Nightfall – Werewolves

So, werewolves. Like vampires, there is more than one kind of werewolf…

1. Humans that turn into wolfman hybrids.
2. Humans with the ability to turn into hybrids and wolves.
3. Humans who turn into wolves, sometimes really big wolves.

Okay i’d quite happily see 3 dissapear. But to represent these in MHR, the main problem is
Power sets. The easiest way seems to be one powerset per form. The only two issues with that is possibly having 3 sets, and having gear in the human power set. But i figure few Weres have all 3, and if you have substantial human form powers you probably don’t have gear.

Dice for Powers and specialities

Omega wolf – New : 15 dice
Gamma wolf : 20 dice
Beta wolf : 25 dice
Alpha wolf – leader of a pack : 30 dice

Ronin : 25-30 dice. Some weres have left a pack and manage on their own.

this is only rough, for balance, so of course you can ignore it. Also, it looks like a lot of dice, but split between mutually exclusive power sets it doesn’t go far.

All werewolf powersets have the following limits which do not count towards the dice limit:

Limit. Werewolf. Gain a PP when affected by Werewolf specific milestones, complication or Tech. Step-up damage from Silver by one. Silver prevents Healing/Regeneration from working.
Limit. Mutually exclusive. Shutdown the active powerset to activate another powerset.

Some werewolf powersets have the following SFX which do not count towards the dice limit:

SFX. Regeneration. Spend a PP to heal all Physical Stress, or step back physical Trauma by 1.

 

For each power set, choose from the following powers:

Human Power set
Speed, Strength, Stamina, Durability, Reflexes, Senses. None above d8
Weapons.
Healing SFX

Hybrid Power set
Speed, Strength, Stamina, Durability, Reflexes, Senses.
Weapons (Claws, Bite).
Healing and Invulnerability SFX.

Wolf Power set
Speed, Strength, Stamina, Durability, Reflexes, Senses.
Weapons (Claws, Bite).
Healing and Invulnerability SFX.

a dice means d6=1, d8=2 etc. and SFX cost 1 die. Limits are free.

 

Here’s two examples…

Bad Smoke

Bad Smoke (Gamma Werewolf 15 dice)

Solo d10 Buddy d6 Team d8

Not Enough Silver
One Tough Cookie
Still new at this

Pretty Much Normal Human
Durability d8

Tough Were form
Durability d10
Strength d8
Stamina d6
Claws d8
SFX Dangerous
SFX Multipower
SFX. Regeneration. Spend a PP to heal all Physical Stress, or step back physical Trauma by 1.

Both powersets have:
Limit. Werewolf. Gain a PP when affected by Werewolf specific milestones, complication or Tech. Step-up damage from Silver by one. Silver prevents Healing/Regeneration from working.
Limit. Mutually exclusive. Shutdown the active powerset to activate another powerset.

Specialities
Combat d6, Menace d6, Psych d6

Bad Ghost (Alpha Werewolf 30 dice)

Big GhostSolo d10, Buddy d6, Team d8

All fear the Alpha
Give in to the bloodlust
This is our true form

Tough Human
Durability d8
strength d6

Destroyer Were-form
Durability d10
Strength d12
Stamina d6
Claws d10
Speed d6
SFX Dangerous
SFX Multipower
SFX Immunity to poison and disease
SFX Berserk
SFX Second wind

Both powersets have:
SFX. Regeneration. Spend a PP to heal all Physical Stress, or step back physical Trauma by 1.
Limit. Werewolf. Gain a PP when affected by Werewolf specific milestones, complication or Tech. Step-up damage from Silver by one. Silver prevents Healing/Regeneration from working.
Limit. Mutually exclusive. Shutdown the active powerset to activate another powerset.

Specialities
Combat d10, Menace d10, Psych d6, Acrobatics d6, Covert d8

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