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Werewolf Killing Machine

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  • Werewolf Killing Machine

    So, I was thinking the werewolf superiority is BS but obviously exists. Hypthetically, pulling things from all over could you create a kindred who mows down werewolves? Let points fly to the wind, no starting types, say 7th or 6th gen max. any and all merits and flaws allowed, using v20 rules but allow literally any extra things you can think of from any Vampire edition.

    I had two thoughts so far,

    A samurai Jack type with a silver katana, meditation, martial arts mastery, and incredibly high dodge/athletics so he can't be hit, the merit to reroll etc... merits to get those diffs as low as possible.

    Or a Bane villain from Batman type monster that is the product of a tzimisce, with the blood or vitae being pumped in via the back pump. (An attempt to match their ever regenerating rage.) Who specializes in grapples and throws.

    This is just for fun, and could make a cool badguy for a werewolf game. Any other ideas, ridiculous or not, are welcome.

  • #2
    It depends on how you want to do it. Do you want a Selene-esque Lucita who hunts them and fights them directly or do you want a guy who fights the werewolves VAMPIRE style, which is through proxies and subterfuge and doom.

    Which is the more terrifying?

    The guy who fights the werewolves with Protean 2, Fortitude, Celerity, and Potence?

    Or the guy who dominates their kinfolk into shooting them in their sleep?


    Author of Cthulhu Armageddon, I was a Teenage Weredeer, Straight Outta Fangton, Lucifer's Star, and the Supervillainy Saga.

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    • #3
      Any are acceptable, I personally liked Samurai Jack years ago. So someone who meditates night after night and can confidently travel where he pleases is my ideal in this case.

      However everything is welcome, as long as its entertaining. I'm not gonna make this character.

      Edit: One who uses family against them, is very good too.

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      • #4
        1. Odo is a very old vampire, roughly four hundred years and of the 6th generation, and was a Cainite embraced in the lands of Japan even though that brought him face to face with the Kuei-jin courts. It was not they who he hated, though, but the hateful werewolves who slew his sire. Odo trained himself heavily in combat, mastering Celerity and Potence despite his origins as a Ventrue. Odo managed to gain an advantage, though, from a beautiful snow witch who hated the Lupines as much as he did. Odo's katana is enchanted that in addition to causing aggravated wounds to Lupines ALSO results in any Lupine in its presence (as long as Odo spends a Blood Point for each) to be unable to spend Rage for the duration.

        The werewolves are still formidable with their claws, Gifts, and Crinos forms but not so much that he cannot slay them by packs.

        Especially since he still has HIS Celerity.

        Odo, furthermore, knows enough Blood Magic to drink the blood of his werewolf opponents during combat while fighting. Thus, allowing him to grow stronger as they grow weaker.
        Last edited by CTPhipps; 09-13-2018, 10:41 PM.


        Author of Cthulhu Armageddon, I was a Teenage Weredeer, Straight Outta Fangton, Lucifer's Star, and the Supervillainy Saga.

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        • #5
          Bravo, that is perfect!

          And as a ventrue, he can only feed from werewolves per his clan weakness.

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          • #6
            You might also add Kinfolk so its not completely crippling but still very terrible.


            Author of Cthulhu Armageddon, I was a Teenage Weredeer, Straight Outta Fangton, Lucifer's Star, and the Supervillainy Saga.

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            • #7
              Also add nine lives, berserker, and foul blood merits.

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              • #8
                Originally posted by CTPhipps View Post
                1. Odo is a very old vampire, roughly four hundred years and of the 6th generation, and was a Cainite embraced in the lands of Japan even though that brought him face to face with the Kuei-jin courts. It was not they who he hated, though, but the hateful werewolves who slew his sire.
                Really. Hakken. He's after Hakken, alone, with no support system or influence in the area. That's going to be an amusing reversal of roles.

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                • #9
                  Any Assamite 13th generation with one dot in Quietus and two dots in Obfuscate. Put your ability dots into Firearms, Gun Smithing, and Demolitions. Backgrounds are simple enough since all you need is a couple of dots in Contacts for raw materials or parts and Resources to pay for them. Use an antimaterial rifle like an M95 with custom ammunition and a high quality scope. The lethal range of something like that is almost two miles with line of sight. Needless to say the character mortal backstory is a highly trained and skilled military sniper.

                  Obfuscate allows you to get into your sniping position or leave without being noticed, Quietus ensures no one will hear the shot being taken (which is the part of the bullet sound that allows directional back tracking), the military training means you only fire from such a position that your muzzle flash is hidden and you know better that to shoot repeatedly from the same spot.

                  On the off chance that your target survives and figures out your current position or more likely that the dead targets associates figure out your position, the Demolitions ability allows you to rig many fun surprises for anyone who tries to sneak up behind you or advance on your position. Alternatively you rig an area with explosives ahead of time and use sniper fire to drive the targets into the kill zone only to use a remote detonator to set things off.

                  I have run a character build like this a few different times and as long as they are played in a competent military manner, given enough time, a single neonate can wipe out small packs of werewolves and entire kinfolk populations. Depending on how remote the area is, your biggest problem is running out of ammo and having to wait while more is shipped in.

                  Now imagine what you could do with an entire coterie of snipers, all working and shooting from the same plan.
                  When combined with the psychological warfare being used in such a sniper campaign, this can be unbelievably devastating.

                  What makes this particularly powerful against werewolves is the fact that it takes decades to replace losses. Put down a chief and sure some other werewolf will take their place, but it will take a year or two for another werewolf to be born, another 15 or so years until they come of age and can start doing werewolf stuff, after that they have to spend another 5 to 10 years building up experience and learning powers.

                  Assamites can just embrace snipers from mercenary forces around the world to replace the skills needed, and since all the discipline dots are starter levels or close to it, you can basically have replacements within a year or two.

                  Now if you really want to get over powered with your sniper set up, then you add 5 dots of Auspex. This allows the sniper to do recon from the safety of his haven and can give bonuses to shooting rolls. The size of a 50 caliber sniper bullet means you also have some functional leeway when it comes to your custom ammunition. With more dots in Quietus you could do blood poison rounds similar to the liquid silver rounds or UV rounds from the Underworld series. Alternatively you could play around with several of the real world options like armor piercing, explosive, incendiary, etc.

                  Would a character like this survive 5 minutes in a straight up fight with a single werewolf? Not at all. But that is the point of the build. You never play to the targets strengths.
                  1. Fight at range because werewolf claws and most of their charms can't hit things over a mile away.
                  2. A single kill shot means there is no return attack
                  3. If you miss, disappear and shoot again from a different location and different time
                  4. Let your traps do the work.

                  For an example of what I am talking about read up on Simo Hayha a.k.a "White Death"
                  from WWII. Alternatively check out the movie "Enemy at the Gates" for another example of sniping from the same era, but different conflict.

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                  • #10
                    David Cross has a simple objective: the destruction of all werewolves. David is a 8th Generation Tremere who lost his lover and childe during a visit to the Chicago Chantry during the events of UNDER A BLOOD RED MOON. He has since devoted his life to destroying the Lupine race, which has actually resulted in him overriding his Blood Bond to the Seven.

                    David is not a warrior, though. No, David is a gatherer of information and has ghouled numerous hackers as well as social media experts. He can't go after the werewolves directly but can go after their Kinfolk. He, ironically, would not be much more of a danger than your typical Pentex executive if not for the fact David is a master of an obscure Path of Thaumaturgy: The Path of Spirit.

                    Spirits in a city know A LOT about werewolves and he is happy to torture them or bind them to inform on his furry foes. Hence, his usual tactics involve using that power to track them down to their caerns then monitor them to find their network of Kinfolk. He then dominates them to become informers on their kind (or bribes them--quite a few it turn out hate their relatives) before passing the information along to his hit squads.

                    Werewolves don't regenerate if sniped, exploded, or poisoned in their human form. David hasn't killed many werewolves despite these preparations, though more than most Justicars, but he's assembled a dossier from his bent Kinfolk, spies, and use of mortal surveillance technology. This dossier has the identities of over a hundred Garou living across the East Coast of the United States. Also their homes, families, and religious sites.

                    When the time is right, he intends to present it to the Camarilla...or the mysterious corporations that have found out about his quest and provided covert support.
                    David, semi-correctly, believes they are the Sabbat.

                    And doesn't care.
                    Last edited by CTPhipps; 09-14-2018, 01:25 AM.


                    Author of Cthulhu Armageddon, I was a Teenage Weredeer, Straight Outta Fangton, Lucifer's Star, and the Supervillainy Saga.

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                    • #11
                      Those are really good, merits foe the assamite could be medium, and friendly face on the off chance hes caught.

                      Anybody want to try some type way out there, the kind no ST would allow at a table?

                      A beastly Nossie, or some poor kindred all the Vampires in a city had a part in preparing?

                      Meant to go one one as part of challenge in single combat.

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                      • #12
                        Nothing less than a very powerful elder will work, and you'll neeed a lot of discipline at 6 and 7.

                        And It will not suffice against Ahrouns of some tribes.
                        Only Methuselahs, who have one of the biggest power gap in the world of darkness, can be true "werewolf killer".

                        Otherwise you can have vampires Who can "stand a chance" or "manage" in One on one fight. But nothing more
                        Last edited by Undead rabbit; 09-14-2018, 05:00 AM.

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                        • #13
                          It's not remotely as cool as the assamite sniper or the path of spirit tremere, but if you want to create a stupidly powerful combat character: Focused Mind thaumaturgy at 5, berserker merit, path of spirit thaumaturgy at 4, then sprinkle on some physical disciplines, max out dex and melee, some auspex to avoid surprise. Create for yourself a sword with Create talisman ritual, then make it a 5 dice fetsh with spirti manipulation 4. Make another 5 dice fetish that is an heavy armor, making it a 10 dice soaking armor. On round 1 or pre fight you use focused mind 2 and 5, and go berserker. All your combat rolls have -5 difficulty, making them 1 difficulty. Your melee pool is 15, 16 for attacks, + any celerity. Your damage strenght + potence +4 + successes on attack. Your soak is 10 of armor + stamina + fortitude. All these rolls are difficulty 1 by RAW (my group made berserk a -1 to all combat rolls instead of -3, for 7 points, and it's absolutely worth it if you want a combat character. -3 to all combat rolls is simply too powerful).

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                          • #14
                            Vilduk has one move.

                            It's a good move.

                            Whenever the 7th Generation Tzimisce faces werewolves, he becomes a Protean 5/Koldunic Sorcery 4 collection of chlorine gas.

                            Dozen of werewolves have died at his hand.


                            Author of Cthulhu Armageddon, I was a Teenage Weredeer, Straight Outta Fangton, Lucifer's Star, and the Supervillainy Saga.

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                            • #15
                              Originally posted by CTPhipps View Post
                              Vilduk has one move.

                              It's a good move.

                              Whenever the 7th Generation Tzimisce faces werewolves, he becomes a Protean 5/Koldunic Sorcery 4 collection of chlorine gas.

                              Dozen of werewolves have died at his hand.
                              Every homid pup with the Rank 1 gift that let them conjure Fire could kill him with one shot since protean 5 doesn't protect you from mystics attack.
                              Last edited by Undead rabbit; 09-14-2018, 05:18 AM.

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