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==2nd Edition== Like [[Vampire: The Requiem]] before them, the wolves got themselves a 2nd edition, and they got a hell of a lot more badass in it. Some of the highlights: *Werewolves now only take Aggravated damage from damage roll-over, silver, and supernatural attacks. This means werewolves are a ''lot'' tougher to fight. *Gauru form got ''massively'' beefed up. Among other things? ''Instant'' regeneration of all non-Agg damage. Combined with how tough werewolves can be, and it's almost impossible to kill a werewolf while it's in war form. But it also causes instant Death Rage any time it's used outside of combat (except if it's used alongside a very specific Gift- and even then it's greatly weakened compared to what it would usually do), so don't try and use it to cheese your way out of danger. *Wolf-bloods went from just getting +2 Willpower to resist Lunacy to full-fledged immunity ''and'' at least one (and potentially more) of several possible supernatural powers, from shapeshifting to werewolf-like regeneration. Of course, it's now possible for werewolves to make Wolf-bloods with bad Lunacy rolls and each of said powers comes with a noticeable drawback, so it's not all good news. *Harmony acts a little differently, with 5 being the ideal score and breaking points either increasing or decreasing it based on which part of a werewolf's nature it places undue importance on. A Harmony of 4 or less is imbalanced toward the aspect of Spirit, and a Harmony of 6 or higher is skewed towards the aspect of Flesh; as all starting werewolves start at Harmony 7, they begin play imbalanced towards Flesh but not excessively so. Having a high Harmony locks a werewolf out of the Shadow and prevents them from shapeshifting without the use of Essence, while having a low Harmony effectively traps a werewolf in the shadow and causes him to reflexively transform when stressed. (In both cases, the triggers for Death Rage also become less specific as well.) Consequently, maintaining an ideal Harmony level requires a degree of finesse and a willingness to deliberately hit breaking points of one extreme as a way of countering the other. That being said, having it somewhat extreme isn't all bad. With a Harmony less than 3 or greater than 8, a werewolf doesn't need a locus to enter or exit the Shadow (respectively). Zi'ir were re-added in Night Horrors: Shunned by the Moon, but they can only appear if a werewolf at either Harmony extreme dramatically fails multiple breaking points towards that extreme (and at that point you really have to be going out of your way to become one). *Death Rage now has two stages- "soft rage" and "hard rage". "Soft rage" allows a werewolf to try and reassert control over himself, but "hard rage" is basically the classic Death Rage. The catch is that "hard rage" is contagious, so if one werewolf in a pack enters "hard rage" the others will either enter it shortly afterwards or run the risk of being slaughtered by their packmates. {{WoD-Games}}
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