The Object of this project is to convert the ideas contained within White Wolf'sWerewolf: The Apocalypse (W: TA) to run in a much friendlier system such as Feng Shui. The Author believes that the world of Werewolf is one of the best realised, but the system seems to hamper the cinematic goals of the game. You will need a copy of W: TA rules and the Feng Shui rules if this is going to make any sense.
The world is that which is defined in the White Wolf, rulebooks but "tweaked" by the Feng Shui mindset. The Secret War does not play a part in the authors' game, but its inclusion is up to you. This should make for a more fluid game play (but time will tell).
Step One
Generate a character using the following provisos; the archetype chosen should be fully human and from the present day juncture (or the 19th Century juncture for Wild West Werewolf). Shticks can be chosen as usual, be they Gun, Fu or Unique. Add an extra skill of Gaia's Gift at a value of =13. Do not spend your extra Skill bonus points just yet, they have the following uses:
Step Two
Two new stats are added, Rage and Gnosis;
Rage
This is a stat that is added to the Body chart and its initial value is determined by the Auspice of the Garou. Rage points can be regained during a session through the means described in the W: TA rulebook, at the GM's judgement, of course. It replenishes at the start of each session. It has the following functions:
Gnosis
This is a sub-stat of Chi, and is defined by the breed of your Garou. Gnosis can be replenished by bartering with spirits, meditation or through fetishes as explained in the W: TA rulebook, of course it replenishes at the start of each session. It has the following effects:
This is a skill that all Garou possess and allows them to shift between their many different forms. The difficulty number for each shift is based upon their natural form and is shown in the chart below:
Breed
Form |
Homid |
Metis |
Lupus |
Homid |
Automatic |
15 |
15 |
Glabro |
14 |
14 |
15 |
Crinos |
14 |
Automatic |
14 |
Hispo |
15 |
14 |
14 |
Lupus |
15 |
15 |
Automatic |
The time taken to shapeshift is 9 shots (unless a rage point is spent, see above). If the roll is unsuccessful then the skill only takes 1 shot. It is possible to partially transform part of your body, e.g. ears of a wolf in human form, hands of a man in wolf form etc. The target number for this is 16 and takes three shots (one if unsuccessful or a Rage point is spent). A Botch can result in some truly painful and horrible abominations.
This is also the skill that is used to determine the success of many of the gifts that Gaia bestows upon her chosen warriors. Gaia's Gift also handles entering the Umbra, or "stepping sideways". The Garou simply rolls his skill against the target numbers detailed below, a success means that the Garou spends 4 shots stepping into the Umbra. A Botch means that the Garou is "caught" between both worlds unable to move, and visible (and vulnerable) in both, to push through into either world takes a Gaia's Gift roll at the original difficulty +1 and takes 6 shots. The Garou can also peek into or out of the Umbra by using this Gift, this only takes 2 shots.
Other supernatural creatures in the World of Darkness have similar skills, the name of the power reflects the supernatural creatures master; Wyrm's Boon, Weavers Pattern, and Breath of Undeath.
Area |
Typical Gauntlet |
Science Lab |
16 |
Inner City |
14 |
Most Places |
11 |
Rural Countryside |
9 |
Deep Wilderness |
7 |
Typical Active Caern |
5 |
Powerful Caern |
4 |
The Greatest Caerns |
2 |
The Player must now choose his characters Breed, Auspice and Tribe, and also chooses a Gift for each one.
This determines what race your parents are;
Homid: - you have inherited the recessive Garou gene, but your parents are human. Your natural form is Homid, hence the automatic Shapechange. Starting Gnosis 1
Lupus: - you have inherited the recessive Garou gene, but your parents are wolves. Your natural form is Lupus, hence the automatic Shapechange. Starting Gnosis 5
Metis: - Both of your parents also have the recessive Garou gene, and you are a deformed in some way. This is outlawed in Garou society, and you are despised among "pure Garou". On the plus side though, your natural form is the combat monster, Crinos, hence the automatic Shapechange. Starting Gnosis 3
Auspice
This is a form of Werewolf astrology, which phase of the moon you were born under and defines your roll in life.
Ragabash (Trickster) - The New Moon, Rage 1
Theurge (Seer) - Crescent Moon, Rage 2
Philodox (Law keepers of the Garou) - Half Moon, Rage 3
Galliard (MoonDancer, combat bards essentially) - Gibbous Moon, Rage 4
Ahroun (Warrior) - Full Moon, Rage 5
The role of the Auspice is reflected in the gifts that are awarded to them
There are many Tribes of Garou each with differing goals and powers. See below for the use of Fetish Points.
Black Furies: - Tribe of Amazon warriors originally from Greece Maximum Fetish and Rites Points: 3, these can be spent however the player wishes
Bone Gnawers: - Least of the Garou, live as homeless on the city streets. Lupus form appears more like a dog than a wolf. Maximum Fetish and Rites Points: 2 Rites 3 Fetishes
Children of Gaia: - Most peaceful of The Garou, still tear your throat out at the drop of a hat. Maximum Fetish and Rites Points: 3, these can be spent however the player wishes.
Fianna: - Celtic Tribe that comes from Ireland and Britain originally. Maximum Fetish and Rites Points: 4, these can be spent however the player wishes.
Get of Fenris: - Scandinavian Tribe of Beserkers, truly vicious. Maximum Fetish and Rites Points: 1 Rite, 2 Fetishes.
Glass Walkers: - A Tribe that has fully embraced technology and has a few Cyber Gifts Maximum Fetish and Rites Points: 2, these can be spent however the player wishes
Red Talons: - A purely Lupus Tribe that has a policy of genocide towards humans Maximum Fetish and Rites Points: 2 Rites, 1 Fetish.
Shadow Lords: - Russian Tribe, shadowy manipulators. Maximum Fetish and Rites Points: 3, these can be spent however the player wishes.
Silent Striders: - A wandering tribe that originally is from Egypt. Their Crinos form looks like Anubis from Egyptian mythology. Maximum Fetish and Rites Points: 4, these can be spent however the player wishes.
Silver Fangs: - The Ruling Tribe now sadly inbred and degenerate. Maximum Fetish and Rites Points: 5, these can be spent however the player wishes.
Stargazers: - A philosophical Tribe, whatever that means, when your 9 feet tall and pick your teeth with human bone. Maximum Fetish and Rites Points: 2 Rites, 1 Fetish.
Uktena: - Mistrusted Native American mystical Tribe. Maximum Fetish and Rites Points: 4 Rites, 1 Fetish.
Wendigo: - Warlike Native American Tribe. Maximum Fetish and Rites Points: 3, these can be spent however the player wishes.
There is one other Tribe
Black Spiral Dancers: - The Tribe that has "turned to the dark side" and serves the Wyrm. More suited as NPC's, in the authors opinion. Fetish and Rite Points: As many as the GM wants.
The Tribal Gifts are on the whole different for each tribe, reflecting its origins and heritage.
All Rites are performed using the Gaia's Gift skill discern wether they are successful or not; the target numbers are shown in the table below. After character creation experience point cost is; (2X the level of the Rite) + The number of that the Garou will have. The level of the Rite is displayed with its description.
You must have 4 Rites of a certain level (of any type) before you can buy Rites of the next level. No more than one Rite may be purchased per session.
Type of Rite
|
Target Number
|
Accord
|
11
|
Caern
|
11
|
Death
|
14
|
Mystic
|
11
|
Punishment
|
11
|
Renown
|
9
|
Seasonal
|
14
|
Minor Rites
|
None
|
After a lot of thought, this is the best representation that the authors can make of the differing abilities of the different Garou forms. We shied away from adding to stats (imagine a Big Bruiser Garou in Crinos form with +4 Strength and shudder) and instead represented the various powers through judicious use of Creature Powers.
Homid: The Human
Just use your standard Feng Shui character as written. Note: This is the only form that can use Fu powers (as decreed by the God of Game Balance).
Regeneration 5: - This form can regenerate 5 damage each sequence even beyond the point that Death Checks are failed, this means that Werewolves are very hard to kill. Drowning, extreme falls (plummets?), radiation, toxic waste and fire will still snuff out their candle however. Damage from silver weapons and certain spirits and Banes cannot be regenerated. This power only comes into effect if the Garou is Lupus or Metis.
Glabro: The Near-Man, or The Brute
Strength: - The Garou's Strength is increased by 1 points, but only in respect of lifting, carrying and throwing things. This is mainly cosmetic, as no rules exist in Feng Shui for this, but you get the idea. Damage modifiers are handled with other powers, detailed below.
Regeneration 5: - This form can regenerate 5 damage each sequence even beyond the point that Death Checks are failed, this means that Werewolves are very hard to kill. Drowning, extreme falls (plummets?), radiation, toxic waste and fire will still snuff out their candle however. Damage from silver weapons and certain spirits and Banes cannot be regenerated.
Abysmal Spines: - This form of Abysmal Spines increases damage by +1. The Garou hits using Martial Arts instead of the usual Creature Powers.
Armour: - This power reduces damage by 1 point and simulates the Werewolves increased toughness. This cannot be overcome by Eagle eye or called shots.
Guns: - This form can only use Big Guns, due to the size of his fingers.
Crinos: The Wolf-Man
Strength: - The Garou's Strength is increased by 2 points, but only in respect of lifting, carrying and throwing things. This is mainly cosmetic, as no rules exist in Feng Shui for this, but you get the idea. Damage modifiers are handled with other powers, detailed below.
Regeneration 5: - This form can regenerate 5 damage each sequence even beyond the point that Death Checks are failed, this means that Werewolves are very hard to kill. Drowning, extreme falls (plummets?), radiation, toxic waste and fire will still snuff out their candle however. Damage from silver weapons and certain spirits and Banes cannot be regenerated.
Abysmal Spines: - This form of Abysmal Spines increases damage by +3. The Garou hits using Martial Arts instead of the usual Creature Powers.
Armour: - This power reduces damage by 2 points and simulates the Werewolves increased toughness. This cannot be overcome by Eagle eye or called shots.
Guns: - This form can only use Very Big Guns, due to the size of his fingers.
Supernatural Reflexes: - This form gains a +3 on initiative, due to its great speed.
Brain Shredder: - This is an automatic attack on all those not immune to the Delirium, remember that most foes, worthy of the name, are immune to this.
Hispo: The Near-Wolf or Dire Wolf
Regeneration 5: - This form can regenerate 5 damage each sequence even beyond the point that Death Checks are failed, this means that Werewolves are very hard to kill. Drowning, extreme falls (plummets?), radiation, toxic waste and fire will still snuff out their candle however. Damage from silver weapons and certain spirits and Banes cannot be regenerated.
Abysmal Spines: - This form of Abysmal Spines increases damage by +2. The Garou hits using Martial Arts instead of the usual Creature Powers.
Armour: - This power reduces damage by 2 points and simulates the Werewolves increased toughness. This cannot be overcome by Eagle eye or called shots.
Supernatural Reflexes: - This form gains a +6 on initiative, due to its great speed.
Guns: - This form can't use guns it's a wolf.
Sixth Sense: - In this form the Garou gains a +2 on its Perception Stat.
Lupus: The Wolf
Regeneration 5: - This form can regenerate 5 damage each sequence even beyond the point that Death Checks are failed, this means that Werewolves are very hard to kill. Drowning, extreme falls (plummets?), radiation, toxic waste and fire will still snuff out there candle however. Damage from silver weapons and certain spirits and Banes cannot be regenerated. This power is negated if the Garou is Lupus breed.
Abysmal Spines: - This form of Abysmal Spines increases damage by +1. The Garou hits using Martial Arts instead of the usual Creature Powers.
Armour: - This power reduces damage by 1 point and simulates the Werewolves increased toughness.
Supernatural Reflexes: - This form gains a +6 on initiative, due to its great speed.
Sixth Sense: - In this form the Garou gains a +2 on its Perception Stat.
Guns: - This form can't use guns it's a wolf.
This can create a fairly powerful character, even for Feng Shui, but it must be remembered that the opponents will have the same advantages as the heroes (alongside hideous Wyrm powers).
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