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 Post subject: Werewolf Wars
PostPosted: Sun Aug 23, 2015 6:09 pm 

Wandering through uncharted space...

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Joined: Fri Oct 03, 2014 4:11 pm
Posts: 3191
Location: Canada... Somewhere in the North of Kere's Domain...
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NOTES


The Plot

There are two packs. Pack A and Pack B. Pack A 'owns' the small town and has been the resident pack there for hundreds of years. Pack B is a break off of a much larger pack from the North. They move into Pack A's territory and the two Alphas fight. Pack B's Alpha takes over the tribe/pack and the two packs become one.

For simplicity we'll call Alpha B the Alpha who now rules the combined pack. Alpha A is the dead Alpha of Pack A.

This brews some animosity between some of the members of Pack A. The Beta of Pack A was Alpha A's son and he feels vexed at being taken down a notch on the pack's hierarchy as Alpha B and Beta B are brothers and they now rule the tribe. Beta A also wants revenge on his father's death. Brewing even more animosity towards the two males.

Link to IC

Basic Notes and Expectations

If you are familiar with the Hero System then this will be fairly straight forwards. If your not then don’t worry I will explain as I go so it’ll make sense. This is based off the system, but is my own creation and NOT the actual system so yes there are a LOT of differences.

I ask that everyone read through all the provided information before joining. I have decided to make character creation similar to a dice based system I quite enjoy and a point based system will follow for the rest of the game.

That being said I prefer to RP the actual events then to rely on dice for the majority of things. So most encounters will be done using Play-by-post responses. However, certain combat situations especially if they are between pack members will be done using dice.

Basic Things To Remember

    {-} I work full time
    {-} This RP will be slow paced at 1 post a week with a 2 week grace period.
    {-} I expect Alpha standards to be kept.
    {-} If you need help just ask I don’t bite.
    {-} Please follow my canon information.
Basic Things For Joining

Since there will be a limited number of spaces available I ask that before you begin character creation you get a concept approved by me first. Especially if you plan on taking one of the available positions.

There are no ‘humans’ as primaries unless I give permission first. We are werewolves and the tribe/pack structure along with the lore are expected to be followed when creating your character. If you do go human only then I will have to modify the build template for your character and therefore you will have to talk to me.

How Character Creation Will Work

    {-} Character Concept
    {-} Approval
    {-} Rolls
    {-} Character Basics (characteristics, attacks and defenses, movement, combat, skills/talents/perks, powers, equipment, disadvantages)
    {-} Approval
    {-} Character Details (bio, personality, appearance of both human and werewolf forms)
    {-} Final Approval




LORE


The City

The populace of Earth became aware of the supernatural world in the early twenty-first century. It wasn’t that the supernatural was no longer there, it simply was that the populace no longer believed in it. As most things when the masses are exposed to the supernatural in a large dose they are forced to realize that it is real. When science cannot explain it away and the proof is undeniable it becomes a fact. A fact that could no longer be ignored.

The war that spilled into the streets of the normal realm was always there being waged in shadows. Darkness and Light. Vampires and Werewolves. The courts of Fiery. It really doesn’t matter how or when really. Only that these wars became predominant in the normal realm and the impact of the scientific world meeting the supernatural meant that greater weapons became available to fight the wars and so it was that our world changed forever.


The City is where this RP will take place. It is a small urban central in the center of a large mountain range. There is a mass development around a mining town. The mines are very active and there are four different mines that are open. There are precious gems in two of the mines and metal in one and coal in the other. The primary source of heat in The City is coal.

At the dawn of 2020 the energy crisis hit full tilt and it was discovered that a breed of Fae could be trapped and used to create minerals that could then be mined and used as fuel sources. Such as coal. However, these beings were tied to the earth itself and couldn’t be used to create something that was destructive to the environment. This meant that mining took a very different turn. With the help of the Fae Folk a more natural way was discovered to mine. The tunnels are made using crystals and the minerals/metals sought are brought to the surface using Fae magics. Since the Fae cannot be exposed to direct sunlight they are always kept below ground and thus the Tunnels and Lower Cities grew to be even larger then the Upper Cities.

A typical City is layered into four central Layers:
    {-} The Wild-lands that surround the City. A space where all of the preternatural creatures who require natural contact, like the Werewolves, are free to hunt and roam and usually make their homes either on the outskirts of the City or right int he Wild-lands.
    {-} The Upper City. Usually at the center of every major city there is a towering City that spans well into the skies were the larger preternatural and flying preternatural beings reside. Examples of the beings who live in the towering heights of the Upper City are the Dragons, the Phoenixes, ext.
    {-} The Central City. Very much resembles a modern city and usually where the human population and more humanoid preternatural call home.
    {-} The Lower City. A large span of tunnels and buildings made right into the earth going down towards the core and often way too hot for mere humans to enter the lower reaches of the cities. This is where the Fae folks and the other nocturnal preternatural make their homes. This is also where one would go seeking a Vampire.

That being said the City we will be using for this RP is a smaller city. One that doesn’t have a very large Upper City at all. There are only TWO dragons that reside here and neither are well known to the regular populace. There are no other preternatural residing in the Upper City of Algor.
The Werewolves

Since our characters will all be werewolves for the most part I shall spend time actually describing the Werewolf Lore, where as I won’t really touch on any of the other preternatural/supernatural beings who inhabit the world. Just know that they are there and they will play a part in the story. Just not as anything more then NPCs or sideline notes.

There are many ‘weres’ out there. There are werebears, werepanthers, weretigers, you name it. If it’s an animal and a human combination of forms it can exist and it does. The Werewolf is the most common were form that is seen in the preternatural world. There werewolf is a human being who’s natural form is a combination of two: Wolf and Human. It is said that a Werewolf is born of twin spirits that of a wolf and human combined at the time of conception and therefore the baby born will be the holder of two shapes: human and wolf. Modern science has shown that it is a mutation in the genetic structure of the human that allows for an instability of form. Whichever you choose to believe the fact stands that a werewolf is a human who can shift into a wolf.

All werewolves have wolf like qualities and thought patterns.

A human and a werewolf will not be able to be told apart simply by looks or any other such things. A werewolf can pass as human with quirks that mark them a different. There are a lot of differences between a werewolf and a human, these mostly lie in the behavioral patterns of a werewolf. Of course the biggest difference is that a werewolf can turn from human to wolf at will and are forced to do so every full moon.

The full moon marks the time when a werewolf will be driven to hunt. This is a sacred time for the pack when they are all together regardless of preferences or desires and they will all hunt together, feast together and mate. This is also the time when a mate is chosen by a female.

All females choose their male mate. It isn’t done the other way around. A male can and will entice a female to choose him, but in the end it is the female that chooses her mate. She will usually choose the strongest available male who will produce the strongest offspring.

Females will fight over a male, especially if he is in the upper hierarchy.

Males will fight for their place in the hierarchy.

Both Males and Females will fight to defend territory and their young.

The Alpha is always male as is the Beta. This is how it is. Females don’t have a place in the hierarchy as such, but they do have a place and rank based on who their mate is. For example the Alpha’s mate is going to dominate over the females of the tribe and lesser males who don’t have a place in the hierarchy.

The top places in the pack are earned by battle. There are no birthright. It is all about strength and skill. Even if a werewolf pack will unite to defend against any attacker that is outside the pack. They will not hesitate to fight within the pack if they think they can take a higher place.





PACK


Needed Characters
Approved/Reserved Characters

Alpha
Claimed by Fain

Beta
Claimed by Shadowed

Alpha’s Mate
Reserved by Shadow Lady

Beta’s Mate
Open

Pack Member (Old Beta {son of Alpha A})
Open

Pack Members
Open/unlimited





CHARACTERS


Character Concept

For your character concept simply fill out this form:
Code:
[b]Name:[/b]
[b]Gender:[/b]
[b]Position in pack:[/b]
[b]Primary Occupation/Profession:[/b]
[b]Which pack do you originate from:[/b] A or B


Character Rolls

For your character concept simply fill out this form:
Code:
[b]Characteristic Rolls:[/b]
[dice]12d6+150[/dice]

[b]Skill Rolls:[/b]
[dice]6d6+100[/dice]

[b]Power Rolls:[/b]
[dice]12d6+100[/dice]


Examples:
Characteristic Rolls:
Fain rolled 12d6+150 and got a total of 189:
1, 6, 1, 6, 6, 1, 3, 6, 2, 3, 2, 2


Skill Rolls:
Fain rolled 6d6+100 and got a total of 125:
6, 6, 4, 4, 2, 3


Power Rolls:
Fain rolled 12d6+100 and got a total of 142:
3, 2, 2, 5, 1, 3, 3, 2, 6, 6, 4, 5


Character Sheet

Code:
 [center][size=150][u][b][font=Papyrus][color=#FFC4C4]
Character Name Full
[/color][/font][/b][/u][/size][/center]

[size=125][u][b][font=Papyrus][color=#7EA4A4]Basics[/color][/font][/b][/u][/size]
Gender:
Age:
Position in Pack:

[size=125][u][b][font=Papyrus][color=#7EA4A4]Characteristics[/color][/font][/b][/u][/size]
STR: Value / Roll
DEX: Value / Roll
CON: Value / Roll
BODY: Value / Roll
INT: Value / Roll

EGO: Value / Roll

PRE: Value / Roll

COM: Value / Roll

[size=125][u][b][font=Papyrus][color=#7EA4A4]Attacks and Defenses[/color][/font][/b][/u] [/size]
Primary Attack:
Secondary Attack:
Tertiary Attack:
Base Attack Value:

Physical Defense:
Mental Defense:
Base Defense Value:

[size=125][u][b][font=Papyrus][color=#7EA4A4]Combat Information[/color][/font][/b][/u] [/size]
Base CV:
Adjustments CV:
Total CV:

[size=125][u][b][font=Papyrus][color=#7EA4A4]Skills, Perks, Talents[/color][/font][/b][/u] [/size]
List all here / Rolls

[size=125][u][b][font=Papyrus][color=#7EA4A4]Powers[/color][/font][/b][/u] [/size]
List all here / Rolls

[size=125][u][b][font=Papyrus][color=#7EA4A4]Equipment[/color][/font][/b][/u] [/size]
List all here

[size=125][u][b][font=Papyrus][color=#7EA4A4]Disadvantages[/color][/font][/b][/u][/size]
List all here / Rolls
Total Disadvantage Gain:

[size=125][u][b][font=Papyrus][color=#7EA4A4]Appearance[/color][/font][/b][/u][/size]

[size=125][u][b][font=Papyrus][color=#7EA4A4]Personality[/color][/font][/b][/u][/size]

[size=125][u][b][font=Papyrus][color=#7EA4A4]Biography[/color][/font][/b][/u][/size]
How To Build A Character

Characteristics
Characteristics are bought using a limited amount of points. Everyone will have a base of 150 points to start off with. Then you will roll a total of 12D6 and add that total to your points value.

Example:
Fain rolled 12d6+150 and got a total of 197:
4, 1, 1, 5, 6, 4, 6, 4, 5, 6, 2, 3


Which is done using:
Code:
[dice]12d6+150[/dice]


You then take this as the number of points you have to split amongst the characteristics. These characteristics will determined your characters overall abilities. Since combat will be done using the dice rolls to determine damage / hit / order of priority this is important information.

Like I mentioned early though the majority of this RP will be done using posts rather then dice. There will be very little dice rolling after char creation.

    STR
      {-} A characters raw physical power.
      {-} 1 point = 1 STR
    DEX
      {-} A characters reaction time and agility.
      {-} 3 points = 1 DEX
    CON
      {-} A characters health and hardiness.
      {-} 2 points = 1 CON
    BODY
      {-} A characters total damage threshold before death. AKA how much damage a character can take.
      {-} 2 points = 1 BODY
    INT
      {-} A characters ability to take in and process information quickly.
      {-} 1 point = 1 INT
    EGO
      {-} A characters mental strength and strength of will.
      {-} 2 points = 1 EGO
    PRE
      {-} A characters impressiveness (forcefulness, charisma, bravery, confidence, bearing and leadership skills)
      {-} 1 point = 1 PRE
    COM
      {-} A characters overall beauty or handsomeness.
      {-} 1 point = 2 COM

Example:
Assigned:
21 points to STR
36 points to DEX
20 points to CON
40 points to BODY
20 points to INT
20 points to EGO
20 points to PRE
20 points to COM

Math:
DEX = 36 divided by 3 = 12
CON = 20 divided by 2 = 10
BODY = 40 divided by 2 = 20
EGO = 20 divided by 2 = 10
COM = 20 multiplied by 2 = 40

Result:
STR: 21 / Roll
DEX: 12 / Roll
CON: 10 / Roll
BODY: 20 / Roll
INT: 20 / Roll

EGO: 10 / Roll

PRE: 20 / Roll

COM: 40 / Roll


To calculate Roll use the following equation for each characteristic: 9 + (characteristic/5)

Example:
STR: Value: 25 / Roll: 14
Roll = 9 + (25/5) = 14


--- --- --- WW --- --- ---

How To Build A Character Cont.


Attacks and Defenses
Every character will have a basic set of defenses and attacks based on being a werewolf. Depending on how you choose to place them. There are three attack slots that can be used, there are no more then three allowed. I will make a list of what these attacks are. There are two attacks that are standard to all characters. Your choice will be of one other attack that will be a weapon or weapon combination. Remember however that weapons cannot be carried in wolf form.

Most werewolf fights are done in wolf form. So make sure to take this into account when placing your attacks in sequence. Your first attack is what your character is most likely to attack with first and will have zero delay penalties affecting the dice roll. Secondary attacks will have a half penalty and tertiary attacks will have a full penalty. Depending on if a secondary or tertiary attack is done first.

For example:
A character chooses to use their tertiary attack first they will have a full penalty which means that they will have a -3 to their first attack then all subsequent attacks are done normally. If a secondary attack is used a first attack then the character will take a -1 to their first attack. If a primary attack is used first the character will receive no penalties to their first attack. Penalties are taken to weather or not the attack will hit. NOT to damage.

All characters have:
    {-} Fangs
    {-} Claws


Choices for other weapons:
    {-} Firearms
    {-} Martial Weapons (swords/daggers/ext)
    {-} Bows (compound or crossbow)

Note: see section on combat information for CV enhancement values.

Whether you choose to give your characters two katanas or one bastard sword doesn’t mean anything regarding how many attacks you get or the value of those attack. That is purely for RP fun and personal taste. You choose how many weapons you want.

On the same note. If you want to have a gun, and a sword. You can still use your sword to fight even if it’s not one of your weapons. You just loose your STR bonus when using the untrained weapon. Therefore you only use 3D6 rather then 3D6 + STR value.

Combat Information
When calculating if you hit with an attack you use the CV value of your target to know how high you have to roll on 3D6+STR value. This has nothing to do with Damage. That is later.

Base CV is calculated by taking DEX/3
Adjustments CV is calculated by looking at the weapons table bellow.
Total CV is the total of Base CV + Adjustments CV.

Total CV will have to be calculated for each weapon (primary, secondary, tertiary)

Table of Weapon CV Adjustments
    {-} Fangs
      +1
      5 points = +1
    {-} Claws
      +1
      5 points = +1
    {-} Firearms
      +2
      5 points = +1
    {-} Martial Weapons (swords/daggers/ext)
      +2
      5 points = +1
    {-} Bows (compound or crossbow)
      +2
      5 points = +1

After the initial buying phase you can use skill points to buy extra bonus for your weapon CV. The idea behind this is that your character would have spent more time training to fight using that weapon and so would have greater skill with it. This purchase can only be done using SKILL points not any other form of points. There are three form of points Characteristic points, Skill points and Power points. They are not interchangeable.

Skills, Perks, Talents
Skills are bought using a limited amount of points. Everyone will have a base of 100 points to start off with. Then you will roll a total of 6D6 and add that total to your points value.

Example:
Fain rolled 6d6+100 and got a total of 127:
6, 1, 6, 3, 6, 5


Which is done using:
Code:
[dice]6d6+100[/dice]


As you’ll notice there are less points in Skills. This is because it takes a lot more time to learn skills then it does to train the physical body, also because our characters will be werewolves their characteristics will be much higher then an average human to start. Skills on the other hand need to be earned and for one to have a good level of strength in a skill one needs to dedicate the time to it. That is what the skills points indicate. How much of your characters life has been dedicated to learning that skill.

All character ages are to be between 20 - 40 years of age. If you want a lower age range or higher age range contact me first. This age range is considered the adult range when a member of the pack is in their prime. That is why I am using it as the base age range for the skill table.

All skills have to be taught. No one has a natural skill without taking at least one point in it or getting free points (there are some skills where every werewolf has a free 5 points)

Skill points are divided as follows:
    {-} No Skill -- 0 points
      Character has no idea/knowledge/skill to perform these tasks. For example, a character who has never learned the basics of mechanics will be at a loss for how to fix a car when it breaks down. A good example of this is: the tire gets a slash in it while driving down the road. A character with no skills in mechanics will be at a loss on what to do and be stranded until someone helps him/her out.
    {-} Elementary Skill -- 1 to 9 points
      Character has a basic understand of the skill. For example writing. Everyone learns to write in school. This means that they can write like an average adult, but that they didn’t dedicate their time to learning this skill. Thus they are not an expert at it. They will make some spelling mistakes, some grammatical errors. They won’t really enjoy reading as a hobby.
      This means the character can do the tasks that fall under this skill category, but that they don’t particularly take enjoy in it. It’s not something they were motivated to learn beyond the basics that everyone knows.
    {-} Average Skill -- 10 to 15 points
      Characters with average skills in an area will be able to do or guess at challenging problems found in that skill class. For example using the mechanics example from earlier. A no skill individual will be unable to do anything about the flat. An elementary skill individual will be able to know that they need to use the jack to lift the vehicle and how to take the tire off and put on the spare, but won’t know where the best place to jack the vehicle is and could cause damage. An average skill individual will know where to put the jack, how to safely jack the vehicle and change the tire to the spare. The difference might seem small. However, it’s not.
      If you damage your vehicle while stranded in the wild-lands chances are your not getting back without turning into a wolf and running all the way home.
      Average skill means that the character spent a little more time learning the skill and actually wanted to understand it. There would be some interest in the skill set, maybe a hobby or just happenstance of family (father is a mechanic for example).
    {-} Advanced Skill -- 16 to 19 points
      Characters with advanced skills in an area are those who were really passionate by the skill. They took this on as a serious hobby. Though not professionals at it, they know enough to get themselves into trouble.
      For example using a mechanical example, a character with advance skills would be able to restore/maintain their own vehicle. They would be interested in mechanics and know how to do it. Think hobbies. Hard core hobbyist who dedicated themselves to the hobby.
    {-} Professional Skill -- 20 to 25 points
      Characters with professional skills means that this is the career path the character chose. You can only have ONE Professional skill set. Everything else must be bellow 20 points.
      This is your characters job of choice. What they do for a living. Be it mechanic, mining, ext.
Skill categories list:
    {-} Acrobatics
      Characteristic Used: DEX
      Calculation: 9+(DEX/5)+points
    {-} Acting
      Characteristic Used: PRE
      Calculation: 9+(PRE/5)+points
    {-} Analyze
      Characteristic Used: INT
      Calculation: 9+(INT/5)+points
    {-} Bribery
      Characteristic Used: PRE
      Calculation: 9+(PRE/5)+points
    {-} Bugging
      Characteristic Used: INT
      Calculation: 9+(INT/5)+points
    {-} Bureaucratic
      Characteristic Used: PRE
      Calculation: 9+(PRE/5)+points
    {-} Computers
      Characteristic Used: INT
      Calculation: 9+(INT/5)+points
    {-} Criminology
      Characteristic Used: INT
      Calculation: 9+(INT/5)+points
    {-} Cryptography
      Characteristic Used: INT
      Calculation: 9+(INT/5)+points
    {-} Deduction
      Characteristic Used: INT
      Calculation: 9+(INT/5)+points
    {-} Demolition
      Characteristic Used: INT
      Calculation: 9+(INT/5)+points
    {-} Disguise
      Characteristic Used: INT
      Calculation: 9+(INT/5)+points
    {-} Electronics
      Characteristic Used: INT
      Calculation: 9+(INT/5)+points
    {-} Forensic
      Characteristic Used: INT
      Calculation: 9+(INT/5)+points
    {-} Forgery
      Characteristic Used: INT
      Calculation: 9+(INT/5)+points
    {-} Gambling
      Characteristic Used: INT
      Calculation: 9+(INT/5)+points
    {-} Interrogation
      Characteristic Used: PRE
      Calculation: 9+(PRE/5)+points
    {-} Inventor
      Characteristic Used: INT
      Calculation: 9+(INT/5)+points
    {-} Knowledge (pick an area)
      Characteristic Used: INT
      Calculation: 9+(INT/5)+points
    {-} Language (max of four)
      Characteristic Used: INT
      Calculation: 9+(INT/5)+points
    {-} Lipreading
      Characteristic Used: INT
      Calculation: 9+(INT/5)+points
    {-} Lock-picking
      Characteristic Used: DEX
      Calculation: 9+(DEX/5)+points
    {-} Martial Arts
      Characteristic Used: STR
      Calculation: 9+(STR/5)+points
    {-} Mechanics (pick a vehicle type, up to two vehicle types)
      Characteristic Used: INT
      Calculation: 9+(INT/5)+points
    {-} Mimicry
      Characteristic Used: INT
      Calculation: 9+(INT/5)+points
    {-} Navigation (all wolves have a natural 5 for free)
      Characteristic Used: INT
      Calculation: 9+(INT/5)+points
    {-} Oratory
      Characteristic Used: PRE
      Calculation: 9+(PRE/5)+points
    {-} Paramedic/Medical
      Characteristic Used: INT
      Calculation: 9+(INT/5)+points
    {-} Persuasion
      Characteristic Used: PRE
      Calculation: 9+(PRE/5)+points
    {-} Science (pick a branch and level)
      Characteristic Used: INT
      Calculation: 9+(INT/5)+points
    {-} Security Systems
      Characteristic Used: INT
      Calculation: 9+(INT/5)+points
    {-} Seduction
      Characteristic Used: PRE
      Calculation: 9+(PRE/5)+points
    {-} Slight of Hand
      Characteristic Used: DEX
      Calculation: 9+(DEX/5)+points
    {-} Stealth (all wolves have a natural 5 for free)
      Characteristic Used: DEX
      Calculation: 9+(DEX/5)+points
    {-} Streetwise
      Characteristic Used: PRE
      Calculation: 9+(PRE/5)+points
    {-} Survival (all wolves have a natural 5 for free)
      Characteristic Used: INT
      Calculation: 9+(INT/5)+points
    {-} Systems Operation
      Characteristic Used: INT
      Calculation: 9+(INT/5)+points
    {-} Tactics
      Characteristic Used: INT
      Calculation: 9+(INT/5)+points
    {-} Teamwork (all wolves have a natural 5 for free)
      Characteristic Used: DEX
      Calculation: 9+(DEX/5)+points
    {-} Tracking (all wolves have a natural 5 for free)
      Characteristic Used: INT
      Calculation: 9+(INT/5)+points
    {-} Trading
      Characteristic Used: PRE
      Calculation: 9+(PRE/5)+points
    {-} Weaponsmith
      Characteristic Used: INT
      Calculation: 9+(INT/5)+points

    {-} Other (specify and ask permission first)
      I shall tell you based off what you choose.

_________________


Last edited by Fain on Wed Sep 30, 2015 11:42 am, edited 9 times in total.

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 Post subject: Re: Werewolf Wars
PostPosted: Sun Aug 23, 2015 6:09 pm 

Wandering through uncharted space...

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Joined: Fri Oct 03, 2014 4:11 pm
Posts: 3191
Location: Canada... Somewhere in the North of Kere's Domain...
Medals: 6
Best Group RP (1) Longest RP (1)
1st Year (1) Most Helpful Member (1)
Blog: View Blog (3)

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How To Build A Character Cont.

Skills, Perks, Talents Cont.
There are two other aspects of skills to consider while building your character an allocating your Skill Points. Those are the Perks and the Talents. These are a little different then skills, but still fall under the same category as Skills. They follow the same layout as skills do for point distribution except that there are no professional perks or talents.

Perks and Talents work on a buy system. You pay a price for the level you want from none to advance. However, you can’t buy a perk or talent your character couldn’t use in game because of their history/other information.

Perk categories list:
    {-} Access
      Description: their position in the pack or human job gives them access to otherwise restricted areas
    {-} Anonymity
      Description: they have spent a lot of money or lead an illegal life and have invested in learning how to hack government databases in order to erase all records of their existence.
    {-} Computer Link
      Description: has an unnatural ability with computers to get into any place. Nothing digital is safe from them. More often called hacking.
    {-} Contact
      Description: they have developed a list of contacts in high ranking places. Usually government or law enforcement contacts.
    {-} Deep Cover
      Description: the characters records indicate that they are someone else. Their true identity is hidden so deep no one knows who they really are. Not able to be used on pack members. Used ONLY on humans and in the human world.
    {-} Influence
      Description: their position in the pack or human job gives them influence to some degree.
    {-} Fallowers
      Description: the character has servants determined by the number of skill points spent.
      Elementary: 1
      Average: 3
      Advanced: 5
      Can be purchased multiple times.
    {-} Money
      Description: they have a lot of wealth/resources
    {-} Reputation
      Description: the character is well known for something.
    {-} Vehicle or house
      Description: you have to purchase a vehicle or a house/apartment/whatever if you wish to have one.
      Elementary: Apartment (crappy car/truck, beater)
      Average: Condo (regular, nice, new car/truck)
      Advanced: House (expansive fancy car {don’t go crazy} if you do want to go crazy you have to also take Advanced Money then you can go crazy.)


Talent categories list:
    {-} Ambidexterity
      Description: character can use both hands equally. The fluidity of this depends on the level taken.
    {-} Danger Sense
      Description: character can ‘sense’ danger like a sixth sense.
    {-} Eidetic Memory
      Description: Character has a photographic memory.
    {-} Enhanced Senses (all wolves get 5 points for free)
      Description: character has better senses then normal.
    {-} Lightning Calculator
      Description: tCharacter can perform mathematical calculations quickly and accurately.
    {-} Lightning Reflexes (all wolves get 5 points for free)
      Description: character reacts faster then normal.
    {-} Lightsleep
      Description: character is rarely surprised while asleep.
    {-} Perfect Pitch
      Description: character can identify and match any musical pitch. Can be applied to an instrument or vocal.
    {-} Speed Reading
      Description: character can read much faster then normal.



Powers
There are some powers that every werewolves will have and those will be mentioned. Powers are expensive. There is a base cost associated with them and then there are levels. All of that will be explained here.

Powers are bought using a limited amount of points. Everyone will have a base of 100 points to start off with. Then you will roll a total of 12D6 and add that total to your points value.

Example:
Fain rolled 12d6+100 and got a total of 137:
3, 3, 1, 3, 6, 5, 4, 1, 3, 2, 2, 4


Which is done using:
Code:
[dice]12d6+100[/dice]


There is a max of three powers, including the two free power everyone gets. This is because I don’t want everyone taking every power and then not leveling them up. Powers are honed in each werewolf. They are forced from the time their power manifests as children (4-5 years old) to learn and hone their powers. Wild powers are extremely dangerous to the pack and therefore all werewolf kids who do not or cannot learn control of there powers are killed to safeguard the pack.

Power Levels:
    {-} Level One: 1 to 20 points
    {-} Level Two: 21 to 40 points
    {-} Level Three: 41 to 60points
    {-} Level Four: 61 to 80 points
    {-} Level Five: 81 to 100points

Pack Powers:
    {-} Pack Link
      Description: The ability of one werewolf to speak telepathically to another member of his/her pack.

        {-} Level One: 1x1 communication with another wolf. While speaking unable to hear other pack members unless they project their thoughts. Able to only speak with one other member at time.
        {-} Level Two: 1x10 communication with other wolves. While speaking can hear and communicate with up to ten other wolves. Cannot separate between the conversations.
        {-} Level Three: Full communication. Can hear and communicate with any pack members, but cannot shield their communications from other pack members.
        {-} Level Four: Full communication. Can hear and communicate with any pack member, or multiple at times. Can isolate another member for a single 1x1 communication without being heard by any other member.
        {-} Level Five: Full communication. Full control. Can also project their thoughts and emotions and images into any members mind. Can also interfere into a 1x1 communication.
    {-} Shape Shifting
      Description: The ability for a werewolf to shift from human to wolf at will. There are only three levels.

        {-} Level One: Can shift between Human and Wolf, but has little control. It’s harder for them to shift back from wolf form.
        {-} Level Two: Can shift between Human and Wolf. Has more control then a level one shifter, but not full control.
        {-} Level Three: Can shift between Human and Wolf. Has full control.


Powers:
    {-} Enhanced Telepathy
      Description: Can use the Pack Link to communicate with any living being.

        {-} Level One: can read/send thoughts and communicate with another being.
        {-} Level Two: can read/send deep thoughts and communicate with another being.
        {-} Level Three: can read into the targets memories, read/send deep thoughts and communicate with another being.
        {-} Level Four: can read into the targets subconscious and memories, read/send deep thoughts and communicate with another being.
        {-} Level Five: can alter memories and influence subconscious thoughts, read/send deep thoughts and communicate with another being.
    {-} Elemental Control
      Description: can use elemental forces and manipulate them to their will. Must choose one.

        {-} Level One: Can do basic things like light a fire. Fill a bowl of water. Ext.
        {-} Level Two: Can do bigger things. Can make a small fireball in your hand.
        {-} Level Three: Can do larger acts. Make a larger fireball. Cause water to douse a fire.
        {-} Level Four: Can make a much larger ball of fire. Can cause a well to spring up.
        {-} Level Five: Full manipulation and control

    {-} Other
      Provide the information for my approval via PM
Equipment

Weapons
Weapons will be split into three categories: Martial Weapons, Martial Ranged Weapons (Firearms), Ranged Weapons (Bows). The reason for this is that it will make it easier to calculate the weapons efficiency in combat. Since I can assign dice value to each category rather than individual weapons which means you can choose to have whatever weapon you wish without needing to have it be a specific one. For example you can choose to have a Katana rather than just a plain sword. Even if the stats are the same for the Sword and the Katana the weapon might have significance being one versus the other for the character. Yes I realize that Firearms can be ranged as well That is why they are both Martial and Ranged. Since they will have both stats. However, they do fall into their own category so it is simpler to write them as such.

  • Martial Weapons
      Consists of you bladed weapons, axes, swords, daggers, knives, ext.
      Stats
      • Roll: 3D6+STR
      • CV adjustment: none
      • Damage: 3D6
  • Martial Ranged Weapons
      Consists of all your firearms, with and without scope (please specify if your firearm has a scope).
      • Roll: 3D6+INT
      • CV adjustment: to what is listed under combat information above.
          Without scope: none
          With scope: +1
      • Damage: 4D6
  • Ranged Weapons
      Consists of all your bows, including crossbows, please indicate if the bow has a scope.
      • Roll: 3D6+STR
      • CV adjustment: to what is listed under combat information above.
          Without scope: none
          With scope: +1
      • Damage: 3D6

Example:
Joace chose to have the following Weapons:

Primary Attack: Fangs
Secondary Attack: Firearm
Tertiary Attack: Claws

Her firearm is a long range sniper rifle with a scope.

Her CV was: Dex/3 = 12/3 = 4
From the combat information CV adjustment table we get that Joace has the following CV adjustments.

Primary Attack CV: 4+1 = 5
Secondary Attack CV: 4+2 = 6
Tertiary Attack CV: 4+1 = 5

Joace chooses not to put points into bringing up her CV at this time.

Adding the scope onto her firearm will bring up her CV value by +1 for a scope. The Secondary Attac CV was 6 add the 1 and the total is 7.

Therefore her final totals are:
Primary Attack CV: 5
Secondary Attack CV: 7
Tertiary Attack CV: 5


Roll indicates what is needed to beat the opponents CV value.
Damage is what you roll once you've hit with your weapon in order to determine the opponents total damage.
A critical hit is a six on any of the dice, or 90% of total dice role.

Example:
Joace has 3D6 to roll.
A critical hit would occur if 1D6 rolled a 6
A critical hit would occur if total dice rolled was: 16, 17, 18

Joace has 4D6 to roll.
A critical hit would occur if 1D6 rolled a 6
A critical hit would occur if total dice rolled was: 21, 22, 23, 24

To calculate 90% of total dice simply take the number of dice times 6 (example: 3x6) the total is then divided by 100 (example: 18/100) the result is then times by 90 no rounding occurs simply disregard anything after the period (example: 0.18x90 = 16.2).


Armor
Armor will be broken down into three categories: Light, Medium, Heavy. This will affect your endurance value. Endurance is calculated by taking the CON value - the weight class of the armor. This then becomes your Endurance Value and will determine how quickly your character is fatigued. These are your Physical Defense Values.

Physical Defense Value is added to the CON value in order to determined Resistance to Damage. It is the total value that absorbs damage. Damage is taken away from Resistance until either armor is repaired or sufficient rest/recovery has happened. Please remember you'll have to take that into consideration when writing posts. If your hit with firepower and your Resistance goes down to half it doesn't magically go back up to full the next round. Once Resistance is depleted your armor and ability to fight are no longer relevant to the action phases. You can run/walk but you cannot attack. Any further damage sustained will be taken from your BODY. Once your BODY is at 0 or below you are dead. Once BODY is at 75% you cannot move, you are unconscious or very nearly so.

  • Light Armor
      The most comfortable form of armor. It can be any style of light armor you want, simply describe it in the Equipment section of your application. Make it look however you please.
    • Defense Value: +2
    • Endurance Impact: none
  • Medium Armor
      A little more fatiguing then light armor. It can be any style of light armor you want, simply describe it in the Equipment section of your application. Make it look however you please.
    • Defense Value: +4
    • Endurance Impact: -3
  • Heavy Armor
      Uncomfortable and heavy. It can be any style of light armor you want, simply describe it in the Equipment section of your application. Make it look however you please.
    • Defense Value: +8
    • Endurance Impact: -6

For Mental Defense please come talk to me at the end of your character build. I will assign this on a case by case basis.

Base Defense Value is broken into two Resistance and Endurance.
-- Resistance is calculated by taking your CON and bringing it over. This is what will have your Physical Defense Value and Mental Defense Values added onto it to make the totals.
-- Endurance is calculated by taking your CON minus your Endurance Impact from your Armor class. This will determine how long it takes for your character to get fatigued.

Example:
Joace has a CON of 10, and her armor class is medium armor.

Therefore her Base Resistance is: 10
and her Base Endurance is: 10-3 = 7

Her Physical Defense Value is: 10+4= 14


Gear
Gear refers to anything they bring with them whenever they travel anywhere. Either in the contents of a backpack, a case, ext. Let us use this scenario in order to determine gear.

It's a bright summer day, your character is going to the forest for a pack meeting, what do they bring with them?

I leave it open from there. However be cautioned that if you go exclusively crazy on this I will have you redo it. Use common sense and be realistic and true to your character. Be ready to defend them having said item. If you cannot think of a good reason for it do not include it on the list. I'm not going to be a ****ing about this. I'm a very understanding person, but on the same token no one is going to be carrying around a flamethrower and kitchen sink in their car either without a really good reason for it. Remember to also take into account the space in which your putting this in and whether or not that space is a natural disaster (as in bits of everything could be found there) or if it is meticulously organized and labelled.

Take the time to think on this. It is important. Gear can be anything from socks to bullets to electronic gizmos so by all means think and have fun with it. Keep it real and to character that is all I ask. Enjoy.

Disadvantages
WIP

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Last edited by Fain on Mon Oct 12, 2015 9:22 am, edited 3 times in total.

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 Post subject: Re: Werewolf Wars
View Likes PostPosted: Sun Aug 23, 2015 6:52 pm 

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Presenting a concept for approval:

Name: Philippa "Pippa" Stidolph
Gender: Female
Position in pack: Alpha's mate
Primary Occupation/Profession: Nurse
Which pack do you originate from: A


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 Post subject: Re: Werewolf Wars
View Likes PostPosted: Sun Aug 23, 2015 7:01 pm 

Wandering through uncharted space...

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@"Shadow Lady" Approved

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 Post subject: Re: Werewolf Wars
PostPosted: Tue Sep 29, 2015 12:59 am 
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Character Concept

Name: Aidan Michael "Mikey" Lestrange
Gender: Male
Position in pack: Beta
Primary Occupation/Profession: Homicide Detective
Which pack do you originate from: B


EDIT: clarified his profession


Last edited by Shadowed on Tue Sep 29, 2015 3:24 pm, edited 1 time in total.

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 Post subject: Re: Werewolf Wars
PostPosted: Tue Sep 29, 2015 1:50 pm 

Wandering through uncharted space...

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@Shadowed Approved

@Shadowed and @"Shadow Lady" you may both begin rolling for the first part of the build.

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 Post subject: Re: Werewolf Wars
PostPosted: Tue Sep 29, 2015 1:52 pm 

Sort of back.

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Will do it either tonight or tomorrow.


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 Post subject: Re: Werewolf Wars
PostPosted: Tue Sep 29, 2015 1:56 pm 

Wandering through uncharted space...

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Sounds good :)

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 Post subject: Re: Werewolf Wars
PostPosted: Tue Sep 29, 2015 2:02 pm 
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Characteristics:
Shadowed rolled 12d6+150 and got a total of 193:
6, 1, 2, 4, 3, 4, 3, 3, 6, 2, 6, 3



Skills:
Shadowed rolled 12d6+100 and got a total of 144:
6, 4, 2, 3, 4, 5, 2, 2, 3, 3, 5, 5



Powers:
Shadowed rolled 12d6+100 and got a total of 150:
3, 4, 1, 5, 3, 6, 1, 3, 6, 6, 6, 6


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 Post subject: Re: Werewolf Wars
PostPosted: Wed Oct 07, 2015 2:46 pm 

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Characteristic Roll for Pippa:
Shades rolled 12d6+150 and got a total of 187:
3, 5, 3, 4, 3, 5, 3, 2, 4, 2, 1, 2


Skill Rolls for Pippa:
Shades rolled 6d6+100 and got a total of 120:
6, 1, 1, 4, 6, 2


Power Rolls for Pippa:
Shades rolled 12d6+100 and got a total of 139:
1, 1, 5, 4, 3, 5, 1, 5, 3, 2, 5, 4


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 Post subject: Re: Werewolf Wars
PostPosted: Thu Oct 08, 2015 9:29 pm 

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Characteristics (WIP)

STR: 11 / 11
DEX: 13 / 12
CON: 10 / 11
BODY: 13 / 12
INT: 21 / 13
EGO: 15 / 12
PRE: 30 / 15
COM: 20 / 13

Attacks and Defenses
Primary Attack: Fangs
Secondary Attack: Claws
Tertiary Attack: Martial weapon (pocket knife)
Base Attack Value: 4

Physical Defense: 12 (Light Armor)
Endurance: 10
Resistance: 10
Mental Defense:
Base Defense Value: 12


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 Post subject: Re: Werewolf Wars
PostPosted: Fri Oct 09, 2015 6:11 am 

Wandering through uncharted space...

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Very well done! For rolls you round 5 and upwards rounds in players favour so if you have 2.2 it will be a 2 if you have 2.5 it will be 3.

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 Post subject: Re: Werewolf Wars
PostPosted: Fri Oct 09, 2015 7:25 am 

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Thanks, thought so! Will complete the rest today!


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 Post subject: Re: Werewolf Wars
PostPosted: Fri Oct 09, 2015 8:44 am 

Wandering through uncharted space...

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No rush. I will work more on the stuff for this over the weekend. Had a few delays.

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 Post subject: Re: Werewolf Wars
PostPosted: Sun Oct 11, 2015 4:47 pm 

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Since brain is mushy, defense part is still missing? Or did I overlook it? (might have lolz)


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 Post subject: Re: Werewolf Wars
PostPosted: Mon Oct 12, 2015 8:13 am 

Wandering through uncharted space...

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Equipment and Disadvantages are the only two things missing everything else should be there. Really sorry about that guys. I've been a little sidetracked with art lately. Also trying to figure out how I'm going to do disadvantages to keep it simple. Since usually it gives you specific points to assign somewhere it can get a little complicated.

Equipment can be done really easily. It'll be three simple sections for weapons. Martial Hand to Hand, Martial ranged, Range. Gear will be straight forwards and armament shouldn't be that hard. It'll depend more on how I want to do the allotment of equipment. In other words what money system will be easier to use. It shouldn't take me too much longer to get the kinks out. I'll try and get them done over the next few days. Sorry about the delay.

EDIT: No you are correct the Defensive information is not located in the OOC yet. It will be located in the Equipments section under Armor.

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 Post subject: Re: Werewolf Wars
PostPosted: Mon Oct 12, 2015 9:23 am 

Wandering through uncharted space...

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Updated Equipment.

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 Post subject: Re: Werewolf Wars
PostPosted: Mon Oct 19, 2015 12:05 pm 

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Edited my character, and added a question to it. There are some parts that are a little harder for me, specially since I've never seen the system this is based off of.


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 Post subject: Re: Werewolf Wars
PostPosted: Mon Oct 19, 2015 12:29 pm 

Wandering through uncharted space...

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Shades wrote:
Base Defense Value: [??] - Do you add your defense values here, or take an average on the others? Didn't quite understand that.


Your base defense value is your physical defense value minus your armor value.

Also no worries. It's why I"m here to help out and explain things. I'm always happy to answer questions.

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 Post subject: Re: Werewolf Wars
PostPosted: Mon Oct 19, 2015 2:48 pm 

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Ah, thanks! I'll add the rest to it later on! =)


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