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Page 2

Ranged Weapons
Type Damage Range Rate Clip Conceal
Revolver, Lt. 4 12 3 6 P

SW M640 (.38 Special)
Revolver, Hvy. 6 35 2 6 J

Colt Anaconda (.44 Magnum)
Semi-Automatic Pistol, Lt. 4 20 4 17+1 P

Glock 17 (9mm)
Semi-Automatic Pistol, Hvy. 5 25 3 13+1 J

IMI Desert Eagle (.50 AE)
Rifle 8 200 1 5+1 N

Remington M-700 (30.06)
SMG, Small* 4 25 3 30+1 J

Ingram Mac-10 (9mm)
SMG, Large 4 50 3 30+1 T

HK MP-5 (9mm)
Assault Rifle* 7 150 3 30+1 N

FN SCAR (5.56 mm)
Shotgun, Sawed-Off 8 10 2 2 J

Winchester Model 24 double-barrel (12 Gauge)
Shotgun 8 20 1 5+1 T

Ithaca M-37 (12 Gauge)
Shotgun, Semi-Automatic 8 25 3 6+1 T

Benelli M4 (12 Gauge)
Shotgun, Assault* 8 50 * 32+1 N

MPS AA-12 (12 Gauge)
Bows**

Short Bow 4 60 1 1 N
Hunting Bow 5 100 1 1 N
Long Bow 5 120 1 1 N
Crossbow, Commando 3 20 1 1 J***
Crossbow 5 90 1 1 T
Crossbow, Hvy. 6 100 1 1 N

Taser**** 5 5 1 1 P
Tear Gas**** 3 3 1 5 P
Bear Mace**** 4 3 1 3 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 target’s dice pools by two dice for one turn per success.

Melee Weapons
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 enemy’s 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 Difficulty Damage/Type Conceal
Knife 6 Strength/L P
Shuriken 7 3/L P
Spear 6 Strength +1/L N
Stone 5 Strength/B varies
Stone, head-sized 6 Strength +3/B N
Tomahawk 6 Strength +1/L J

Armor
Armor Type Rating Dexterity Penalty
Tough Hide 1–3 0
Reinforced Clothing 1 0
Biker Jacket 1 1
Leather Duster 2 2
Bearskin Coat 3 3
Steel Breastplate 3 2
Kevlar Vest 3 1
Flak Vest 4 2
Riot Suit 5 3
Trashcan Lid 2 (none, but requires
diff. 6 Dexterity +
Melee roll to
employ)

Stunt Driving
Vehicle Safe Speed Max Speed Maneuverability
Six-wheeled truck 60 90 3
Bus 70 100 3
18 wheeler 70 120 4
Sedan 70 120 5
SUV 70 120 6
Compact 70 130 7
Motorcycle 100 140 8
Crotch-rocket 120 180 8
Sport coupe 110 150 8
Sports car 130 200 9
NASCAR racer 140 260 10

Sensing
Sensing… Difficulty
Poorly hidden prey, enemy, trail, 4

or item
Well-concealed prey, enemy, trail, 6

or item
Magically concealed prey, enemy, 8

trail, or item
Strong emotional currents 7
Subtle emotional currents 9
Garou social dominance 3
Animal social dominance 5
Human social dominance 7
Supernatural social dominance 9
Obvious cue or clue 5
Subtle cue or clue 7
Very subtle cue or clue 9

Repair
Job Difficulty # of Successes
Simple mechanical repair 4 3
Loose connection 5 2
Electrical malfunction 5 5
Fitting a new part 6 10
Repair stalled car 6 5
Major car repair 7 10+
System overhaul 8 20
Technical glitch 9 2

Climbing
Sample Climb Difficulty
Easy (tree with lots of thick braches within reach) 2
Simple (advanced climbing wall) 4
Challenging (cliff with sturdy handholds) 6
Precarious (rough mortared stone wall) 8
Suicidal (brick wall) 10

Feats of Strength
Dice Pool Feats Lift
1 Crush a soda can 40 lbs.
2 Break a chair 100 lbs.
3 Bust down a wooden door 250 lbs.
4 Break a two-by-four 400 lbs.
5 Smash open a metal fire door 650 lbs.
6 Throw a motorcycle 800 lbs.
7 Flip a small car 900 lbs.
8 Snap a lead pipe 1000 lbs.
9 Punch through a cement wall 1200 lbs.
10 Tear open a steel drum 1500 lbs.
11 Punch through 1” of sheet metal 2000 lbs.
12 Snap a streetlight post 3000 lbs.
13 Throw a sedan 4000 lbs.
14 Toss an SUV 5000 lbs.
15 Hurl a pickup truck 6000 lbs.Jumping

Type of Jump Feet per Success
Homid Glabro Crinos Hispo Lupus
Vertical Jump 2 3 4 5 4
Horizontal Leap 4 4 5 6 7

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 form’s Dexterity, not the Homid form’s
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

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.

Fire
Soak Difficulty Heat of Fire
3 Heat of a candle (first-degree burns)
5 Heat of a torch (second-degree burns)
7 Heat of a Bunsen burner
(third-degree burns)
8 Heat of an electrical fire
9 Heat of a chemical fire
10 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

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.

Experience Chart
Trait Cost
Attribute current rating x 4
Ability current rating x 2
New Ability 3
Gift Level of Gift x 3
Gift from other breed/auspice/tribe Level of Gift x 5
Rage current rating
Gnosis current rating x 2
Willpower current rating

© 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

Page 3

Ranged Weapons
Type Damage Range Rate Clip Conceal
Revolver, Lt. 4 12 3 6 P

SW M640 (.38 Special)
Revolver, Hvy. 6 35 2 6 J

Colt Anaconda (.44 Magnum)
Semi-Automatic Pistol, Lt. 4 20 4 17+1 P

Glock 17 (9mm)
Semi-Automatic Pistol, Hvy. 5 25 3 13+1 J

IMI Desert Eagle (.50 AE)
Rifle 8 200 1 5+1 N

Remington M-700 (30.06)
SMG, Small* 4 25 3 30+1 J

Ingram Mac-10 (9mm)
SMG, Large 4 50 3 30+1 T

HK MP-5 (9mm)
Assault Rifle* 7 150 3 30+1 N

FN SCAR (5.56 mm)
Shotgun, Sawed-Off 8 10 2 2 J

Winchester Model 24 double-barrel (12 Gauge)
Shotgun 8 20 1 5+1 T

Ithaca M-37 (12 Gauge)
Shotgun, Semi-Automatic 8 25 3 6+1 T

Benelli M4 (12 Gauge)
Shotgun, Assault* 8 50 * 32+1 N

MPS AA-12 (12 Gauge)
Bows**

Short Bow 4 60 1 1 N
Hunting Bow 5 100 1 1 N
Long Bow 5 120 1 1 N
Crossbow, Commando 3 20 1 1 J***
Crossbow 5 90 1 1 T
Crossbow, Hvy. 6 100 1 1 N

Taser**** 5 5 1 1 P
Tear Gas**** 3 3 1 5 P
Bear Mace**** 4 3 1 3 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 target’s dice pools by two dice for one turn per success.

Melee Weapons
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 enemy’s 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 Difficulty Damage/Type Conceal
Knife 6 Strength/L P
Shuriken 7 3/L P
Spear 6 Strength +1/L N
Stone 5 Strength/B varies
Stone, head-sized 6 Strength +3/B N
Tomahawk 6 Strength +1/L J

Armor
Armor Type Rating Dexterity Penalty
Tough Hide 1–3 0
Reinforced Clothing 1 0
Biker Jacket 1 1
Leather Duster 2 2
Bearskin Coat 3 3
Steel Breastplate 3 2
Kevlar Vest 3 1
Flak Vest 4 2
Riot Suit 5 3
Trashcan Lid 2 (none, but requires
diff. 6 Dexterity +
Melee roll to
employ)

Stunt Driving
Vehicle Safe Speed Max Speed Maneuverability
Six-wheeled truck 60 90 3
Bus 70 100 3
18 wheeler 70 120 4
Sedan 70 120 5
SUV 70 120 6
Compact 70 130 7
Motorcycle 100 140 8
Crotch-rocket 120 180 8
Sport coupe 110 150 8
Sports car 130 200 9
NASCAR racer 140 260 10

Sensing
Sensing… Difficulty
Poorly hidden prey, enemy, trail, 4

or item
Well-concealed prey, enemy, trail, 6

or item
Magically concealed prey, enemy, 8

trail, or item
Strong emotional currents 7
Subtle emotional currents 9
Garou social dominance 3
Animal social dominance 5
Human social dominance 7
Supernatural social dominance 9
Obvious cue or clue 5
Subtle cue or clue 7
Very subtle cue or clue 9

Repair
Job Difficulty # of Successes
Simple mechanical repair 4 3
Loose connection 5 2
Electrical malfunction 5 5
Fitting a new part 6 10
Repair stalled car 6 5
Major car repair 7 10+
System overhaul 8 20
Technical glitch 9 2

Climbing
Sample Climb Difficulty
Easy (tree with lots of thick braches within reach) 2
Simple (advanced climbing wall) 4
Challenging (cliff with sturdy handholds) 6
Precarious (rough mortared stone wall) 8
Suicidal (brick wall) 10

Feats of Strength
Dice Pool Feats Lift
1 Crush a soda can 40 lbs.
2 Break a chair 100 lbs.
3 Bust down a wooden door 250 lbs.
4 Break a two-by-four 400 lbs.
5 Smash open a metal fire door 650 lbs.
6 Throw a motorcycle 800 lbs.
7 Flip a small car 900 lbs.
8 Snap a lead pipe 1000 lbs.
9 Punch through a cement wall 1200 lbs.
10 Tear open a steel drum 1500 lbs.
11 Punch through 1” of sheet metal 2000 lbs.
12 Snap a streetlight post 3000 lbs.
13 Throw a sedan 4000 lbs.
14 Toss an SUV 5000 lbs.
15 Hurl a pickup truck 6000 lbs.Jumping

Type of Jump Feet per Success
Homid Glabro Crinos Hispo Lupus
Vertical Jump 2 3 4 5 4
Horizontal Leap 4 4 5 6 7

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 form’s Dexterity, not the Homid form’s
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

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.

Fire
Soak Difficulty Heat of Fire
3 Heat of a candle (first-degree burns)
5 Heat of a torch (second-degree burns)
7 Heat of a Bunsen burner
(third-degree burns)
8 Heat of an electrical fire
9 Heat of a chemical fire
10 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

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.

Experience Chart
Trait Cost
Attribute current rating x 4
Ability current rating x 2
New Ability 3
Gift Level of Gift x 3
Gift from other breed/auspice/tribe Level of Gift x 5
Rage current rating
Gnosis current rating x 2
Willpower current rating

© 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

Page 4

Ranged Weapons
Type Damage Range Rate Clip Conceal
Revolver, Lt. 4 12 3 6 P

SW M640 (.38 Special)
Revolver, Hvy. 6 35 2 6 J

Colt Anaconda (.44 Magnum)
Semi-Automatic Pistol, Lt. 4 20 4 17+1 P

Glock 17 (9mm)
Semi-Automatic Pistol, Hvy. 5 25 3 13+1 J

IMI Desert Eagle (.50 AE)
Rifle 8 200 1 5+1 N

Remington M-700 (30.06)
SMG, Small* 4 25 3 30+1 J

Ingram Mac-10 (9mm)
SMG, Large 4 50 3 30+1 T

HK MP-5 (9mm)
Assault Rifle* 7 150 3 30+1 N

FN SCAR (5.56 mm)
Shotgun, Sawed-Off 8 10 2 2 J

Winchester Model 24 double-barrel (12 Gauge)
Shotgun 8 20 1 5+1 T

Ithaca M-37 (12 Gauge)
Shotgun, Semi-Automatic 8 25 3 6+1 T

Benelli M4 (12 Gauge)
Shotgun, Assault* 8 50 * 32+1 N

MPS AA-12 (12 Gauge)
Bows**

Short Bow 4 60 1 1 N
Hunting Bow 5 100 1 1 N
Long Bow 5 120 1 1 N
Crossbow, Commando 3 20 1 1 J***
Crossbow 5 90 1 1 T
Crossbow, Hvy. 6 100 1 1 N

Taser**** 5 5 1 1 P
Tear Gas**** 3 3 1 5 P
Bear Mace**** 4 3 1 3 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 target’s dice pools by two dice for one turn per success.

Melee Weapons
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 enemy’s 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 Difficulty Damage/Type Conceal
Knife 6 Strength/L P
Shuriken 7 3/L P
Spear 6 Strength +1/L N
Stone 5 Strength/B varies
Stone, head-sized 6 Strength +3/B N
Tomahawk 6 Strength +1/L J

Armor
Armor Type Rating Dexterity Penalty
Tough Hide 1–3 0
Reinforced Clothing 1 0
Biker Jacket 1 1
Leather Duster 2 2
Bearskin Coat 3 3
Steel Breastplate 3 2
Kevlar Vest 3 1
Flak Vest 4 2
Riot Suit 5 3
Trashcan Lid 2 (none, but requires
diff. 6 Dexterity +
Melee roll to
employ)

Stunt Driving
Vehicle Safe Speed Max Speed Maneuverability
Six-wheeled truck 60 90 3
Bus 70 100 3
18 wheeler 70 120 4
Sedan 70 120 5
SUV 70 120 6
Compact 70 130 7
Motorcycle 100 140 8
Crotch-rocket 120 180 8
Sport coupe 110 150 8
Sports car 130 200 9
NASCAR racer 140 260 10

Sensing
Sensing… Difficulty
Poorly hidden prey, enemy, trail, 4

or item
Well-concealed prey, enemy, trail, 6

or item
Magically concealed prey, enemy, 8

trail, or item
Strong emotional currents 7
Subtle emotional currents 9
Garou social dominance 3
Animal social dominance 5
Human social dominance 7
Supernatural social dominance 9
Obvious cue or clue 5
Subtle cue or clue 7
Very subtle cue or clue 9

Repair
Job Difficulty # of Successes
Simple mechanical repair 4 3
Loose connection 5 2
Electrical malfunction 5 5
Fitting a new part 6 10
Repair stalled car 6 5
Major car repair 7 10+
System overhaul 8 20
Technical glitch 9 2

Climbing
Sample Climb Difficulty
Easy (tree with lots of thick braches within reach) 2
Simple (advanced climbing wall) 4
Challenging (cliff with sturdy handholds) 6
Precarious (rough mortared stone wall) 8
Suicidal (brick wall) 10

Feats of Strength
Dice Pool Feats Lift
1 Crush a soda can 40 lbs.
2 Break a chair 100 lbs.
3 Bust down a wooden door 250 lbs.
4 Break a two-by-four 400 lbs.
5 Smash open a metal fire door 650 lbs.
6 Throw a motorcycle 800 lbs.
7 Flip a small car 900 lbs.
8 Snap a lead pipe 1000 lbs.
9 Punch through a cement wall 1200 lbs.
10 Tear open a steel drum 1500 lbs.
11 Punch through 1” of sheet metal 2000 lbs.
12 Snap a streetlight post 3000 lbs.
13 Throw a sedan 4000 lbs.
14 Toss an SUV 5000 lbs.
15 Hurl a pickup truck 6000 lbs.Jumping

Type of Jump Feet per Success
Homid Glabro Crinos Hispo Lupus
Vertical Jump 2 3 4 5 4
Horizontal Leap 4 4 5 6 7

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 form’s Dexterity, not the Homid form’s
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

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.

Fire
Soak Difficulty Heat of Fire
3 Heat of a candle (first-degree burns)
5 Heat of a torch (second-degree burns)
7 Heat of a Bunsen burner
(third-degree burns)
8 Heat of an electrical fire
9 Heat of a chemical fire
10 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

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.

Experience Chart
Trait Cost
Attribute current rating x 4
Ability current rating x 2
New Ability 3
Gift Level of Gift x 3
Gift from other breed/auspice/tribe Level of Gift x 5
Rage current rating
Gnosis current rating x 2
Willpower current rating

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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.

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Similer Documents