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Arashiofordo3
Nov 5, 2010

Warning, Internet
may prove lethal.
Interest post. Might make a Wizard, might make a Tainted, might make a Spectre


ACTUALLY MAKING A WOLF
- - -

Mr Aldrich Knight - The Werewolf




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Who are you?

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How long have you been in the city?

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What is the best part of the change?

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Who is the most important person in your territory?

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What do you desperately need?

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Who’s an important person from your faction?

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What’s one thing that your faction does better than everyone else?


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Who’s an important person locally outside of your faction?

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What’s an important part of town for your faction?

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What’s an interesting place in town?

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What's a good thread title? (Optional)


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Name: Mr Aldrich Night
Look: Male, White, Dark Clothing
Demeanor: Aggressive

Stats
Blood 2
Heart -1
Mind 0
Spirit 1

Factions
Mortality 1
Night 1
Power -1
Wild 1

THE TRANSFORMATION
By default, you change into your wolf form when the full moon rises; you gain natural weaponry (2-harm) and 1-armor; you can resist the change, but it’s not easy; and you can only change back at sunrise.
- You transform every night, not just during the full moon
- You gain +1 armour while transformed

- Silver weapons ignore your armour
- The transformation takes a while and causes you a lot of pain


YOUR TERRITORY
You’ve claimed an area of the city as your own. By default, your territory covers a city block or two and has the trouble: +crime.
- You are widely accepted as this place’s protector (add blessing: +supported)
- Your territory includes grounds for you to roam and hunt (add blessing: +hunting ground)

- You have offered protection within your territory to someone, and now their problems are yours (add trouble: +fealty)
- Your territory is plagued by a mystical or supernatural presence (add trouble: +haunted)

Moves

Comes with the Territory:
If you are actively patrolling your territory at the start of the session, roll with Blood. On a 10+, your territory is secure and trouble is at a minimum; take +1 ongoing to Hitting the Streets in your territory. On a 7-9, one of your troubles surfaces (your choice), but things are mostly stable. On a miss, or if you aren’t attending to your territory, things go south and your troubles are fast and furious.

Bloodhound:
When you hunt someone, roll with Blood. On a hit, you know exactly where to find them and can follow their scent until you do. On a 10+, take +1 forward against them. On a miss, someone unpleasant finds you first.

From the Brink:
You can exit your wolf form at will. When you do, roll with Spirit. On a hit, you change back. On a 7-9, take 1-harm or mark corruption. On a miss, you change but the transformation is incomplete, lengthy, or painful.

Gear

- A duffel bag with your personal belongings, a lovely cell phone
- Butterfly knife (2-harm hand concealable)
- Snubnosed revolver (2-harm close loud reload concealable)

Debts

»» Someone is hiding you from someone, or something, powerful. You owe them a Debt.

»» Someone hired you for a job and you hosed it up. You owe them 2 Debts.

»» Someone lives in your territory, benefiting from your protection. They owe you a Debt.

Arashiofordo3 fucked around with this message at 23:31 on Mar 23, 2017

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