There are different clans for Werewolves but for the most part they do not add any specific disciplines. All werewolves have the same essential ability.
Silver Fangs
Get of Fenris
Stargazers
Uktena
Silent Striders
Shadow Lords
Red Talons
Glass Walkers
Fianna
Children of Gaia
Bone Gnawers
Black Furies
All werewolves can change into one of 5 forms.
Homid - Human like appearance, what they were before being bitten by a were.
Glabro - Near-human, is much taller with larger muscles and a bestial face. Grows hair all over but retains the human posture.
Crinos - The pure form of a werewolf, it's a giant beast with enormous muscles which is bipedal.
Hispo - A near-wolf, in this form they are still quadrupeds but much larger with harder fur and longer fangs.
Lupus - An actual wolf.
When rolling to change into a wolf, it's possible that you will botch and roll a 1. If you fail, nothing happens but since there's a chance to roll a 1, you must also insert another roll into [ spoiler] tags. Define the roll as follows, let's say I want to change into Crinos from Homid:
[ rand]10[/ rand]
[ spoiler] Botch: [ rand](0,2)[ /rand] ; Glabro = 0, Hispo = 1, Lupus = 2.[ /spoiler]
That's how you'd do it. Obviously you don't include what you are (Homid) or what you are going for (Crinos) in that roll. You just roll a 3-sided die like I did and define the results. That way the next poster knows what to expect.
All werewolves have increased strength, speed, agility, senses, and can take serious damage. They are weak to silver. That's about all for their weaknesses however...
You can only become one by being raised within their pack as a human or being bitten.
Silver Fangs
Get of Fenris
Stargazers
Uktena
Silent Striders
Shadow Lords
Red Talons
Glass Walkers
Fianna
Children of Gaia
Bone Gnawers
Black Furies
All werewolves can change into one of 5 forms.
Homid - Human like appearance, what they were before being bitten by a were.
Glabro - Near-human, is much taller with larger muscles and a bestial face. Grows hair all over but retains the human posture.
Crinos - The pure form of a werewolf, it's a giant beast with enormous muscles which is bipedal.
Hispo - A near-wolf, in this form they are still quadrupeds but much larger with harder fur and longer fangs.
Lupus - An actual wolf.
When rolling to change into a wolf, it's possible that you will botch and roll a 1. If you fail, nothing happens but since there's a chance to roll a 1, you must also insert another roll into [ spoiler] tags. Define the roll as follows, let's say I want to change into Crinos from Homid:
[ rand]10[/ rand]
[ spoiler] Botch: [ rand](0,2)[ /rand] ; Glabro = 0, Hispo = 1, Lupus = 2.[ /spoiler]
That's how you'd do it. Obviously you don't include what you are (Homid) or what you are going for (Crinos) in that roll. You just roll a 3-sided die like I did and define the results. That way the next poster knows what to expect.
All werewolves have increased strength, speed, agility, senses, and can take serious damage. They are weak to silver. That's about all for their weaknesses however...
You can only become one by being raised within their pack as a human or being bitten.