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Weaponry & Armor

 

An unprepared werewolf is a dead werewolf. These are the rules we use to represent the benefits of weapons and armor in the game.

 

Weapons

As a werewolf, you are a living weapon; with shapeshifting, claws, and teeth, you deal out fearsome damage in your own right. But the right weapon gives you an extra edge, adding a bonus to your Traits during Challenges to attack enemies. Weapons modify the type and amount of damage you do, and some confer other unique advantages. On the downside, however, weapons usually endow you with Negative Traits in combat as well.

Use the Melee Ability to retest Physical Challenges you make using weapons like knives, swords and clubs. Use the Firearms Ability to retest Challenges you make with guns, and the Archery Ability to retest those you make with bows. The Firearms and Archery abilities both also enable you to bid Mental Traits instead of Physical Traits when attacking an opponent at range.

 

The weapon descriptions below includes the following:

 

  • Bonus Traits: When your action employs the weapon, you add this number to your Traits when you compare for ties and overbids.

  • Damage: The amount and type of damage the weapon deals upon a successful hit.

  • Negative Traits: Any Negative Traits that can be used against you while you wield the weapon.

  • Special Abilities: Various other special features of the weapon.

 

 

Melee Weapons

This is a limited list. Rules on other common weapons are forthcoming.

 

Axe
  • Bonus Traits: 3

  • Damage: 2 Lethal

  • Negative Traits: Clumsy

  • Special Abilities:

    • Destroy Shield: Axes render shields useless after three blows.

 

Club
  • Bonus Traits: 2

  • Damage: 1 Bashing

  • Negative Trait: Clumsy

 

Greatsword
  • Bonus Traits: 4

  • Damage: 2 Lethal

  • Negative Traits: Heavy, Clumsy

 

Knife
  • Bonus Traits: 2

  • Damage: 1 Lethal

  • Negative Trait: Short

 

Polearm
  • Bonus Traits: 4

  • Damage: 2 Lethal

  • Negative Traits: Heavy, Clumsy

 

Spear
  • Bonus Traits: 3

  • Damage: 2 Lethal

  • Negative Trait: Clumsy

 

Sword
  • Bonus Traits: 3

  • Damage: 2 Lethal

  • Negative Trait: Heavy

Bows and Firearms

This is a limited list. Rules on other common weapons are forthcoming.

 

Compound Bow / Longbow
  • Bonus Traits: 3

  • Damage: 2 Lethal

  • Negative Traits: Fragile, Heavy

  • Special Abilities:

    • Armor-Piercing: Do not apply damage from the bow to Health Levels gained from armor; instead apply damage directly to the Health Levels representing the opponent's body.

    • Destroy Shield: One shot from a compound bow or long bow renders a shield useless.

 

Crossbow
  • Bonus Traits: 2

  • Damage: 2 Lethal

  • Negative Traits: Heavy, Slow

  • Special Abilities:

    • Armor-Piercing: Do not apply damage from the bow to Health Levels gained from armor; instead apply damage directly to the Health Levels representing the opponent's body.

    • Destroy Shield: One shot from a compound bow or long bow renders a shield useless.

 

Pistol / Heavy Pistol
  • Bonus Traits: 2

  • Damage:2 Lethal

  • Negative Traits:Loud

  • Special Abilities:

    • High-Caliber: This ability is not a feature on 9mm handguns and standard police-issue sidearms: it is found on heavy pistols like the Desert Eagle and .44 Magnum. When you successfully deal damage with a heavy pistol, throw a follow-up Rock-Paper-Scissors test with your opponent. (This cannot be retested.) If you win or a tie, you deal an additional level of Lethal damage.

 

Rifle
  • Bonus Traits: 3

  • Damage: 2 Lethal

  • Negative Traits: Loud

  • Special Abilities:

    • High-Caliber: This ability is not innate to rifles; you must acquire the correct ammunition first, getting the approval of the Storytellers. If you do, when you successfully deal damage with the rifle, throw a follow-up Rock-Paper-Scissors test with your opponent. (This cannot be retested.) If you win or a tie, you deal an additional level of Lethal damage.

 

Short Bow
  • Bonus Traits: 2

  • Damage: 1 Lethal

  • Negative Traits: Fragile

  • Special Abilities:

    • Armor-Piercing: Do not apply damage from the bow to Health Levels gained from armor; instead apply damage directly to the Health Levels representing the opponent's body.

 

Shotgun
  • Bonus Traits: 3

  • Damage: 2 Lethal

  • Negative Traits:Loud

  • Special Abilities:

    • Spray: You may hit up to five targets with a single Challenge if those targets are grouped together and at least ten feet away. Bid Traits against each target as if you were making separate challenges, then perform the Challenge with all of them at once. Handle follow-up retests individually.

    • Mass-Trauma: When used at short range -- within ten feet -- shotguns deal an extra level of Lethal damage.

 

Submachine Gun
  • Bonus Traits: 2

  • Damage: 2 Lethal

  • Negative Traits:Loud

  • Special Abilities:

    • Spray: You may hit up to five targets with a single Challenge if those targets are grouped together and at least ten feet away. Bid Traits against each target as if you were making separate challenges, then perform the Challenge with all of them at once. Handle follow-up retests individually.

    • Fully Automatic: You may choose to empty your clip into an opponent standing less than five feet away. If you do so choose (and you win the standard Firearms Challenge), you do an additional level of Lethal damage, and you're out of ammunition.

 

Armor

Armor provides its own Health Levels that you mark off its Item Card first when you take damage. When all its Health Levels have been marked off, the armor is too damaged to provide any further benefit. Some armors offer only protection against damage from certain sources, such as firearms or melee weapons.

 

Werewolves have difficulty making use of armor -- shapeshifting doesn't work well with it. Armor can be bound to a Garou with the Rite of Talisman Dedication, but it provides no protection when it disappears into the Garou's spirit during Crinos, Hispo and Lupus forms.

 

Armor Types

There are three types of armor: Skin (an effect that strengthens your body), Apparel (armor you wear), and Barrier (a mystical barrier like Luna's Armor). You may have only one effect of each type in place at one time. All mundane armor listed here has the type Apparel, which means you can't wear Chain Mail under a Riot Suit for extra protection -- only one of the two effects will apply, and the other is ignored.

 

Chain Mail
  • Health Levels: 2

  • Type: Apparel

  • Negative Traits: Heavy

  • Limited Protection: Chain Mail does not protect against firearms and bows.

 

Ballistic Vest
  • Health Levels: 2

  • Type: Apparel

  • Negative Traits: None

  • Limited Protection: A ballistic vest does not protect against hand-to-hand weapons.

 

Reinforced Leather
  • Health Levels: 1

  • Type: Apparel

  • Negative Traits: None

  • Limited Protection: Reinforced leather does not protect against firearms and bows.

 

 

Reinforced Vest
  • Health Levels: 2

  • Type: Apparel

  • Negative Traits: Heavy

 

Riot Suit
  • Health Levels: 3

  • Type: Apparel

  • Negative Traits: Heavy, Clumsy

 

 
 
Shields

Shields give their users bonus Traits on the defensive in combat.

 

Small Shield / Buckler
  • Bonus Traits: 1

  • Negative Traits: None

  • Limited Protection: Small shields protect against melee and unarmed attacks

 

Large Shield
  • Bonus Traits: 2

  • Negative Traits: Heavy

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