Announcement

Collapse
No announcement yet.

Werewolf Gifts - 2e Conversion

Collapse
X
  • Filter
  • Time
  • Show
Clear All
new posts

  • Werewolf Gifts - 2e Conversion

    Seeing as Werewolf 2e players have a shortage of official Moon Gifts as well as Gifts tied to the Pure, I'm putting up this thread for those interested in converting some of the Gifts from the 1e books into the 2e system. That said, I'll start off with the Wolfslayer Gift (which, naturally, is a Wolf Gift). More revisions will be made as I familiarize myself more with the Facet mechanics.

    EDIT: This is also going to be the thread where I'll be posting any original Gifts on, as well.
    Gift of the Wolfslayer

    The Facets of the Wolfslayer Gift are powers only effective against werewolves, and almost always harmful or negative. Scholars among the Forsaken and Pure believe them to be a legacy of Father Wolf's death, another punishment to his half-spirit children for their crime. Whatever its origins, most Uratha in the Tribes of the Moon recognize the danger of its abuse, and discourage their peers from learning the Gift on the risk of violating the Oath. The Blood Talons are the exception, though, with their favored prey, and many among them develop the Gift's Facets to more efficiently hunt other werewolves. Meanwhile, the Pure do not hold as strong a stigma towards the Gift, and will happily use it to lethal effect against their Forsaken cousins. Members of the Fire-Touched are especially likely to develop a few Facets.

    -=-

    Patronless Pack [Cunning]
    Cost: 1 Essence
    Dice Pool: Intelligence + Occult + Cunning - Totem's Resistance
    Action: Instant
    Duration: Cunning Hours
    Nearly every werewolf pack has a personal and specific totem, which lends them a portion of its power in exchange for children among the Uratha. Werewolves with this Gift can temporarily sever the bond between pack and totem, eliminating some of the advantages her enemies have.

    Dramatic Failure: Offended by the attempt, the spirits instead separate the werewolf from her totem for one day.

    Failure: The werewolf is unable to remove the influence of her opponents' Totem's.

    Success: The werewolf targets a pack and temporarily drives a wedge between them and their totem. They lose any and all totem benefits for a number of hours equal to the character's Cunning Renown. She affects all werewolves she can see that belong to the same pack; she need not know the pack's name to target it -- looking at an enemy werewolf and concentrating on that pack is enough. Members of the affected pack not present are unaffected by the Gift and remain blessed by the totem. Some werewolves consider being under the effect of this Gift to free them from the constraints of their totem's ban until the Gift ends, but few totem spirits see it that way.

    Exceptional Success: The sundering of the pack's connection to its totem is absolute. Even members of the pack who are not present at the Facet's activation are cut off from the spirit.

    -=-

    Object Of Piercing Clarity [Glory]
    Cost: 1 Essence
    Dice Pool: Presence + Expression + Glory vs. Composure + Primal Urge
    Action: Instant
    Duration: Glory Hours
    One of the People's greatest defenses is Lunacy. Against mortals, it is usually effective enough to end a fight. When the fight is with other supernaturals, Lunacy can blank the minds of those annoying witnesses. It may be hard to deal with in personal life, but it's a great blessing when worrying about "the herd," especially when a war spills into the streets. This frightening Gift frees a werewolf from the curse of Lunacy for a time. While it may seem like a boon for those Uratha who still try to live a human life, it is definitely a double-edged sword.

    Dramatic Failure: The Gift's effects twist and rebound on the character, amplifying the Lunacy he radiates to others. For a number of days equal to 6 - (the number of dots away from Harmony 5), the character inflicts mild Lunacy in Hishu or Urhan Form, and full Lunacy in Dalu or Urshul Form. If he assumes Gauru form, all breaking point rolls resulting from Lunacy are made at a chance die.

    Failure: The Gift fails to dampen the target's cloak of Lunacy.

    Success: The werewolf temporarily subdues his target's Lunacy; the target senses this dampening. For the Facet's duration, any onlookers who see the target gain one automatic success on the associated breaking point roll

    A werewolf concerned with the Oath of the Moon might break off the fight and retreat, more wary of revealing herself than usual. Or the humans that see her in an impossible shape -- and recognize it, thanks to the Gift -- might assault her, especially if her opponent looks like nothing more than a fellow mortal. Use of this Gift can be very tactically effective, but many Uratha do not approve. It is a few hairs-breadths short of actively revealing the People to humanity, which no sane werewolf desires.

    Exceptional Success: The werewolf greatly weakens his target's Lunacy. All mortals who see the target only need three successes to score an exceptional success in the breaking point.

    -=-

    Discordant Form [Honor]
    Cost: 1 Essence
    Dice Pool: Presence + Science + Honor vs. Resolve + Primal Urge
    Action: Instant
    Duration: Honor Minutes
    Shifting shape is instinctive to the People. It's as completely natural as clenching a fist or flipping off the guy who's tailing you. Even those who cleave more to Flesh can manage to make the transition with ease. Hence, a given Uratha can become frustrated - even panicked - if he finds that his ability to shapechange is either difficult to invoke, or barely controllable.

    Dramatic Failure: The Gift not only fails to affect the target, but rebounds on the werewolf who invoked it. The character suffers the effects of Discordant Form as if it scored a success.

    Failure: The Gift fails to affect the target's shapeshifting abilities.

    Success: Each success on the roll pushes the target werewolf's effective Harmony towards a direction of the character's choosing.

    Exceptional Success: As success, but the affected werewolf must spend a Willpower point when attempting to change shape.

    -=-

    Human Health [Purity]
    Cost: 1 Essence
    Dice Pool: Wits + Medicine + Purity vs. Composure + Primal Urge
    Action: Instant
    One of the Uratha's most serious advantages in battle is their ability to bounce back from nearly any wound, and quickly. Take that away, and a werewolf goes down that much faster. Even worse, a werewolf in Gauru knows he has to release the form soon or go berserk, and if he's taken so many wounds that he would die by shifting back to human, he's in a very bad place.

    Dramatic Failure: Rather than shutting down, the target's enhanced healing blurs into action. As if the werewolf spent a point of Essence on her target's behalf, the target immediately heals an amount of lethal damage according to his Primal Urge.

    Failure: The target continues to heal as normal.

    Success: For a number of hours equal to the character's Purity, the target heals as a human does. He cannot spend Essence to heal lethal wounds instantly, though it will heal bashing wounds. This power can end prematurely if the Werewolf falls into Basu-Im.

    Exceptional Success: The effect lasts a number of days equal to the character's Purity, and the target werewolf cannot even spend Essence to heal bashing damage.

    -=-

    Return To Birth [Wisdom]
    Cost: 1 Essence
    Dice Pool: Manipulation + Science + Wisdom vs. Resolve + Primal Urge
    Action: Instant
    Hishu, while the best form for hiding among the six billion sheep on Earth, is one of the least combat-effective and everyone knows it. This Gift forces a werewolf back into human form, though it can't keep her there.

    Dramatic Failure: The attempt fails, and the werewolf cannot use this Gift again for 24 hours
    .
    Failure: The werewolf fails to force his target into her human shape.

    Success: The target reverts immediately to Hishu form and cannot change shape for a number of turns equal to the werewolf's Wisdom Renown. For werewolves already suffering from Discordant Form, this forced change does not end that effect. A werewolf currently suffering Kuruth is immune to this Gift.

    Exceptional Success: The target's system is so shocked by being forced into Hishu form that she cannot attempt to change into another shape for a number of hours equal to the werewolf's Wisdom Renown.
    Last edited by Deionscribe; 02-01-2016, 03:13 AM.


    "My Homebrew Hub"
    Age of Azar
    The Kingdom of Yamatai

  • #2
    Do remember that 2nd Edition shapechanging no longer requires a roll at all, so Form Lock might need to change to reflect that.

    Comment


    • #3
      Originally posted by Amravanti View Post
      Do remember that 2nd Edition shapechanging no longer requires a roll at all, so Form Lock might need to change to reflect that.
      Really? Then, perhaps it could impose a roll to shapechanging? Or failing that, maybe force the werewolf to pay an additional cost in Essence or Willpower?


      "My Homebrew Hub"
      Age of Azar
      The Kingdom of Yamatai

      Comment


      • #4
        The simplest way of modelling it would be making them shift as though their harmony was higher. Like, numerically. At harmony 9 or 10 they need essence and an instant action, at 7 and 8 it's essence or an instant action, 4, 5 and 6 they can do it reflexively at will, and below 4 they have trouble not shifting in some circumstances.

        So you could have the gift shunt them [Honor] or [Successes] up the harmony chart for the purpose of changing form.

        Comment


        • #5
          Honor Renown could determine the Facet's effectiveness at pushing the target's effective Harmony up. Successes could dictate length. A normal success makes the Facet last for a proportionate number of turns. An exceptional success makes it last a scene.

          And to make it more versatile, perhaps Form Lock might allow for pushing a Werewolf's Harmony down for the purposes of shapeshifting? And perhaps change the name from Form Lock to something that evokes a mercurial tone?
          Last edited by Deionscribe; 10-30-2015, 07:14 AM.


          "My Homebrew Hub"
          Age of Azar
          The Kingdom of Yamatai

          Comment


          • #6
            It needs something. As it stands there's a good chance of it doing nothing at all, which is no good.

            Comment


            • #7
              Revised the Cunning Facet and added the Glory Facet to Wolfslayer. Critique is appreciated, as always.


              "My Homebrew Hub"
              Age of Azar
              The Kingdom of Yamatai

              Comment


              • #8
                On the Purity Facet, I think Basu-Im should end the facet.

                Comment


                • #9
                  Originally posted by Ephsy View Post
                  On the Purity Facet, I think Basu-Im should end the facet.
                  Noted it, and made the addition. Thanks.


                  "My Homebrew Hub"
                  Age of Azar
                  The Kingdom of Yamatai

                  Comment


                  • #10
                    For the Pure Gifts, I was thinking of starting my homebrew attempts with the Ivory Claws. Especially since they have two unique Gifts: Agony and Scourging. What are you guys' thoughts about it? I was thinking of merging elements of both, since Scourging basically means "to cause or experience great suffering". Also, some of the Scourging Gifts could be reskinned as rites, and some of the Agony Gifts can be folded together as Facets under the name as replacements.


                    "My Homebrew Hub"
                    Age of Azar
                    The Kingdom of Yamatai

                    Comment


                    • #11
                      Gift of Agony
                      Werewolves who gain this Gift in any of its Facets understand its effects both when they inflict it and receive it. For the unfamiliar, pain is a crippling force, and can signal the end of their lives in an (often violent) impending death. To those who master its lessons and advantages, however, it's another tool in hunter's arsenal.

                      Barbed Arrow [Cunning]
                      Cost: 1 Essence
                      Dice Pool: Wits + Brawl + Cunning - target's Stamina
                      Action: Reflexive
                      By using the right tool and knowing precisely where to strike, a werewolf easily cripple his quarry with minimal force. This Facet allows one to inflict considerable pain even with just a glancing blow.

                      This Facet can be reflexively used whenever the character is performing a successful melee attack.

                      Dramatic Failure:

                      Failure: The Facet has no effect.

                      Success: On a successful attack, the Facet can inflict one of two effects. If the attack causes bashing damage, it inflicts either the Bleeding Tilt (for general attacks) or a Wrack Tilt (for called shots) if it exceeds the target's Stamina. If the attack causes lethal damage instead, it reduces the target's effective Stamina by the werewolf's Cunning Renown for the purpose of inflicting Tilts via lethal damage.

                      Exceptional Success: The werewolf's ability to inflict crippling pain is magnified. The target's effective Stamina is reduced by half the werewolf's Cunning Renown (rounded up) for the purpose of inflicting Tilts via bashing damage,

                      -=-

                      Stoicism [Glory]
                      Cost: 1 Essence
                      Dice Pool: Composure + Survival + Honor
                      Action: Instant
                      Through this Facet, werewolves learn to ignore their suffering. They do feel pain that is inflicted on them while this Facet is active; however, they are able to shunt that pain aside and act as fully capable warriors despite it.

                      Dramatic Failure: The werewolf taps into Silver Wolf's agony, and is overwhelmed by it. He suffers from the effects of the Insane or Insensate Tilt.

                      Failure: The Gift fails to take effect effect.

                      Success: For the remainder of the scene, the character suffers no wound penalties, and reduces any environmental penalties affecting her by her dots in her Honor Renown.

                      Exceptional Success: As success, but the effects now last for a full day.

                      -=-

                      Scourge the Impure [Honor]
                      Cost:
                      1 Essence
                      Dice Pool: Resolve + Composure + Honor
                      Action: Extended (each roll represents one turn spent in a trance over the subject; the number of successes needed is the same as the Stamina + Resolve roll difficulty on p. 176 of The World of Darkness)
                      This Facet cleanses the body of any diseases, toxins, and parasites out of a living creature (including animals, humans and Uratha), and can even exorcise most supernatural entities inhabiting mortal hosts.


                      Dramatic Failure: The Facet rebounds on the Werewolf, who suffers the Insensate Tilt. Furthermore, he cannot use it again for the next 24 hours.

                      Failure: No successes are gained for this turn.

                      Success: Successes are accumulated. If enough successes are gained, the infection, disease or parasite is eliminated. Unfortunately, the Facet does not discriminate between beneficial symbiote and parasite. Most creatures' digestive tracts contain extensive quantities of microorganisms to help them digest food. The Facet eliminates those as well. This can lead to a few days of intestinal distress for the subject of the Gift, until he has eaten enough local food to re-establish the balance of his digestive systems. The target suffers from the Drugged Tilt and the Sick Tilt for a moderate illness for [10 - Honor Renown] Hours.

                      If the disease or parasite is magical in nature, an additional roll is made for a Clash of Wills. Most Spirit-Ridden are considered supernatural parasites for the purpose of this Facet.

                      Exceptional Success: A greater number of successes is accumulated. If five extra successes over the target are achieved on that final roll, the target's immune system does not only suffer the Facet's usual side effects, but it is supercharged for the next [Honor] days. During that time, he is treated as having the three-dot version of the Hardy Merit.

                      -=-

                      Pangs Of Anguish [Purity]
                      Cost: 1 Essence
                      Dice Pool: Presence + Medicine + Purity vs. Composure + Primal Urge
                      Action: Contested; resistance is reflexive
                      With this Facet, the werewolf is able to create stabbing pain in the target. The pain usually mirrors some event in the target's life. In the case of werewolves and spirits, though, the pain mirrors that suffered by the touch of their banes (silver, in the case of Father Wolf's children). The werewolf must touch her foe in order to activate the Facet; if the target is unwilling (and he probably is), then this requires an ordinary melee attack or grapple roll. Only if the attack succeeds does the character spend Essence and make this Facet's roll.

                      The Facet's effects lasting for a scene. If the target of the attack is an Uratha (whether Pure or Forsaken) or a spirit, any dice penalties from the pain last for a number of scenes equal to the werewolf's Primal Urge. For werewolves, the burning touch of silver is an experience that does not fade right away.

                      Dramatic Failure: The Facet rebounds on the werewolf, causing him to suffer its effects as if he had scored a success.

                      Failure: The target suffers no effect.

                      Success: The target suffers from the Stunned Tilt, and receives a dice penalty on all actions equal to the werewolf's Purity dots for the rest of the scene (or a number of scenes equal to the werewolf's Primal Urge if the target is a spirit or another werewolf).

                      Exceptional Success: The target is left reeling from the pain that he finds it hard to center himself. He gains the Disoriented Condition.

                      -=-

                      World of Pain [Wisdom]
                      Cost: 1 Essence
                      Dice Pool: Presence + Empathy + Wisdom
                      By their nature, spirits do not suffer the same frailties as creatures of Flesh. They may be harmed, yes, but they do not experience pain as humans and werewolves do. An Uratha who possesses this Facet can rectify that situation, exposing any spirits within his area of influence to the hardships of the World of Flesh.

                      Dramatic Failure: The Uratha's attempts to invoke the Facet backfire on him. He loses a number of Essence points equal to (6 - the number of dots away from Harmony 5), and cannot use this power again for the next 24 hours.

                      Failure: The Facet produces no effect.

                      Success: The Uratha exudes a protective field which grounds spirits within [10 x Wisdom] yards to the physical world for the duration of the scene. Affected spirits must make a Clash of Wills [Power + Rank vs. Wisdom + Primal Urge] whenever they enter this field. If they fail, they are forced into material form and lose a number of Essence points equal to [6 - Rank]. Any attempts to either return to ephemeral form or to escape this field necessitate another Clash of Wills.

                      Exceptional Success: The spirit is anchored so forcibly into the World of Flesh that it is rattled gravely by the experience. On a failed Clash of Wills, it loses Essence equal to [11 - Rank]. Furthermore, each point of aggravated damage it suffers places a cumulative -1 penalty (up to a maximum equal to the Werewolf's Wisdom Renown), which persists until it can escape the field or the werewolf ends the effect.
                      Last edited by Deionscribe; 01-24-2016, 09:45 AM.


                      "My Homebrew Hub"
                      Age of Azar
                      The Kingdom of Yamatai

                      Comment


                      • #12
                        The Fire Touched have two unique gifts too. Disease and Fervor.

                        Comment


                        • #13
                          Ah. Well, I am open to suggestions on how to address this. Unlike Scourging, Disease actually does feel like a Shadow Gift.


                          "My Homebrew Hub"
                          Age of Azar
                          The Kingdom of Yamatai

                          Comment


                          • #14
                            Fever Gifts, as well, my personal favorite. Though non-Fire Touched and Forsaken could learn these things, they were just not usually sought after by others and would often be seen as sort of a blasphemous act, using the primary weapons of the antagonist.

                            They've fully unlocked that now, explicitly stating anyone can get any Shadow gift, but moon gifts are still locked.

                            Comment


                            • #15
                              Added the Wisdom Facet to my take on the Gift of Agony.


                              "My Homebrew Hub"
                              Age of Azar
                              The Kingdom of Yamatai

                              Comment

                              Working...
                              X