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Author Topic: Werewolf  (Read 6814 times)

kv

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Werewolf
« on: February 28, 2006, 09:40:41 AM »

Hey all.

I've been invited by some friends to take part in a Werewolf campaign (I think it's a white wolf game, but I don't know for sure), and I was wondering if anyone else had played it, or heard things about it, or had any tips/warnings for me.

I know that freaky people play Vampire: The Masquerade (no offense intended, ROOT), but I can't really say that I've had any bad experiences with people who play Werewolf.

Can anyone enlighten me? Is there something I should do to prepare for it?

  -kv
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Ruski

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Re:Werewolf
« Reply #1 on: February 28, 2006, 09:45:47 AM »

I've played it. they use D10's like shadowrun uses D6

it's actually not a bad system. it's got well thought-out bloodlines with various skills (much like a class / race)

takes place in the same 'world' as the vampires, so if you are a warewolf, be prepared to fight vampires, and vica-versa.

-RuskiFace the Pirate
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kv

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Re:Werewolf
« Reply #2 on: February 28, 2006, 09:49:04 AM »

Yeah, they were telling me about successes (apparently anything over 6 is considered a success, and a botch (1) takes away a success) I should probably read up on the rules beforehand, but I don't have any books. Methinks I should use my day off (first one in a long time without a headache) to read some rulebooks.

  -kv
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"There are three rules to surviving a gun fight.
1) Shoot First
2) Shoot More
3) Shoot last
   If you can do that, you can survive."
                                 -Samus Bravo
                                (Mercury's Father)

Ruski

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Re:Werewolf
« Reply #3 on: February 28, 2006, 10:04:03 AM »

Nah. just sit there and let someone else make up a guy for you.

just give them a generic history... like they were a vampire hunter, because his brother or sister or something was bitten, and then he got 'recruited' by the warewolves to help, even though he was human, and once, after a fight he was wounded mortally, and the only way to save his life was to turn him into a warewolf.
and let one of them make a guy for you from that.

-RuskiFace the Pirate
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Jester

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Re:Werewolf
« Reply #4 on: February 28, 2006, 10:11:36 AM »

I've tooled around with that system before, and yes it is white wolf. Not bad.
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kv

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Re:Werewolf
« Reply #5 on: February 28, 2006, 10:32:57 AM »

I actually like making characters, though... it helps me get to know the system. The only reason I don't know more about 4th Edition yet is because I haven't made a character.

  -kv
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"There are three rules to surviving a gun fight.
1) Shoot First
2) Shoot More
3) Shoot last
   If you can do that, you can survive."
                                 -Samus Bravo
                                (Mercury's Father)

Ruski

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Re:Werewolf
« Reply #6 on: February 28, 2006, 10:35:46 AM »

I think it comes down to the group you play with.

-RuskiFace the Pirate
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AJStarhiker

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Re:Werewolf
« Reply #7 on: February 28, 2006, 11:00:51 AM »

Uh, one side bit.  In White Wolf you can't be 'turned' into a werewolf.  It's more a case of genetics and potential, kind of like the Awakened in Shadowrun.  Werewolves can come from either human or wolf, but werewolves are forbidden to mate with each other, as the offspring will be born with deformities.  Humans and wolves who have werewolf ancestry but don't change are called Kin and they are the prefered mates for Werewolves as their children are more likely to become Werewolves, themselves. (Although any Kin can have offspring who change, even if the other parent has no relation to the werewolves.)

Some of the Tribes are set up along racial lines, i.e. Get of Fenris are mostly Scandinavian/Germanic or the Celtic/Gaelic Fianna, while others are a little more encompassing.  Glass Walkers tend to be the most comfortable with human Technology and Bone Gnawers tend to come from the dregs of society

I've only played it a couple times, but I've liked it when I have.
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Ruski

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Re:Werewolf
« Reply #8 on: February 28, 2006, 11:03:47 AM »

hmmm... all I remembered was the genetics bit, with the diffrent lines... perhaps he was a late blooming kin?

that could be an interestnig storyline.

glasswalker is the geek of em huh? I say stick to what you know.

-Ruski
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AJStarhiker

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Re:Werewolf
« Reply #9 on: February 28, 2006, 11:15:18 AM »

*shrugs* There's room for variation, but depending on who your parents are, which Tribe you belong to, and which Auspice you have, you get access to different gifts.

I've only played Werewolf: The Apocalypse, not Werewolf: The Forsaken, so I don't know what kind of differences exist between the two versions.
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kv

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Re:Werewolf
« Reply #10 on: February 28, 2006, 12:59:09 PM »

Is there any difference between the two versions? I don't know which version it is that they invited me to play... but I wasn't aware that it would make a big difference.

My idea for a character was a huge samoan guy- the 400 lb. weightlifters you see doing security work, who happens to also be a werewolf. I'm thinking mainly hand-to-hand combat, and a huge ability to soak damage. (Basically a troll of a werewolf)

  -kv
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"There are three rules to surviving a gun fight.
1) Shoot First
2) Shoot More
3) Shoot last
   If you can do that, you can survive."
                                 -Samus Bravo
                                (Mercury's Father)

Ruski

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Re:Werewolf
« Reply #11 on: February 28, 2006, 01:12:31 PM »

warewolves have that whole regeneration thing going for them.

you could do H2H combat, or you could go in as the 'tank' with a bunch of dammage resistance and regeneration abilities.

i think you'll have to take one or the other though.

-RuskiFace the Pirate
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ROOTless

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Re:Werewolf
« Reply #12 on: February 28, 2006, 01:22:00 PM »

I've had WtA chronicles running for years, so I suppose I can claim to know the system reasonably well? Haven't looked at the newest incarnation though.

AJ's summary seems to be all in order, though one thing is worth noting:
If your group actually uses the rules as written, don't worry about being able to be a combat monster. I have a 90 lbs wimpy, who when he changes into Crinos shape (the middle 'Werewulf' shape, between human and wolf, but furthes from either) can still rip the governator a new one in under 0.5 secs flat. Werewolves are very powerful in combat, especially close combat.

The system is a lot like SR, or actually like what SR4 sounds like it's becomming. You roll a pile of d10s, against a fixed TN, and count successes, you should know how to do that I'm pretty sure.
There are differnaces, ofcourse, but don't worry too much.
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Ruski

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Re:Werewolf
« Reply #13 on: February 28, 2006, 02:27:36 PM »

I have a buncha D-10's I bought for the cool fanged skull on the bag that came with them if you wanna borrow them kid.

-RuskiFace the Pirate
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kv

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Re:Werewolf
« Reply #14 on: February 28, 2006, 02:32:54 PM »

That would be handy. We're not playing until the third saturday of the week, but I would like to borrow them.

 -kv
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"There are three rules to surviving a gun fight.
1) Shoot First
2) Shoot More
3) Shoot last
   If you can do that, you can survive."
                                 -Samus Bravo
                                (Mercury's Father)
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