Wednesday, May 25, 2011

Pre Convention Postings continue

We are starting with the Gamemaster and the Dragon in our Second Edition Book and cards, but that does not mean we are forgetting about the other shifter races. To prove that I am posting our Beta Werewolf material on the Downloads page for people to take a look at. Plus, I am going to post the Get to Know your Werewolf notes right here.

Get to Know your Werewolf.

©Susan Van Camp and Mark Ellis Harmon

 

Werewolf Design Notes:

These notes are based on the Beta cards and are not yet finalized.

 

Werewolf Forms that could be "Adopted" by other shifter races:

Dog Form, Fox Form, Wolf Form, Human Form.

 

Werewolf Senses:

The Werewolf cards focus on the sense of Smell. For Sight, sound and touch skills the Werewolf can learn the Perception Anchor and add those. The Perception Anchor bonus of +2 would apply to Distinguish Scent and Keen Nose.

 

Werewolf Form Enhances:

Note that these may only be used when the Werewolf has activated his/her werewolf senses by shifting into any form, including human. A bit odd, that human inclusion, but we are dealing with werewolves.

These Enhances do not have to be played when the werewolf first shifts, they may be combined at a later time. It increases their flexibility. Watch the timing duration of these when you activate them. Leap Away and Regenerate only last about five minutes ( C ). That means ten rounds. In regenerating after a combat that amounts to 10d6 healing.

 

Werewolf Role-Playing cards:

Distinguish Scent, Keen Nose, Distinguish Scent, Werewolf Hunt, Canine Empathy, Wolf Stalking and Sense Location all have serious role-playing potential.

This means we expect that the players will want to use any, or all, of these in creative ways during adventures. We endorse stretching the rules, and even ignoring the rules to play unique uses. The GM will, of course, determine the results, difficulty and uses using the 3.4 GM ability.

 

Howl of Rage:

Howl of Rage cards are tied to the forms of the Werewolf. You can always use smaller Howls, but not the larger. That really does mean that a Prime Werewolf can do all three in a round, if they have enough "things" to perform them.

The Classic Howl of Rage is still a valid card. We will not be creating special rules to deal with specific cards. We expect players to use their cards within the spirit of the game as a fun role-playing game. Carrying the Classic Howl and two of the new Howls will be common for higher CP characters.

 

Werewolf Slashes:

These cards are tied to the size of forms. We expect players to be able to play any of these to support other cards like Channel Healing, no matter what form they are in. These qualify as STR Enhancing cards.

 

Summon Cards:

Gamemasters will need to work with players on these cards. Some players will want to be able to Summon all three and use three Boon slots to do so. Other players will want to carry just the most powerful Summoned Wolf available. GM's are encouraged to use 3.4 to allow characters to drop the earlier Boons and have just one, if that fits the character's personality.

Note that a Summoned creature uses two IUK per round. That means that they get a Movement and an Action each round and the character summoning them has eight "things" they can do in a round. They are most commonly seen when the character is playing Solo, or in a small party, or when the character needs the extra attack.

 

What are "Special Items" mentioned on forms?

Players have an interesting way of claiming to use ropes, saddle bags, belt pouches and belts to create gear for their dogs. We left this vague so that players and GM's would feel free to improvise. Good place to use a homemade proxy.

 

Classic cards and the Werewolf:

Taking a quick scan of the cards it looks like only Slash and Fangs of the Wolf are Enhances and everything else requires a "thing" to activate them. As far as (IUK) requirements of Classic cards, we leave that in the hands of the players and GM. Do what feels right and fair.

 

Werwolf Background overview:

Werewolves have been recorded throughout written history, so they have been a known Mortal shifter for a long time.

Most werewolves are Human Werewolves, but everything is possible.

Throughout history Dragon Clans used Werewolves as a "police" force because they can speak and use items. The legends of Werewolf raids, and their visual similarity to wakana, make mortals "nervous" of them, at best.

Werewolves are best known as nasty melee fighters, getting up close and personal with their enemies. Werewolves can, like everyone else, be magic users, scribes and anything else, but they are known as warriors.

 

Werewolf Sizes:

Players will want to take these in to account when they hear the description of spaces available as the GM describes them. If you have any doubt about forms you can use, ask your GM, be sure to include your size in the request to help the GM decide.

Standard Werewolf. 6'3" to 6'9" tall. 200 to 250 lbs weight.

Greater Werewolf. 7'3" to 7'9" tall. 275 to 325 lbs weight. Great Avatar's add another foot in height to account for the wing tips.

Prime Werewolf. 8'3" to 8'9" tall. 350 to 400 lbs weight.

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