![]() I tend to consider werewolves out of the WoD scenarios as not in control of their beast, so they could be one, but I would go towards the uncontrollable rage at first, and work out a compendium class for the abilities and control over the beast. I don't know, I would probably ask the player what he wants out of the werewolf form and it needs to be defined if a werewolf still retains his mind when transformed. ![]() Does this look sensible? Are there any glaring problems with it? Would you handle it differently? Changing into wolf-form is usually the result of triggering the Lycanthropic Transformation move, but it could also be a consequence from missing a roll on something else. Transforming back doesn't require a roll, unless of course doing so requires you to Defy Danger. You remain transformed when you run out of Hold, but may gain more points of Hold by making this Move again (although there is no further transformation). When you purchase this move, spend some time with the GM working out a list of moves appropriate to the form. You still use your normal stats but some moves may be harder or easier to trigger. You have any innate abilities and weaknesses of the form. Only your body changes - clothes are shredded, weapons and possessions cast aside. You may take on the physical form of a great and terrible wolf, or a monstrous hybrid of wolf and your normal form. * On a 6- hold 1 in addition to whatever the GM says. When you allow your lycanthropic nature to assert itself, roll+Wis. I was thinking of something based on the Druid's Shapeshifter move like this: ![]() ![]() Currently, the best idea I have is to let them pick class and race as normal and represent Lycanthropy with a Move, which the character would take instead of their first advanced move at level 2. I'm trying to work out a good way to handle this. One of the players in the game I'm planning to run has expressed an interest in playing a werewolf, werebear, or similar. ![]()
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