Dark Radiance
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Garou Strength & Weaknesses

Garou Weaknesses
  • Prone to Anger - Although generally calm and easy going most of the time.  If a werewolf is enticed to anger or provoked, they will typically get enraged and often lash out at an one or anything near by
  • Silver Allergy - Wolves have a severe allergy to silver in any form. Any contact with silver causes burn like reactions.  Prolonged contact can disfigure the wolf permanently, cause diminished regeneration, arthritis like symptoms. etc.
  • Wolfsbane - A plant used as a repellent against the wolves. If touched it will cause a burning, tingling sensation. If consumed it is treated as poison and can be very harmful. 
Garou Strengths
  • Regeneration / Rapid Healing - werewolves heal from damage very fast and almost always completely with no loss of function.  Werewolves are not subject to disease or illness. The speed of werewolf healing depends on the form the werewolf is in; they will heal fastest in wolf form, then hybrid form and finally human form.  Healing speed is anything from hours for trivial wounds to several days for a critical wound.  Note that a werewolf can be killed if the wounds are severe enough. (think total dismemberment, beheading, etc.)
  • Long Life - Werewolves live a very long life.  No one is quite sure how long, since they can die from severe enough wounds.  There are no known werewolves to have died of old age, but some very old werewolves have demonstrated old age like symptoms (stiffening of the joints, diminished hearing, etc). They are not immortal, just long living.
  • Very Strong - Wolves are supernaturally strong. The only race that can contend with them in hand to hand combat are vampires.
  • Acute Hearing: Hearing is heightened for all werewolves.  They can hear sounds softer than a human can hear and some sounds that are above human hearing range. Although hearing is heightened in all werewolf forms, it is most acute in wolf and Crinos form.
  • Acute sense of smell:  The sense of smell is also heightened for a werewolf in any form. 

Rule of thumb on any heightened senses for characters:
Mortals can hear at 5 meters for normal talking, smell for 2 meters, see detail for 5 meters in line of site  
Normal supernaturals can hear for 10 meters, smell for 5-8 meter and see detail for 10 meters in line of sight.
Heightened senses go to hear at 15-20 meters, smell to 10 meters, and sight to 15 meters, but you must bump down another sense.
Example: 
Ethan lost sight in one eye: He now has vision at barely 5 meters, but gained better hearing which is now at 15 meters. (please see below paragraph) This covers both a strength and balanced weakness. 
Quick Links:
Garou
Appearance
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** Note that the acute hearing and acute sense of smell are conscious actions. For example, a werewolf must specifically be concentrating on listening to a conversation across a room  to hear the details or to pick up a faint smell.   It is suggested that a player make a dice roll to determine if they succeed or not, since a room could be too noisy even for acute hearing or there could be too many scents in an area.  
More Garou Information.

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Updated 26-Dec-2016