Shift-Combat

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General Combat

Bite:
+roll dexterity + brawl vs 5
+roll strength + (brawl dmg) +1 vs 6

Claws:
+roll dexterity + brawl vs 6
+roll strength + (brawl dmg) +1 vs 6

Damage

Outside of Combat: Shifters regenerate 1 bashing or one lethal every turn. In their breed forms (For Lupus and Homid) they regenerate roughly a health level a day if they are in critical condition. If they are conscious and moving around they will heal as humans do. Metis have full regeneration in -all- forms. No Garou, regardless of breed, can regenerate aggravated damage. It is healed at one health level per day, during which the Garou must rest in a form other than his natural one (if Homid or Lupus)

To regenerate damage in a stressful situation (ie: Combat)

The player must roll the Shifters Stamina vs. 8 each turn. The roll is reflexive. Success means the Garou heals as normal. A botch means he cannot regenerate until he has a chance to rest.
Aggravated damage can be soaked in any form except the breed forms of Homid or Lupus. Metis can soak it in any form. Silver is of course an exception.

Silver and Gold

Some Shifters are not affected by Silver, but instead by Gold. This will be up to your Lores to discover which is which. Silver causes one aggravated damage per turn unless the shifter is in their breed form as Homid or Lupus. In such a breed form, silver causes no damage - excepting the normal damage a weapon of silver inflicts. A successful attack on a Garou in any other form will always cause at least one level of damage, no matter the soak. Garou cannot normally soak damage from silver weapons except in their breed form. Metis cannot soak silver at all.

Rage Actions

As per page 205 or the Werewolf Core Book: Rage may not be spent in the same turn that Gnosis is used or the Gnosis Stat is rolled. Certain gifts bypass this, and certain gifts require both Gnosis and Rage to be spent, which they can be for the purposes of that gift. *Extra Actions: The maximum amount of Rage that a character may use for Extra Actions in one turn is equal to half the Garou's Permanent Rage Score. Fore example, if a werewolf has a permanent Rage score of Six (6), her player may use three of those rage points for extra actions. The other three points can be used in any of the other ways listed here, but not for extra Actions.

  • Timing: A player may spend Rage for extra actions during only the decision stage of combat. All other uses of Rage, however, can occur at any time during a turn.
  • Limits: A character may take a number of actions equal only to her Dexterity or Wits, whichever is lower. If a character tries to take more actions than either of those ratings, any actions she takes that turn have a +3 difficulty penalty. This penalty arises because she has tried to move to fast for either her body (Dexterity) or her mind (Wits) and she has become muddled and uncoordinated. If the character is in frenzy, Rage actions are limited only by her Dexterity.

Uses for Rage

  • Extra Actions: For Every point of Rage the player spends, the character can take ONE ADDITIONAL ACTION - this does not mean you can make additional split actions, but may only make one additional attack (or specific action)
  • Changing Forms: At any time during a turn a player may spend a point of Rage for her character to instantly shift to any form she wishes.
  • Ignore Stun: Any character that takes more damage in one turn than her Stamina rating is stunned, and she loses all additional actions and her next turn. By spending a Rage point, the player ignores the stun and her character may act normally.
  • Ignore Pain: Ignoring pain works on much the same principle as ignoring a stun. The player may spend one Rage point and allow her character to ignore the dice penalty of one health level of damage. It does not heal the damage, nor does it alleviate the pain of any other injuries. In effect, if you are Wounded (-5) you can spend a rage to only be Hurt (-2).

Rage Heal

If a shifter with Rage reaches incapacitated, they may roll the character's permanent Rage vs 8. For each success the character heals one health level. No matter how many health levels are healed, the character begins the next turn in berserk frenzy. This can be attempted only once per scene. Such an extreme measure will cause a lasting injury in the form of a Battle Scar.

Frenzy

Any Rage roll can ignite a frenzy, even those to activate gifts. If the player rolls 4 or more success on a Rage roll, her character frenzies. The player may spend a Willpower point right then to halt the frenzy, but her character loses any further actions that turn. For those characters with Rage less than four, if they happen to gain Temporary Rage higher than their permanent rating (which is possible) they use this higher rating for Frenzy Rolls. In any type of frenzy, special maneuvers and pack tactics are impossible. The extent of the werewolf's attack capability is bite, claw, run. The character may spend Rage for extra actions (up to their Dex score and Half their perm Rage) but may not split pools. Using gifts in frenzy is normally impossible, as is stepping sideways. A werewolf does not suffer from pain in Frenzy, so he ignores all wound penalties. Coming out of frenzy requires that the situation that triggered it be over. When the Trigger event is over, the player may roll Willpower vs. her Permanent Rage to escape frenzy. If this roll fails, she may try again the next turn.

Berserk Frenzy

Garou see only red and moving shapes. They wish only to reduce these shapes to mangled carcasses. A beserk Garou shifts immediately to Crinos (if Homid) or Hispo (If Lupus) and attacks. A Garou with Permanent Gnosis equal to or exceeding her Permanent Rage will not attack her pack mates (unless in Thrall of the Wyrm). Anything else that moves however, including allied Garou who are not members of the pack, are fair game. If her Permanent Rage exceeds her Permanent Gnosis, she attacks anything that moves and makes no distinction between targets unless her player spends a Willpower point. If she does, the ST directs her on which to attack. In addition, such Garou do not remember what happens to them during frenzy. Often, they collapse when the frenzy ends.

Fox Frenzy

Entering a Fox frenzy means that the character flees in terror for her life. She shifts to Lupus and runs, attacking anything that gets in her way (though with the intention of getting through it rather than killing it). Once she reaches a safe place, she will hide there until the frenzy passes.

Thrall of the Wyrm

If a Garou descends to far into frenzy it becomes the Thrall of the Wyrm. Scoring Six or more success on a Frenzy roll send the character into the Thrall of the Wyrm. It follows normal frenzy aspects, with horrible side effects.

Shifting in Combat

Characters may Shift in a manner of different ways. While in Combat, they may either a) Shift instantly (right that moment) to their breed form. b) they can shift using a Rage point instantly (right that moment) to any form. Last c) they can make a Stamina+Primal-Urge roll at a varying difficulty to shift. To do so requires a number of successes equal to all forms in between the current and the one they wish to reach plus one to begin the shift. If they do not have enough, they make it part of the way and may try again next turn. Doing so this way takes one action to shift. For example: A character wishes to shift from Homid to Crinos. They Roll Stamina+Primal-Urge vs 6. They must score three success to make it to that form (one to start, one to Glabro, one to Crinos)

Form Difficulties

  • Homid: 6
  • Glabro 7
  • Crinos 6
  • Hispo 7
  • Lupus 6

Silver

Silver weapon effects on Shifters

1) If a Shifter is wearing physical armor, the shifter would be able to soak damage only up to the level of the armor. Silver is a soft metal, and would be easily deflected.

2) A weapon is considered a silver weapon if there is a /significant/ amount of silver on the contact point. A knife blade of silver coated over a core of steel would be considered a silver weapon. This must be specially constructed. A piece of silverware that was electroplated would not be considered a silver weapon (the amount of silver is too little is mass).

3) Silver blunt weapons act normally, soaking only allowed by physical.

4) Silver hollow point bullets: in the real world, there is a growing popularity of hollow points filled not with mercury, but silver. Now, the amount of silver in these bullets are not great, but they could cause damage. If a silver hollow point strikes a shifter, the first point of damage will be aggravated. Any physical armor will absorb this damage first.

5) Bullets in the wound: There is a ten percent chance ( 1 vs 1 is a 1) per bullet that the bullet stays in the wound and does not exit. If this is the case, the Garou has to make a frenzy check every turn until the bullet is removed. This does not apply to silver hollow point ammunition.

6) Silver nitrate: silver nitrate is defined as a corrosive poison, and because there is silver there, it will affect shifters who are normally affected by silver. When it injected it will do one point of aggravated damage per 1000 ccs (one normal test tube), and the shifter must make a Frenzy check with three extra dice toward the permanent rating. Inhalation of silver nitrate is especially hazardous, although it would require the vaporization of five gallons into a ten-foot by ten foot room to cause the above damage.

Stepping Sideways in Combat

This does not override any rules in the books; rather it clarifies our interpretation of them.

When a Shifter commits to stepping sideways, once they have reached their Initiative phase, they are untouchable, except for certain magical means, which allow for striking through the Gauntlet. They cannot be reached or seen from either side, until they complete stepping sideways.

Stepping out of Combat:

If you can step sideways (Certain types of shifter have conditions that must be met), once you reach your initiative, you are within the gauntlet, and untouchable by normal means.

Stepping into Combat:

If you achieve 3+ successes on your step roll, there is a chance of a ambush action. Each person in the destination realm rolls perception + alertness vs. 6. If they do not gain as many successes as the step roll, then they cannot act in that action. This is a /single/ action. If you achieve fewer than 3 successes, then when you arrive in the other realm, actions proceed as normal.

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