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Differences on Werewolf Weaknesses

Differences between by and the current version
Uratha cut through enemies like paper. They heal gunshots the way we heal paper cuts. However, they’re hardly invincible. They have their faults and weaknesses. ---- **Silver** Silver, the metal of Luna, burns Uratha flesh like nothing else. Silver weapons always deal aggravated damage to Uratha. A non-damaging touch with silver doesn’t cause damage, but causes intense pain so long as the werewolf remains in contact, and leaves lasting scars as if from aggravated wounds. The item has to be real silver (not compounds like silver nitrate), and alloys or mixtures need to be at least 80% silver. Weapons with silver coatings only work for one damaging hit before losing effectiveness. Unless a weapon is forged out of silver, it counts as an improvised weapon. **Lunacy** Lunacy is the deep down, ancestral fear of the wolf at the door. When a person sees a werewolf in Dalu, Gauru, or Urshul up close, or witnesses a werewolf shapeshifting or regenerating damage, she suffers a breaking point. The roll doesn’t necessarily come immediately; it comes at the dramatically appropriate moment when the witness would otherwise take a rational breath and come to her senses. The witness’s roll takes a penalty from the werewolf’s Primal Urge, and is further modified by the werewolf’s form. Dalu adds a +2 bonus to the observer’s dice pool, while Gauru inflicts a –2 penalty. A werewolf’s prey is less likely to respond to the Lunacy than an average bystander. If the Uratha has caused lethal damage to the witness, she gains a +1 bonus to the roll. If the victim is suffering a wound penalty, add that penalty as well (instead of subtracting it). After all, wounded animals show alarming clarity. If the character succeeds in the breaking point, she gains a Guilty, Shaken, or Spooked Condition. She acts with a –2 penalty on all actions for the scene, as the Lunacy pushes at the back of her mind. She’s likely to reinvent events in her mind in order to better understand what happened, in keeping with her understanding of the world. With exceptional success, the witness does not gain a Condition or suffer a penalty to her actions. She also regains all her spent Willpower, to redouble her efforts against the monster before her. She remembers the scene with perfect clarity. If the witness fails, she loses a dot of Integrity, and also gains a Lunacy Condition — Atavism, Delusion, or Reception, dependent on the circumstances. She will either flee or panic, and after the events she will rationalize what she’s seen, building a story to fill in the blanks and keep her world intact. If the Lunacy Condition persists for a number of days equal to the Uratha’s Primal Urge dots without resolution, it fades without offering a Beat. On a dramatic failure, she becomes Wolf-Blooded. When groups of witnesses work together, they suffer lessened Lunacy. When two characters are focused on the same task together, each receives a +1 bonus to his breaking point rolls. When a small group (usually around five or less) works together, they each receive +2. Large groups (ten or fewer) gain +3. Any larger mob receives +4. Wolf-Blooded do not suffer Lunacy, nor do creatures that do not use Integrity. This includes vampires, spirits, other Uratha, and stranger creatures besides. ---- **Death Rage: //Kuruth//** Death Rage, //Kuruth//, is a monster lying in wait in the back of every Uratha’s mind. It is power and fury incarnate; it’s a ticking time bomb all Uratha risk with every waking moment. //Kuruth// is called Death Rage for a reason. Entering //Kuruth// always results in death — usually to the werewolf’s enemies, sometimes to her friends, and often to herself. When Death Rage overtakes the Uratha, it comes in phases. The first phase is //Wasu-Im//, the Soft Rage. It’s the last gasp of control for a werewolf who will soon have the monster overcome him. It allows for a short period when he can find a safe place to unleash the brunt of his rage. //Basu-Im//, the Hard Rage, is what most Uratha think of as //Kuruth//, the instinct and urge to kill and destroy. //Basu-Im// is a total loss of control. It’s a period where the Forsaken becomes an unbridled, rampaging monster. The two stages rely on a werewolf’s Harmony and Primal Urge as a foundation. Both what draws him into Death Rage and how long he can maintain control in //Wasu-Im// depends on the Uratha’s Harmony. //Basu-Im’s// minimum duration depends on his Primal Urge. Normally, a werewolf who encounters a //Kuruth// trigger enters //Wasu-Im//. If he takes Gauru at any point, or falls into //Kuruth// while already in Gauru form (such as by taking Gauru outside of combat), he immediately enters //Basu-Im//. **//Wasu-Im//: The Soft Rage** In //Wasu-Im//, the werewolf shifts immediately into Urshul or Dalu form and remains in that form for the duration. He suffers from a modified form of Gauru’s Rage. If he fails the Resolve + Composure roll for taking other actions, he enters //Basu-Im//. Instead of attacking, he can roll Resolve + Composure as an instant action to get some breathing room. Each success on the roll to resist offers him a turn of lucidity. If he rolls an exceptional success, he can end //Wasu-Im//. He remains in //Wasu-Im// for a length of time determined by his Harmony. If he hasn’t pulled himself out of it, he enters //Basu-Im//. Alternatively, he can enter //Basu-Im// voluntarily at any time during //Wasu-Im//. **//Basu-Im//: The Hard Rage** After a period of //Wasu-Im//, a raging Uratha falls to //Basu-Im//, the true Death Rage. He immediately shifts into Gauru form, and remains in that form for the time specified by his Primal Urge. This happens even if he has already taken Gauru earlier in the scene, and ignores the normal time limit on using the form. While in //Basu-Im//, the werewolf ignores wound penalties, and any attempts to influence, intimidate, or otherwise change the Uratha’s course of action by mundane or supernatural means suffer twice the werewolf’s Primal Urge as a penalty. This is over and above any Supernatural Tolerance applied to supernatural powers. When an Uratha falls to //Kuruth//, the fire of the hunt rouses his packmates to a frenzy as well. Werewolf packmates within 10 yards who can see or smell the raging werewolf fall into //Basu-Im// after a turn. Each packmate can attempt to resist with a Resolve + Composure roll, needing one success per character in the scene currently in //Kuruth// — but he must make this roll every time a packmate falls into //Basu-Im//. When in //Basu-Im//, a werewolf suffers rage as though in Gauru, but everyone is a victim except other werewolves in //Basu-Im//. He will happily attack packmates, especially Wolf-Blooded and humans, until they join him or die. If no prey presents itself, he’ll cause property damage until he can find fresh meat. After his time in //Basu-Im// is up, he collapses into Hishu. He has no memory of what happened. He will likely suffer a breaking point toward Spirit if he learns the terrible things he did. **Kuruth Triggers** What causes Death Rage depends on the Uratha's level of Harmony. When centered, very few things set them off. As they slip in either direction, they become more and more unstable. At the extremes of Harmony, almost anything can send them into //Kuruth// - their auspice moon in the sky, a murderer passing them in the street, and other minor provocations. They may work out their trigger and lock themselves away when they suspect it'll happen but these //passive// triggers happen regardless of the werewolf's actions. As the werewolf becomes more centered, common things may set them off, but they have to be aware of them. They have to see their auspice moon in the sky or smell the blood soaked into the murderer's clothing. If they find a safe place where they can't see the sky, not too hard in Middle to Lower Paradi, then the moon can't force them into //Kuruth//. Such a //common// trigger is a common event but the werewolf can avoid it. When close to balance, only specific things bring the predator to the fore. These //specific// triggers don't happen often though a werewolf's enemies may try to find ways to use them against him. Each werewolf has a set of //Kuruth// triggers that apply just to them. Werewolves also have general triggers, events that will push any Uratha into Death Rage. All of the general triggers affect every werewolf; though she only suffers her personal trigger once a night, general triggers have no such limit. **General Triggers** Spending too long in Gauru. Taking Gauru form outside of combat Taking damage from silver Forced into //Kuruth// by an Elodoth. **Other Triggers** **Blood** //Passive//: Smelling human blood. //Common//: Tasting human blood. //Specific//: Swallowing human blood. **Moon** //Passive//: Your auspice moon is in the sky. //Common//: You witness your auspice moon in the sky. //Specific//: You hear a wolf or werewolf howl when your auspice moon is in the sky. **The Other** //Passive//: You come within 10 yards of a supernatural creature. //Common//: You witness a supernatural creature doing something obviously inhuman. //Specific//: You are the target of a supernatural power. **Pack** //Passive//: A pack member takes Lethal damage. //Common//: Seeing someone attack a pack member. //Specific//: You cause lethal damage to a pack member. **Territory** //Passive//: A werewolf you don't know enters your territory without permission. //Common//: You see a werewolf you don't know in your territory. //Specific//: A werewolf you don't know challenges your pack's ability to do its duty. **Wounds** //Passive//: Being in the area of a Wound. //Common//: Interacting with a Wound-born spirit. //Specific//: Being attacked by a Wound-born spirit.