks frenzy. Gnosis is similar but represents a werewolf's spiritual connection and can be depleted through use or restored through meditation.

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0% found this document useful (0 votes)
601 views

Wta W5

This document outlines the key mechanics of Werewolf: The Apocalypse 5E, including the three breeds (Homid, Metis, Lupus), five auspices that determine gifts and specializations, 13 tribes that provide additional gifts, and four shifting forms. It also covers rules for Rage, Gnosis, Renown, Primal Urge, and various werewolf abilities like healing rates. Rage represents a werewolf's connection to their primal fury and can be increased or decreased through actions, while exceeding one's Rage Threshold risks frenzy. Gnosis is similar but represents a werewolf's spiritual connection and can be depleted through use or restored through meditation.

Uploaded by

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Werewolf the Apocalypse 5E

BREEDS:

Homid : Gnosis: 1
Gifts: Homid

Metis: Gnosis: 2
Gifts: Metis
Special: Metis Deformity

Lupus: Gnosis: 3
Gifts: Lupus
Special: Skill Restrictions.

AUSPICES:

Ragabash
Rage Threshold: 4
Primary Renown: Cunning
Gifts: Auspice,
Specilization: Larceny, Stealth, or Subterfuge

Thuerge
Rage Threshold: 3
Primary Renown: Wisom
Gifts: Auspice
Specialization: Animal Ken, Medicine, or Occult

Philodox
Rage Threshold: 2
Primary Renown Honor
Gifts: Auspice
Specialization: Insight, Investigation, or Politics

Galliard
Rage Threshold: 1
Primary Renown: Glory
Gifts: Auspice
Specialization: Crafts, Performance, or Persuasion

Ahroun
Rage Threshold: 0
Primary Renown: Purity
Gifts: Auspice
Specialization in Brawl, Intimidation, or Survival

TRIBES

Black Furies:
Favored Renown: Purity or Wisdom
Gifts: Tribal

Bone Gnawers:
Favored Renown: Cunning or Glory
Gifts:Tribal

Children of Gaia:
Favored Renown: Wisdom or Honor
Gifts: Tribal

Fianna:
Favored Renown: Glory or Honor
Gifts: Tribal

Get of Fenris:
Favored Renown: Purity or Glory
Gifts: Tribal

Glass Walkers:
Favored Renown: Cunning or Wisdom
Gifts: Tribal

Red Talons:
Favored Renown: Purity or Glory
Gifts: Tribal

Shadow Lords:
Favored Renown: Glory or Cunning
Gifts: Tribal

Silent Striders:
Favored Renown: Honor or Wisdom
Gifts: Tribal

Silver Fangs:
Favored Renown: Purity or Honor
Gifts: Tribal
Uktena:
Favored Renown: Honor or Wisdom
Gifts: Tribal

Wendigo:
Favored Renown: Purity or Glory
Gifts: Tribal

SHIFTING FORMS
(Stamina + Primal-urge)

Homid (diff 2)
No changes
Diff 2

Glabro (diff 3)
+2 to Str, +2 Stam -1 to Manipulation rolls +1 Health
Diff 3

Crinos (diff 2)
+3 Strength, +1 Dex, +2 Stamina -3 Manipulation rolls, +2 claws +2 Health
Diff 2

Hispo (diff 3)
+2 Str, +2 Dex, +2 Stamina. Bite +1, +1 Health -3 Manipulation rolls
Diff 3

Lupus (diff 2)
+2 Dex, +2 Stam, +3 to perception based rolls -3 Manipulation rolls -1 Health
Diff 2

RAGE
□□□□□□□
Rage is your supernatural power connecting your to your primal side of existence.
• Add your Primary Renown to any roll involving one of your 3 Auspice Skills
• Rage checks can be used to auto shift into any form your desire,
•Activate gifts.
•Ingnore wound penalties for a roll
•Stay alive when sustaining an incapacitating blow(Once per Encounter; frenzy test diff 5) and
earns a battle scar after. Roll Rage, for each success completely heal the last boxes on your
health track regardless of damage.

Rage is a trait of supernatural fury all Garou possess, rating from 0 to 7. Each garou has the
potential to call upon this power and test its boundaries within them. However, with each failed
roll on a Rage Test, their rage swells a little further until building up into dangerous levels. Each
auspice offers a threshold their rage can grow to before it becomes too much for them to hold
back frenzy. Testing their rage and passing means they keep the surge of Luna's fury under
control while benefiting from its power, but failing this test means they begin to suffer its curse.
The threshold is how many rage dice you can accumulate before you begin testing for frenzy
on every Messy Critical. For the Ragabash, they have quite the leeway, however for the raging
ahroun, every die risks a struggle of frenzy.

Rage Threshold: How many Rage Die a garou can have in their die before they begin to have to
check for frenzy at every messy Critical (or bestial failure?)

Rage starts at 0 for the night and slowly swells until it's all too much to bear. Rage dice cannot
be rerolled with willpower. To keep control of yourself there are a few ways to sooth your rage.

Rage is soothed away by a small number of things.


1. Succesfully Attacking in first round of Combat. (1)
2. Landing a killing blow. (1)
3. Succeeding in some way against those who insult or humiliate you. (1)
4. Succeeding to protect loved ones in danger(1-3)
5. Succeeding to defend of a caern. (3)
6. Defeating agents of the Wyrm (2)
7. Succeeding in the Protection of a natural location (2)
8. Whenever the ST deems fitting. Usually no more than 3 at a time for any reason other than the
moon.

Rage can be increased by failing to do any of these by a potentially equal increase.

☆Staring at the moon for the first time each night can sooth rage based on the sign of the
moon. New moon 4, Crescent Moon 3, Half Moon 2, Gibbous Moon 1, Full Moon 0. Looking
to the moon sign of your auspice can sooth all of your rage however you must first succeed a
frenzy test upon seeing it as Luna blessed you with rage but it still acts as a curse. (If you fail
your frenzy roll, you still sooth your rage but not until after your frenzy has subsided.

Messy Criticals / Bestial Failures

•Rolling a messy Critical can have many effects similar to that of a vampire. Harming
or destroying advantages(Mentors, Kinfolk, Fetishes, or even resources), packmates
(touchstones), or even warrant your rage swelling up against you by increasing your rage dice
further.
•In addition to all these previously mentioned outcomes, any Garou that rolls a messy Critical
when their rage exceeds their Rage Threshold, must also make a frenzy test not to enter a
Berserker Frenzy.

•Rolling a Bestial Failure, can cause a number of things to happen, also similar to a vampire. Such
as:
1. losing your turn as it pulls all your focus to control yourself
2. Acting feral for the scene, unable to think of anything but destruction and death of those
around you. (-2 to all actions for the scene that arent trying to kill people)
3. Fox Frenzy, as you've failed terribly and the beast inside wants to retreat.

If you your rage exceeds 5, your strectchig into the dangers of rage and getting closer to the
Wyrm. You can continue to make Rage Tests to summon forth your swelling of your rage.
However if you Messy Critical with a rage of 6+ or fail a Rage Test when at 7 rage, you must
succeed a willpower test equal to the difficulty determined by your rage and other modifiers
each time, not to give into the the Thrall of the Wyrm, as your rage has swelled to the brink of
what any child of Gaia can withhold.

Thrall of the Wyrm is a state of sheer mindless rage consumed by the influence of unchecked
fury and influence from Bane spirits who sit on wait for Garou to allow themselves to slip this
far.

•Homid: You cannibalize everything you kill.


•Metis: you defile and rape everything in sight, before or after killing it
•Lupus: You eviscerate and sever limbs from all your kills until there's nothing more than a
horrific bloody mess in your wake.

GNOSIS
□□□□□□□
4 + Breed Gnosis = Total Gnosis

Gnosis can be used to activate gifts, fetishes, rituals, and to cross the gauntlet.

Gnosis functions like rage except it's your connection to the spirit world rather than your primal
fury, and can be depleted rather than increased by failing Gnosis Tests. Success means you don't
deplete your spiritual Reservoir. Failure means it drops by one until you can refill it. The character
must spend at least an hour in one place, focusing deeply on his spiritual side. The player rolls
Resolve + Insight (difficulty 3). For each point of margin, the character regains one Gnosis
point, up to a maximum of one point per hour of meditation; additional successes are lost. A
Garou can only meditate to regain Gnosis once per day. The difficulty increases by one for each
extra day a character attempts it in the same week, to a maximum difficulty of 7 The spirits are
gracious, but not always generous.

Crossing the Gauntlet is a Gnosis + half your Primary Renown (rounded up)roll at a difficulty set
by the storyteller depending on location, and can be reduced by gauntlet rating of your primal
urge, reflective surfaces, as well as many gifts, and fetishes.

RENOWN
Renown
Purity: ○○○○○
Glory. ○○○○○
Honor ○○○○○
Wisdom ○○○○○
Cunning ○○○○○
(As per Nwod Werewolf the Forsaken renown descriptions)
Start with 2 dots in your primary renown, and 1 dot in the renown of your choice. (Determined by
auspices)

Start with one gift per cumulative number of renown, but cannot take a gift higher than your
highest dot of renown. (Ex: 2 glory, 1 honor could warrant 4 level one gifts, 2 level ones and 1
level two, or 2 level two's.

Gaining renown
Renown is purchased at New dot x5. When gaining a dot of renown you gain that many levels of
gifts.
(Ex: gaining your 3rd dot of glory could grant you a 3rd level gift or a level 2 and a level 1, or
three level 1 gifts.

PRIMAL-URGE
●○○○○○○○○○○
H. GB. F/G. -S Reroll
1: 1 1 0 0 Lv 1
2: 1 1 1 1 Lv 1
3: 2 2 1 1 Lv 2
4: 2 2 2 2 Lv 2
5: 3 3 2 2 Lv 3
6: 3 3 3 3 Lv 3
7: 4 4 3 3 Lv 4
8: 4 4 4 4 Lv 4
9: 5 5 4 4 Lv 5
10: 5 5 5 5 Lv 5

Primal-Urge is the measure of how in touch the garou is with their primal urges and how the
strength of that connection can help them perfect the state of their being, both physical and
spiritual.

Shifting - Primal-Urge is used to help shift through your many forms. Shifting takes one turn as
long as you succeed the roll to shift. Failing to meet the needed successes to shift mean you
obtain a partial shift and wont be completed until a number of turn pass, equal to the number
you failed the roll by. Using rage to shift forces the change instantly and still allows actions in the
same turn.

H (Healing)- Garou take superficial damage from all sources except for fire, and silver which
are aggravated. Your Primal-Urge determines how quickly you naturally regenerate superficial
damage. The number listed under healing is how many superficial you heal per turn at the start
of your turn. Starting at primal urge 3, you can choose to heal one point of aggravated damage
instead of your 2 superficial. At primal urge 7 you can choose to heal 2 aggravated instead of
your 4 superficial. This is true for all aggravated damage except that dealt by silver weapons.
Garou who make it to 6+ levels of Primal-Urge become truly terrifying creatures, tho they are few
and far between, as most garou dont live that long.
GB (Gift Bonus) -add this bonus to any die pool involving the activation or use of a gift.

F (Frenzy)- This is a reduction in the difficulty of your frenzy checks. As you become more in tune
with your Primal-Urges you'll learn to control them better. (Min 1)

G (Gauntlet) - Like rage and frenzy is a part of a garou, so is gnosis and the umbra. As your
power grows you'll find it easier to step sideways. This reduces the difficulty of stepping
sideways as your power grows you become a master in stepping sideways no matter where you
are. (Min 1)

-S (Social Penalty)- As you become more in tune with who you are as a garou, you become more
terrifying to mortals and normal animals. Apply this negative to any and all social die pools with
mortals or animal Ken rules, except for those meant to intimidate or startle them.

Reroll - When rage rolling for the use of a gift, you can reroll the die and take the highest of the
two rolls. Increasing your ability to hold your rage when extorting it.

BERSERKER FRENZY
When a Garou would be forced to make a frenzy check, roll his current willpower at a difficulty
equal to his rage. Failure means the garou loses himself to his rage and cannot hold on any
longer. Ahrouns, and those that have grown their rage further have a struggle with not losing
themself to their own rage. If a garou fails this roll they can take a point of superficial willpower
damage to hold it off until the next provocation or failed Rouse check at Rage 7.

Other things can cause Garou to frenzy as well. Depending on the seriousness of the
provocation.

•Looking at the Moon before Rage is soothed (Rage)


•Minor Nuisance or public humiliation (Rage +1)
place of nature harmed, loved one injured (Rage +2)
•Caern destroyed, loved one killed (Rage +3)
Messy Critical: Difficulty equals your current rage.
☆ All frenzy difficulties increase by two on the night of your moon sign. (Including those that are
made before soothing rage by the moon)

Any character who frenzies with more rage than they have Gnosis, is a danger to not just
enemies but also packmates, as they just see moving targets and want to kill them all. Frenzy
subsides when the target(s) of the rage is removed from the equation, unless under the thrall of
the wyrm.

ADVANTAGES

Backgrounds:
Totem; Special

Ancestors • to •••••
Fetish • to •••••

Kinfolk • to •••••

Pure Breed • to •••••

Spirit Heritage • to •••••

Rites • to •••••

Merits:

Fair Glabro (•••)


Glabro form doesnt gain the looks flaw or the -1 to Manipulation rolls, as it looks like a large
human.

Metis Merits:
Subtle Deformity •• or ••••
At the •• version, you have one form you can shift to that doesnt show your Deformity. Your still
suffer the negatives of it, but that form looks normal. At the •••• version, you either have a second
form that doesnt show its Deformity, or the one form that no longer shows it, no longer suffers
from its drawbacks either. You cannot choose your metis birth form for this merit.

GIFTS

See W20, and WTF books for list and activation rolls, and adapt accordingly.

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