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Werewolf Expanded

WEREWOLF
3-POINT DRAWBACK OR 6- OR 12-POINT QUALITY

Buffy: And you're sure it was a werewolf?


Xander: Well, let's see, um, six feet tall, claws, a
big old snout in the middle of his face like a wolf.
Um, yeah, I'm sticking with my first guess.
Oz: Seems wise.
—2.15 Phases

Your character is afflicted with the curse of the werewolf. Some werewolves retain some control over their
inner beasts, but for the most part this is a curse, not a boon. In their animal form, werewolves have +4 to Strength,
+2 to Dexterity, +2 to Constitution (adjust Life Point totals normally), and can bite and claw victims, inflicting (2 x
Strength) points of base damage (Slash/stab). Werewolves are also tough creatures in their bestial form, gaining the
Natural Toughness Quality and Armor Value 1 (see p. 141). Wolfies have very sharp noses, enjoying the Acute
Senses (Smell/Taste) Quality whether wolfed-out or not; if the character already has that quality, the bonuses stack
together.
A victim bitten by a werewolf has to pass a Willpower (doubled) roll, or become cursed as well. Seeing an
enraged werewolf usually calls for a Fear Test with a -4 modifier (experienced monster hunters avoid this modifier
once they have encountered enough lycanthropes). If the Director is in control of your character's werewolf form,
this is a 3-point Drawback. Otherwise, this is a 6-point Quality. Some lycanthropes can transform themselves at will
and are not limited to the full month, cost of this ability is 12 points.
On the negative side, silver is a big problem for werewolves. Silver weapons inflict double normal damage
(slashing and bullet weapons inflict triple damage). They are less effective than normal metal weapons, however;
subtract three points from the base damage (before the multiplying effect), to a minimum of one.

This is the original Werewolf qualify/flaw as detailed in the Buffy Core game. What is to follow is an expansion to
more fit in line with the Teen Wolf version of Werewolves. This changes Werewolf from a variable point quality to
a fixed 12-point quality.

Becoming a Werewolf
Werewolves are either bitten or born as werewolves. Any child born to a werewolf may develop into a
werewolf given time. Only those bitten by an Alpha werewolf may become werewolves themselves. In only one
case in the 1760s, a man became a werewolf after drinking rain water from the paw print of a wolf. It is unclear how
this process worked.

Organization
Werewolves are organized along pack/family lines. Within the pack there are ranks for each werewolf.
Alpha is the leader of the pack, there is typically only one Alpha per pack (though there was an entire pack of
Alphas, some were more equal than others). Betas are the typical members of the pack. They are also the most
encountered of their kind. Omegas are the outcasts. They are the lowest ranking members of a pack. Omegas are
also more likely to be wandering loners cast out by their former packs.

Types of Werewolves
Alpha
Alphas are werewolves that have a supernatural spark that grants them greater powers than a normal
werewolf. An Alpha’s eyes glow red with their inner power and it is only an Alpha that can pass it along.

There are two ways to become an Alpha werewolf. The first and moderately easiest, is to kill the previous
Alpha and take their power. This is easier said than done. A Beta or Omega can become an Alpha through strength
of character or force of will alone. These are called “True Alphas” and are very rare. A True Alpha's status can only
be taken by a Beta of their own making.
Power of the Alphas:
● An Alpha’s bite can transform a human into a werewolf. The bite usually only has two outcomes -
transformation or death although there are exceptions.
● It appears a scratch from an Alpha, if it goes deep enough, can sometimes be transformative.
● Alphas have limited telepathy and mental control over the betas that they create and some other
Shapeshifters
● Bites, scratches and other wounds inflicted by an Alpha will not heal as quickly as other injuries.
● Alphas can heal the extremely ill with their pain transference ability but they give up part of the "spark"
that makes them an Alpha. This can result in a loss of Alpha status.
● Alphas can, by killing their betas, become stronger.

Beta
Betas are members of a pack and, because of this association, they are considered stronger than Omegas.
They do not seem to have any special abilities beyond those mentioned above. NOTE: Both Betas and Omegas will
show various skill levels based on experience, therefore, a direct comparison of power levels is difficult.

Omega
An Omega is the “lone wolf”; existing without a pack and an Alpha. They have all the werewolf abilities
mentioned above but are considered weaker than other types because they are not part of a pack. Werewolves can
become Omegas by choice or be forced out of a pack by the Alpha or by circumstance. NOTE: The term "omega of
the pack" has been used in reference to the lowest ranking member/members of a pack. This does not indicate a drop
in actual werewolf status but is instead used as an insult.

Rules:
Werewolves are shape shifters. They have the ability to go between human and a wolf-man type form.
Some have the ability to change form even further going into a full wolf or a more powerful war form.

Transformation Bonuses:
● Attribute Bonuses: +4 Strength, +2 Dexterity, +2 Constitution
● Claws: 2 x Strength points of base damage (Slash/stab)
● Natural Toughness: four points of Armor Value against blunt attacks, such as fists, baseball bats, dropping
pianos, and the like. But only 1 Armor Value against bullets and slashing/edged attacks
● Acute Sense of Smell & Hearing: Werewolves gain +2 to scent and hearing based rolls, this stacks with the
Acute Sense quality.
● Regeneration: Werewolves heal unnaturally fast; they recover 1 Life Point per Constitution per hour.

Drawbacks:
● Emotional Control: At the Director’s discretion, any of the following conditions may call for a Willpower
roll. A werewolf’s difficulty to resist flying into a rage depends on what form they are in as well.
o Embarrassment or humiliation (e.g. botching an important roll)
o Any strong emotion (lust, rage, envy)
o Extreme hunger
o Confinement
o Helplessness
o Being taunted by a superior enemy
o Large quantities of silver in the area
o Being wounded
o Seeing a pack mate wounded
● Full Moon: A werewolf is tied to the lunar cycle. During the full moon the difficulty to remain in control is
increased by a -2.
● Silver weapons inflict double normal damage (slashing and bullet weapons inflict triple damage). They are
less effective than normal metal weapons, however; subtract three points from the base damage (before the
multiplying effect), to a minimum of one.
Werewolf Qualities:
Alpha – 3pts / Level
Prerequisite: Werewolf
Either by killing a previous Alpha or rising on his own the character is now an Alpha. His eyes now glow red when
accessing his power. He may add his levels of Alpha to his physical attribute rolls. An Alpha is the only kind of
werewolf able to create another through his bite. At Level 3 the Alpha gains an additional form that he may access
only so long as he remains an Alpha.

Alternate Form: Lupine – 5pts


Prerequisite: Werewolf
The characters shapeshifting ability is so pronounced that they may assume a full wolf/wolf-like form. This power
must be purchased at character creation or from the lvl 3 Alpha ability. The form grants +1 Strength, +4 Dexterity,
and +2 Constitution, and additional +2 on scent and hearing based checks, a 2x strength based Bite, and a 35mph
sprint over short distances.

Alternate Form: War Form – 7pts


Prerequisite: Werewolf
The characters shapeshifting ability is pronounced enough to allow the werewolf to assume a greater form than the
standard wolf-man. Whether this is a “demonwolf”, crinos, or other based form is left to the player to describe. This
power must be purchased at character creation or from the lvl3 Alpha ability. The form bonuses stack with the Wolf-
man form, it grants +2 Strength, +2 Dexterity, +1 Constitution and 5 levels of Hard to Kill (these are only available
in the war form and the character may buy 5 more level on top of it.) The downside is that the difficulty to resist
going into a frenzy increases by -3 (stacking again).

Healing Touch – 2pts


Prerequisite: Werewolf, Alpha lvl 2
While touching the subject, the Alpha can reach out with his spark and heal another’s wounds. Characters that are
dying may be healed by sacrificing levels of their Alpha quality. The amount of wounds depends on how well the
character rolls their Alpha trait.

Howl of Command – 2pts


Prerequisite: Werewolf, Alpha lvl 1
The Alpha can let loose a howl or roar that can shock other werewolves within ear shot into involuntary shifts.

Memory Walking – 3pts


Prerequisite: Werewolf
By extending their claws and digging them into the back of a person’s neck, the werewolf may mentally connect
with the person. The werewolf then must win a contested Willpower roll against an unwilling subject or be let in by
a willing subject. The werewolf has access to the others mind and may probe it to find information.

Pain Absorption – 1pt


Prerequisite: Werewolf
The werewolf can take another creatures pain by physical contact. By making a perception roll he can take the pain
of another onto himself and let his enhanced healing work for him.
Werewolf Drawbacks:
Killer – 3pts
Prerequisite: Werewolf
You have taken the life of an innocent. The taking of innocent life tarnishes a person’s soul. Instead of the normal
amber eye glow associated with being a werewolf, you now have a cold blue glow. This impacts certain social
events. Another drawback is that the character may never become a natural Alpha.

Omega – 4pts
Prerequisite: Werewolf
Omegas are the lowest rank in the canine shapeshifter hierarchy. These wolves are not members in a pack, or have
no affiliation with an alpha or an experienced beta. Like betas, an omega shapeshifter's eyes will glow bright gold or
steel blue. Omegas are generally the lowest on the power level, because they are not members of a pack, of which
members gradually receive symbiotic balance, power from each other. Omegas can be the "lone wolf", one with no
pack. They could have been kicked out of their pack, they could be the survivor of a pack's destruction, or they
could be alone by their own choice. Because they are considered to be "The Outcasts", Omegas are either searching
for a pack or prefer to live among humans and hunt animals instead.

Vargulf – 16pts
A vargulf is a physically and mentally unstable Werewolf. Unlike typical werewolves, a vargulf will kill its prey
without eating it. Vargulf are created by a variety of means not normally associated with werewolf creation (birth or
the bite). They are also more open to madness (Emotional Problems drawback) and/or possession. Vargulf only has
access to a warform they can change into. This form is designed & controlled by the Storyteller. It grants +6
Strength, +4 Dexterity, +3 Constitution, The Natural Toughness quality, Armor Value 1 and 5 levels of Hard to Kill
(these are only available in the war form and the character may buy 5 more levels on top of it.) The downside is that
the difficulty to resist going into a frenzy increases by -4. Silver weapons inflict double normal damage (slashing
and bullet weapons inflict triple damage). They are less effective than normal metal weapons, however; subtract
three points from the base damage (before the multiplying effect), to a minimum of one.

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