Werewolf Forms

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Hishu

Human Form

Human Form

Hishu looks every bit the human being. It’s the homo sapiens shape Uratha are born into. While it doesn’t afford any trait benefits over what a human normally possesses, a Hishu Uratha is more human than human,” and blends into a crowd.

Strength: 3 Dexterity: 3 Stamina: 3 Manipulation: 2 Size: 5 Defense: 6 Initiative: 6 Speed: 11 Armor: - Perception (+1): 7 Health: 9

  • Sheep's Clothing:Any efforts to pinpoint the werewolf in a crowd or pursue her through populated areas suffer her Primal Urge as a penalty.
  • Perception:+1 die to Perception rolls using wolf senses.

Dalu

Near Human Form

Dalu is a somewhat subtle monster. It’s a human and half again: larger, stronger, with about 150% body mass. A Dalu’s muscles are like rocks all over her body. Her jaw extends subtly. Her teeth elongate and sharpen. Her fingernails become hard, vicious claws. Her wolf senses sharpen compared to her Hishu form. Without much scrutiny, a werewolf in Dalu can walk among humanity undetected. She’s larger and less appealing, but not outside the realm of human possibility. Drawing too much attention can cause problems, since the Dalu form is far stronger than most people, and a powerful werewolf can rend limbs from a victim’s body with little effort.

Strength: 4 Dexterity: 3 Stamina: 4 Manipulation: 1 Size: 6 Defense: 6/7 Initiative: 6 Speed: 12 Armor: - Perception (+2): 7 Health (+2): 11

  • Teeth and Claw:Unarmed attacks with the werewolf’s claws deal lethal damage to humans. While in a grapple, successful bite attacks deal lethal damage.
  • Defense:Apply Defense against Firearms attacks, as her instincts jerk her out of the way before shots are fired.
  • Perception:+2 dice to all Perception rolls using wolf senses.
  • Lunacy:Mild Lunacy - +2 bonus to the observer's dice pool. Lunacy is the deep down, ancestral fear of the wolf at the door. When a person sees a werewolf in Dalu or witnesses a werewolf shapeshifting or regenerating damage, they suffer a breaking point. The roll doesn’t necessarily come immediately; it comes at the dramatically appropriate moment when the witness would otherwise take a rational breath and come to their senses. A werewolf’s prey is less likely to respond to the Lunacy than an average bystander. If the Uratha has caused lethal damage to the witness, they gain a +1 bonus to the roll. If the victim is suffering a wound penalty, add that penalty as well (instead of subtracting it). When groups of witnesses work together, they suffer lessened Lunacy. When two characters are focused on the same task together, each receives a +1 bonus to their breaking point rolls. When a small group (usually around five or less) works together, they each receive +2. Large groups (ten or fewer) gain +3. Any larger mob receives +4. Wolf-Blooded do not suffer Lunacy, nor do creatures that do not use Integrity. This includes vampires, spirits, other Uratha, and stranger creatures besides.

• If the character succeeds in the breaking point, they gain a Guilty, Shaken, or Spooked Condition. They act with a –2 penalty on all actions for the scene, as the Lunacy pushes at the back of their mind. They're likely to reinvent events in their mind in order to better understand what happened, in keeping with their understanding of the world.

• With exceptional success, the witness does not gain a Condition or suffer a penalty to their actions. They also regain all their spent Willpower, to redouble their efforts against the monster before them. They remember the scene with perfect clarity.

• If the witness fails, They lose a dot of Integrity, and also gain a Lunacy Condition — Atavism, Delusion, or Reception, dependent on the circumstances. They will either flee or panic, and after the events they will rationalize what they've seen, building a story to fill in the blanks and keep their world intact. If the Lunacy Condition persists for a number of days equal to the Uratha’s Primal Urge dots without resolution, it fades without offering a Beat.

• On a dramatic failure, they becomes Wolf-Blooded.


  • Badass Motherfucker:The Dalu form is imposing, intense, and overbearing. This gives a bonus on intimidation and can force a crowd to give up the Uratha’s prey. To intimidate an opponent roll Presence + Primal Urge + Intimidation contested by the prey’s Composure + Primal Urge. To force a crowd to give up prey make the same roll. If successful, anyone surrounding or protecting the prey will back down, or offer them up.

Gauru

Gauru Form

Full Werewolf Form

Gauru is the classic werewolf of legend. Enormous, fearsome, and devastating, Gauru Uratha weigh almost four times their Hishu counterparts. While bipedal, they stand one and a half times their Hishu height. They’re bulky, with arms the size of most people’s waists, legs like tree trunks, and teeth like chef’s knives.

Gauru is a form to take and to dodge killing blows, and to end a hunt or a battle quickly and efficiently. The Gauru form only communicates, to help with the kill. A werewolf can only hold on to the primal beast for so long. She can take Gauru once per scene, and then only for a number of turns equal to her (Hishu) Stamina + Primal Urge. After that point, she must choose: Shift down into Dalu or Urshul, or fall into Kuruth. If she does not shift, roll Resolve + Composure as a reflexive action. If she succeeds, she has one more turn in Gauru, then must shift to Dalu or Urshul, and enters Wasu-Im. If she fails, she enters Basu-Im immediately.

Gauru automatically fail any Social roll not based on Intimidation, and any Mental roll that isn’t Perception- or Resistance-based.

Strength: 6 Dexterity: 4 Stamina: 5 Manipulation: 2 Size: 7 Defense: 6/7 Initiative: 7 Speed: 15 Armor: - Perception (+3): 9 Kuruth Limit: 9 Health: 13

  • Regeneration:Uratha in Gauru form regenerate all bashing and lethal damage each turn.
  • Teeth and Claws:• Claw attacks deal +2 lethal damage. Bites deal +2 lethal damage and do not require a grapple. Bite and claw attacks can establish grapples in addition to causing damage. Increase Initiative by +3 when using teeth or claws.
  • Defense:Apply Defense to Firearms attacks.
  • Perception:+3 dice to all Perception rolls using wolf senses.
  • Lunacy:The sight of the Gauru form inflicts full Lunacy - -2 bonus to the observer's dice pool. See description of Lunacy under the Dalu form.
  • Rage:A Gauru-form Uratha must attack an active opponent within striking range each turn. She does not have to continue to attack a crippled opponent as long as another opponent exists. If an opponent is out of each, she can move toward or throw things at the opponent. If she has no opponents, she will attack anything she can reach. If she does anything else, roll Resolve + Composure or fall into Kuruth.
  • Primal Fear:Gauru force all lesser enemies — including most humans, spirits of lower Rank, and non-supernatural animals — to use Down and Dirty combat (pg 165). If the prey hides in a group of more powerful enemies, resolve the combat as normal. In normal combat, opponents count only their Dexterity or Wits to their Defense; they may not add the appropriate Skill (normally Athletics).

Urshul

Near-Wolf Form

Urshul is a beast of legend. It looks the part of a wolf, but with the size of a horse. It’s double the body mass of the Hishu form, and its shoulders stand at the same height her human shoulders do. Urshul harries the prey, wearing it down and leaving vicious wounds that set it up for the Gauru form to finish the job. Urshul cannot communicate with humans, but can use the First Tongue with ease.

Strength: 5 Dexterity: 5 Stamina: 5 Manipulation: 1 Size: 6 Defense: 6/7 Initiative: 8 Speed: 18 Armor: - Perception (+3): 9 Health: 12

  • Teeth and Claws:Claw attacks deal +1 lethal damage. Bites deal +2 lethal damage and do not require a grapple. Bite attacks can establish grapples as well as cause damage.
  • Defense:Apply Defense to Firearms attacks.
  • Perception:+3 dice to all Perception rolls using wolf senses.
  • Lunacy:The sight of the Urshul form inflicts moderate Lunacy - The observer's breaking point dice pool starts with no positive or negative dice pool modifiers prior to other modifiers being applied. See description of Lunacy under the Dalu form.
  • Weaken the Prey:Werewolves in Urshul are devastating to physical prey. Once per scene, the Urshul can apply one of the following Tilts when she damages her prey with her teeth or claws: Arm Wrack, Leg Wrack, or Knocked Down. This does not require a targeted attack.

Urhan

Full Wolf Form

Wolf Form

Urhan is the form of a normal wolf. In a pack of wolves, an Urhan blends in seamlessly, depending on her regional markers and coat. Urhan is for covering long distances quickly, for tracking prey, and for blending in to nature. The Urhan form can’t communicate with humans and can’t manage more than a few simple words in the First Tongue.

Strength: 3 Dexterity: 5 Stamina: 4 Manipulation: 1 Size: 4 Defense: 6 Initiative: 8 Speed: 16 Armor: - Perception (+4): 10 Health: 9

  • Teeth:Bite attacks deal +1 lethal damage and do not require a grapple. They can establish a grapple as well as cause damage.
  • Perception:+4 dice to Perception rolls using wolf senses.
  • Chase Down:Spend 1 Essence to pre-empt another character’s action in combat with your own; usually an attack. This takes the place of a normal action. If other characters are capable of pre-empting actions, it becomes a Clash of Wills (see p. 115). If your character has already acted in a turn, she cannot use this ability. In a foot chase, an Urhan uses Speed in place of Strength + Athletics.