Human Form [+2] (Cuz changing of form takes about 10 minutes and make them pain)
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Involuntary Change (Full moon) [+1] Werewolves can shapeshift when they want, but one night per month they must shapeshift.
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The Catch [+3]: silver. Silver weapon ingnoring Armor, and effects Fast Recovery and Shrug It Off (not Total Recovery).
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).
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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).
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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).
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Also, Predator's charm [-2]* (any social roll has 0-instead-"-").
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:
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.
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.
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?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.
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.
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.
OK) Let's see...Human form affected only:
Beast Change [–1]
Claws [–1]
Cloak of Shadows [–1]
I think yes, cuz it don't let them transform directly in combat. And Involuntary Change is RAW reason to add 1 faithpoint.
I mean, it give them immunity to any mindscrew abilities, like Domination.
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.
Alpha is a big guy.
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.
If you read the Rare/Involuntary Change upgrade's text, you'll notice it doesn't cover situations like this one.
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
Oh.
In that case, it's probably too good. Complete protection against all magical mental attack is a pretty big deal.
Okay, but...why use such a strange method of adding to rolls instead of just adding a number?
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 :)
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.
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.
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.
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?
You know, it's cost as True Magic. Withaout this ability, werewolves would be just slaves of other creatures.
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.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. ;)
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.
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?Wouldnt it be...automagically? :P
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.
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.
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 threatsI 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 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 :-\
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.
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.
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.
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.
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.
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.
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 invulnerableAs I said, it's sneaky tricks. No, I like it , but supernatural SUPERpower must to can fight directly.
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.
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).
I'm not familiar with the Anitaverse, unfortunately.Werewolves described here
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)
Werewolves described here
http://anitablake.wikia.com/wiki/Lycanthropes (http://anitablake.wikia.com/wiki/Lycanthropes)