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Author Topic: HAs anyone made a werewolf trait?  (Read 1534 times)

Offline Irishrover13

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HAs anyone made a werewolf trait?
« on: 04 June 2014, 06:46:53 PM »
I know there is the skin changer but that does not really capture the werewolf feeling I am going for. The skin changer is more Dresden Files werewolves, people who turn into timber wolves, which are fine. I am trying to capture the feel of underworld (though not have them look like ratmen), bipedal vicious wolf humanoids. I was thinking transmogrification but that is more doctor Jekyll then ravenous werebeast.
Here is what I was thinking of doing but I have no idea how to cost this.

I like the idea of werewolves starting as humans and then when they want to change they have to make a pluck roll.
If they succeed they are replaced with a werewolf model (different stats) at the start of their next activation.
If the fail the pain of change is too much for them and they are knocked prone and replaced with a prone werewolf model on the next turn.

I might just go with KISS and go with skin changer plus a two or three different werewolf secondary forms.
“You can never get a cup of tea large enough or a book long enough to suit me.”
― C.S. Lewis

Offline Craig

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Re: HAs anyone made a werewolf trait?
« Reply #1 on: 04 June 2014, 08:43:34 PM »
IHMN Gothic will cover this... :o
My sincerest contrafibularities
General Lord Craig Arthur Wellesey Cartmell (ret'd)
https://theministryofgentlemanlywarfare.wordpress.com/

Offline Bullshott

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Re: HAs anyone made a werewolf trait?
« Reply #2 on: 04 June 2014, 09:38:53 PM »
I know there is the skin changer but that does not really capture the werewolf feeling I am going for. The skin changer is more Dresden Files werewolves, people who turn into timber wolves, which are fine. I am trying to capture the feel of underworld (though not have them look like ratmen), bipedal vicious wolf humanoids. I was thinking transmogrification but that is more doctor Jekyll then ravenous werebeast.
Here is what I was thinking of doing but I have no idea how to cost this.

I like the idea of werewolves starting as humans and then when they want to change they have to make a pluck roll.
If they succeed they are replaced with a werewolf model (different stats) at the start of their next activation.
If the fail the pain of change is too much for them and they are knocked prone and replaced with a prone werewolf model on the next turn.

I might just go with KISS and go with skin changer plus a two or three different werewolf secondary forms.

For a more cinematic effect, in which wolves are seen as shadows in the mists or appear out of nowhere, I give senior wolves appropriate mystic powers. These are my wolves:

Alpha Male (Lord Charles Lupus)
Pluck 2+    FV +4    SV -     Speed +2   Points 73
Leadership +2, Tough, Terrifying,
Zone of Shadows, Dragon Talons
Armour 9
Weapon Bonus +2
Pluck Penalty -2

Aspirant (Augustus Lupus)
Pluck 3+    FV +3     SV -    Speed +2   Points 47
Leadership +1, Tough, Terrifying,
Path of Shadows
Armour 8
Weapon Bonus +1
Pluck Penalty -1

Pack Wolfman
Pluck 4+   FV +3     SV -     Speed +1   Points 27
Tough, Terrifying
Armour 8
Weapon Bonus +1
Pluck Penalty 0

Sir Henry Bullshott, Keeper of Ancient Knowledge

Offline Irishrover13

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Re: HAs anyone made a werewolf trait?
« Reply #3 on: 04 June 2014, 11:13:08 PM »
Are they werewolves from the get go?

I am thinking it might be interesting to field a force with a mix of wolves and there human kin. Your foe will never know who the wolves are and who the weak humans are, till they start shifting on the field. 

Offline Bullshott

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Re: HAs anyone made a werewolf trait?
« Reply #4 on: 05 June 2014, 07:15:37 PM »
Are they werewolves from the get go?

I am thinking it might be interesting to field a force with a mix of wolves and there human kin. Your foe will never know who the wolves are and who the weak humans are, till they start shifting on the field. 


To keep things simple, I keep my werewolves as wolfmen from the star (although they do have armed human servants too). ISe my recent Bloodbath in the Cemetery thread for pictures.

Offline Stepman3

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Re: HAs anyone made a werewolf trait?
« Reply #5 on: 06 June 2014, 12:12:13 AM »
My future goal (near) is to have a band of traveling Gypsies that can turn into werewolves. Who have learned to harness the power and use it at will...

Offline Tehet

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Re: HAs anyone made a werewolf trait?
« Reply #6 on: 06 June 2014, 07:51:07 AM »
The key as always is to keep it simple.

Thanks to the machinations of messrs C&C we do have transmogrification (have I spelt that right?). That combined with a hefty Armour, Teeth and Claws (fighting knives) makes for an efficient killing machine. The only extra talent I give to mine is that each time Werewolf makes a successful kill in a game, he receives an extra Pluck Roll. This represents the Werewolf becoming more bestial at the taste of blood. An alternate idea would be to give the Werewolf +1 FV for each kill instead. The likelihood of this becoming overpowering is not great as it is always restricted to the same game and not carried over. 

It is always easier to have a Werewolf start the game as a Werewolf rather than change, but I have created a Faction based on the Valerius family from 'Van Helsing' in which Velkan, Anna's brother is included (slightly less wild!) so he starts the game as a human. On a side note I have added the Undertaker from Gothic Horror to the faction, especially since I acquired the new Reaper figure (close enough to the films Character).


Offline oabee

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Re: HAs anyone made a werewolf trait?
« Reply #7 on: 08 June 2014, 05:10:18 PM »
I know there is the skin changer but that does not really capture the werewolf feeling I am going for. The skin changer is more Dresden Files werewolves, people who turn into timber wolves, which are fine.

For what it's worth:

A while back I made up a Dresden Files company, of which Will Borden, one of the good-guy wolf shape changers, was included. Here I’ve adjusted my original stats for Will in wolf form bringing them into line with the Bestiary rules in HVF.

Human: Pluck 5+, FV +2, SV +1, Speed 0, Armor 7, no equipment
Werewolf: Pluck 3+, FV +4, SV---, Speed 12/+6,
44 Points

Talents (as Wolf): Tough, Bite Attack
Equipment (as Wolf): Supernatural Hide, Claws (same stats as Fighting Knife), Bite Attack (same stats as Axe)
As a shape changer, Will may split his FV between multiple opponents.

Explanations:
Supernatural Hide: Armor rating of 10 against all attacks, including Mystic, Arc,  and Fire.
Bite Attack: While Running (only), the figure may make a Bite Attack against one figure it comes into contact with. This attack may not be made against a figure which is in contact at the beginning or end of the Running movement. Resolve like a normal fighting attack using the Bite Attack stats for this figure, not allowing the target any movement/speed modifiers: a successful attack causes the target to be Knocked Down. The attacking figure may still make a normal (not a Bite) attack in the Fighting Phase if it ends in contact with a different enemy figure.

Special rule for the Werewolf: A Werewolf may change shape, either from Human to Werewolf or vice versa, during the Movement Phase. The shape change takes up the figure’s entire phase: it may not move. It may, however, fully participate in the Shooting or Fighting Phases in that turn. In its Werewolf form, the figure appears and acts as a huge wolf, running on all fours.

Note that Will's Pluck and FV here are higher than those given in HVF for wolves, and those points, plus all points for Talents and Fighting Attacks, are reflected in his points total. The Bite Attack talent reflects the tactics that Will and his Alphas use in the Dresden novels.

Mike O
« Last Edit: 08 June 2014, 05:14:55 PM by oabee »
I was talking aloud to myself. A habit of the old: they choose the wisest person present to speak to; the long explanations needed by the young are wearying.
Gandalf

Just because you're paranoid, it doesn't mean there isn't an invisible demon about to eat your face.
Harry Dresden

 

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