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Injury

There are many different ways a character can sustain an injury as there are injuries, but in Werewolf injuries are described in one way: the Health Trait. A player records injuries in terms of Health Level. Simply check off Health Levels as the character loses them, so the last box checked delineates the character's current Health Level.
Think of Health as a spectrum with Bruised at one end and Incapacitated at the other. As a character suffers more wounds, he travels down the spectrum until he finally reaches Incapacitated. When he heals, he simply removes these checks one by one, until he is again in perfect health.
Each success on an opponent's damage roll indicates a loss of one Health Level. Thus, if a foe scored two damage successes, the player would check off two Health Levels, starting with Bruised and going down to Hurt. If a werewolf suffers damage beyond the incapacitated Health Level, she is critically wounded (though not dead) and is out of action for at least an hour. A critically wounded werewolf does not regain a Health Level each turn, but only one per hour until she surpasses Incapacitated. Furthermore, she must make a roll on the Battle Scars Chart (see chart below).

Healing

Werewolves recover from wounds at a very rapid pace, healing one Health Level per turn unless the damage is aggravated (see below). there are two exceptions: homid and lupus Garou in their natural breed forms heal no faster than normal humans (wolves). Thus, if a homid was in human form, or a lupus in wolf form, he would heal damage at the normal human rate (see Human Death, below). Metis do retain their regenerative abilities in their natural Crinos form. Thus, while they have many disadvantages, they do heal well in all forms.
Normally, a Garou must not exert himself when healing, but he can attempt to heal while performing stressful actions, such as combat. If a character chooses to attempt this feat, the player must make a Stamina roll (difficulty 8). Success indicates that the character is able to heal himself while engaged in other activities.

Aggravated Wounds

Werewolves occasionally suffer wounds so severe they cannot regenerate them quickly. These injuries, known as aggravated wounds, are commonly inflicted by silver, fire, radiation, or the claws and teeth of other supernatural creatures. Aggravated wounds require time to heal. Garou can soak aggravated damage, except for silver (see Silver)
Aggravated damage can only be healed at the rate of one Health Level per day of rest. Aggravated wounds should be indicated on the character sheet with an X rather than a check. The Storyteller can also deem any particularly severe injury (such as falling out of an airplane at 10,000 feet) to be an aggravated injury.

Human Death
When a human or animal reaches Incapacitated, she is one Health Level away from death. If she is injured more time, or if it is impossible to stem the flow of blood from her body, she will die.
Of course, humans heal differently than werewolves do. With proper medical attention, humans recover based on the following chart. Note that the time given is how long it takes to recover that particular Health Level - other Health Levels must be healed as well. Thus, if the human takes three months to recover from being Mauled, he must still take the time to heal Wounded, Injured and so on.

Health Level Time
Bruised One Day
Hurt Three Days
Injured One Week
Wounded One Month
Mauled Three Months
Crippled Three Months *

* Not only do humans have to heal this Health Level, but they lose one point from one of their Physical Attributes as well. Humans who reach Incapacitated heal at the Storyteller's discretion; some enter comas for the rest of their lives.

Sources of Injury
Despite  the Garou's innate toughness, there are many ways to inflict harm upon a werewolf.  Some are common to humans, and thus readily understandable to us, while others are specific to werewolves.  These sources of injury are described below.

Combat
Each success on an opponent's damage roll causes the character to lose one Health Level.

Falling
Occasionally, characters will fall.  Use the chart below to calculate damage.  Characters, human or werewolf, can make Stamina rolls (difficulty 8) to "soak" damage.  Each success indicates one fewer Health Level is lost.  Each botch means an additional Health Level is lost.
Distance (in feet)/Injury
5
One Health Level
10
Two Health Levels
20
Three Health Levels
30
Four Health Levels
40
Five Health Levels
50
Six Health Levels
60
Seven Health Levels
...and so on, to a maximum of 10 Health Levels.


Fire
Fire is hazardous to werewolves.  Fire always causes aggravated damage and therefore can potentially kill werewolves.  fire, however, holds a deep fascination for the Garou.  Any size flame can potentially harm Garou, but they can resist the effects with Stamina.  Have players roll stamina - the difficulty depends on the severity and size of the flames.  The player must roll each turn their character is in the flames to see if the character can resist the damage.  If the roll fails, the character suffers from one to three Health Levels of damage (see the second chart below).  If the roll succeeds, the character suffers one fewer Health Level of damage per success than they normally would.  If the roll botches, then the character is harmed in some special way - perhaps they lose their eyesight or their limbs are maimed.
 

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