Supernatural Template - Werewolf

Wolves of a Different Pack

  • Your character now has an Auspice (but still no Tribe)
    • You can only learn Gifts that correspond to your Auspice Moon and gain them as your Renown increases
  • Using Silver is not a Sin against Harmony
  • Shadow and Wolf Gifts are fair game
  • Your character is subject to Rage
  • Treat your Integrity rating as your Harmony rating
  • Your character does not innately understand the First Tongue language

Auspices, How Do They Work?

  • Auspice has one associated Renown, a Primary Renown
  • Unlike other Gifts, your Auspice Gifts have to be taken in order
  • You don’t have to spend XP to gain access to your Auspice Gift
  • Instead, your character has a number of dots (in order) in your Auspice Facets equal to your primary Renown
    • For example, if your character is a Full Moon and has Purity 3, then you have the first 3 Auspice Gift dots for free

Gifts, How Do They Work?

  • First, you have to buy “access” to a particular Gift. This costs 5 SE and gives you the first dot, known as a Facet
    • Unlike Disciplines, you don’t have to take Facets in order… you can take any Facet of a Gift you have access to at any time
  • After that, every time you buy a Renown up (3 SE) you gain another dot in a Gift
    • Each Facet dot corresponds to one type of Renown, so that’s the Facet you gain with your dot in Renown
  • You can also just buy a Facet (2 SE) without increasing your Renown
  • You do not need to spend 5 SE to buy “access” to the Wolf Gifts (Change, Hunting, and Pack)
    • When you increase your renown, you can always take the Corresponding Facet from either of these 3 Trees
    • You can also spend 2 SE to buy any Facet in these Gifts and the first Facet only costs 2 SE (not 5 SE)

What is Renown?

  • Five different types of Renown: Cunning, Glory, Honor, Purity, Wisdom
  • Renown enhances your Gift activation rolls
  • When you buy a dot in Renown, you gain the corresponding dot (Facet) in a Gift you have access to
  • Renown is also important when interacting with Spirits

What are Rites?

  • Rites are a lot like merits, they just let you do other cool stuff

What is Essence?

  • Just like Vampires use Vitae to access their powers, Werewolves rely on Essence
  • Werewolves regain Essence from Locus and Hunting
    • Loci provide 3 x their Rating in Essence per day which can be extracted from the Shadow side
    • Hunting allows you to run down a spirit and draw Essence from it

Shapeshifting

  • Hishu (Human)
    • +1 Perception
    • Sheep’s Clothing: being tracked in crowds or populated areas levies a penalty of Primal Urge
  • Dalu (Near Human)
    • +1 Str, +1 Sta, -1 Man, +1 Size, +2 Perception
    • Teeth/Claws +0L, Defense vs Firearms, Mild Lunacy
    • Badass Motherfucker: Pres+PU vs Com+PU or group surrounding prey bails
  • Gauru (Wolf-Man)
    • +3 Str, +1 Dex, +2 Sta, +2 Size, 1/1 Armor, +3 Perception
    • Teeth/Claws +2L, Defense vs Firearms, Full Lunacy, Regeneration
    • Primal Fear: Opponents do not gain the bonus of a Skill to their Defense if their PU < your PU
  • Urshul (Near Wolf)
    • +2 Str, +2 Dex, +2 Sta, -3 Man, +1 Size, +3 Species Speed, +3 Perception
    • +2L Teeth, +1L Claws, Defense vs Firearms, Mild Lunacy
    • Weaken the Prey: 1/scene, apply 1 Tilt to damage prey: Arm Wrack, Leg Wrack, Knock Down
  • Urhan (Wolf)
    • +2 Dex, +1 Sta, -1 Size, +3 Species Speed, +4 Perception
    • +1L Teeth
    • Chase Down: spend 1E to pre-empt another’s turn, use Speed instead of (Str+Ath) for chases

Primal Urge

Primal UrgeMax Essence / Per TurnRegneration / Turn
110/11B
215/21B
320/32B
425/42B
530/53B
640/63B
750/74B
860/84B
980/95B
10100/105B

Hunter’s Aspect

Action: Instant / Contested
Cost: -
Roll: Power Attribute + Relevant Skill + Renown (resisted with Composure + Primal Urge)
Result: Inflicts Condition for a Scene (Success) or 1 day / Primal Urge (Exceptional Success)

What is the Hunter’s Aspect?

  • Werewolves use their Hunter’s Aspect to inflict a condition on a target, a lot like Lashing Out for Kindred
  • Roll your Power Attribute + Skill + Primary Renown
    • The Attribute and Skill largely depend on the context of use
    • Target’s resist with Composure + Supernatural Tolerance
  • The effects and Condition depend on your Auspice
    • Cahalith (Gibbous Moon) wield the Monstrous Aspect, inflicting the Resigned Condition
      • Target cannot spend wp to add dice or for a resistance action to defend itself
    • Elodoth (Half Moon) wield the Isolating Aspect, inflicting the Isolated Condition
      • Target cannot benefit from participation in Teamwork rolls
      • Target cannot benefit from defense penalties from multiple attackers on their intended target
    • Irraka (New Moon) wield the Blissful Aspect, inflicting the Unaware Condition
      • Target’s Composure reduced by (Cunning - 1), minimum -1
    • Ithaeur (Crescent Moon) wield the Mystic Aspect, inflicting the Mystified Condition
      • Humans take a penalty of (6 - Gauntlet Strength) on all Mental Actions
      • Spirits subtract the Gauntlet modifier from all actions
    • Rahu (Full Moon) wield the Dominant Aspect, inflicting the Submissive Condition
      • Target cannot attack/insult/defy you or your pack unless attacked
      • Target can resist by spending 1wp and rolling Res + Com, difficulty Purity (can accumulate from multiple turns)

What Are Pack Tactics?

  • Pack Tactics are teamwork actions that an entire pack can take on a single turn
  • Designate one primary actor, everyone else rolls and adds one die to that character’s pool per success gained
    • The Primary Actor must hold initiative to act last
  • All Pack Members that wish to participate must take their action in a turn to do so
  • Pack Tactics have their own pool (Attribute + Skill) and are contested by the target’s (Attribute + Skill)
  • Pack Tactics are usually intended to accomplish something specific regarding a target: granting/inflict a condition/tilt, a die penalty to an action, opening doors, shifting impression steps, and so on

Innate Abilities

  • Werewolves have the innate ability to cross the Gauntlet while at a Locus or looking at their reflection, this is called “Reaching”
    • Stepping through to the Shadow Realm requires a successful (10 – Integrity) roll
    • Stepping back into the Physical World requires a successful (Integrity) roll
  • Werewolves that heal, change, or seen up close in Dalu/Gauru/Urhsul form inflict Lunacy
    • Supernatural creatures do not suffer Lunacy
  • Werewolves heal 1 aggravated damage naturally every 4 days
    • Only supernatural powers can deal aggravated damage to Wolves, everything else only deals lethal
  • Super keen senses
    • May substitute Primal Urge for Composure on Perception rolls based on smell
    • Can identify previously smelled individuals with a (Wits + Primal Urge) roll
    • (Wits + Primal Urge) to identify another Werewolf or Wolf Blood, must be in their personal space though
    • Can hear stuff up to 1 mile / Primal Urge and frequencies humans cannot
    • Ignore hearing penalties from quietness or range
    • Ignore half of penalties to see
    • Ignore all visual penalties due to rapid movement
    • Can track one victim if blood is tasted for up to 1 month, know direction regardless of distance
    • Can send any of their senses across the Gauntlet at any time
  • Shapeshifting is Reflexive and no cost at Integrity 4-6, or Instant / 1E for Reflexive at 2-3 or 7-8
  • Werewolves with a natural bite attack can choose to swallow flesh hole to regain Essence
    • Regain 1 Essence / damage dealt (maximum Primal Urge / attack)
    • Eating Wolves or Humans is a Sin Against Harmony
    • This works on Humans, Wolves, and Supernatural Creatures
  • You automatically regenerate half your Primal Urge (rounded up) each turn in bashing health levels
    • Spending a single point of Essence allows you to regenerate Lethal for the turn

Supernatural Template - Werewolf

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