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- * Alcohol: Subtract one from Dexterity and Intelligence dice pools for every two drinks' worth of alcohol. Reduce the penalty by one for every hour that passes after she stops drinking.
- * Cocaine/meth/speed: The werewolf immediately gains a point of temporary Rage. For the rest of the scene, the character only needs three successes on a Rage roll to frenzy.
- * Hallucinogens: All dice pools are reduced by 1-3 dice, as the character is unable to concentrate. The character's perceptions of the world are altered, and his reactions will depend on what he believes to be happening. A character who takes hallucinogens before meditating to regain Gnosis can regain up to two points per hour of meditation, rather than one. The effects last for (8 minus Stamina) hours.
- * Heroin/morphine/barbiturates: Subtract two from Dexterity and all Ability dice pools for (10 minus Stamina) minutes. The character experiences a dreamlike state for (12 minus Stamina) hours, during which the difficulties of Rage rolls are increased by one.
- * Marijuana: Subtract one from Perception-based dice pools and increase the difficulties of all Rage rolls by one. The effects last for about half an hour.
- * Weak Poison: The character takes between one and three levels of lethal damage per scene. Poisons have a maximum amount of damage that they can apply, usually between five and ten levels of damage. If the character doesn't regenerate this damage (due to being in breed form, or being human) subtract one from all dice pools until the damage is healed. A werewolf in a regenerating form burns through the poison's effects in seconds and suffers no ill effects.
- * Strong Poison: The character takes between one and three levels of lethal damage per turn. Poisons have a maximum amount of damage they can apply, usually between five and ten levels of damage. A werewolf can regenerate this damage normally, but until the poison has run its course and all the damage has been healed, subtract one from all dice pools. The only toxins to have a significant effect on werewolves are supernaturally enhanced, and as such deal lethal damage.
- * Radiation And Toxic Waste: Many of the Wyrm's sacred locations on Earth are located on or near irradiated landscapes and toxic waste dumps. Also, some minions of the Wyrm use radiation-based attacks. Damage from these sources is resolved the same as damage from fire, but takes twice as long to heal.
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