The Werewolves of Birch

For Dark Ages: Werewolf


Introduction

In the D&D campaign of the Mt. Doom gaming group, there is a small, rural town on the outkirts of civilization called Birch. Unknown to most of the outside world, the pupolation of this town is comprised largely of werewolves. The "official" D&D version of werewolves and other lycanthropes did not sit well with me, so I modified it somewhat (my D&D house rules for lycanthropy can be found here). Then someone was the idea of adapting the rules for Dark Ages: Werewolf to play a game focused on Birch, rather than just laying D&D with a party of lycanthrope PC's. This document was written for that purpose. Additionally, these variations can be used, in whole or in part, to run a game of either Dark Ages: Werewolf or Werewolf: the Apocalypse using more a more traditional kind of werewolf (or other lycanthrope) that more closly matches some of the folklore.

Not Appearing in This Game

Certain aspects of Dark Ages: Werewolf are somewhat unique to that game's version of werewolves and other lycanthropes, and are not used in this campaign.

The Umbra: Lycanthropes cannot travel to the umbra, but can still deal with spirits via Gifts and rites. Packs can still have totems, spirits can be bound into fetishes, and so on. However, these things are not necessarily universal. Some "septs" may use a caern, but others might not. A group of werewolves can call themselves a "pack" without seeking a totem's blessing. Some ignorant lycanthropes (usually infected ones) may teach Gifts to each other without understanding the spirituality behind them, particularly the ones that aren't overtly supernatural. Their ability to deal with spirits is not inherent to their nature, but rather natural lycanthropes have a cultural preference for a shamanic style of magic over the spellcasting traditions favored by most humanoids.

The Delirium: Lycanthropes do not cause the Delirium or anything similar. Any fear a human experiences upon seeing a werewolf is entirely rational.

Gaia: Specific lycanthropes communities may worship an earth deity (whether they use the name "Gaia" or not), but they are not "Gaia's chosen warriors" as they are in the World of Darkness. Some clans may believe this, but that does not necessarily make it true.

The Wyrm: Lycanthropes as a race do not have a mandate to fight any cosmic evil. However, Wyrm spirits and creatures can be used as antagonists without the official cosmology.

Character Creation

Breed, auspice and tribe do not determine starting values for the tempers (Rage, Gnosis, and Willpower), and do not even mean the same thing. There are "homid" and "lupus" lycanthropes, commonly referred to as "werewolves" and "wolfweres", respectively; the latter are very rare. Metis do not exist; werewolves can breed amongst themselves, but know that extensive inbreeding is dangerous. Werewolves do not have an auspice derived from their birth moon, but the social role they fill determines the gifts most readily available (should they ever learn any). There are "clans" and "tribes" among the werewolves, but mostly these are family lines or close-knit communities, rather than broad ethnic or philosophical factions.

Characters begin with one dot in each temper, and have seven additional dots to distribute among them however they wish (up to a total of five dots in any single temper).

Backgrounds

Pure Breed

Pure Breed, in part, determines your status in your own clan or tribe: generally, the higher your Pure Breed, the closer you are to the center of the family tree, and are thus closer kin to the most influental members. Among other clans, this can gain you a small measure of respect if the clan is friendly to yours, or get you in serious trouble if they're not.

The purity of your blood alone won't earn you automatic respect; a pure-bred cad is still a cad. Storytellers may use this variant rule to reflect this: When making social rolls against other werewolves, roll only the normal dice first; if you get any successes, you may then roll your Pure Breed dice, but may only add as many successes from those dice as you earned on the initial roll. A botch on this roll means you tried to bring up your heritage but did so in the wrong way: maybe you came across as overly proud, or you mentioned an ancestor that had wronged the other werewolf's family. The number of ones you rolled subtract from your initial successes, but will not turn a success into a botch.

Gifts

Werewolves characters receive the standard three Gifts at creation. The Gifts available are based on breed, the auspice equivalent to the role he is being trained in, and the tribe that the GM rules is closest to the culture of the particular community. Some Gifts may deal with concepts that are not used (see above), and are thus unavailable. Experience costs for Gifts are unchanged.

Rites

The majority of rites are unchanged, and available to any werewolf with the Rituals Ability. Rituals that apply to concepts not used in this campaign (see above) are not available. This only applies to the function of the rite, not the name or the in-character description if they can be easily changed. For example, Gaia's Vengeful Teeth could still be used as a method of execution; the name refers to Gaia, but the effects of the rite do not depend on her existence as a campaign element.

Shapechanging

Changing forms is essentially unchanged, although the number of forms available is reduced. Deliberately changing forms is handled with the same Stamina + Primal Urge roll, however with less forms to change through less successes are usually needed.

The Standard Forms

All three of these forms are available to any natural werewolf, and shifting into any of them is difficult 6. Infected werewolves start with access to humanoid and either hybrid or wolf form, whichever was used to infected them. They can gain access to their missing form with Experience.

Humanoid

This is identical to homid form. Werewolves in humanoid form do not benefit from regeneration, but so not suffer any special harm from silver; it hurts them only as much as it does any other member of their humanoid race (generally human, but lycanthropes of other races do exist).

Hybrid

The hybrid form is similar in appearance to crinos, but usually no larger than the humanoid form. It uses the same attribute modifiers as glabro, but can use claw and bite attacks (which do aggravated damage against lycanthropes in any form), as well as hand-held weapons and any combat techniques available to them as humanoids. Werewolves in hybrid form can regenerate quickly, but suffer aggravated damage from silver weapons.

Wolf

This is identical to lupus form. Werewolves in this form can use bite and claw attacks, although their claws only do lethal damage to lycanthropes instead of aggravated; they cannot use hand-held weapons or any combat techniques specific to a humanoid body. They regenerate quickly, and suffer aggravated damage from silver. Wolfweres, however, only regenerate at the full rate while conscious; even though wolf is their natural form which they automatically revert to, an unconscious wolfwere in wolf form heals no faster than an unconscious werewolf in humanoid form.

The Dire Forms

These forms are not normally available to werewolves, either natural or infected. However, they can be learned, similar to an infected werewolf learning whichever standard form he lacked. There are rumors, however, of were-dire wolves: werewolves who naturally assume these forms instead of those above. Changing into a dire form is difficulty 7.

Dire Hybrid

This form is identical to crinos. Like the regular hybrid, a werewolf in this form can use any attack or maneuver available to his humanoid or wolf forms, can regenerate rapidly, and suffers aggravated damage from silver.

Dire Wolf

This form is identical to hispo. The werewolf's claws can inflict aggravated damage on lycanthropes, unlike those of the standard wolf form. In this form, a werewolf can still only fight as a wolf. He also regenerates rapidly and takes aggravated damage from silver. A dire wolfwere in this form is under the same restriction on healing as a wolfwere in wolf form.

The chart below shows the paths that connect the different forms. When determining the number of successes needed, follow the shortest path to the desired form.



Dire
Hybrid
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Dire
Wolf


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Humanoid
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Hybrid
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Wolf