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Silver and other Dangers

 

Here are a few of those things that aren't trying to kill the Garou -- but might anyway. These hazards expand on the rules for Health and Damage.

 

Silver

Silver is the metal of the moon, and Garou are uniquely vulnerable to it. Silver affects your werewolf character like so:

  • Silver weapons and bullets deal an extra level of Aggravated damage to you.

 

  • You cannot bid Tough Traits (or synonyms) to shrug off ("soak") the additional damage from silver. If you successfully win such a challenge, you shrug off whatever base damage the weapon does, but you still take the level of damage from the silver. You have to dodge or parry it if you want to avoid it completely.

 

  • You suffer one level of Aggravated damage every round you're in nonviolent contact with silver.

 

  • Carrying silver imposes a penalty to your Gnosis, thanks to the spiritual interference of the threat. For every five silver objects you carry (round up), you lose a Gnosis Trait. Carrying a great many silver objects, particularly bullets, may also cost you Honor or Wisdom. A klaive costs you a Gnosis Trait all by itself, and a grand klaive costs you two Gnosis Traits. The lost Gnosis returns after a day if you avoid carrying the silver items.

The Breed Form Exception

Natural humans and wolves aren't affected this way by silver, so Garou who have a similar nature share in some of that immunity. A Homid-born Garou in their Homid Shape does not take Aggravated damage from Silver and may bid stamina-related Traits to shrug off its damage. The same is true of Lupus-born Garou in their Lupus shape. Metis are out of luck -- they're always vulnerable.

 

The Gnosis penalties apply no matter one's Breed or Form.

 

Falling

Every ten feet of distance you fall inflicts one level of Bashing damage. If you fall 100 feet or more, you hit terminal velocity and take ten levels of Lethal damage instead. Needless to say, armor can't protect you against this.

 

Fire

Fire deals Aggravated damage. Small fires up to the size of a torch deal one level of damage each turn you're in contact with them. Larger flames like bonfires that could cover half your body will deal two levels of damage per turn. Raging infernos and the like deal three damage per turn. Garou can resist some of this damage by bidding a Tough Trait in a Static Physical Challenge against a variable difficulty: three Traits for a small fire, five for a medium-size fire, seven for a large or intense fire, nine for chemical fires, and ten for molten metal. If you succeed at the challenge, the damage is reduced by one level that turn.

 

Balefire

The element of fire gains new properties when it is warped by the power of the Wyrm. When you take Aggravated damage from this toxic green flame, its influence twists your body. You gain physical mutations, assigned by the Storyteller. These mutations are represented by Negative Traits, and depending on the mutations they may offer other minor bonuses or drawbacks as well. These mutations are a part of your body, and they regenerate just like you do -- so simply cutting them off will rarely work.

 

Healing yourself of Balefire mutations takes time and mystical resources, which you must describe to the Storytellers in your downtimes. When the Storytellers are satisfied with your efforts, they will allow you to buy off the Negative Traits as usual with experience (2 XP per Trait). Only once you have bought off the Negative Traits have you been cured of the mutation.

 

Disease

Equipped with perfect immune systems, Garou rarely suffer from disease. Colds and flu never catch, and even more serious diseases don't seem to have much effect -- although an infected Garou can sometimes still be a vector for transmission. Any disease potent enough to affect Garou is usually of supernatural origin: it will run its course by inflicting a set amount of damage over time.

 

Poison

Poisons can do little when faced with a werewolf's amazing metabolism. Even getting drunk or high usually means a Garou needs to stay in Homid form, which has slightly less innate resistance. The Rite of Awakening can overcome this, empowering the spirit of a toxin to take full effect. The most potent of these do aggravated damage.

 

Suffocation and Drowning

The number of Tough Traits (or synonyms) you possess indicate how long you can hold your breath: one Trait, for 30 seconds; two, for one minute; three, for two minutes; four, for four minutes; five, for eight minutes; six, for 15 minutes; seven, for 20 minutes; and eight or more, for 30 minutes. One this time is up, you can spend Willpower for more time: each Willpower you spend gives you 30 seconds more if your Tough Traits total three or less, or one minute more if yourTough Traits total four or more.

 

You use oxygen faster when you're working hard, so each Tough Trait gives you one turn of holding your breath if you are fighting.

 

If you can't breathe once the time's up, you start taking one level of Lethal damage each turn. You can't heal this until you can breathe again. When you reach Incapacitated, you go unconscious, reverting to breed form and dying in a number of turns equal to your total Physical Traits.

 

Radiation and Toxic Waste

Treat radiation and toxic waste like fire that takes twice as long to heal.

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