W:tF revised warform rules

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Stat Changes

Now, for warform. One of the big problems it has is that it does not scale. Consequently, we should consider what it should scale off of. Primal Urge seems appropriate. Next, we consider the degree of scaling. Let's say a Primal Urge 2 werewolf should be equal to what is currently in the book (your mileage may vary, adjust as desired). This means the strength bonus is 1+Primal Urge, dex bonus is Primal Urge/2 (round up), Stamina bonus is Primal Urge. Size bonus remains unchanged at +2 (that's already plenty of huge). Note that the other bonuses listed were just derived statistics that they're just showing for you, not additional bonuses.

Armor is boosted to Primal Urge/Primal Urge rating.

Regen in warform is also improved. 1 lethal per turn (regened when you would take your action), may still spend essence for additional healing.

Note: Stat bonuses from warform can and do push past the usual caps that a power stat places on your attributes. Thus you may have Strength scores greater than 5 without Primal Urge 6+, etc. This only applies to your modified stats while in warform, to purchase natural attribute scores higher than 5 still requires Primal Urge 6+.

Usage changes

Warform is a bit over-limited. First off, by the book it's purely murder-mode, which is a BIT boring. Instead, let's tweak this slightly to the concept of autistic hyper-focus. When you go into warform, it's with one goal in mind and you can't change tracks. You'll stop at nothing till that goal is accomplished and probably react violently to anything that tries to stop you. This allows for, say, going warform to, say, physically stop a car that is about to run someone over.

Next up is usage. Basing it off ONLY stamina is a bit unfair. It should allow for mental fortitude to count as well. As such, the stat that determines how long you can stick to warform is Stamina OR Resolve, whichever is higher.