I personally have always had a hard time gettng into Werewolf: The Apocolypse. I felt the Garou lacked a lot of the "horror" that Vampire and Wraith had. I always liked the werewolf though, and so decided to make a few changes to reflect my favorite legends. The rule modifications given below are best used when ran along the same lines as a Vampire game. They make cross-over games a little easier and work well if a Storyteller has access to Werewolf but wants to introduce them differently into another World of Darkness Game. The rules below are the ones I use in my Vampire games. Enjoy!
The Changing breeds (namely Werewolves) are created through the awakening of a recessive gene transmitted through generations by an ancestor who has been infected by the Lycanthropy disease. The disease is spread through the contact of the infected blood of a Lycanthrope and the pure blood of one that is not infected (much like the AIDS virus). The "gene" as it is called is not exactly like any normal gene. Instead it is both a curse and a disease. A sort of "spirit gene" undetectable by most means of DNA study.
Upon infection the host does not become a Werecreature. Instead the "gene" lies dormant in the hosts DNA structure. The "disease" passes on to the victim’s children then their children and so on. It tends to skip generations and there is only about a 15% chance that a infected infant will ever exhibit any signs of the disease.
In those that the "gene" awakens, it usually never becomes obvious until the host reaches puberty. Some clues are given though, such as: exceptional senses, odd eye color, slightly lengthened canines, and hardened nails. Also the child will reach puberty at a young age (around 13) and males will always develop body and facial hair early.
The first transformation usually occurs near the end of puberty (17-20) and it is unlikely the Werecreature will remember much about it other than the sensation of a very "real" dream in which he feels free and truely alive. It usually takes about a year for the youth to master his transmogrifications and after that time he will begin to develop his "Gifts".
Not long after the first transformation, the youth will be approached by a "Mentor" and this will usually dictate the outcome of the fledgling’s Tribe. The Auspice is not determined by the phase of the moon he was born under, but the same as the original lycanthrope that "infected" his ancestor. Initialy this is called the "parent" lycanthrope.
The changes made from the original rules are as follows:
- A Rage point must be spent to shift forms. Though in times of great stress ( Roll Rage; diff: 6, four successes indicate an uncontrolled change)the shift to crinos will be unintentional and a willpower roll (diff: current Rage)must be made to halt it. The spending of a willpower point grants automatic success. "Stress" is considered bloodlust, anger, passion, full moon (made on first sight of the moon), fear, and excitement. In addition, on nights of the full moon the werecreature’s difficulty on Rage rolls is decreased by -2. And the difficulty on willpower to resist Rage is increased by +1.
- Werewolves are incapable of stepping into the Umbra. Though this ability may be taken as a Level 3 Gift.
- The transmogrification to another form takes one round (takes all of the round and nothing else can be done except dodge with half dice). Though changes to Glabro or Hispo allow actions to be taken with half dice pool. (+1 penalty to all difficulties.)
- Gnosis can be spent to heal damage from silver at a rate of one Gnosis per health level. (Note: Only one point can be spent per round this way.)
- Breed is no longer a factor in character creation. Therefore only the Gifts from the character’s Tribe or Auspice can be learned at a lower XP or Freebie point cost. (Breed is now identified as Garou, Bastet, Guraul, etc.)
- Werewolves no longer worship Gaia or any other such thing though it is still held as some to be the origin of the "Gene". Let it be known that no Werecreature worships her persay except the Children of Gaia. The Wyld, Weaver, and Wyrm also no longer exist . All former creatures of the Wyrm are now considered to be a form of demon or other magical creation.
- Rank is still a factor, but is viewed differently. When a character gains XPs he also gains Renown points to add in. When a werecreature gains enough Renown to advance to the next Rank, the transition is made as his superiors see he has progressed and they begin to teach him the more potent "Gifts".
- A werecreature’s natural Attributes can never exceed 5, as the creature’s human form retains it’s human limitations.
- All werewolves start out with a Gnosis score of 3. And though more can be purchased with freebie points, a character can have no more than 5 at the start of the game.
- The Backgrounds: Kinfolk, Past-life, and Totem can no
longer be taken. Fetishes are now very rare and 1 point of Fetish costs 2 points of
background. (NOTE: Almost all fetishes can be used in Homid or Glabro form only.) - Totems are no longer relevant. The pack’s totem will now be considered the pack’s basic philosophy.
- Werewolves are no longer considered part spiritual and part material. Therefore they suffer the same limitations as others when dealing with spirits.
- The delirium is no longer relevant. Werecreatures must follow a "Masquerade" much like vampires now.
- Werecreatures and vampires are no longer mortal enemies and can work together or against each other as per individual or pack.
- Werewolves no longer detest the city and many see it as the ultimate hunting ground. Though many still prefer the open country, the thirst for human flesh usually bring them back to civilization eventually.
- Though not immortal, werewolves usually live quiet longer than do normal humans. The average life expectancy is around 475 years. Assuming they are not killed prematurely due to the violent lifestyle of most.