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Werewolves

Wolverine 

Your werewolf now has the ability to grow their claws straight from their fingertips while in human form. Your fists go from being 1d3s to 1d7s due to that shredding bonus. This is not a painless process.

Cost: 1 Perception 

 

Message Scent 

Werewolves are highly territorial. They depend a lot on their smell to track other wolves and potential foes. This ability will allow werewolves to mark their scent on an object or location and project a brief wolven message into it. The message can only be one sentence long, but it can last for a week. All other wolves and shapeshifters will be able to sniff the scent and understand the message. 

Costs: 1 Willpower 

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Piercing Howl

A feral wolf or wolf can howl in the face of their foe for a Strength vs Willpower roll off. If the foe fails the WP check they will be dazed (-2 modifier) until they take damage. Or, two rounds max if they haven’t taken damage. If you don’t warn your companions about it beforehand, they will have to roll WP checks as well. (DM note: Roll Perception 80 for the enemies to be warned as well!) 

Costs: 1 Intellect  

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The Call

Your werewolf can produce a very specific pitch of howl that can summon wolves to their location (either one NPC, or all active werewolf characters). They must obviously be in the same town. Make sure to @ all active werewolf players in #looking_for_roleplay to see if any of them will answer the call. This can be done once a day. 

Costs: 1 Agility

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