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Illustration of Character capabilities. |
Examples of other methods of play. |
Form | Number of Steps |
Homid | 3 |
Glabro | 3 |
Crinos | 3 (or 5 if running quadruped) |
Hispo | 6 |
Lupus | 8 |
Strength Traits | Feat of Strength | Force |
1 | crush a beer can | 50 lbs. |
2 | break a chair | 100 lbs. |
3 | break down a simple wooden door | 250 lbs. |
4 | break a 2"x4" | 400 lbs. |
5 | break open a metal fire door | 650 lbs. |
6 | lift a motorcycle or rip out a car's engine | 800 lbs. |
7 | flip over a small car | 900 lbs. |
8 | break a 3" lead pipe or break open a car door (hinge intact) | 1000 lbs. / .5 tons |
9 | punch through a cement wall or uproot a small tree | 1200 lbs. |
10 | rip open a steel drum or car door (no more hinge) | 1500 lbs. |
11 | punch through 1" sheet metal or throw a motorcycle | 2000 lbs. / 1 ton |
12 | burst through a brick wall | 2500 lbs./ 1.25 ton |
13 | break a metal lamp post | 3000 lbs. / 1.5 tons |
14 | throw a "standard car" | 3500 lbs. / 1.75 tons |
15 | break open a bank vault (hinge intact) | 4000 lbs / 2 tons |
16 | uproot a large tree | 4500 lbs. / 2.25 tons |
17 | throw a utilty van | 5000 lbs. / 2.5 tons |
18 | burst through a reinforced brick wall | 5500 lbs. / 2.75 tons |
19 | throw a full-size truck | 6000 lbs. / 3 tons |
20 | lift a diesel rig | 7000 lbs. / 3.5 tons |
Strength Traits | Distance (height/long)in feet | Difficulty |
2 | 2/5 | 4 |
3 | 3/6 | 5 |
4 | 4/8 | 6 |
5 | 5/10 | 7 |
6 | 6/12 | 8 |
7 | 7/14 | 9 |
8 | 8/16 | 10 |
9 | 9/18 | 11 |
10 | 10/20 | 12 |
+1 | +1/+2 | +1 |
Pack Tactics, basic Garou excel in working as a cohesive unit... when they put their minds to the task of doing so. By investing a bit of time to put a human understanding behind this powerful animalistic urge, the Garou are capable of performing extraordinary things within a single combat round. If all members of a pack have this Maneuever, then they may use other Maneuvers within Mob Combat without disrupting the Combat Scene. Normally, all those within a Mob Combat must lend some form of Trait to the Leader. With Pack Tactics, a pack of 6 could have 3 members engaging in Mob Combat, 1 member using Fur Gnarl, 1 member using Lockjaw, and the last using Evasion. Once Pack Tactics are learned, even if the pack disbands, the members still retain the ability to participate in Pack Tactics. Challenge: Social, retest with Leadership Difficulty: resisted as normal Damage: Special Results Usable by: Garou in any Form Pack Tactic? yes Requires: Primal Urge Ability Experience Cost: 9 |
Pack Tactics, advanced The pack at this stage is so used to fighting as a group that whenever any member of the Pack is the target of a Mob Attack, that target receives a Free Retest in any Challenge within that Round. Challenge: none Difficulty: n/a Damage: none Usable by: Garou in all forms Pack Tactic? yes Requires: Pack Tactics - basic, Primal Urge Ability x2 Experience Cost: 3 |
Evasion This maneuver involves leaping, spinning, jumping, diving, and generally dodging out of the way in effort to escape from harm. Success results in the Garou avoiding all damage during that round. Garou using this maneuver cannot participate in Mob Combat or lend to Pack Tactics. Challenge: Mental, retest with Dodge. Difficulty: 10 Damage: none Usable by: Garou in all forms Pack Tactic? no Requires: Primal Urge Ability, Dodge Ability Experience Cost: 3 |
Lockjaw The Garou uses his or her powerful jaws to lock onto their target - and not let go. The sheer pressure of the jaws forces the target to the ground. This attack does no actual damage, but if the Garou has more Strength related Traits than the Target has Stamina Related Traits, then the Target goes down in a heap and is considered prone. To maintain the hold, the Garou must spend one Strength related Physical Trait per round. The Target may resist by spending a Stamina Related Trait and entering into a Physical Challenge with the Garou. Once the hold is broken, it must be re-established all over again. Challenge: Physical, retest with Brawl (considered a grapple/bite attack) Difficulty: resisted Damage: fatigue Usable by: Crinos, Hispo, or Lupus Pack Tactic? no Requires: Primal Urge Ability, Brawl Ability x3, Specialized in either Bite or Grappling Experience Cost: 5 |
Fur Gnarl The attacker lashes out with their claws, rending fur and protective hide. This attack is intended to tear past any protection the target might have, to include Body Armor. For every level of damage the Garou inflicts by using this maneuver, Two Armor Levels are removed from the Target. If the target has no actual Body Armor (Gifts that provide additional Health Levels are immune to this technique), then they will lose two Stamina Related Traits for each level of damage done. Challenge:Physical, retest with Brawl (considered a grapple/bite attack) Difficulty: resisted as normal, with a +3 bonus Damage: normal, with Special Results Usable by: Crinos and Hispo Pack Tactic? no Requires: Primal Urge Ability Experience Cost: 5 |
Hamstring By sinking claws or teeth into the tendons of the lower leg and ripping them out, the attacker may disable the target and impair their Movement Rate. If this attack is successful, the target is capable of only making 1/4 their normal Movement(1 Step for a normal human) within any type of Move Action (Full Move Actions used to facilitate a quick crawl will allow the target to make 2 Steps). If the target is quadrupedal, then normal Movement is reduced by 1/2. This damage is always considered Aggravated. Challenge: Physical, retest with Brawl Difficulty: resisted as normal Damage: normal, with Special Results Usable by: Crinos, Hispo, and Lupus Pack Tactic? no Requires: Brawl Ability, at least 3 Strength-related Traits Experience Cost:6 |
Leaping Rake The attacker leaps at the target, attacking in mid-air and allowing their momentum to continue to carry them passed their opponent. The attacker must declare how far they want to leap past their target and must be able to do so (se Leaping Rules, above). If the distance is within the realm of capacity for the Garou, the Player must make a normal Attack Challenge based on a Dexterity Trait and must risk an Additional Dexterity Trait (this additional Trait is lost even if the Challenge is won), regardless as to the form of attack. If the Challenge is made, then the target is unable to counter within that round unless they can turn and close the distance. Difficulty: resisted as normal Damage: normal, with Special Results Usable by: Crinos only Pack Tactic? no Requires: Athletics Ability x2, at least 3 Strength-related Traits Experience Cost: 6 |
Stamina Traits | Length of Time |
1 | 15 seconds (2 or 3 Rounds) |
2 | 45 seconds (6 to 8 Rounds) |
3 | 1 to 1 and 1/2 minutes |
4 | 2to 3 minutes |
5 | 5 minutes |
6 | 8 minutes |
7 | 12 minutes |
8 | up to 20 minutes |
9 | up to 30 minutes |
10 | up to 45 minutes |
+1 | +5 to 10 minutes |
Questions should be directed to the ST Staff or posted under the FAQs on the Darker Productions Forums
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