A character can take two types of actions without the player making a roll: reflexive actions and automatic actions. Actions that require rolls are called fixed actions.

Reflexive Actions may be performed without losing any dice from a character’s pool. Reflexive actions include:

  • Yielding: The character delays his action until later in the turn, allowing other characters to act first. He can choose to act at any time during the turn, even to interrupt
    another character with a lower initiative. If everyone chooses to yield, the turn ends without any actions being taken at all.
  • Spending Rage: A player can spend Rage for her character at any time during the turn, with some restrictions.
  • Healing: One of the most frightening things about werewolves is their hellishly fast healing power. A Garou heals one health level of bashing or lethal damage each turn, subject to three restrictions. First, a Garou cannot heal in this manner while in her natural form, unless she is metis. Most Garou are not able to access their full healing power while in their natural forms. The natural form a metis Garou is Crinos, however, so metis have no difficulty doing so. Second, only bashing and lethal damage may be healed in this manner. Aggravated damage (see Injury ) may be healed only with time and rest or with Gifts. Third, healing lethal
    damage while doing anything other than resting requires a Stamina roll (difficulty 8). This roll is a reflexive action.
  • Reversion to Breed Form: This action requires no roll, and it happens instantly. Homid Garou revert to Homid form, lupus Garou revert to Lupus, and metis Garou revert to Crinos.

Automatic actions are actions that do not normally require a roll, but that do take an action to perform. A player must split a dice pool to have his character take another action simultaneously. Some of the more common automatic actions include:

  • Moving: A character moves by walking, jogging or running. As a general rule, a character may walk seven yards, jog 12 + Dexterity yards or run 20 + (3 x Dexterity) yards in a turn.
    Garou in forms other than Homid are capable of faster movement, however. In Crinos form, a character may move an additional two yards per turn by dropping to all fours. Garou in Hispo form move at one and one-half times their human speed, and characters in Lupus form move at twice their human speed.
    Example: Emma Sharptongue’s Dexterity is 3 is Homid form. She jogs 15 yards per turn, and she runs 29 yards per turn. In Lupus form, she runs 58 yards per turn.
    No roll is required to move, but movement takes a full action. In some situations, such as crossing treacherous ground or running amid a hail of bullets, the Storyteller may call for an Athletics roll to move or simply rule that movement at full distance is impossible.
  • Get to Feet: A bipedal character (including Garou in Homid, Glabro or Crinos forms) may get to her feet in one action without making a roll. Quadrupeds may do so as a reflexive action, springing to their paws at the beginning of the turn after they are knocked down without using an action at all.
    If a bipedal character wishes to get to her feet and still take an action, or if a quadruped wishes to get up before the next turn, she must split her dice pool or use a Rage action to do so. To perform this action by splitting a dice pool, the player must take dice from her intended action and score at least one success on a Dexterity + Athletics roll (difficulty 4).
  • Speech: A character can speak during her turn; some Gifts require it. Speaking precludes most other actions, since it is not possible to carry on a detailed conversation and fight at the same time (despite what is portrayed in movies and comic books). If a player wishes her character to speak during an action turn, the Storyteller should time her at about six seconds, and then cut her off, in mid-sentence if necessary. It is possible, however, to shout out quick sentences (“Run! I’ll hold them off!” and so forth) as a reflexive action. A character who takes an entire turn to speak cannot also spend Rage for extra actions.
  • Readying a Weapon: This action usually involves drawing a melee weapon or loading (or reloading) a gun. An automatic gun can be loaded and fired in the same turn by splitting a dice pool, while a revolver cannot unless the character has a speedloader (see Firearms).
  • Start a Car: Under most circumstances, this action does not require a roll, unless the character is hot-wiring the car.

Multiple actions

Characters may take more than one action in a turn in one of two ways. A player may choose to spend Rage, which is discussed later. The other, more common way to take multiple actions is available to any character. The player simply subtracts one die from her pool for every action beyond the first that she wishes her character to
take. This reduction is cumulative.
Example: Running low on Rage, Elasia decides to dodge her opponent’s attack, and then counterattack with her spear. She has five dice in her Dexterity + Dodge pool, while her Dexterity + Melee pool is six dice. Since she is performing two actions this turn, Elasia’s player removes two dice from each action. Because Elasia is dodging first, her player rolls her adjusted Dexterity + Dodge pool for that action (three dice). She then adjusts her Dexterity + Mele pool the same way (removing two dice) and subtracts one additional die because the attack is her second action (giving her a total of three dice).
Werewolves may spend Rage to take multiple actions. For every point of Rage the player spends, her character receives one additional action that turn. These extra actions take place after everyone else has taken an action that turn. If more than one character has multiple actions, the extra actions take place after everyone has taken their first action and proceed in order of initiative.
A player using Rage actions may not split her dice pools to multiply those actions further.

  • Restrictions:
    • Extra Actions: The maximum amount of Rage that a character may use for extra actions in one turn is equal to half the Garou’s permanent Rage score. For example, if a werewolf has a permanent Rage score of six, her player may use three of those Rage points for extra actions. The other three points can be used in any of the other ways listed here, but not for extra actions.
    • Timing: A player may spend Rage for extra actions during only the decision stage of combat. All other uses of Rage, however, can occur at any time during a turn.
    • Limits: A character may take a number of actions equal only to her Dexterity or Wits, whichever is lower. If a character tries to take more actions than either of these ratings, any actions she takes that turn have a +3 difficulty penalty. This penalty arises because she has tried to move too fast for either her body (Dexterity) or her mind (Wits), and she has become muddled and uncoordinated. If the character is in frenzy, Rage actions are limited only by Dexterity.



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