I have a concept for WtF and I've workshopped it with my players and Discord but I'm keen to get other input on it. I'm still not certain whether it's best represented as an individual merit, a fighting style, or even expanded into a gift.
The core of the idea is that a Werewolf has learned to feint a Reach attempt as a combat tactic. They aren't actually trying to cross the Gauntlet, just to struggle against it and come back out the same side. Werewolves can do this cool thing where they can instantly disappear from this plane, and it would be really nifty to take advantage of that.
Here's one iteration I've put together as an example:
I'm in over my head... I've homebrewed a lot of things, but never werewolf fighting merits, and I think this concept at its core is pretty cool and I want to do it justice for a player.
What's the right way to take something like this? I like the merit giving the character an enhancement to Dodge, but I can also see this as the beginning of a Wolf Gift, Gift of the Gauntlet. How would you fine folk do it? Feel free to propose something completely different. I'm all ears.
The core of the idea is that a Werewolf has learned to feint a Reach attempt as a combat tactic. They aren't actually trying to cross the Gauntlet, just to struggle against it and come back out the same side. Werewolves can do this cool thing where they can instantly disappear from this plane, and it would be really nifty to take advantage of that.
Here's one iteration I've put together as an example:
Feint Reach (•••)
Preqrequisite: Cunning ••, Wits •••, Occult ••
Effect: Your character has had practice incorporating Reaching as a tactical maneuver to dodge incoming blows. Because her goal is not to cross the Gauntlet, she may use Feint Reach without a Locus, even if Reaching would normally require one.
Your character may attempt to Feint Reach as a reflexive action any time she declares a Dodge maneuver. Her dice pool for Feint Reach is equal to her dice pool for Reaching (including all normal Gauntlet penalties) plus her Cunning renown. If the character would normally not need to Reach (due to out-of-balance Harmony, a rite, or any other reason), then the success is automatic. She may still choose to roll to attempt an exceptional success, however.
Dramatic Failure: Your character's attempt to Feint Reach backfires. She not only fails to Feint Reach, she is dazed by the Gauntlet and does not get to benefit from her Dodge action.
Failure: The maneuver fails and she Dodges, unmodified.
Success: Your character may add her Cunning renown to her Defense before doubling it. She may also move up to her Speed while Dodging.
Exceptional Success: In addition to the above, on her next turn, your character's opponent may not apply Defense against your character. If your character decides not to attack on her next turn, this bonus is lost.
Preqrequisite: Cunning ••, Wits •••, Occult ••
Effect: Your character has had practice incorporating Reaching as a tactical maneuver to dodge incoming blows. Because her goal is not to cross the Gauntlet, she may use Feint Reach without a Locus, even if Reaching would normally require one.
Your character may attempt to Feint Reach as a reflexive action any time she declares a Dodge maneuver. Her dice pool for Feint Reach is equal to her dice pool for Reaching (including all normal Gauntlet penalties) plus her Cunning renown. If the character would normally not need to Reach (due to out-of-balance Harmony, a rite, or any other reason), then the success is automatic. She may still choose to roll to attempt an exceptional success, however.
Dramatic Failure: Your character's attempt to Feint Reach backfires. She not only fails to Feint Reach, she is dazed by the Gauntlet and does not get to benefit from her Dodge action.
Failure: The maneuver fails and she Dodges, unmodified.
Success: Your character may add her Cunning renown to her Defense before doubling it. She may also move up to her Speed while Dodging.
Exceptional Success: In addition to the above, on her next turn, your character's opponent may not apply Defense against your character. If your character decides not to attack on her next turn, this bonus is lost.
What's the right way to take something like this? I like the merit giving the character an enhancement to Dodge, but I can also see this as the beginning of a Wolf Gift, Gift of the Gauntlet. How would you fine folk do it? Feel free to propose something completely different. I'm all ears.
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