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Shapechanging

The Garou have five forms. Each breed of werewolf claims one of these forms as its birth form – Homid for
human, Lupus for wolves and Crinos for metis. Each form looks different (obviously), has different effects on
the werewolf and has different uses.
To change shape, the player rolls the character’s Stamina + Primal-Urge. The difficulty is set by the character’s
current form (not the one he wishes to change to). The player must achieve a number of successes equal to the
number of ‘steps’ the Garou has to pass through to get to the larger form, plus one.

NOTE: The only exception to this rule is for Metis that have the Deformity: Restricted Forms. The character
cannot shift into one particular form ever, and as such subtracts 1 from the needed successes they must roll to
change as they, in essence, skip over that form.

For example, if a character wants to change from Lupus form to Glabro, the player must roll Stamina + Primal-
Urge (difficulty 6) and score four successes (1 to begin the process, 1 to get from Lupus to Hispo, 1 to Crinos
and 1 to Glabro). If the character does not achieve enough successes to do so in one turn, he can try to finish the
job in the next turn. If the character fails, he cannot change shape but is not otherwise impeded. If he botches,
he is stuck in his current form for the remainder of the scene. Note that ‘passing through’ Crinos does not
usually trigger the Delirium in human onlookers.
Garou can always revert back to their breed form instantly, without taking an action or making a die roll, by
spending a point of Rage.
Skilled werewolves can shift parts of their bodies, manifesting Crinos claws in Homid form, for example, or
Homid vocal cords while wearing the Lupus form. Doing so requires the player to spend a point of Willpower
and roll Stamina + Primal-Urge (difficulty 9).

Homid: The Man


Attribute Changes: None
Shift Difficulty: 6
Appearance: In Homid form, the Garou looks like an ordinary human being and is undistinguishable from any
other mortal or Kinfolk. Animals and supernatural beings with strong senses of smell might notice something
unusual about the Garou, and keen observers of human behavior might note slightly feral behaviors in some
werewolves.
Game Effects: Homid Garou take no special damage from silver in this form, but they do not regenerate in this
form. Metis and Lupus Garou take aggravated, unsoakable damage from silver in Homid form, but they do
regenerate wounds as they normally would.

Glabro: The Near-Man


Attribute Changes: Strength +2, Stamina +2, Appearance –1, Manipulation –1
Shift Difficulty: 7
Appearance: The Glabro is a large, muscled, hairier version of the Homid form. The character gains about six
inches of height and an appropriate amount of weight (around 30%). The teeth, nails and hair of the Glabro are
longer than an ordinary human’s, and the teeth and nails are sharper. A werewolf in Glabro form won’t be
mistaken for a human up close in daylight, but he can likely pass at night from a distance.
Game Effects: The Glabro’s teeth inflict only lethal damage, not aggravated, and its claws cause no damage at
all.
Notes: Garou who need the strength of a war-form without inflicting the Delirium in nearby humans frequently
use the Glabro form. The Glabro can speak the Garou tongue without difficulty, but human language is more
difficult. While the character can be heard and understood, his voice becomes low and guttural.

Crinos: The Wolf-Man


Attribute Changes: Strength +4, Dexterity +1, Stamina +3, Appearance 0, Manipulation -3
Shift Difficulty: 6
Appearance: The Crinos is an enormous, powerfully muscled and furry man-wolf. When a Garou enters Crinos
form, she increases her size by half again over her Glabro size (itself larger than Homid). A werewolf who
stands five feet high in Homid form towers 8’4” in Crinos. The character gains mass in proportion, her weight
increasing three and a half times that in Glabro. The character’s Homid face extends into a muzzle, and her
teeth and claws lengthen and sharpen. Fur covers the character’s entire body, she grows a tail, and her arms
length to the point that her hands hang near her knees.
Game Effects: The Crinos’ teeth and claws inflict aggravated damage. The penalties to Social Attributes listed
previously do not apply to other Garou, who are familiar and comfortable with the Crinos form. Crinos Garou
senses sharpen, granting a –1 to Perception difficulties. Crinos is the breed form for Metis Garou, who can shift
into it instantly. Nonetheless, no Garou can soak damage from silver weapons or items in Crinos, and all Garou
regenerate ordinary damage rapidly in this form. The sight of a Garou in Crinos form triggers the Delirium in
humans who see her. Rage difficulties drop by one in Crinos form.
Notes: Crinos is purely a war form. Except for metis, other Garou do not enter Crinos form casually, especially
since that form brings the werewolf’s Rage closer to the surface, making frenzy more likely. The Crinos muzzle
and large, sharp teeth make it very difficult to speak. The Crinos can say one- or two-word sentences in human
speech (“You die!” is a popular choice). Any more than that costs a point of Willpower per sentence. The
Crinos can speak the Garou tongue normally, without cost or extra effort.

Hispo: The Near-Wolf


Attribute Changes: Strength +3, Dexterity +2, Stamina +3, Manipulation -3
Shift Difficulty: 7
Appearance: The Hispo is a massive dire wolf the size of a small pony. The Hispo is considerably more
heavily muscled than the Lupus, in addition to the increase in height. Its haunches are heavier and its jaw
stronger. Due to its lower center of mass, the Hispo is nimbler than the Crinos, though it cannot compare to the
speed and grace of the Lupus form.
Game Effects: The Hispo’s bite inflicts an additional die of damage over the standard Crinos bite damage, and
both its teeth and claws cause aggravated damage. Its keen senses reduce perception difficulties by one.
Notes: The Hispo cannot normally speak human tongues. With the expenditure of a point of Willpower, a Hispo
could say a word or two in a human language, but that is all. The Hispo has no problems with the Garou
language. The improved senses and general combat ability of the Hispo form make it ideal for standing watch
over sleeping packmates or hunting for enemies (as opposed to hunting for food).

Lupus: The Wolf


Attribute Changes: Strength +1, Dexterity +2, Stamina +2, Manipulation -3
Shift Difficulty: 6
Appearance: The Lupus is an ordinary-looking wolf. The character’s exact appearance depends on his tribal
heritage and Pure Breed Background.
Game Effects: The senses of a Garou in Lupus are very sharp; reduce Perception difficulties by two. A Lupus
can run at twice the speed that the Garou can run in Homid form. Lupus-breed Garou do not take aggravated
damage from silver in Lupus form, and they can soak such damage, but neither do they regenerate in it. Bite
damage from Lupus-form Garou is considered lethal.
Notes: Lupus Garou cannot speak human languages under any circumstances. They can speak the Garou
language with ease and fluency, though and may communicate with wolves easily.

A character may run at full speed for a number of consecutive turns equal to their current stamina. Movement
on all four legs is faster than normal and given in brackets [ ], it is calculated as follows:

Bites the Wind is in lupus form, she has a dexterity of 3, she runs at a speed of 30 yards per turn or:
3x3 = 9
9 x 2 = 18
18 + [22] = 30
Homid Glabro Crinos Hispo Lupus
Attributes: Attributes: Attributes: Attributes: Attributes:
No Change Strength +2 Strength +4 Strength +3 Strength +1
Dexterity +1 Dexterity +2 Dexterity +2
Stamina +2 Stamina +3 Stamina +3 Stamina +2
Manipulate –1 Manipulation -3 Manipulate –3 Manipulate –3
Lethal Bite Dmg +1 Bite Damage Lethal Bite Dmg
Claws No Dmg
Appearance –1 Appearance Always 0
-1 to all Perception -1 to all Perception -2 to all Perception
Difficulties Difficulties Difficulties
Incites Delirium

Movement: Movement: Movement: Movement: Movement:


Walk = 7 Walk = 7 Walk = 7 Walk = [10] Walk = [14]
Jog = 12 + Jog = 12 + Jog = 12 [14] + Jog = [14] + Jog = [14] +
Dexterity Dexterity Dexterity (Dexterity x 1.5) (Dexterity x 2)
Run = 20 + Run = 20 + Run = 20 [22] + Run = [22] + Run = [22] +
(Dexterity x 3) (Dexterity x 3) (Dexterity x 3) (Dexterity x 3 x 1.5) (Dexterity x 3 x 2)

Shift Difficulty: Shift Difficulty: Shift Difficulty: Shift Difficulty: Shift Difficulty:
6 7 6 7 6

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