Werewolf The Apocalypse (Storyteller Screen)

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Health Levels

Health Level Dice Pool Penalty Movement Penalty


Bruised 0 Character is bruised or winded, but suffers no dice penalties due to damage.
Hurt –1 Character is superficially hurt, but suffers no movement hindrances.
Injured –1 Character has suffered minor injuries, and movement is mildly inhibited (halve
maximum running speed).
Wounded –2 Character has suffered significant damage. He can walk, but he cannot run. At
this level, a character may not move and attack.
Mauled –2 Character is badly injured, and may only stagger (about three yards or meters per turn).
Crippled –5 Character is catastrophically injured, and can only crawl (about one yard or meter
per turn).
Incapacitated Character is incapable of movement and likely unconscious. A character who takes
any more damage at this level dies.
Dead Character is dead. His pack and sept will mourn him, but he is with the ancestors now.

Delirium Effects
Willpower % of Population Forget? Reaction
1 10% Yes Catatonic Fear: The human faints, or collapses in fear
2 20% Yes Panic: The human bolts, trying to put as much distance
between himself and the Garou as possible.
3 18% Yes Disbelief: The human retreats to a corner to avoid the
“hallucination” until it passes, but doesn’t collapse in fear.
4 15% Yes Berserk: The human attacks, be it firing a gun (he won’t
have enough presence of mind to reload, however),
throwing crockery or even leaping at the “monster.”
5 13% 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.
6 10% Yes Conciliatory: The human will try to plead and bargain with
the Garou, doing anything possible so as not to get hurt.
7 7% 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.
8 5% 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.
9 1.5% 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.
10 .5% No No reaction: The human is not the slightest bit afraid or
bothered by the Garou. Even Kinfolk aren’t this stoic, so
Garou tend to be very suspicious of such folks.

Repair Climbing
Job Difficulty # of Successes Sample Climb Difficulty
Simple mechanical repair 4 3 Easy (tree with lots of thick braches within reach) 2
Loose connection 5 2 Simple (advanced climbing wall) 4
Electrical malfunction 5 5 Challenging (cliff with sturdy handholds) 6
Fitting a new part 6 10
Precarious (rough mortared stone wall) 8
Repair stalled car 6 5
Suicidal (brick wall) 10
Major car repair 7 10+
System overhaul 8 20
Technical glitch 9 2
Armor Melee Weapons
Armor Type Rating Dexterity Penalty Weapon Difficulty Damage/Type Conceal
Tough Hide 1–3 0 Sap 4 Strength/B P
Reinforced Clothing 1 0 Whip 6* Strength +1/L J
Biker Jacket 1 1 Spiked Gauntlet 6 Strength +1/L J
Leather Duster 2 2 Broken Bottle 6 Strength +1/L** P
Bearskin Coat 3 3 Chair 7 Strength +2/B N
Steel Breastplate 3 2 Table*** 8 Strength +3/B N
Kevlar Vest 3 1 Chain 5* Strength/B J
Flak Vest 4 2 Staff 5 Strength +1/B N
Riot Suit 5 3 Mace 6 Strength +2/L N
Trashcan Lid 2 (none, but requires Baseball Bat 5 Strength+2/B T
diff. 6 Dexterity + Spiked Club 6 Strength +2/L T
Melee roll to Huge Spiked Club*** 7 Strength +4/L N
employ) Knife 4 Strength +1/L P
Sword 6 Strength +2/L T
Stunt Driving Klaive**** 6 Strength +2/A J
Vehicle Safe Speed Max Speed Maneuverability Grand Klaive**** 7 Strength +3/A T
Six-wheeled truck 60 90 3 Great Sword*** 7 Strength +6/L N
Bus 70 100 3 Axe 7 Strength +3/L T
18 wheeler 70 120 4 Great Axe*** 7 Strength +6/L N
Sedan 70 120 5 Polearm 7 Strength +3/L N
SUV 70 120 6 Chainsaw 8 Strength +7/L***** N
Compact 70 130 7 Difficulty: The normal difficulty at which the weapons is used.
Motorcycle 100 140 8 Damage: The number of damage dice rolled when employing this weapon.
Crotch-rocket 120 180 8 Type: B = Bashing L = Lethal A = Aggravated
Sport coupe 110 150 8 Conceal: P = Pocket J = Jacket T= Trenchcoat N= N/A
Sports car 130 200 9 *May be used to entangle an enemy’s limb at +1 difficulty.
NASCAR racer 140 260 10 **Breaks after three uses.
***Two-handed weapons; very heavy – requires minimum of Strength 3
Fire to employ.
****Silver weapons — damage cannot be soaked by werewolves except
Soak Difficulty Heat of Fire in breed form.
3 Heat of a candle (first-degree burns) *****On a botch, user inflicts damage upon self.
5 Heat of a torch (second-degree burns)
7 Heat of a Bunsen burner Thrown Weapons
(third-degree burns) Weapon Difficulty Damage/Type Conceal
8 Heat of an electrical fire Knife 6 Strength/L P
9 Heat of a chemical fire Shuriken 7 3/L P
10 Molten metal Spear 6 Strength +1/L N
Health Levels/Turn Size of Fire Stone 5 Strength/B varies
One Torch; part of the body is exposed Stone, head-sized 6 Strength +3/B N
to flame Tomahawk 6 Strength +1/L J
Two Bonfire; half of the body is exposed
to flame Experience Chart
Three Inferno; all of the body is exposed Trait Cost
to flame Attribute current rating x 4
Ability current rating x 2
Jumping New Ability 3
Gift Level of Gift x 3
Type of Jump Feet per Success
Gift from other breed/auspice/tribe Level of Gift x 5
Homid Glabro Crinos Hispo Lupus
Rage current rating
Vertical Jump 2 3 4 5 4
Gnosis current rating x 2
Horizontal Leap 4 4 5 6 7
Willpower current rating
Sensing Ranged Weapons
Sensing… Difficulty Type Damage Range Rate Clip Conceal
Poorly hidden prey, enemy, trail, 4 Revolver, Lt. 4 12 3 6 P
or item SW M640 (.38 Special)
Well-concealed prey, enemy, trail, 6 Revolver, Hvy. 6 35 2 6 J
or item Colt Anaconda (.44 Magnum)
Magically concealed prey, enemy, 8 Semi-Automatic Pistol, Lt. 4 20 4 17+1 P
trail, or item Glock 17 (9mm)
Strong emotional currents 7 Semi-Automatic Pistol, Hvy. 5 25 3 13+1 J
Subtle emotional currents 9 IMI Desert Eagle (.50 AE)
Garou social dominance 3 Rifle 8 200 1 5+1 N
Animal social dominance 5 Remington M-700 (30.06)
Human social dominance 7 SMG, Small* 4 25 3 30+1 J
Supernatural social dominance 9 Ingram Mac-10 (9mm)
Obvious cue or clue 5 SMG, Large 4 50 3 30+1 T
Subtle cue or clue 7 HK MP-5 (9mm)
Very subtle cue or clue 9 Assault Rifle* 7 150 3 30+1 N
FN SCAR (5.56 mm)
Movement Rates Shotgun, Sawed-Off 8 10 2 2 J
Move Distance per Turn
Winchester Model 24 double-barrel (12 Gauge)
Walk 7 yards
Shotgun 8 20 1 5+1 T
Jog 12 + Dexterity yards
Ithaca M-37 (12 Gauge)
Run 20 + (3 x Dexterity) yards
Shotgun, Semi-Automatic 8 25 3 6+1 T
When a werewolf assumes a different form, his
Benelli M4 (12 Gauge)
movement rate changes accordingly. Use the
new form’s Dexterity, not the Homid form’s Shotgun, Assault* 8 50 * 32+1 N
Dexterity, when figuring movement rates. MPS AA-12 (12 Gauge)
Homid: As above Bows**
Glabro: As above Short Bow 4 60 1 1 N
Crinos: On two legs, same as Homid; on all fours, Hunting Bow 5 100 1 1 N
+2 yards per turn Long Bow 5 120 1 1 N
Hispo: One and one-half times Homid speed Crossbow, Commando 3 20 1 1 J***
Lupus: Twice Homid speed Crossbow 5 90 1 1 T
Crossbow, Hvy. 6 100 1 1 N
Feats of Strength Taser**** 5 5 1 1 P
Dice Pool Feats Lift Tear Gas**** 3 3 1 5 P
1 Crush a soda can 40 lbs. Bear Mace**** 4 3 1 3 P
2 Break a chair 100 lbs.
3 Bust down a wooden door 250 lbs. Damage: All damage from firearms and bows is lethal.
4 Break a two-by-four 400 lbs. Range: Within listed range (in yards), difficulty is 6; at twice listed Range, difficulty is 8;
5 Smash open a metal fire door 650 lbs. within two yards, difficulty is 4.
6 Throw a motorcycle 800 lbs. Rate: Maximum number of bullets or three-round bursts the gun can fire in a single turn.
7 Flip a small car 900 lbs. Clip: Maximum number of bullets the gun can hold. Some guns, listed as “+1,” can hold
8 Snap a lead pipe 1000 lbs.
a full clip with a round ready in the chamber.
Conceal: See the Melee Weapons chart.
9 Punch through a cement wall 1200 lbs.
*The gun may fire full-auto, three-round bursts, and sprays.
10 Tear open a steel drum 1500 lbs.
**Long and short bows take an automatic action to nock and draw; crossbows require two
11 Punch through 1” of sheet metal 2000 lbs.
automatic actions to reload.
12 Snap a streetlight post 3000 lbs.
***Collapsible; requires one turn to unfold from storage configuration, plus one action to
13 Throw a sedan 4000 lbs.
load once it has been unfolded.
14 Toss an SUV 5000 lbs.
**** Bashing damage, not lethal; adds no extra damage from successes scored. Tear gas
15 Hurl a pickup truck 6000 lbs. and bear mace also reduce target’s 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, ex-
cept 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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