- Revisied Errata
-
- -Attributes and Abilities take the same
distribution. However, replace the Skill of Repair with Crafts.
-
- -All Garou or other Changing Breeds receive 5
Background points, not a variable number.
-
- -Breed, tribe, and auspice determine Gnosis,
Willpower and Rage as usual. Starting Gifts and freebie points rules remain
unchanged.
-
- -The Fianna Gift: Howl of the Banshee requires a
Charisma + Intimidation roll, difficulty 6.
-
- -Be aware that although ones still subtract
successes under Revised dice-rolling rules, you botch only if none of
the dice show successes before you take ones into account.
-
- -The new initiative system of rolling one die
and adding it to the initiative rating [Dexterity + Wits] needs little
explanation. Wound penalties do indeed subtract from the initiative rating,
unless the Garou is in a frenzy.
-
- -In Vampire Revised, additional successes
on attack rolls translate into additional dice on damage dice pools. When
dealing with Garou and the already high numbers of damage they deal out, this
makes combat even more bloody and lethal. Revised damage dice pools (for
hand-to-hand weapons and attacks) are somewhat reduced; a claw attack causes
Strength +1 damage, a klaive Strength +1, and a Grand Klaive Strength +2. (The
revised melee weapons table from Vampire Revised, pg. 214 should be
used.)
-
- -Werewolves may soak bashing, lethal or
aggravated damage with their Stamina (save for wounds caused by silver). Garou
regenerate bashing or lethal wounds at the rate of one health level per turn;
as usual, they must make a Stamina roll at difficulty 8 to regenerate this
damage in combat.
-
- It's recommended that in Werewolf games,
mortals be permitted to soak bashing damage as usual and lethal damage at
difficulty 8. This makes them not quite so terribly fragile, yet reaffirms the
terrible lethality of werewolf talons and fangs (which inflict aggravated
damage).
-
- -If a werewolf is reduced below Incapacitated by
wounds, or knocked out by some other reason, he or she doesn't immediately
revert to breed form. The werewolf remains in whatever form he fell in for a
number of turns equal to his Primal-Urge. This gives him the opportunity to
make a Rage roll to stay alive, if necessary. Furthermore, the character may
make a Wits + Primal-Urge roll, difficulty 8, to remain in his present form
while unconscious until healed or killed.
-
- back