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The Dresden Files => DFRPG => Topic started by: Tirs on June 07, 2013, 08:28:38 PM

Title: Werewolves reboot
Post by: Tirs on June 07, 2013, 08:28:38 PM
This is complete version of my houserules for "werewolves' superpower" in DF-verse. I used some ideas of Mersy-verse, nWoD, Codex Alera and some my own rules (they will be marked *). If someone find it usefull, I would be glad) And of couse, I want to thank Deadmanwalking, who explained rules and give the character example.
Let's start.
(all Werewolf by default:
Supernatural Constitution (Long Life) [–0]
Echoes of the Beast [–1]
Pack Mentality [–3]* (In addition to the RAW-effects of Pack Instinkt they can feel rough condition and location of all members of the pack. Any social and mental attaks, which use supernatural abilities is always faul, exept of some epic enimies at the discretion of DM).
Supernatural Sense [–1] (they "smell" magic, but can't recognize it - they can "smell" that someone have mgic powers, but won't know, is it Sponsored or True Magic)
Human Form [+2] (Cuz changing of form takes about 10 minutes and make them pain) affects:
Beast Change [–1]
Claws [–1]
Cloak of Shadows [–1]
Involuntary Change (Full moon) [+1] Werewolves can shapeshift when they want, but one night per month they must shapeshift.
Inhuman Toughness [–2]
The Catch [+3]: silver. Silver weapon ingnoring Armor, and effects Fast Recovery and Shrug It Off (not Total Recovery).
Feeding Dependency (Meat) [+1] affects:
Inhuman Speed [–2]
Inhuman Strength [–2]
Inhuman Recovery [–2]
Total Refresh Cost: – 9.

Enforcer:
As the "basic" but
Supernatural Strength [-4] and Toughness [-4]
Bless of Fenris [-2] (my development):
Once per chapter werewolf can use this  ability and change a roll-results of any roll, which is used for damage to the enemy (from  throwing stones to firing) for the rest of scene ("-"-marked would be counted as "blanked" dice. For example roll-results +-+0 would be counted as +0+0).

Scout:
As the "basic" but
Supernatural Speed and Recovery
Bless of Trickster [-2]*:
Once per chapter werewolf can use this  ability and change a rollresults of any roll the deceit of their enemy  for the rest of scene ("-"-marked would be counted as "blanked" dice. For example roll-results +-+0 would be counted as +0+0).

Shaman:
As the "basic" but
One Supernatural [-2] physical power by gamer's choise, Worldwalker[-2]
Some Magic School [-3]
(Werewolves need some original and charismatic magical ability, but I 'm not sure what it must be. May be something like Mysticism or Shamanismof RuneQuest). May be usual Evocation or Thaumaturgy.

Alpha:
In addition to basic forms and abilityie, she can use Loup-Gauru-like forms with template:
Echoes of the Beast [–1]
Pack Mentality [–3]
Supernatural Sense [–1]
Human Form [+2] affects:
Beast Change [–1]
Claws [–1]
Supernatural Toughness [–4]
Feeding Dependency (Meat) [+1] affects:
Supernatural Speed [–4]
Supernatural Strength [–4]
Supernatural Recovery [–4]
Also, Predator's charm [-2]* (any social roll has 0-instead-"-").
Organisation issues:
Basic unit of society wolf's society is a pack. It's not juat a gung or bunch of friends, but the second (for some wolves - first) family, which sealed by mystical bonds. It's not easy relations, with hierarchy and problems, but they wery strong.
In usual packs (15-40 "basic" werewolves) there is a warriors (5-6 Scouts and Enforcers), 1-2 Shamans and Alpha, and all of them obey to Packmasters (who gowern some middle areas) with their Noble pack (10-20 really strong and experienced werewolves). At the top of the pyramid - Elders (from seweral ages to 1000+ yeras old), who governs all werewolves within the some big area (for example, American South or Middle West) and their Royal pack.

Population size:
Something about 1 werewolf/100000 mortals.
Also they have many allies and vassals (shapeshifters, Lycanthrops, spirits and others).

Distribution:
They are widely spread over the world, but prefer or megapolisyb or provincial towns and villages.

Social status:
Different, but they prefer something "agressive" - army, police, Secret Service or MES.
At the end, there is around 10-20 warriors per 60-80 "basic", 1 Packmaster control 5-6 usual pack, and 1 Royal pack control 3-4 Noble pack.
Also, I have some ideas about their background.
So, is their powerful enought to be the real rival for other kinds?
Title: Re: Werewolves reboot
Post by: Sanctaphrax on June 10, 2013, 07:32:14 AM
There are some mechanical issues here.

First, it's not clear which Powers are affected by Human Form. Is Inhuman Strength? How about the Scout's Bless Of Trickster?

Second, you've used a couple of canon Powers in sketchy ways. I quote:

Human Form [+2] (Cuz changing of form takes about 10 minutes and make them pain)

...

Involuntary Change (Full moon) [+1] Werewolves can shapeshift when they want, but one night per month they must shapeshift.

...

The Catch [+3]: silver. Silver weapon ingnoring Armor, and effects Fast Recovery and Shrug It Off (not Total Recovery).

The Catch should apply to all Toughness and Recovery effects. You can't leave parts out.

Also, increasing the value of Human Form like that seems a little iffy to me. Having to transform once/month is pretty trivial compared to the hassle Lycanthropes get for the same rebate. And I dunno whether a lengthy and unpleasant transformation is worth a full Refresh.

Third, I'm not too certain about those custom Powers. Again, I quote:

Pack Mentality [–3]* (In addition to the RAW-effects of Pack Instinkt they can feel rough condition and location of all members of the pack. Any social and mental attaks, which use supernatural abilities is always faul, exept of some epic enimies at the discretion of DM).

...

Bless of Fenris [-2] (my development):
Once per chapter werewolf can use this  ability and change a roll-results of any roll, which is used for damage to the enemy (from  throwing stones to firing) for the rest of scene ("-"-marked would be counted as "blanked" dice. For example roll-results +-+0 would be counted as +0+0).

...

Bless of Trickster [-2]*:
Once per chapter werewolf can use this  ability and change a rollresults of any roll the deceit of their enemy  for the rest of scene ("-"-marked would be counted as "blanked" dice. For example roll-results +-+0 would be counted as +0+0).

...

Also, Predator's charm [-2]* (any social roll has 0-instead-"-").

Pack Mentality strikes me as overpriced, but I can't be sure because I don't understand the bit about social and mental attacks.

The other three Powers are just kind of odd. What's a chapter? And why fiddle with the dice instead of just adding a bonus?

My instinctive reaction is that Predator's Charm is too good and Bless Of Trickster isn't good enough, but I could very easily be wrong.
Title: Re: Werewolves reboot
Post by: Tirs on June 10, 2013, 09:46:44 AM
OK) Let's see...
Quote
First, it's not clear which Powers are affected by Human Form. Is Inhuman Strength? How about the Scout's Bless Of Trickster?
Human form affected only:
Beast Change [–1]
Claws [–1]
Cloak of Shadows [–1]
Other abilities available in both forms (like in Mersyverse).
Quote
Also, increasing the value of Human Form like that seems a little iffy to me. Having to transform once/month is pretty trivial compared to the hassle Lycanthropes get for the same rebate. And I dunno whether a lengthy and unpleasant transformation is worth a full Refresh.
I think yes, cuz it don't let them transform directly in combat. And Involuntary Change is RAW reason to add 1 faithpoint.
Quote
but I can't be sure because I don't understand the bit about social and mental attacks.
I mean, it give them immunity to any mindscrew abilities, like Domination.
Quote
The other three Powers are just kind of odd. What's a chapter? And why fiddle with the dice instead of just adding a bonus?

My instinctive reaction is that Predator's Charm is too good and Bless Of Trickster isn't good enough, but I could very easily be wrong.
And this is the bonuses. I take rules "8 again" and "9 again" from nWoD as basis. It means, that Enforcer use this rules for any rolls of Fists, Guns, Weapon or for example, Might (if it directed on harm his enemy), and Scout can use it for Burglary, Stealth or Deceit.
Quote
My instinctive reaction is that Predator's Charm is too good and Bless Of Trickster isn't good enough, but I could very easily be wrong.
Alpha is a big guy.
Title: Re: Werewolves reboot
Post by: Sanctaphrax on June 11, 2013, 02:00:10 AM
OK) Let's see...Human form affected only:
Beast Change [–1]
Claws [–1]
Cloak of Shadows [–1]

So the werewolves can't use their "transform into a wolf" ability unless they've transformed into a wolf beforehand? That seems kinda weird.

Incidentally, you can't attach a +3 Human Form to 3 Refresh of abilities. The rebate must always be smaller than the cost of the affected Powers.

I think yes, cuz it don't let them transform directly in combat. And Involuntary Change is RAW reason to add 1 faithpoint.

If you read the Rare/Involuntary Change upgrade's text, you'll notice it doesn't cover situations like this one.

I mean, it give them immunity to any mindscrew abilities, like Domination.

Oh.

In that case, it's probably too good. Complete protection against all magical mental attack is a pretty big deal.

And this is the bonuses. I take rules "8 again" and "9 again" from nWoD as basis. It means, that Enforcer use this rules for any rolls of Fists, Guns, Weapon or for example, Might (if it directed on harm his enemy), and Scout can use it for Burglary, Stealth or Deceit.

Okay, but...why use such a strange method of adding to rolls instead of just adding a number?

Alpha is a big guy.

Not sure what you mean by that.
Title: Re: Werewolves reboot
Post by: Lavecki121 on June 11, 2013, 04:12:24 AM
So the werewolves can't use their "transform into a wolf" ability unless they've transformed into a wolf beforehand? That seems kinda weird.

Heh

Quote
Incidentally, you can't attach a +3 Human Form to 3 Refresh of abilities. The rebate must always be smaller than the cost of the affected Powers.

If you read the Rare/Involuntary Change upgrade's text, you'll notice it doesn't cover situations like this one.

True
Quote from: YS 176
Rare or Involuntary Change [+1]. If you are only rarely able to take your powered form (due to involuntary change, rare times of the day or month or year, etc.), you regain two points of refresh for taking this ability, instead of one. The total cost of the abilities affected by the Human Form must be greater than the amount of refresh points paid back by this effect. So to get this version of Human Form, it must affect at least 3 refresh points’ worth of powers

The fact that you have them changing whenever they want and once per month isn't good for the refresh. If you had them only changing once per month they would get two refresh back but again you need to take at least -1 refresh for powers and rebates.

Quote
Oh.

In that case, it's probably too good. Complete protection against all magical mental attack is a pretty big deal.

Again, true

Quote
Okay, but...why use such a strange method of adding to rolls instead of just adding a number?

This power makes it so that they can't roll below zero. I feel it may be overpowered. Especially for an entire battle.

EDIT: at least for enforcers
Title: Re: Werewolves reboot
Post by: Tirs on June 11, 2013, 12:05:08 PM
Quote
So the werewolves can't use their "transform into a wolf" ability unless they've transformed into a wolf beforehand? That seems kinda weird.
But intresting :)

Quote
Incidentally, you can't attach a +3 Human Form to 3 Refresh of abilities. The rebate must always be smaller than the cost of the affected Powers.
May be you right. May be it's better to add one of Inhuman phisical abilities.
Quote
In that case, it's probably too good. Complete protection against all magical mental attack is a pretty big deal.
You know, it's cost as True Magic. Withaout this ability, werewolves would be just slaves of other creatures.
Quote
This power makes it so that they can't roll below zero. I feel it may be overpowered. Especially for an entire battle.
It's need the test) And this ability only for rare "big bad wolves", who have no magic tricks. Pure fight machine.
Title: Re: Werewolves reboot
Post by: Taran on June 11, 2013, 04:45:30 PM

The other three Powers are just kind of odd. What's a chapter? And why fiddle with the dice instead of just adding a bonus?

There are cannon stunts that "lock down" dice.  Why not model it after that...
Title: Re: Werewolves reboot
Post by: Lavecki121 on June 11, 2013, 06:59:21 PM
You know, it's cost as True Magic. Withaout this ability, werewolves would be just slaves of other creatures.

And you are pulling this from where? I understand that you might be getting some information from other sources but per Dresden RPG this cant happen easily as far as I know.
Title: Re: Werewolves reboot
Post by: Sanctaphrax on June 11, 2013, 09:15:37 PM
May be you right. May be it's better to add one of Inhuman phisical abilities. You know, it's cost as True Magic. Withaout this ability, werewolves would be just slaves of other creatures.

I don't think that's so. Pretty much nothing in the Dresdenverse has mental defence Powers by canon, and yet most of the Dresdenverse doesn't get enslaved much.
Title: Re: Werewolves reboot
Post by: Tirs on June 12, 2013, 09:29:34 AM
Quote
I don't think that's so. Pretty much nothing in the Dresdenverse has mental defence Powers by canon, and yet most of the Dresdenverse doesn't get enslaved much.
Сuz fairy and wizards has their magic. Other creatures are more or less subordinate to them. I just constructed werewolves as another superpower of DF-verse. ;)
Title: Re: Werewolves reboot
Post by: narphoenix on June 12, 2013, 10:36:28 AM
Um. You've made the werewolves completely immune to mental attack. For 3 refresh that does other things. Mental immunity alone costs in the realm of 8 refresh. The pack thing is ridiculously overpowered for the refresh. Even if you have a Catch of "mundane mental assault", it, at best, the mental immunity you propose would cost 6 refresh with the Stacked Catch rebate.
Title: Re: Werewolves reboot
Post by: Lavecki121 on June 12, 2013, 03:59:19 PM
Quote
Werewolf by default:
Supernatural Constitution (Long Life) [–0]
Echoes of the Beast [–1]
Advanced Pack Instincts [–3]* (Same as Pack Instincts with: Use highest defense of the pack to defend against any social and mental attacks which use supernatural abilities ie. Magic).
Supernatural Sense [–1] Smell Magic
Human Form w/ Involuntary Change [+2]  affects:
     Beast Change [–1]
     Claws [–1]
     Cloak of Shadows [–1]
     Inhuman Speed [–2]
The Catch [+3]: Silver.
     Inhuman Toughness [–2]
     Inhuman Recovery [–2]
Feeding Dependency (Meat) [+1]:
     Inhuman Strength [–2]
Total Refresh Cost: –10.

Tried to fix this a little. It is now more clear which refunds affect which powers. Not sure about Advanced Pack Instincts. It may be underpowered or overpowered but its definitly not as bad as originally proposed.
Title: Re: Werewolves reboot
Post by: Sanctaphrax on June 12, 2013, 05:35:55 PM
Сuz fairy and wizards has their magic. Other creatures are more or less subordinate to them. I just constructed werewolves as another superpower of DF-verse. ;)

Um, no?

Vampires and other such monsters are not subordinate to the fey or the White Council.

And magic doesn't actually protect you from mind control. At least not automatically.
Title: Re: Werewolves reboot
Post by: Lavecki121 on June 12, 2013, 08:42:11 PM
Um, no?

Vampires and other such monsters are not subordinate to the fey or the White Council.

And magic doesn't actually protect you from mind control. At least not automatically.
Wouldnt it be...automagically?  :P

Also yea, I dont know where you got that idea Tirs.
Title: Re: Werewolves reboot
Post by: Tirs on June 13, 2013, 01:27:13 PM
Quote
Vampires and other such monsters are not subordinate to the fey or the White Council.
Cuz they have they own magic, not to mention the strong society and a lot of uberunits) But, for examples, most of ghouls are servants of Red Court.
You know, I wont to make werewolves' society the superpower, which can compete against Vampires' or Fairy courts, or White Council. Like... OK like Forsakens in eraly nWoD (in new redactions vampire was too much improving, and now those werewolves too weak... yet).
 So, may be you right - this ability is too strong. In this case, I think, that werewolves need more shamans.
Title: Re: Werewolves reboot
Post by: Taran on June 13, 2013, 01:54:48 PM
Power isn't only about magic or immunity to such.  Look at Marconi.  He's a regular mortal and he's a signatory of the Accords.  Often it's about organization and influence.  If these werewolves are well organized and have a strong centre of power (which it seems they do because of the whole "pack-leader" thing), then there's no reason why they can't be a super power.
Title: Re: Werewolves reboot
Post by: Tirs on June 13, 2013, 02:03:28 PM
 You know Macronni's syndicate can't declare war on (for example) Winter Court. I mean, he can, but without chance of winning.
 I construct Wolves'Impire as the as еру equal opponent for Red Court or White Council.
Title: Re: Werewolves reboot
Post by: Taran on June 13, 2013, 02:13:37 PM
NOBODY can declare war on the Winter Court.  But there's a reason for that, so that's not a great example.  I think, if he mustered the right resources and allies, he could take on some serious threats

(click to show/hide)
Title: Re: Werewolves reboot
Post by: Tirs on June 13, 2013, 02:43:27 PM
Quote
NOBODY can declare war on the Winter Court.  But there's a reason for that, so that's not a great example.  I think, if he mustered the right resources and allies, he could take on some serious threats
I think, Red Court could, and Council can. But you right, war against fairy is special issue. OK, my werewolves must be strong enough to declare was to Red Court. With the 50/50 chance to win.
 I just can't respect this creatures without it  :-\
Title: Re: Werewolves reboot
Post by: Lavecki121 on June 13, 2013, 05:12:48 PM
I think, Red Court could, and Council can. But you right, war against fairy is special issue. OK, my werewolves must be strong enough to declare was to Red Court. With the 50/50 chance to win.
 I just can't respect this creatures without it  :-\

I dont understand why you are trying to make a superpower. I can see, maybe if you were running a game with these creatures and this came up. But even then you dont have to have everything nailed in stone with uber powers. RCV might be able to wield magic but the majority are not magic users. I think your standard Werewolf Grunt Vs a RCV Grunt will fare just fine.
Title: Re: Werewolves reboot
Post by: Lavecki121 on June 13, 2013, 06:52:48 PM
Ok so I tried to fix as many issues as I could. The new blood powers may be underpowered and might need to be dropped down to -1 refresh. I based the ability off of the Unshakeable stunt that has a similar effect. Also I think a Sponsored Magic would be good for your shamans.

Quote
Werewolf by default:
Supernatural Constitution (Long Life) [–0]
Echoes of the Beast [–1]
Advanced Pack Instincts [–3]* (Same as Pack Instincts with: Use highest defense of the pack to defend against any social and mental attacks which use supernatural abilities ie. Magic).
Supernatural Sense [–1] Smell Magic
Human Form w/ Involuntary Change [+2] affects:
     Beast Change [–1]
     Claws [–1]
     Cloak of Shadows [–1]
     Inhuman Speed [–2]
The Catch [+3]: Silver.
     Inhuman Toughness [–2]
     Inhuman Recovery [–2]
Feeding Dependency (Meat) [+1]:
     Inhuman Strength [–2]
Total Refresh Cost: –10.

Enforcer:
As the "basic" but
Supernatural Strength [-4] and Toughness [-4]
Bless of Fenris [-2] :
Once per session an enforcer werewolf can use this ability reroll a physical attack or maneuver. While using this ability the user can “lock down” a number of dice equal to half his endurance.

Scout:
As the "basic" but
Supernatural Speed and Recovery
Bless of Trickster [-2]:
Once per session an enforcer werewolf can use this ability reroll an attack or maneuver meant to deceive the target. While using this ability the user can “lock down” a number of dice equal to half his presence.

Shaman:
As the "basic" but
Sponsored Magic (Wolf Rites?) [-4]
Thinking Sponsored magic might work better for what you are going for.

Alpha:
In addition to basic forms and abilities, she can use Loup-Gauru-like forms with template:
Echoes of the Beast [–1]
Pack Mentality [–3]
Supernatural Sense [–1]
Human Form [+1] affects:
     Beast Change [–1]
     Claws [–1]
Supernatural Toughness [–4]
Feeding Dependency (Meat) [+1] affects:
     Supernatural Speed [–4]
     Supernatural Strength [–4]
     Supernatural Recovery [–4]
Predator's charm [-2]:
Once per session an enforcer werewolf can use this ability reroll a social attack or maneuver. While using this ability the user can “lock down” a number of dice equal to half his presence.

As a final note: Am I right in assuming that Alphas are not affected by Silver? If so they do need some sort of catch to go with those powers.
Title: Re: Werewolves reboot
Post by: Cadd on June 13, 2013, 07:03:12 PM
The thing with the Vampire War is that it mainly comes down to numbers. Each wizard is definitely more powerful than each RCV, but there seems to be more RCV's worldwide, and they reproduce a lot faster.

If you want to make werewolves a proper Nation to be reckoned with under the Accords (on par with the Red or White Courts, or the Council), you really don't have to do much more than up the numbers and create some kind of society, so they can be brought to pull in the same direction when needed.

If Alpha-style werewolves were organized and at the same numbers as one of the "relevant" vampire courts, they'd definitely be a signatory on par with them. Keep in mind, with a society of them, a lot more would probably reach the powerhouse Dire-wolf that Billy is in Turn Coat. A thousand of those around the world, capable of pulling together at need? Definitely a match for a single other Nation.

You've also generalized a bit much about being such as Ghouls - they aren't subservient to vampires, they are hired muscle. One clan of ghouls just likes dealing with the Reds, and Vitto Malvora (with the help of Cowl, probably) hired another big bunch for a job (White Night).
Title: Re: Werewolves reboot
Post by: Tirs on June 13, 2013, 09:47:56 PM
Quote
RCV might be able to wield magic but the majority are not magic users
:o Of course I don't want to make all (or even most) of them magic users. By the my first plan, there is only 1-2 shaman per one pack.
Quote
Keep in mind, with a society of them, a lot more would probably reach the powerhouse Dire-wolf that Billy is in Turn Coat.
C'mon.You know, if Alphas meet one BCV with no holy stuff, they would be dead. All of them. No ifs, no buts. Against RCV it's not so bad, but... just compare their stuts. Reds have advantage in toughness.
In my option I use shapeshifters like Alphas (not only wolves) as the servants and vassals of my werewolves.
 
Quote
If Alpha-style werewolves were organized and at the same numbers as one of the "relevant" vampire courts, they'd definitely be a signatory on par with them.
Sorry, but your option is pointless. WHAT this "organized Alphas" can do against Red King? Well, besides the fact that they make him laugh. Superpower need units which CAN fight against enemy's  strongest units.
P.S. And please, don't speak about sneaky tricks. Of course, it must be used, but if supernatural nation have no brutefoce to fight against their enemyis face-to-face, it's don't deserve the respect.
P.P.S. But I will be glad to constructive criticism. Btw, what do you think about Anitaverse werewolves? Of course, WITHOUT Beast Call as vampires ability.
Title: Re: Werewolves reboot
Post by: HumAnnoyd on June 14, 2013, 01:20:45 AM
You do realize that the sun, holy items and water, fire and a host of other things would allow the Alphas to fight the RCVs right?  It isn't as if they are invulnerable.
Title: Re: Werewolves reboot
Post by: Lavecki121 on June 14, 2013, 01:33:06 AM
Werewolves as stated in OW are very on par with red court vamps as stated in OW, and they have for less refresh. The alphas are also pretty close to that as well, still having four less refresh. Translated into a submerged game, alphas start with 4 FP, while RCV start with none.


Edit: I feel like you are trying to add a superpower in your own version of the Dresden verse, which is fine, but there is no reason to do that with poorly balanced custom powers. 90% of any game you run this with, you won't really need to worry about those stats.

Also, something to consider, your original power, which protected them from all magical mental stress, does nothing verses a RCV addictive saliva.
Title: Re: Werewolves reboot
Post by: Sanctaphrax on June 14, 2013, 02:39:36 AM
C'mon.You know, if Alphas meet one BCV with no holy stuff, they would be dead. All of them. No ifs, no buts. Against RCV it's not so bad, but... just compare their stuts. Reds have advantage in toughness.

Billy Borden could kill a Red Court Vampire in single combat, going by the stats in Our World. He probably wouldn't even need to spend a Fate Point.

A Black Court Vampire would be trickier, but I'd still put my money on Billy in a duel.

P.P.S. But I will be glad to constructive criticism. Btw, what do you think about Anitaverse werewolves? Of course, WITHOUT Beast Call as vampires ability.

I'm not familiar with the Anitaverse, unfortunately.
Title: Re: Werewolves reboot
Post by: Tirs on June 14, 2013, 03:16:09 AM
Quote
You do realize that the sun, holy items and water, fire and a host of other things would allow the Alphas to fight the RCVs right?  It isn't as if they are invulnerable
As I said, it's sneaky tricks. No, I like it , but supernatural SUPERpower must to can fight directly.
Quote
Also, something to consider, your original power, which protected them from all magical mental stress, does nothing verses a RCV addictive saliva.
Yep. But it won't let vampires with Dominate set on one half of the pack to the other.
Quote
A Black Court Vampire would be trickier, but I'd still put my money on Billy in a duel.
Oh, c'mon. If I right correctly assessed their strength, BCV is roughly equal to True Blood/Southern vampire mysteries. And fight werewolves like Alpha (they were usual wolves, not dire wolves, but theyuse Vampire blood as the steroids).
This was end this way:
http://www.youtube.com/watch?v=4dWYJNed6zI (http://www.youtube.com/watch?v=4dWYJNed6zI)
Quote
I'm not familiar with the Anitaverse, unfortunately.
Werewolves described here
http://anitablake.wikia.com/wiki/Lycanthropes (http://anitablake.wikia.com/wiki/Lycanthropes)
Title: Re: Werewolves reboot
Post by: Sanctaphrax on June 14, 2013, 03:37:47 AM
Oh, c'mon. If I right correctly assessed their strength, BCV is roughly equal to True Blood/Southern vampire mysteries. And fight werewolves like Alpha (they were usual wolves, not dire wolves, but theyuse Vampire blood as the steroids).
This was end this way:
http://www.youtube.com/watch?v=4dWYJNed6zI (http://www.youtube.com/watch?v=4dWYJNed6zI)

I don't know anything about True Blood.

But by the book, an average Black Court vamp has Good attacks at weapon 4, Great defence rolls, 7 stress boxes, and armour 2. Billy has Great attacks at weapon 4, Superb defence rolls, 4 stress boxes, and armour 0. Billy wins initiative.

Billy will hit roughly 58% of the time, the vamp will hit roughly 26% of the time. But the vampire is much more durable, so Billy will have to spend FP whenever the vamp gets a lucky roll. The question is basically whether Billy's FP will hold out long enough for him to beat the vamp.

Of course, the vampire has weaknesses like garlic and Billy does not. If Billy eats something garlicky for dinner before fighting the vamp, the battle will be very one-sided. We're assuming for the sake of argument that the vamp's Catch doesn't come up.

Werewolves described here
http://anitablake.wikia.com/wiki/Lycanthropes (http://anitablake.wikia.com/wiki/Lycanthropes)

Looks like Echoes Of The Beast, Inhuman Strength, Inhuman Recovery, Supernatural Speed, and Human Form affecting Supernatural Strength, Claws, and Inhuman Toughness. You'd have to change it up a bit depending on breed, of course.
Title: Re: Werewolves reboot
Post by: blackstaff67 on June 14, 2013, 04:18:54 AM
If you want another supernatural nation, just come up with a faction that covers all shape-changers, given that shape-changers are particular to cultural critters that the home culture finds scary: Japanese and Polynesians have were-sharks, I think the Japanese also have were-foxes; I believe that some Southwest Amerind tribes have were-coyotes while were-jaguars are common in South America, etc. 

For extra oomph, they can conceivably hire sorcerers and minor talents to round out their ranks. 
Title: Re: Werewolves reboot
Post by: Tirs on June 14, 2013, 09:08:36 AM
I don't want to make them minor-talanted, it must be separate nation. About shapeshifters... you know, for me were- is  wolf, first of all. But it can be intrested option (if wolves won't be harm in their abilities), but were-sharcs is too exotic. I think, were's mast be only large terrestrial predators.