Werewolf/House Rules
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Packs & Totems
- A pack may consist of Werewolves and Wolfblooded.
- At least three Werewolves are required for a Totem.
- Note: While Wolfblooded are traditionally kept around as the proverbial "moral support" for their Werewolf friends, there is no mechanical reason why they cannot participate in hunts, rites, or other activities if the others wish to include them.
Merits
Wolfblooded
- Wolfblooded is NOT a merit now; it is simply a Template. Perks are acquired through Tells.
- All Wolfblooded are immune to Lunacy.
Tribal Affiliate & Moon Birth Merits
- Only one each of these can ever be purchased, to reflect the Wolfblooded version of Tribe and Auspice.
- Ghost Child cannot be replaced with another Tribal Affiliate merit.
Totem & Pack Bond
- Pack Bond is required by Wolfblooded to purchase Totem points.
- Characters can only ever have 5 points of Totem.
Renown
- All Renown requires justification.
- The higher you raise your Renown, the more impressive your deeds must become. Staff reserves the right to deny any justification they feel is insufficient.
Clarifications
Shapeshifting & Harmony
- High Harmony: Shifting causes extreme pain and discomfort. The body and soul are destroyed and reformed. Harmony 9-10, spend 1 Essence to shift as an instant action.
- Balanced Harmony: Shifting is a bit uncomfortable, but it feels normal. It isn't ideal, but it feels right. Harmony 7-8, spend 1 Essence to shift as a reflexive action, or take an instant action to shift at no cost. Harmony 4-6, shifting is a reflexive action that requires no Essence or rolls.
- Low Harmony: Shifting isn't painful at all. Instead, it is a relief. These characters must change shape every scene, as more than a few hours in one form is uncomfortable. When stressed, the character will shift one form towards an appropriate form each turn. This cannot be resisted. Harmony 2-3, spend 1 Essence as a reflexive action, or take an instant action at no cost to avoid changing form. Harmony 0-1, spend 1 Essence as an instant action to avoid changing form.
Forms
- Hishu: The Human. They are more human than human, and blend easily into a crowd.
- +1 to Perception rolls using wolf senses.
- Attempts to pinpoint the character in a crowd, or chase them through a populated area suffer the character's Primal Urge as a penalty.
- Dalu: The Near-Human. About 150% body mass, fingernails become claws, teeth sharpen, and senses enhance.
- Unarmed attacks deal Lethal damage. Bite attacks can be performed in a grapple for Lethal damage.
- Apply Defense against Firearms attacks.
- +2 to Perception rolls using wolf senses.
- Mild Lunacy.
- Can roll Presence+Primal Urge versus Composure+Primal Urge. If successful, anyone surrounding or protecting the target will back down or offer it up.
- Gauru: The War Form. Taken only when killing is on the table, it is not a form taken lightly.
- Can only maintain for a number of turns equal to base Stamina+Primal Urge. After this, shift down to Dalu or Urshul, or Kuruth. If the character chooses not to shift, roll Resolve+Composure. If successful, the character may have one more turn in Gauru, then must shift into Dalu or Urshul, and enters Wasu-Im (Soft Rage). If the roll fails, the character enters Basu-Im (Hard Rage) immediately.
- All bashing and lethal damage is healed each turn.
- Claws deal +2 Lethal. Bites deal +2 Lethal, and do not require a grapple. Bite and Claw attacks can establish grapples in addition to dealing damage.
- +3 Initiative when using teeth or claws.
- Apply Defense against Firearms attacks.
- +3 to Perception rolls using wolf senses.
- Full Lunacy.
- Must attack an active opponent within striking range each turn. If an opponent is out of reach, move or throw things at the opponent. If there are no opponents, attack anything that can be reached. Anything else requires Resolve+Composure, or fall to Kuruth.
- All lesser enemies (humans, lower-ranked spirits, non-supernatural animals, etc) must use Down and Dirty Combat rules.
- Urshul: The Dire Wolf. At shoulder height, this form is the size of a human. It cannot communicate with humans, but can still use First Tongue.
- Claws deal +1 Lethal. Bites deal +2 Lethal, and do not require a grapple. Bite attacks can establish a grapple in addition to dealing damage.
- Apply Defense against Firearms Attacks.
- +3 to Perception rolls using wolf senses.
- Moderate Lunacy.
- Once per scene, one of the following Tilts can be applied to the target of a damaging attack: Arm Wrack, Leg Wrack, or Knocked Down.
- Urhan: The Wolf. The same size and appearance as a regular wolf, it blends easily into a pack.
- Bites deal +1 Lethal, and do not require a grapple. Bite attacks can establish a grapple in addition to dealing damage.
- +4 to Perception rolls using wolf senses.
- By spending 1 Essence, you can pre-empt another character's action in combat with your own. This will be your action for the round. If other characters are capable of pre-empting, it becomes a Clash of Wills.
- For chasing, Urhan has a Speed of Strength+Athletics.
- Hishu: The Human. They are more human than human, and blend easily into a crowd.