Filled with rage at humanity, loathing the extent to
which humans have defiled and destroyed the natural world,
werewolves strike out at those they think are enemies of the
Earth. Members of the Technocracy regard these monsters as
deadly threats to humanity… and they're essentially correct.
Some Tradition mages share this view, but others revere the
purity of these primal monsters.
Like Awakened shamans, werewolves hold profound
ties to the spirit world. They bond with totems and employ
nature magic that resembles the effects of Spirit Arts. Mages
who travel into the Otherworlds often meet werewolves there,
usually with violent results. Although some werewolves (who
call themselves Garou) strike alliances with mages who share
their views, these alpha predators remain too unpredictable,
temperamental, and fanatically devoted to their nature goddess
to be truly considered friends.
Suggested Attributes (human form): Strength 4, Dexterity
4, Stamina 5, Charisma 3, Manipulation 3, Appearance 3,
Perception 5, Intelligence 3, Wits 4
Suggested Abilities: Alertness 3, Athletics 3, Awareness 2,
Brawl 4, Esoterica 2, Expression 2, Firearms 2, Intimidation 4,
Leadership 2, Melee 3, Occult 2, Stealth 3, Survival 4
Willpower: 4
Health Levels: OK, ‒1, ‒1, ‒2, ‒2, ‒5, Incapacitated
Armor Rating: 0 (but see below)
Powers: In any form except their human guise, werewolves
regenerate one health level of bashing or lethal damage per
turn, or one health level of aggravated damage per day.
A Garou can shift between several shapes, too: the human
form, a caveman-like throwback, a horrific part-human "war-
wolf" monster roughly nine feet tall, a titanic wolf form, and the
form of a normal (though robust) wolf. In that wolf-man form,
a werewolf character doubles his Physical Attributes, drops
his Appearance to 0, attacks two or three times per turn, and
ignores dice penalties from his wounds unless those wounds
were caused by silver. The titanic wolf adds +2 to its Physical
Traits and runs fast enough to catch a speeding car. Sleepers
flee in terror, pass out, or go temporarily insane if that wolf-man
or titanic wolf form appears, and although mages are immune
to this Delirium, even the most dedicated willworkers feel an
intense desire to run like hell.
This discretion really
is
the better part of valor. In the lupine
and war-wolf forms, a Garou can bite or claw for (Strength +
1) aggravated damage (Strength + 2 in the titanic wolf form),
saok lethal and aggravated damage, and shrug off everything
short of heavy machine-gun fire… and often even
that
.
Each werewolf has a pool of Rage points (usually between five
and seven) that he can spend to gain additional actions while
using his full dice pool for each of them. That Garou can spend
one point of Rage for every dot of Dexterity he has in that form.
Werewolves regain Rage in stressful situations — and almost
anything
, from an insult to an injury, stresses out a werewolf.
Additionally, some werewolves have the ability to act first
every turn, automatically; the power to deactivate all man-
made technology within 50 feet; or the ability to assume their
war-wolf form as a reflexive action. (The Storyteller employs
the werewolf's power to deactivate technology by spending
a point of Willpower, or by rolling the character's Willpower
against the Arete of a technomagickal device.) A werewolf
can sometimes step sideways into the Penumbra if the local
Gauntlet is weak enough (roll Willpower against the Gauntlet
difficulty), and he can often employ other nature magics, too.
(Simply assign a handful of Forces-, Prime-, or Spirit-based
rotes, as per the vampire powers above.)
On the downside, Werewolves suffer unsoakable aggravated
wounds from silver weapons (they can attempt to soak all other
kinds of damage, regardless of type). A vulgar Life-based
attack needs to combine both Life and Spirit (both Spheres
at no fewer than three dots) in order to harm the werewolf's
half-spirit, half-flesh pattern. And like vampires, werewolves
fly into berserk frenzies when angered or frightened beyond
their limits. Given their primal spirit nature, werecreatures
seem incredibly resistant to magick in general (see "Night-
Folk Counterspelling" in Mage 20, pg. 546 for other details
about such resistance).
Image: Even in his human form, a werewolf radiates predator
with a capital "P." This animal nature is both attractive (adding
bonuses to the werewolf's seduction-based rolls if he's dealing
with Ecstatics, nature mages, or other folks who crave a little primal
lovin') and frightening (imposing penalties on any other form of
Social roll when dealing with easily intimidated humans… unless,
of course, the werewolf
wants
to be intimidating). Even with a
fresh shave and a three-piece suit, a typical werewolf feels
feral
…
and probably
looks
feral, too. In their wolf-forms, Garou favor
the markings of their lupine kin. Many werewolves also sport
body art, scars, and other marks of their intensely tribal nature.
Roleplaying Notes: You don't "believe" that the Earth is
under attack from demonic forces; you
know
it. Mages might
not all be allied with such forces, but the ones who are — the
Nephandi and Technocrats — must die. That's it, that's all. Such
people are a cancer on a dying Earth and must be erased with
fang, claw, magic, and steel.
As for the rest of 'em, they're probably dead meat, too. Maybe
you'll pause long enough to see if an individual mage can be
trusted. Most of them, though, cannot. They'll just have to die as well.