Blue Mountain
Werewolf
Rule Category:Werewolf
Rule Name:Notes Under Development
Werewolf Gifts
A werewolf can have a maximum of <come up with formula> gifts. Some of the gifts available to a werewolf are determined by breed and auspice while others are available to all werewolves. Gifts must be purchased and improved with experience points.

See the skill list for a description of the various Gifts.


Ideas:
  • Gifts are very expensive and limited to rank 5
  • Some gifts are limited by Breed and Auspice. Other gifts are available to any werewolf.



Werewolf Skills
  • Create Fetish - The ability to fashion a fetish. Maximum number of fetishes based on Gnosis.
  • Enigmas - Think about making this a normal skill available to everyone.
  • Gnosis - Each rank increases Gnosis by 2. MA also modified Gnosis (same as Spell Energy).
  • Primal Urge - The ability to function as a wolf (pg 126) - this will be the primary (and probably the most expensive) skill for a lycanthrope.
    • Used to Change Form
    • Used to determine whether the lycanthrope succumbs to Frenzy
  • Rage - Each rank increases Rage by 2.
  • Wolfen Combat - The ability to fight effectively in any form other than human using claws and fangs.



Werewolf Forms

A werewolf has five forms:
  • Homid - The Human - Normal human form.
  • Glabro - The Near Man - +2 STR, +2 CON, -3 CHA. Glabro is relatively manlike, but differences are apparent. The lycanthrope is 50% to 100% percent heavier (none of it fat) and six inches taller. His body becomes more massively muscled while his face becomes sloping and beetle-browed. Body hair is profuse in this form and nails and teeth are longer. While the character can pass for human in dim light, he definitely looks strange and scary.
  • Crinos - The Wolf-Man - +4 STR, +3 CON, +1 DEX, -5 CHA. The lycanthrope is 50% to 100% heavier than Glabro form (2 to 4 times normal human weight) and 25% to 50% taller. The body becomes covered in fur and the head becomes that of a snarling canine. Fangs and talons are now pronounced, and the arms become long and apelike, suitable for running on all fours. The addition of a tail helps the werewolf maintain its balance. Speech of more than a few words ("I hungry!" or "You die") is difficult and requires the expenditure of a point of Gnosis.
  • Hispo - The Near Wolf - +1 STR, +3 CON, +2 DEX, +2 PER, -4 CHA, +5 TMR. The Hispo is a huge, hulking wolflike beast, resembling a dire wolf. The head and jaws are massive. In emergencies, it can stand on its hind legs but doing so is difficult. Its weight is 75% that of Crinos form. It has no hands and may not hold objects save with its jaws.
  • Lupus - Wolf - +1 STR, +3 CON, +2 DEX, +4 PER, -3 CHA, +10 TMR. Lupus form is visually indistinguishable from that of a normal, large wolf.



Rage

Rage is a measure of the lycanthrope's capacity for all-consuming madness as well as determination. It is what allows them to change forms, enter the spirit world (astral plane), gain extra actions during combat and so on. Whenever a Rage roll is called for, or when a Rage point is spent, the werewolf may be required to make a Primal Urge roll to avoid succumbing to Frenzy.

Using Rage
  • Extra action in combat - No Frenzy roll required.
  • Shift instantly to another form - No Frenzy roll required.
  • Enter the Spirit World - No Frenzy roll required.

Recovering Rage -



Frenzy

Any time a lycanthrope spends a Rage point, or makes a Rage roll, there is a chance that they will succumb to Frenzy.

Frenzied werewolves immediately change to Lupus, Hispo or Crinos form and either blindly attack all those around them or flee into the wild. The instincts of "flight or fight" are very strong in a frenzied werewolf; he is completely overcome with one (or even both) of these impules. The player can decide which is prominient, but that decision will last the full duration of the frenzy - he cannot change his mind later. If he leaves, it is known as a "Fox Frenzy" and if he stays and fights, it is known as a "Berserk Frenzy".

When in a Berserk Frenzy, the werewolf may actually attack his allies though he has a preference for enemies. If there are enemies, neutrals and allies within a half move distance (i.e., where he can do a half move and still attack) he will attack an enemy over an ally or neutral, and a neutral over an ally. Attacking a neutral or ally is not automatic. The werewolf is allowed a Primal Urge roll to control himself but he must make the roll each time an attack action comes up and there are no enemies within a half move.

For example, if the werewolf has a TMR of 14 (70 feet per round) then he can move up to TMR 7 (35 feet) and still attack. The GM will look at who is within 35 feet and perceivable by the werewolf. If there are no enemies but there are 3 allies and a neutral child, the werewolf will move up to the neutral child and must then make a Primal Urge control roll to avoid attacking. If the control roll fails, the werewolf attacks the child.

Recovering Rage -



Gnosis

Gnosis is very similar to spell points for mages. Lycanthropes use Gnosis for many of their talents as well as for creating fetishes.

Recovering Gnosis -



Fetishes

Fetishes are (usually) temporary magic items that can be created by lycanthropes. They contain a spirit who (usually) serves willingly.

To create a fetish...

To activate a fetish requires the expenditure of gnosis.

    Fang Dagger
    Level : 3
    Gnosis: 6
    This dagger is carved from the tooth of some great beast. The wielder may, when in melee combat and after having made a successful attack with the dagger, activate the fetish's power. If successful, the damage inflicted is doubled as the fang "bites" deeper into the wound.

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