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Mechanics Hack - Werewolf Predatory Aura

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  • Mechanics Hack - Werewolf Predatory Aura

    This thread was thought up after reading Pendragon's 2e House Rules for Werewolves, specifically his conversion of Hunter's Aspects to a Gift of Predation, and replacing them with Hunter's Omens. For more details, just see this link.

    https://docs.google.com/document/d/1...2jg/edit?pli=1

    I can actually see the Hunter's Omens taking effect whenever a Werewolf is performing a Sacred Hunt against a specific target. But I was wondering what the Uratha could possess when they need to challenge, say, a Vampire's Predatory Aura. That said, maybe one could alter the mechanics for flaring one's Renown to change it to be more a means of asserting dominance? This might require a given ST to change the boon of the Moon Marked Tell, but that's left to individual judgment.


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

  • #2
    Here's my rough draft for a House Rule that could hopefully sync well with the Hunter's Omens, using the term Hunter's Aspect for adjusted mechanics to flaring Renown.
    Hunter's Aspect:
    Uratha know each other at a glance. Apex predators smell their own. This crosses all three of the Uratha’s sensory fields; every single sense can identify one Uratha to another, as the man, the wolf, and the spirit all carry a prominent, forceful aura. An Uratha's Hunter's Aspect takes that further. She can intensify her spirit brands to let her Renown speak for itself. She essentially dares others to respond and challenge her ability.

    When a character calls on the hunter’s aspect, roll a Power Attribute + Primal Urge + Renown. This even makes the brands faintly visible in the physical world. Uratha, spirits, Wolf-Blooded, and even mortals and other supernaturals world intuitively understand not only what Renown the brands reflect but the deeds she accomplished to get them.Unleashed against a fellow Werewolf, it can be potentially offensive. The worst it could do is state that the offender sees his victim as inferior (maybe even prey) and not as an equal.

    The Power Attribute depends on the context of the interaction. If invoking the aspect while in physical pursuit, use Strength. If it’s a staredown, use Presence. If your character outsmarts her prey, use Intelligence. In forms other than Hishu, werewolves set up situations when they can use Strength. Success inflicts a Condition based on the Renown used.

    The Renown should similarly reflect the nature of the interaction. Glory or Purity could be paired with Strength, whereas Cunning or Wisdom could usually apply with Intelligence. Theoretically,any type of Renown could be used; both player and Storyteller should be creative in deciding what’s appropriate. The werewolf must possess at least one dot in a given Renown to invoke it as his Hunter's Aspect.

    -=-

    CUNNING
    Your character is Cunning. She beguiles, tricks, sneaks, and charms. This makes everyone around her suspicious of her because they know she’s shifty and clever, and second guess her agendas. Characters trying to detect the werewolf’s lies or notice her sneaking suffer a -2 penalty to any relevant Empathy, Investigation, or other rolls, and treat them as failures if they do not score successes equal to his Cunning Renown. Your character’s ability to throw others off guard can be used as a diversion for her true goals.
    Possible Sources: Flaring Cunning Renown brands.
    Resolution: The affected character scores the required successes in one of the aforementioned rolls. Otherwise, the Condition fades naturally after a number of days equal to the Werewolf’s Primal Urge.
    Beat: n /a


    GLORIOUS
    Your character is Glorious. She’s faced down superior opponents, committed great acts of courage, and lived to tell the tale. This impresses onlookers, and draws their attention. Those who try to confront her might find themselves falling short in her presence. Arguments and attacks against your character suffer a -2 penalty, and fail if they score successes less than her Glory Renown. Your character not only weathers the storm, but can turn it around on her opponents.
    Possible Sources: Flaring Glory Renown brands.
    Resolution: The affected character scores the required successes in one of the aforementioned rolls. Otherwise, the Condition fades naturally after a number of days equal to the Werewolf’s Primal Urge.
    Beat: n /a


    HONORABLE
    Your character is Honorable. She wields honesty the way some Uratha wield their claws. She fights fairly, and pursues fair prey. She does not abuse the already downtrodden, or take advantage of the innocent. Individuals knowing of her Honor may attempt to fool or take advantage of her, but find that the werewolf is not so easily manipulated. Any such rolls suffer a -2 penalty as your character’s humble dignity gives her an aura of grace and respect. Furthermore, they are treated as failures if they do not score successes equal to his Honor Renown.
    Possible Sources: Flaring Honor Renown brands.
    Resolution: The affected character scores the required successes in one of the aforementioned rolls. Otherwise, the Condition fades naturally after a number of days equal to the Werewolf’s Primal Urge.
    Beat: n /a


    PURE
    Your character is Pure. She adheres to the Oath of the Moon in all things. She’s known to put her ancestral duties above everything in her life. To some, this looks a weakness to exploit. It tempts others to challenge her adherence to her Oath. Sometimes this is due to malice, sometimes jealousy, sometimes disbelief. Whatever the reason, your character stands up to that temptation with the terrifying mantle of her ancestors. Any rolls to tempt her to disgrace suffer a -2 penalty, and treated s failures if they do not score successes at least equal to his Purity Renown.
    Possible Sources: Flaring Purity Renown brands.
    Resolution: The affected character scores the required successes in one of the aforementioned rolls. Otherwise, the Condition fades naturally after a number of days equal to the Werewolf’s Primal Urge.
    Beat: n /a


    WISE
    Your character is Wise. She seeks the intelligent, reasoned answer in all things. She looks to past successes and failures, and those successes and failures of others so as to take a smarter course of action. This causes others to doubt their own knowledge, and see her reason as sound. Any rolls to defy or question her advice suffer a -2 penalty, and automatically fail unless they score successes equal to the Werewolf's Wisdom Renown.
    Possible Sources: Flaring Wisdom Renown brands.
    Resolution: The affected character scores the required successes in one of the aforementioned rolls. Otherwise, the Condition fades naturally after a number of days equal to the Werewolf’s Primal Urge.
    Beat: n /a
    Last edited by Deionscribe; 11-01-2015, 09:50 AM.


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

    Comment


    • #3
      I also have a stopgap idea for what happens if a Werewolf opts not to roll his Renown under this hack. Basically, it's a slight rehash of the Unnerved Condition from Pendragon's 1e Werewolf House Rules. Alternatively, something like a milder imposing of Lunacy could be considered, although perhaps that's too powerful? Anyway, here's Unnerved, adapted as a Condition for when Hunter's Aspect is performed without Renown.
      Condition: Unnerved

      The character in question has come face to face with a great beast and some part of them recognized it for what it is. This is not a conscious decision on the character’s part, rather it is a sudden instinctive certainty left over from millennia of being preyed upon. They will not seek to challenge or oppose the Werewolf, save on issues in which they are greatly invested. All non-combat actions opposing the werewolf take a -2 penalty. It is possible for a character to have this condition multiple times, applying to different Werewolves.

      Resolution: The condition fades naturally after a number of days equal to the werewolf's Primal Urge. Alternatively, the character scores an exceptional success in a non-combat action against the werewolf.

      Beat: None

      Also, I was wondering if there would be special bonuses or dice tricks for a Werewolf who rolls his Auspice Renown for the Hunter's Aspect. But then again, there probably isn't a reason for that.
      Last edited by Deionscribe; 11-01-2015, 06:23 PM.


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

      Comment

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