When Will You Rage!? - A 2nd Edition Modern Werewolf the Apocalypse Campaign (Inactive)

Game Master Dennis Harry

Gift Descriptions and Systems

Combat Rules:
Marginal vs. Minimal vs. Complete Success for Combat. I have traditionally ruled as follows for combat: Zero Successes a miss. 1 Success contact is made but no damage is dealt to the foe. 2 Successes Marginal strike the strike deals half damage. 3 Successes the strike is Complete full damage is dealt. Any successes above 3 add an extra damage die to the damage pool. Negative Successes are Botches and hopefully will be avoided! I want to clarify this as this is the first combat.

The Five Forms of the Garou:

The Five Forms of the Garou

Many legends speak of werewolves assuming only two forms, human and wolf. In truth, the Garou wear five different forms, each suited to different tasks and situations.

Changing form requires a Stamina + Primal-Urge roll. The difficulty varies based on the character's starting form. However, the number of successes needed also varies based on which form the character is attempting to reach. She must cross over all intermediate forms before reaching the one she desires. Therefore, the player must roll one success to begin the change and then one for each form the character must "pass through" to get to the desired form.

Example: As the quiet cluster of men in the corner suddenly begin to foam at the mouth, Stone Beast decides that Homid form might be a bit weak for what lies ahead. Stone Beast wishes to assume Crinos form. His player must therefore roll Stamina + Primal-Urge at difficulty 6 (for starting in Homid) and score at least three successes (one to start the change, one for Glabro and one for Crinos). If the player scores only two successes, Stone Beast reaches only Glabro form, and he must wait until next turn to try again (unless his player wishes to spend a Rage point for him).

If a character is shifting to her Breed form, the change is automatic and instantaneous, no matter how many forms must be passed through. The same is true if the player spends a Rage point to enact the change. Any clothes the character is wearing when she shifts will probably be shredded unless they are dedicated (see the Rite of Talisman Dedication) in which case, they meld with the character's body and reappear when she takes Homid form again.

Homid: The Human
Statistic Adjustments: None
Shift Difficulty: 6
Form Description: The natural form for homid breed Garou and the form in which they feel most comfortable. Homid form is in all ways identical to a normal human being (save for lupus and metis werewolves, who are allergic to silver and possess regenerative powers in this form). Homid form werewolves still trigger the Curse in normal humans, however.

Example: In Homid form, the Silver Fang Theurge Longing Glance is just shy of six feet tall and is strongly built -- close to 185 pounds. His hair is dusky blond and cut short.

Glabro: The Near-Man
Statistic Adjustments: Strength +2, Stamina +2, Manipulation -2, Appearance -1
Shift Difficulty: 7
Form Description: The Glabro form is bipedal, and it doesn't possess obvious fangs or claws, but the resemblance to a human being ends there. A Garou shifting from Homid to Glabro gains from 100% to 200% in body weight (all muscle) and six inches in height. Body hair becomes much more profuse, the teeth and nails elongate (although not enough to inflict any special damage), the brow slopes, and the character looks huge and menacing.

Werewolves in Glabro can speak the Garou tongue and manage human language without too much trouble. Human speech, however, has a gutteral rasp to it. While Garou can use this form to interact with human society, they typically don't. The Glabro form is too crude and too easy to remember.

Example: Longing Glance stands nearly six and one half feet tall in Glabro form. He weighs in at approximately 350 pounds, and his normally sparse facial hair springs out around the jaw and neckline. His eyebrows grow together and he walks with a slight lope in this form.

Crinos: The Wolf-Man
Statistic Adjustments: Strength +4, Dexterity +1, Stamina +3, Manipulation 0, Appearance 0
Shift Difficulty: 6
Form Description: Affectionately known as the "nine-foot snarlin death-beast" form, a werewolf in Crinos wants to do only one thing -- kill. The natural form of all metis breed Garou, the Crinos is not a form for deliberation, even with other werewolves.

Shifting from Glabro to Crinos, the Garou grows in height by half and gains another 100% to 200% in weight. The head changes to a wolf's maw, and the fangs and claws are now fully grown. The arms become long and apelike, and the werewolf can move either on two legs or all fours. The Garou also grows a tail, which helps with balance.

A werewolf in the war form may speak the Garou tongue perfectly well, and he may converse with wolves crudely. Human speech is reduced to one or two words at a time (favorite phrases include "Wyrm!" and "Kill them!"). Expressing anything more complex requires the expenditure of a Willpower point.

Note that the Manipulation and Appearance penalties may not apply to other Garou, who speak the language and are used to the war form.

Example: Longing Glance shifts to Crinos form. He now stands over nine feet tall and weighs just under 800 pounds. His body is covered with fur, which takes on a silvery sheen in this form.

Hispo: The Near-Wolf
Statistic Adjustments: Strength +3, Dexterity +2, Stamina +3, Manipulation 0
Shift Difficulty: 7
Form Description: The Hispo resembles a normal wolf in the same way that the Glabro resembles a common human. A werewolf in Hispo form looks like a prehistoric dire wolf. The head and jaws are massive, even more so than the Crinos, and the bite of a Hispo inflicts an extra die of damage. The Hispo can stand on its hind legs, if necessary, but it is much more comfortable on all fours.

The Hispo form weighs nearly as much as the Crinos form, but its four-legged stance allows it to run faster. Perception difficulties decrease by one in this form. The senses are sharp, although not so keen as the Lupus. A werewolf in Hispo has no hands, so he cannot grasp objects, except in his mouth.

A Garou in Hispo form can speak with a Garou and wolves with little difficulty, but human speech requires a Willpower point and even that is limited to one or two syllables.

Example: In Hispo form, Longing Glance still weighs close to 800 pounds, but he stands 5 feet high at the shoulder.

Lupus: The Wolf
Statistic Adjustments: Strength +1, Dexterity +2, Stamina +2, Manipulation 0
Shift Difficulty: 6
Form Description: The natural state of lupus Garou, the pure wolf form is feral and driven by instinct. Used primarily for tracking and travel, the change from Hispo to Lupus causes the Garou to shed a great deal of muscle and body size. The jaws and claws shrink considerably -- a homid or metis in Lupus can cause aggravated wounds with only a bite, and lupus in their breed form cause lethal damage. The Lupus form runs at twice human speed (see Movement) and it is far more perceptive. All Perception difficulties for Garou in Lupus form drop by two.

The Lupus resembles a normal wolf for all intents and purposes. The exact appearance of a Garou's Lupus form will vary depending on her Tribe.

Example: Longing Glance completes the shift to Lupus form. He appears, to all scrutiny, to be a large, silver-white wolf.

Initiative:

Erik Talbot - Wits+Alertness DC 4 - [dice]4d10+2d10[/dice]
Gabriel Smith - Wits+Alertness DC 4 - [dice]3d10+3d10[/dice]
Guides the Pack - Wits+Alertness DC 4 - [dice]2d10+3d10[/dice]
Howls at Dawn - Wits+Alertness DC 4 - [dice]3d10+3d10[/dice]
Kindo - Wits+Alertness DC 4 - [dice]3d10+3d10[/dice]
Sylas Shadow - Wits+Alertness DC 4 - [dice]3d10+3d10[/dice]


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Expending rage Gabriel will attack twice.

4d10 + 4d10 ⇒ (4, 3, 8, 8) + (5, 5, 10, 10) = 53

4d10 + 4d10 ⇒ (9, 6, 7, 9) + (3, 1, 6, 2) = 43


Shadow's Status

Canadian Woods – Pentex Strip Mine[

Kindo attempts to Grapple the lone Dancer - Grapple 3d10 + 3d10 ⇒ (9, 9, 10) + (3, 5, 4) = 40.

ST P ONLY:
Midge Dodge 4d10 + 2d10 ⇒ (1, 8, 6, 9) + (5, 4) = 33.
Soak 1 7d10 ⇒ (2, 6, 6, 4, 10, 1, 4) = 33
Soak 2 7d10 ⇒ (8, 3, 9, 5, 5, 10, 1) = 41

The Dancer manages to dodge the Mokole's attempt to grapple him but cannot stave of Howls powerful attacks. Sylas' shot goes far wide of the mark.

He falls, as he begins to heal, Gabriel finishes him off!

The Garou know that deadly foes abound though and it is not safe to stay here and speak.

Do you flee or attack the compound? Either way, roll Dex + Stealth checks.


Male Elf (ancient) Barbarian 3 (magus) perc +7 F 7 R 8 W 7 max HP 42/45 spd 35 AC 20

if we can make the location of battle and funnel them one or two at a time we should take them out, if we can't see that lets escape is my vote


Dex + Stealth

3d10 ⇒ (3, 8, 10) = 21


Lupus human name is Miguel Santos, Uktena Theurge Rank 1

"We have faced almost complete destruction here once before. I believe it is unwise to stay."

dex+stealth: 3d10 + 2d10 ⇒ (1, 4, 4) + (5, 5) = 19


Male Elf (ancient) Barbarian 3 (magus) perc +7 F 7 R 8 W 7 max HP 42/45 spd 35 AC 20

dx+stealth: 5d10 ⇒ (5, 6, 1, 10, 9) = 31


Shadow's Status

Canadian Woods – Pentex Strip Mine

Discretion is counseled by Howls and Gabriel follows suit. Sylas cannot see a way forward either as no other Dancers materialize from out of the snow. Kindo takes the rear as his armored hide would resist conventional weapons better than the fur of the wolves.

SP ONLY:
Per+Alert DC 8 - 2d10 + 2d10 ⇒ (3, 9) + (4, 10) = 26

Just as the group is ready to get to the edge of the bowl and climb out, Howls dislodges a clump of snow that rolls into a ball, it slams into the leg of one of the Guards!

It seems that escape will not be so easy.

SP ONLY:
Wits Alertness (5 1st Teamers) 2d10 + 2d10 ⇒ (5, 2) + (9, 1) = 17.
Kindo Wits+Alertness+Primal Urge 3d10 + 3d10 + 1d10 ⇒ (10, 5, 7) + (7, 6, 5) + (5) = 45
Sylas Wits+Alertness+Primal Urge 3d10 + 3d10 + 2d10 ⇒ (1, 8, 9) + (3, 7, 1) + (4, 8) = 41
Howls Wits+Alertness+Primal Urge 3d10 + 2d10 + 3d10 ⇒ (7, 2, 5) + (9, 5) + (2, 3, 6) = 39
Gabriel Wits+Alertness+Primal Urge 3d10 + 3d10 + 1d10 ⇒ (3, 3, 7) + (4, 3, 6) + (7) = 33

Round 1
Kindo, Sylas, Howls, Gabriel - GO!
First Team Guards (5)


Male Elf (ancient) Barbarian 3 (magus) perc +7 F 7 R 8 W 7 max HP 42/45 spd 35 AC 20

wits+firearms: 6d10 ⇒ (4, 6, 10, 10, 6, 3) = 39
using regular instead of silver ammo Sylas will fire on the closest guard.


Shadow's Status

Bump


Shadow's Status

Hate to say it but we may be dead in the water here. If I do not see any further PC updates by next week I'll close the thread up.


Shadow's Status

OK, I changed my mind, I would like to at least complete the Module we started even if it is only with two of you. Sound off and update if you are still in.


Male Elf (ancient) Barbarian 3 (magus) perc +7 F 7 R 8 W 7 max HP 42/45 spd 35 AC 20

let's do this!


Yeah let’s try to finish this up!

Will expend rage to get to and attack the closest one.

4d10 + 4d10 ⇒ (7, 6, 7, 4) + (7, 1, 1, 10) = 43


Shadow's Status

Canadian Woods – Pentex Strip Mine

The wolves and the tortoise get the drop on the first teamers! Fang, claw, and scale are in their midst amidst the blizzard almost faster than the bullets fly from Sylas' stolen guns. Just as quickly, there are 4 dead guards. Fomori they may have been but they were no match for werewolves when caught unawares.

The last sees discretion as the better part of valor and flees, faster than he ought to!

Gabriel ONLY Intelligence+Occult DC 7 2 Successes:
This one may well have Vampire blood coursing in his veins if what the Dancer leader said was true. Good thing you slew them so quickly.

However, despite your victory, the sounds of gunshots may bring more guards and more were's, a losing proposition. Howls shifts to Glabro, "We should go, regroup, try to find the Wendigo perhaps!? Bring this Fomori corpse for proof".


Male Elf (ancient) Barbarian 3 (magus) perc +7 F 7 R 8 W 7 max HP 42/45 spd 35 AC 20

Sylas grabs more guns and ammo tossing them into a bag and then grabs a body (which is an object so now will be invisible with me) ensuring any bleeding is tied tightly off before running for it with the group.


Int + Occult

2d10 + 1d10 ⇒ (4, 3) + (8) = 15


Shadow's Status

Canadian Woods – Pentex Strip Mine

The pack, or what is left of it, races away from the strip mine site. Still, the blizzard wreaks havoc upon directions and the senses.

Make Perception+Survival rolls DC variable and tell me where it is you want to attempt to go. The choices you are aware of: (1) Find the werebear, (2) Find the Wendigo Caern, (3) Find the young Wendigo pack, and (4) Something new.


Male Elf (ancient) Barbarian 3 (magus) perc +7 F 7 R 8 W 7 max HP 42/45 spd 35 AC 20

w 6 xp how much survival can I buy? Goal is wearbear to get help from there


Canadian Woods – Pentex Strip Mine

Perception + Survival

3d10 + 2d10 ⇒ (10, 7, 9) + (1, 10) = 37

Let’s find the werebear


Shadow's Status

Canadian Woods – Pentex Strip Mine

After hours more of searching, the pack finds the location where they believe Bill's Bawn may be located.

Despite wandering around a bit, he does not materialize.

However, a small woodland creature with wings does!

"What do you seek here?"

You hear it's voice within your own mind, it's a bit disconcerting and Howls growls a bit in response.

Oi, sorry for the delay. Save the XP for something better!


Male Elf (ancient) Barbarian 3 (magus) perc +7 F 7 R 8 W 7 max HP 42/45 spd 35 AC 20

we need the wendigo. I have proof of the wyrm that they must see and if we are not, we will be hunted soon.Sylas says as they try to get distance from the strip mine.


Canadian Woods – Pentex Strip Mine

"what he says is true and we have probably only seen the tip of the madness."

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